According to ECS's post, we are supposed to be able to add new factions without having to overwrite existing ones. Has anyone figured out how to do that yet?
I am running into the same issues I had with MTW when I try to add factions.
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According to ECS's post, we are supposed to be able to add new factions without having to overwrite existing ones. Has anyone figured out how to do that yet?
I am running into the same issues I had with MTW when I try to add factions.
erm i think you mean the units?
there are 10 empty bif files to make new units http://www.totalwar.org/forum/non-cg...ons/tongue.gif
New factions are suposed to be moddable I tought.
I don't have it yet so I can't confirm that.
However from the docs I'v seen so far it looks
more possible I just need an engine and the rest of the
files to make sure. http://www.totalwar.org/forum/non-cg...ns/biggrin.gif
sorry.
LK http://www.totalwar.org/forum/non-cg...ons/smokin.gif
No he means factions by some of the startpos info ECS gave us it indicates you can add your own factions to the game . I just got my copy this morning and I am giving the files a good look and should have an answer after a few tests here is the data block from the viking era file in Campmap/Startpos. Faction declarations.Quote:
Originally Posted by [b
//
// These MUST be declared before
// being used anywhere else in this file.
//
// The number of factions is restricted to >.
// Faction 0 is always the faction used to
// identify rebel groups.
//
// The proper game will search for these
// faction labels and act upon them for
// a number of things such as historical events.
// MODDERS use different names to avoid this.
//
// Faction ID's are assigned in the order the
// declarations are found in.
//
// eg:-
//
// DeclareFaction:: "rebellious_badger" -> assigned to 0
// DeclareFaction:: "faction_underpants" -> assigned to 1
// DeclareFaction:: "abc" -> assigned to 2
//
// When refering to factions in the production files
// you must use the names you have declared here.
//
// For factions set to FT_MAJOR ( playable )
// files need to be placed in the campmap\GameEnd
// directory in the form "MyFactionName_win.bif". Looks like it will be fun to figure out. http://www.totalwar.org/forum/non-cg...s/confused.gif
[/QUOTE]max amount of factions was 20
It had always been intended to handle 31 + rebel factions, but due to some unknown oversight or bug, it seems on one has managed to add in extra factions. With VI it is easy to add factions, you can have up to 31 plus rebels.
[QUOTE]This qoute was from Eat Cold Steel CA programmer the original is in a pinned thread "Changes to startpos files in VI" here in the dungeon. http://www.totalwar.org/forum/non-cg...ns/biggrin.gif
Adding factions should be easier than it was before. You just have to go and find all the text files that need to be altered. I think someone added a Scots faction to the game some months ago. I assume that it is posted here at the org. I would get it and use it as a reference. Then you just need to find out what is different in the VI file system.
I am looking how to add new factions not alter existing ones. Up until VI, adding additional new factions wasn't possible.Quote:
Originally Posted by [b
It would be interesting and challenging to have more factions available in MTW, particularly for the early campaign. The additional units open up some interesting opportunities.
max amount of factions was 20Quote:
Originally Posted by [b
It had always been intended to handle 31 + rebel factions, but due to some unknown oversight or bug, it seems on one has managed to add in extra factions. With VI it is easy to add factions, you can have up to 31 plus rebels.
Yes, I read that too and tried adding a new faction. I had the same issues as before. I was asking if anyone had been successful in adding one.Quote:
This qoute was from Eat Cold Steel CA programmer the original is in a pinned thread "Changes to startpos files in VI" here in the dungeon. http://www.totalwar.org/forum/non-cg...ns/biggrin.gif
Actually adding new factions to MTW was and is possible using the fn_free slots it involves alot of work but it can be and has been done on TW.com a guy named AOD Bradford had a mod with 30 factions functional.He posted a faq on how to I have most of it but it was never completed. http://www.totalwar.org/forum/non-cg...ns/biggrin.gifQuote:
Originally Posted by [b
As far as I know nobody ever saw this infamous 30 faction mod. Although several people asked AOD Bradford if he could sent this mod, he never did and never responded to this questions. His modding guide was very good but I seriously doubt he really made this mod. He stopped posting parts of his modding instructions just when he wanted to explain how to create a new faction.
Several other people claimed to have made mods with new factions but nobody ever saw any proof of this.
As far as I know the fn_free slots did not work in the original MTW. Hopefully VI will change this.
Here. This is at the top of the Early campaign file. Just append your faction's name, and go from there.
//========================================
// Faction declarations.
//
// These MUST be declared before
// being used anywhere else in this file.
//
// The number of factions is restricted to >.
// Faction 0 is always the faction used to
// identify rebel groups.
//
// The proper game will search for these
// faction labels and act upon them for
// a number of things such as historical events.
// MODDERS use different names to avoid this.
//
// Faction ID's are assigned in the order the
// declarations are found in.
//
// eg:-
//
// DeclareFaction:: "rebellious_badger" -> assigned to 0
// DeclareFaction:: "faction_underpants" -> assigned to 1
// DeclareFaction:: "abc" -> assigned to 2
//
// For factions set to FT_MAJOR ( playable )
// files need to be placed in the campmap\GameEnd
// directory in the form "MyFactionName_win.bif"
//========================================
DeclareFaction:: "FN_REBEL"
DeclareFaction:: "FN_ALMOHAD"
DeclareFaction:: "FN_BYZANTINE"
DeclareFaction:: "FN_DANISH"
DeclareFaction:: "FN_EGYPTIAN"
DeclareFaction:: "FN_ENGLISH"
DeclareFaction:: "FN_FRENCH"
DeclareFaction:: "FN_GERMAN_HRE"
DeclareFaction:: "FN_ITALIAN"
DeclareFaction:: "FN_POLISH"
DeclareFaction:: "FN_RUSSIAN"
DeclareFaction:: "FN_SPANISH"
DeclareFaction:: "FN_TURKISH"
DeclareFaction:: "FN_ARAGONESE"
DeclareFaction:: "FN_BURGUNDIAN"
DeclareFaction:: "FN_GOLDEN_HORDE"
DeclareFaction:: "FN_HUNGARIAN"
DeclareFaction:: "FN_NOVGOROD"
DeclareFaction:: "FN_PAPIST"
DeclareFaction:: "FN_SICILIAN"
DeclareFaction:: "FN_SWISS"
I never saw the Mod myself either, but as far as the FN_FREE slots working I asked the same question of Eat Cold Steel ECS programmer and he says it is possible heres is a prtion of his responseQuote:
Originally Posted by [b
So if he says it could be done I think I beleive him after all he works at the company that makes the game.Edit: the entire post can be seen in the Dungeons Faq thread.Quote:
Originally Posted by [b
You know where it says place leader and there are some co-ordinates,what does this mean? I thought it was where your king starts. Therefore how are we supposed to know the starting co-ordinates for say,Bohemia or Wallachia?
How can i make a faction without knowing these?
Adding the factions was possible it's just the flags
and silly little coded stuff like that stoped it from
working.
Seen as all the factions needed a flag
and only x amount of flags existed then
only the equal amount of factions could be given a flag.
so that was that. Now the faction colours are RGB
numbers up to 256 colours then it won't be an issue
anymore it seems
LK http://www.totalwar.org/forum/non-cg...ons/smokin.gif
In the Early, High, late text files the placeleader line remains as it was in the original MTW PlaceLeader:: ID_ALGERIA FN_ALMOHAD , in the Vikings text file this has changed to PlaceLeader:: ID_LANDREG_41 FN_01 The LANDREG # points to the landregion assigned for this number in DeclareLandRegion:: "ID_LANDREG_41" // LAIGIN the FN # corresponds to the Faction Name assigned in DeclareFaction:: "FN_01" // Irish . So it depends which file you are trying to edit. I am still trying to figure this out so sharing our finds is important. http://www.totalwar.org/forum/non-cg...ns/biggrin.gifQuote:
Originally Posted by [b
After looking at the Loc/Eng files ALOT recently I've descovoered that fact that only 11 other factyions can be implmemented properly, or it seems that way as most files only contain Free01-11, however I may be wrong so don't think thats definate.
Well my first attempt at adding a new faction to VI , failed, I used the VIKINGS txt file and I followed the file structure, seemed pretty straight forward based on numbers in seqeunce existing factions FN_00-08 so mine was 09 added everything following the file structure in the startpos, unit prod 11 and you even have to add a finish bif in Campmap/Gameend and all I got was the game would not even boot http://www.totalwar.org/forum/non-cg...cons/mecry.gif back to the drawing board. http://www.totalwar.org/forum/non-cg...icons/wink.gif
If the game crashed while loading into stratgy map, it is most likely a problem with shields. To add a new faction, you have to do DeclareFaction, SetActiveFaction and SetShieldImage. Give it a region to begin with, SetStartLeader, PlaceLeader.
That's the bare minimum you have to do to get a new faction in the game.
I am sure I covered all the bases as far Declare Faction,etc. I followed the existing file structure and for the shield I used the Rebels default I think this is acceptable ? I am going over my entries for typos and anything I might have missed I saved the vikings txt file with the changes for reference and will start over any more thoughts on entries I might have missed please let me know. http://www.totalwar.org/forum/non-cg...ns/biggrin.gif
Textures campmap has flags in it now
so untill I know where everything is
and why, I won't confuse the issue. http://www.totalwar.org/forum/non-cg...ns/biggrin.gif
Try giving only one region to your new faction and remove all units assigned to that region apart from one Peasants. There could have been a mismatch on unit culture and faction cilture. Make sure your place leader in that region.
[edit] SetStartLeader has a tie in with the hero name files. Try SetStartLeader:: FN_NEW 0 0 to begin with.
Thanks ECS I will give that a try I had originally assigned them 3 Land Regions and kept the units and placeleader on just one. ECS Please check my last post in the Changes to Startpos in VI thread. http://www.totalwar.org/forum/non-cgi/emoticons/pat.gif http://www.totalwar.org/forum/non-cg...ns/biggrin.gif http://www.totalwar.org/forum/non-cg...icons/wave.gif
In SetStartLeader I just copied an existing line and added my FN # which is 9 I got it to boot now , then I remembered I did not make an entry for the leader unit in the prod 11 files , now I get an unknown faction error ? http://www.totalwar.org/forum/non-cg...cons/frown.gif back to the drawing board.
Well I did it I was able to add a brand new faction to VI, it still needs some tweaking as far as leader name and buildings (still having some issues with the build 13 and unit prod 11 files) but my faction was on the select screen I was able to choose it. I took Eat Cold Steels suggestion and kept things simple with the units just peasants for know and King's unit. Funny thing was on the period select screen the High era was replaced by another Vikings era and that is where my new faction was.Well back to the drawing board,more work to iron out the kinks but it is progress this morning the game would not boot now my new faction shows up and is playable http://www.totalwar.org/forum/non-cg...ns/biggrin.gif
LOS,
Send me a list of the files you have modded
so far please.
(in relation to adding factions)
Thanks
LK http://www.totalwar.org/forum/non-cg...ons/smokin.gif
I tried to get the Scots into the main game (Early) but like LOS the game wouldn't load up. For setstartleader I copied the Scots data from the Viking startpos. Is this acceptable or would I be better off just copying one already in Early, or leaving it as '0 0',etc?
Is anyone adding a Frankish unit?
The community units mod will be updated for
vi so the 70 odd units from that will be added
plus others.
Frankish units will be among them.
LK http://www.totalwar.org/forum/non-cg...ons/smokin.gif
Alright, simple guide to adding a new faction:
Make a copy of viking.txt in your campmap\startpos directory
Open up the copy with a text editor
Lets go through the file from top to bottom.
Change cn_title to some thing different like "new faction mod" so you can tell which is your mod
Declare your new faction with DeclareFaction:: "FN_new"
Activate your faction with SetActiveFaction:: FN_new FT_MAJOR
Set your culture with SetCulture:: FN_new CATHOLIC_CULTURE
Give yourself some shield by SetShieldImage:: FN_new "Welsh_lge" "Welsh_sml" "Welsh" "Welsh" "Welsh"
Give yourself an island with SetRegionOwner:: ID_LANDREG_44 FN_new
Now you need a king SetStartLeader:: FN_new 0 0
and PlaceLeader:: ID_LANDREG_44 FN_new
That should be all you have to do to get a new faction to play with.
Other things you'll have to do to get it to be more playable.
SetTreasury:: FN_new to give yourself more starting cash
Change you starting religion to something else, it defaults to catholic
Give the AI a script to control the faction with SetBehaviour
Change the colour with SetFactionCol
Give an office or two with AddOffice
Give some heir with AddHeir:: FN_new m/f age
More advance stuff to make it look good
Change the prod file to give your new faction some troops and building
Change the translation files to get rid of all the no translation Mostly in faction_specific and changes
SetFactionMusic:: FN_new X - X can be 0 - 5, see playlist
GGConquestReward:: FN_new 1.0 plus changing regowner_table to list some homeland for GA goals
Make some heroes and kings with a copy of the hero files, and SetNameData::
Then you can update SetStartLeader with extra stuff.
Thnaks ECS, I already managed to get my new faction to show up and be playable, One problem I have not figured out yet ,when I make an entry to build prod 13 or prod 11 files I get an unknown faction error "Unknown faction FN_09" any ideas? ( I used FN_09 as file suggests to use numerical sequence, exisiting provs. FN_0-FN_08)
Did you make a copy of the production files? The problem is that the original vikings startpos also refere to those production files, which does not include your new faction declaration, and hence you get the Unknown faction FN_09 error.
I will get the VI this weekend but can someone send me the Unit and one of the startpos files of the VI to have a look at them. I think I can rebuilt my tools quite fast so it will be a lot easier for all.
No I made the changes in the original, so I copy the prod file then make the necessary changes, then save it? could you explain this in little more detail ( http://www.totalwar.org/forum/non-cg...ns/biggrin.gif )sorry I have never added a new faction to MTW and just want to be clear, when I make the copy where do I save it ?thanks for your help and patience ECS http://www.totalwar.org/forum/non-cgi/emoticons/pat.gif http://www.totalwar.org/forum/non-cg...icons/wave.gifQuote:
Originally Posted by [b
Ok, make sure you are not changing the original files, put it back to how it was before if you've made any changes. Now make a copy of viking.txt, in campmap\startpos, edit "Copy of viking.txt" and fine the line
Prodfiles:: UNITPROD "vikings_unit_prod.txt" BUILDINGPROD "vikings_build_prod.txt"
And change it to
Prodfiles:: UNITPROD "copy of vikings_unit_prod.txt" BUILDINGPROD "copy of vikings_build_prod.txt"
Then go to the root and make copies of vikings_unit_prod.txt and vikings_build_prod.txt. Now make the mods you want with the new files without changing the original ones.
Thanks for this ECS, You have made this modder and others I am sure very happy, It will take some getting used to but the file structure for vikings is very user friendly http://www.totalwar.org/forum/non-cgi/emoticons/pat.gif I just love this GAME http://www.totalwar.org/forum/non-cg...ns/biggrin.gif P.S. I am not at my home computer so I will try these tips as soon as I get home. http://www.totalwar.org/forum/non-cg...icons/wink.gif
BKB, I would copy the existing leader stats over , with 00 you will get name translation errors. http://www.totalwar.org/forum/non-cg...ns/biggrin.gifQuote:
Originally Posted by [b
Is there gonna be a Frankish faction? I meant to ask that in the first place.
Throwing Axemen? Carolingian Cav?
I managed to add Munster as a faction to vi.
It all seems to be working ok.
I just made some basic changes as suggested above,
hence some flags , names and so on don't show.
But that's not a problem.
I figured I was too tired when I could not figure out
why my king was a highland clansman, so I'll get back to that tomorrow.
Apart from me it all works ok it seems.
btw
Total War\Medieval - Total War\Textures\campmap\Vikings\PrebatShields
add SHL09.BIF if you want to fight a battle
in the campaign.
good night
LK http://www.totalwar.org/forum/non-cg...ons/smokin.gif
Lord Krazy, the problem with the Leader unit is in your Unit_prod-... file. If you have a new faction you must insert the leader unit in this file or it get the first unit type it finds hens the highland clansman.
Before you start moding it's best if you read thru viking.txt first, it has the most up to date comment, also the other startpos leave a lot of command out as they use the default value where as viking make use of the full range of keyword. There is no different in format between viking and the others, so if you see a keyword in one you can use it in the other. SetStartLeader ties in with the hero name file so take a look at that too.
Damn Took me hours to do all this and now what do I find here http://www.totalwar.org/forum/non-cg...cons/frown.gif
Oh well. Not the greatest of modders and some things above which make things much clearer thanks ECS.
L_K you must have been tired even I knew that http://www.totalwar.org/forum/non-cg...ons/tongue.gif
OK i have my new faction showing up on the select screen, I can choose it the leader,names are all right , I can build anything but as soon as I build a warrior hold it crashes to desktop, also none of the buildings are showing up even though they are under makebuilding in startpos this is the one sticking point I got everything else to work whats up ECS P.S. Problem seems to be editing the unit build prod 13 file ? I am using Land Reg 37 as my province if that helps.
I am think it may be the flag on the castle, try using the same flags as another faction. Also what culture have you set your faction? That normally explains why building doesn't appear.
I have chosen Catholic Culture but I did nothing with the castle flags. What file for those ? If I can get past this point that should solve things hopefully,Would that give me probs with the build prod file? http://www.totalwar.org/forum/non-cg...ns/biggrin.gif Thanks ECS http://www.totalwar.org/forum/non-cg...ns/biggrin.gif
Can you show me what your SetShieldImage line reads? Those should be large shield, small shield, castle flag, army piece shield and army banner.
If you mean the setshield image line in startpos I copied the line for the rebel shields, default shieldlge, default shield small. "Rebel" "Rebel" I am not on my home pc at the moment but thats what I entered.
Yep, that's your problem, rebels' castle doesn't have a flag. Either make a copy of the flag or change the SetShieldImage line. That doesn't explain why your building does appear though.
Thanks ECS now I know why I get the CTD and now I will probably be able to build warrior hold but like you said why wont they appear if thet are assigned in MakeBuilding line of startpos? well one problem solved so were that much closer. http://www.totalwar.org/forum/non-cg...ns/biggrin.gif
You can add a set of flags and call them fn_09
or whatever.
LK http://www.totalwar.org/forum/non-cg...ons/smokin.gif
Thanks but it's not the theory thatQuote:
Originally Posted by [b
stops me usualy. http://www.totalwar.org/forum/non-cg...ns/biggrin.gif
btw it works fine now.
LK http://www.totalwar.org/forum/non-cg...ons/smokin.gif
Ok this is only for a test; but so far I have:
A new faction named "Ith Raiders" in Reget, Scotland (landreg_11) Pagan Culture(removing the Abbey here)
I edited names.txt (in loc) and VIKING_HEROES.txt (campmap\names) so my faction uses a mixture of Danish and Viking names (ie creating a new surnames/forenames list.) Also set new Heroes and Kings in this file.
These are all quite easy to do as ECS has helped lots and there are a lot of helpful tips in the files... which is why a noob mod like myself has got this far.
Making the changes are easy. Getting the changes to actually work is not. Does the faction units and buildings appear? Does this work in strategic and battle mode?Quote:
Originally Posted by [b
Does it work without crashing?
If the answer to this is yes, then upload your files
Yes - and done.
Orgs Uploads Recent Files
Added a SHL09.bif though you can make this yourself. It's only a copy of the Vikings SHL07.bif
Dammit Heroes names are not working. Will look at that in a minute.
I would ask if you have any problems with the buildings for your faction do they show up ? I noticed you did not make any entries to the unit or build prod files? I looked at the structure of your set up and I have been following this from the start my faction shows up, names, leader is fine, I have royal units for my King, the farmland and abbey show, but the other buildings in MakeBuilding: do not show and it has me puzzled I can build anything but I would rather they were placed at the start like the others, how many turns have you played any battles? give us a progress report if you please. http://www.totalwar.org/forum/non-cg...ns/biggrin.gif back to the drawing board http://www.totalwar.org/forum/non-cg...icons/wave.gifQuote:
Originally Posted by [b
This is annoying me. I now have the Scots, Welsh and Irish in early. The shields are there, the crusader_prod files recognise them, the names are there and they work in custom battles. However, when I try to play as one on the campaign mode it loads up and crashes. I don't know what the hell the problem is I copied the castleflag.bifs from the Viking folder, so I don't see why there would be a problem.
ECS, what do you mean by army piece shield? If I knew that might be the missing link, but I doubt it. Is that just for the Viking startpos or Early, High and Late also?
Total War\Medieval - Total War\campmap\pieces\Units\Christian\Shields\Quote:
Originally Posted by [b
I believe this is what ECS means.
This is for both vi and mtw.
I have just added stuff to vi
so far and have had little problem.
LK http://www.totalwar.org/forum/non-cg...ons/smokin.gif
Lord Krazy,you are on my dude list. It works a treat. No problem building or training units. Irish,scots and Welsh are in early and i am chuffed to bits
Hallelujah I did it building problem solved http://www.totalwar.org/forum/non-cg...ns/biggrin.gif I have my faction, I can do everything with it It was simple I left out 1 building in the structure of the MakeBuilding line and thats is why they would not show. I just copied and pasted an existing capital structure put my faction number and capital name and it worked I do not know how I left the 1 building out and I looked at it a few times, I honestly did not think it would make a difference but I was wrong. Well that said and done adding a new province to VI is no longer a mystery to me, Now I have not played more than a few turns and had 1 battle but so far so good http://www.totalwar.org/forum/non-cg...ns/biggrin.gif
Things coming together this is good news you guys http://www.totalwar.org/forum/non-cg...cons/smile.gif
I don't like editing the Unit and Build prod files. I've looked at them - but there still some things I don't know/like about them. I've tried changing them in the past but never got anywhere.
The Heroes files I dunno I still can't get them to work properly. Before one hero would show but with bad name (ie "Christoffer vi_Masson### Could not....". But now I can't get any of them to show at all http://www.totalwar.org/forum/non-cg...cons/frown.gif
This aint a big problem though I only wanted to add a new faction and I can get that done. Units are next. I will forget heroes (for now.)
Building all ok BTW. But like I said I haven't changed anything in Build_Prod. Maybe I'll have a look at that now.
I've done no more than about 20 turns with no problems, except that my heroes don't show up. I've played battles - I killed the Scots by turn 2 once...and already I realise from starting in Reget expansion needs to be quick...and preferably south towards income http://www.totalwar.org/forum/non-cg...cons/smile.gif
Good news you guys are working ok now. My main goal is to get Vikings in Early/High/Late eras with all their units for MP. I'm only testing the water with Ith Raiders.
http://www.totalwar.org/Downloads/Mtw_Uploads/MTWbeta/
A new faction mod for Vi has been posted
here for testing.
It adds Munster to the Vi campaign.
Let me know if it you have any probs.
It should cover all the basics of adding
a faction to Vi.
Ithaskar,Quote:
Originally Posted by [b
could you give me a better idea
of what you are doing.
I'm not sure I understand.
Thanks
regards
LK http://www.totalwar.org/forum/non-cg...ons/smokin.gif
It's pretty simple L_K. I just want to be able to play Vikings online in the Early/High/Late eras. Don't care about accuracy... I just want to add them. I've sorted almost all names out for them; my only problem is the Unit_Prod file - as ever.
Can't look at it right now since I'm not at home but for some reason I keep getting a message when I load the game:
"FN_VIKINGS" faction not defined in column 5 row 67
or something of the like. I think the problems in the names.txt I'll take a look later when I get back but like you I was a little tired so I turned in.
BTW I had the Vikings working in the campaign but I had not edited Unit_Prod and they had just 5 units.
Grrr I h8 editing Unit_Prod it screws everything up.
I.F. Are you using GnomeUnitBuildProd editorv2.0 to edit the prod files ? http://www.totalwar.org/forum/non-cg...ns/biggrin.gif
Mmmm. When purchasing certain units as mercenaries (Hobilars and Horse Archers) the game CTD. Has anyone else noticed this?
Also, I've recently tried to add the Portuguese. I've changed the colours of the shields and castle flags, but in the game their are white spots in the shield. I keep fixing it but this still keeps happening. Any ideas?
I'm having problems. I've made Highland Clansmen exclusive to the Scots but whenever I try and play a battle with them the game CTD. It happens with other factions and other units also. I did the same with Kerns and they crash with the Irish. Even units like Urban Militia crash with the new factions. I know it's something to do with the UNIT_PROD files but I'm not exactly sure what. If anyone has had the same problem and knows how to rectify it, could you please tell me? Thanks.
I really admire all you "Lords" here. good work.
Now, I would really wants to ask that any chance to post kind of a "step by step" guide of Adding new faction here? I just has no time (and patience) to work it out myself with a crying new baby - just hope I still can have enough time to play. http://www.totalwar.org/forum/non-cg...icons/wave.gif
many thinks
scsscsfscf .... hmmm. ECS has posted a pretty easy to follow guide on one of the previous pages in this thread. That's pretty easy to follow and there are lots of tips in the files themselves.
-----------------------
Guys - at the moment I'm pretty stuck. If I put back the original Unit_Prod file the game works fine (there is one _minor_ problem that the King comes up as King SweynRoman_Numerals##Label not found but I ignore that for now)
Like I said, it works fine or atleast so far it has done, I've got up to about turn 25 with no problems. I even get my Vikings units since I'm in Norway region. But the units are not Faction Specific only Region Specific so I can't get them in custom games. As soon as I change the Unit_Prod I come up with faction not defined error.
This maybe a stupid question, but when I define the unit as Faction Specific, but I should be putting the same thing here as I declared in startpos right? So I declared as FN_VIKINGS I should put that in the faction specific column for the unit?
If so then I need to find out why my faction isn't being declared http://www.totalwar.org/forum/non-cg...cons/frown.gif
p.s. LOS - Yes using Gnome's editor - but only since you posted that above http://www.totalwar.org/forum/non-cg...ons/tongue.gif
It did good to check I had entered things right thanks http://www.totalwar.org/forum/non-cg...ns/biggrin.gif
p.p.s. BKB could you upload the files where you have Irish/Scots/Welsh working. I could probably find something I have missed knowing me http://www.totalwar.org/forum/non-cg...cons/smile.gif
Thanks http://www.totalwar.org/forum/non-cg...cons/smile.gif
p.p.p.s. BKB is that map supposed to be viewable for us? http://www.totalwar.org/forum/non-cg...cons/smile.gif
Cheers all http://www.totalwar.org/forum/non-cg...cons/smile.gif
I. F. Did you SETFORENAMES/SURNAMES in the default heroes file, if so you should not get the trtanslation error on your King I got that at first but for my faction name it turned out I had the name in to many places usuallly those errors stem from the Loc files dbl check for typos and spacing those files are touchy also, as far as the unit prod yes you would enter the name you declared in your case FN_VIKINGS what unit or units are you editing sometimes changing the column to read ALL_FACTIONS might work you also need to check for culture specifications if there is any being that Vikings are pagan this can sometimes cause problems. http://www.totalwar.org/forum/non-cg...ns/biggrin.gifQuote:
Originally Posted by [b
I have posted a working version of a mod "Final Crusade_Alpha.zip" It contains 9 completely new working and playable major factions (without any old ones being over-written). Glory points can be earned for conquest, but not homelands for these new factions, also with (mostly) correct histroical Kings names and graphics. New factions are:
Navarre
Bohemia
Flanders
Friesland
Genoa
Kingdom of Jerusalem
Scots (adapted from Vikings)
Irish " "
Welsh " "
Cuman Tribes (replaced Novg) Have Cuman Royal Cavalry as their leader unit
Danishmendid Turks (replaced Burgundy) Use Turk Leaders
I have edited the Heroes.txt file so that Godfrey King of Jerusalem gets his brother Baldwin, and Roger I the Norman Sicilian King has his brother Robert, Bohemond and his nephew Tancred (these are missing and one goes to the Italian faction in the official campaign)
Adding new factions is not too difficult (just use FN_FREE21, FN_FREE22, etc). The problem is that the crusaderunitprod11.txt file will not recognise these new factions. Leaders are assigned to the default unit in the first row, i.e. Scottish Clansmen, so to get around this I swapped this position with Royal Early Knights. With futher editing of the unitprod.txt file I will assign units building reqs to Regions and Cultures so these new factions arent too disadvantaged. The unitprod needs massive work to get the rebellions at a dent level and other changes as made by other mods such as MedMod, I am in the process of doing this and entering in units and buildings for the startpos.txt file. I really dont like they way CA has only 1 or 2 units per region and bugger all buildings, e.g. historically there were churches, monastaries, royal palaces etc, all throughout Europe and much bigger armies than 100 or so, so I will be adding much more units and buildings than there are in the offical campaigns, this should be done and tested within the next few days for a final release of my mod The Eve of the First Crusade. I have tinkered with the Heroes.txt file but do not yet fully understand how the Kings Roman numerals and naming works, through trial and error I have it sorted for this mod.
All of the files need to be copied for the new factions to work (although I suppose you can stick with the official inaccurate Danes and Sicily). This is probably the best way to see how to add a new faction rather than me trying (and probably failing) to explain it in a tutorial. Which is why I am releasing this preliminary working version now. I can be emailed at thomas_norrish@yahoo.com..au or for a modding emergency, phoned (in Australia) on 0404 240 228
Grell aka Thomas Norrish 16 May 2003 Australia.
Remember, if you use you newly declared Faction in the prod files, then ALL other startpos that reference the same prod file have to include the new faction declarations too. For example, if startposA.txt has faction FN_01, FN_02, FN_new and startposB.txt has faction FN_01 and FN_02 only then they can't share the same prod files unless the prod files does not mention FN_new at all.
So then as you told us before we make copies of the prod files then enter them in the copy of the txt files so they will be recognized yes? http://www.totalwar.org/forum/non-cg...ns/biggrin.gifQuote:
Originally Posted by [b
LOS,Quote:
Originally Posted by [b
Can you use Gnome 2.0 for VI? I noticed that there is an extra collumn that Gnome apends to its last column entry. I noticed some errors when I tried to use Gnome, but who knows....
Well I contacted Lord Gnome (see the pinned thread on his editor) and he is seeing about a updated version or if one is needed, I myself have used it in VI and it works fine as have others. So try it for yourself just make sure you make your changes in a copy of the file and then declare that file in your mod txt file. http://www.totalwar.org/forum/non-cg...ns/biggrin.gifQuote:
Originally Posted by [b
ECS, in the Names/VIKING HEROES file , this line //name no. c d p a portrait vnv, I get the name no. portrait and vnv what do the letters c,d,p and a represent? Also if I am doing a mod with the Vikings txt file can I also have one for one of the MTW eras at the same time, If the Vikings txt is different as far as the startpos set up would both mod txt files work or would it conflict?
LOS,Quote:
Originally Posted by [b
As the official 'pioneer' of adding new factions, would you consider putting together a user guide? Yours is the only new faction that operates flawlessly.
I am still trying to figure out what you did differently from mine and this would help me and others as well.
Man you are gonna kick yourself with this one - those are his stats: command, dread, piety and acumen. http://www.totalwar.org/forum/non-cgi/emoticons/pat.gif
Grell,Quote:
Originally Posted by [b
Your mod works fine for a while then crashes to desktop. It is usually during unit building. I completely reinstalled Viking + MTW then added your mod, and am still getting the same issue.
Is it possible that you didn't include a file or something?
OK I am done kicking myself, for some reason I did not even think of that I overlooked the obvious I thought new file new structure that cant be it thanks ECS http://www.totalwar.org/forum/non-cg...cons/joker.gif Turbo, I would consider it once I get all my bearings and go over more files as you see it is easy to miss some of the more obvious things
http://www.totalwar.org/forum/non-cg...ns/biggrin.gif , I would not call myself a pioneer , I just want to learn what I can and share it so we can all Mod the game we love so much http://www.totalwar.org/forum/non-cgi/emoticons/pat.gif I am not to proud to ask if I dont know something especially when we have fellows like ECS to help,if we can pick his brain and learn more and faster then I say lets do it http://www.totalwar.org/forum/non-cg...ns/biggrin.gif Lord Krazy has posted a working faction "Munster" and I think he covers the bases more thorughly than I do, he has the knowledge where the flags,shields etc need to be, so I think between all of us especially those that have been following this thread can compile the info for all to see. Thanks to all fellow modders and game lovers I think we will be seeing alot of new Mods real soon, and thanks to ECS for pointing us in the right direction you the man ECS http://www.totalwar.org/forum/non-cgi/emoticons/pat.gif P.S. Turbo, what exactly are you having trouble with?
Grell,Quote:
Originally Posted by [b
Your mod works fine for a while then crashes to desktop. It is usually during unit building. I completely reinstalled Viking + MTW then added your mod, and am still getting the same issue.
Is it possible that you didn't include a file or something?[/quote]
Turbo, If you look closely at the post Grell states he did nothing to edit the unit prod files so most likely the cause of the problems,is he did not add his factions to the prod files. You should make copies of the prod 11 and 13 files to work in, then you must declare them(For Viking only) in your mod txt file for them to work properly. http://www.totalwar.org/forum/non-cg...ns/biggrin.gif