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Thread: Gauls, Gauls, and more Gauls.

  1. #1

    Default Gauls, Gauls, and more Gauls.

    So, here I am, having played a few campaigns as either the Arverni or the Aedui, and feeling somewhat let down by the experience. Why? Well, it comes down to this; it becomes apparent that in order to campaign from the position of the Gauls, one has to campaign a la Romani, you just can't 'roleplay' the Gauls.

    I have decided, therefore, to attempt a provincial campaign based around the Gallic territories. I am aware that this is going to require a great deal of work and patience.

    I am going to start my campaign shortly before Caesar's invasion (~58BC), simply because - thanks to Caesar - we have the greatest understanding of the geo-political map, and of the complex interactions of the various polities and factions of the area in this time-frame.

    I know this is going to require changes to the map (I need more provinces in the area than there are currently, and also more factions...). While I think I have everything I need to work on those aspects involving the map, any pointers to tools/advice would be very welcome.

    The factions, and what is required to alter them/create new factions is something I need help with. I know that there need to be changes in descr.strat, but do I need to change anything else? And, for example, if I seperate *Mediolanum* from the Aedui, do I have to alter "Catamandilitos(?)of the aedui"?

    I don't expect to have the mod written for me, but any assistance/advice will be greatly appreciated, and all questions will be welcomed?

  2. #2
    Arrogant Ashigaru Moderator Ludens's Avatar
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    Default Re: Gauls, Gauls, and more Gauls.

    Just checking: you have searched the R:TW modification fora here and over at the TWC?

    I am not sure if there is a conflict when you change a faction character into a rebel one. Given EB's complex trait system, this may be the case. I would recommend regenerating him as a rebel character and giving him generic rebel traits. Also, remember that the script needs settlement names in order to calculate financial aid and place reform markers and governments, so you also need to change the script files. I can't help you with the map, I am afraid.
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  3. #3

    Default Re: Gauls, Gauls, and more Gauls.

    Quote Originally Posted by Ludens View Post
    Just checking: you have searched the R:TW modification fora here and over at the TWC?

    I am not sure if there is a conflict when you change a faction character into a rebel one. Given EB's complex trait system, this may be the case. I would recommend regenerating him as a rebel character and giving him generic rebel traits. Also, remember that the script needs settlement names in order to calculate financial aid and place reform markers and governments, so you also need to change the script files. I can't help you with the map, I am afraid.
    Yes, I have checked - and am still checking through - the modification forums. It's not always easy to find what you are looking for, but I think it good form to try and garner what I can... I promise to be a good boy and not just demand answers at every twist ad turn , but sometimes well, ...we all need a little help sometimes.

    Thanks for the response..., and yes, regenerating the character makes sense. Settlement names very important...is that just the city name or do I need a 'province' name as well (was going to do so anyway, just to carry on what already exists)?

    I think it's just going to be a matter of pretty much trial and error, but at least I'm not having to do all the skinning and modelling and animations etc... - so I've got it easy.

    Again, thanks for the reply

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