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Thread: MTW Viking Expansion Revisited - Help With Belated Mod?

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  1. #1
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    Default Re: MTW Viking Expansion Revisited - Help With Belated Mod?

    How are the new factions declared inside the VikingInc.txt, did you just copy the "DeclareFaction::" lines from Viking.txt into the new file or did you give the faction identifiers more descriptive text than FN_0X?
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    Default Re: MTW Viking Expansion Revisited - Help With Belated Mod?

    Copied directly, then changed to FN_0X to something more descriptive.

    I copied directly, also, "SetStartLeader" lines.

    Thinking that this may be Viking-specific (as I managed to somehow fix the Scots problem), I now have 2 with this problem; the vikings and the Welsh! Hahaha.

    In case you need them, here are my lines:

    DeclareFaction:: "FN_SCOTS" //06
    DeclareFaction:: "FN_NORSEMEN" //07
    DeclareFaction:: "FN_WELSH" //08

    SetShieldImage:: FN_SCOTS "Scots_lge" "Scots_sml" "Scots" "Scots" "Scots" //SHL021
    SetShieldImage:: FN_NORSEMEN "Vikings_lge" "Vikings_sml" "Vikings" "Vikings" "Vikings" //SHL022
    SetShieldImage:: FN_WELSH "Welsh_lge" "Welsh_sml" "Welsh" "Welsh" "Welsh" //SHL023

    SetStartLeader:: FN_SCOTS 0 8 3 1 1 1 2 0 0 2
    SetStartLeader:: FN_NORSEMEN 0 7 1 0 0 0 0 0 1
    SetStartLeader:: FN_WELSH 0 6 1 0 0 1 0 2

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    Default Re: MTW Viking Expansion Revisited - Help With Belated Mod?

    Have you mapped out which of the new factions will get what troops throughout the game? And have you set up the tech-tree for building the VI-specific troops in Early? You will need to modify the unit_prod file column 50 for faction availability, and column 17 for build requirements. Column 17 cannot be copied from the Viking unit prod, the buildings are different in the grand campaign and must match. When determining the faction troop allowances, don't forget about the era restrictions (column 20), you don't want a faction to lose the ability to train units at year 1205.

    Your dismount problem might be a faction thing, I think you need to set the faction availability of Early(Royal)FootKnights, which dismounted DarkAge(Royal)Knights turn in to.

    I assume you have copied/modified all faction-specific lines from Viking.txt to VikingInc.txt: GGConquestReward, SetFactionMusic, SetActiveFaction, SetTreasury, SetReligion, SetCulture, SetBehaviour, SetFactionCol, SetRegionOwner (for at least 1 province), AddOffice (for the MTW buildings, not VI), and PlaceLeader. I'm pretty sure you need these or the campaign will CTD.

    Small bit of advice, try to get 1 faction working completely before adding the others. It will make it easier to hunt down the problems and will make adding the later ones a breeze. Fortunately you can just comment out lines in the startpos file. Faction declaration order in the startpos file (VikingInc.txt) does matter, getting the names.txt and faction_specific text stuff correct depends on this order.

    Can't help with the shield thing (or any kind of graphical stuff) at the moment, I've only got access to the basic txt files on my work PC.
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    If I werent playing games Id be killing small animals at a higher rate than I am now - SFTS
    Si je n'étais pas jouer à des jeux que je serais mort de petits animaux à un taux plus élevé que je suis maintenant - Louis VI The Fat

    "Why do you hate the extremely limited Spartan version of freedom?" - Lemur

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    Thumbs up Re: MTW Viking Expansion Revisited - Help With Belated Mod?

    Have you mapped out which of the new factions will get what troops throughout the game? And have you set up the tech-tree for building the VI-specific troops in Early?

    -- Yes, and it seems to be going okay, as I have assigned troops to different factions other than Vikings and tested.

    Your dismount problem might be a faction thing, I think you need to set the faction availability of Early(Royal)FootKnights, which dismounted DarkAge(Royal)Knights turn in to.

    -- Considered that, too. Will experiment later with this one. Thank you for your thought.

    I assume you have copied/modified all faction-specific lines from Viking.txt to VikingInc.txt: GGConquestReward, SetFactionMusic, SetActiveFaction, SetTreasury, SetReligion, SetCulture, SetBehaviour, SetFactionCol, SetRegionOwner (for at least 1 province), AddOffice (for the MTW buildings, not VI), and PlaceLeader. I'm pretty sure you need these or the campaign will CTD.

    -- All except "add title"; I thought I could do that later. But I will put those commands in there for them and see what happens.

    Small bit of advice, try to get 1 faction working completely before adding the others. It will make it easier to hunt down the problems and will make adding the later ones a breeze. Fortunately you can just comment out lines in the startpos file. Faction declaration order in the startpos file (VikingInc.txt) does matter, getting the names.txt and faction_specific text stuff correct depends on this order.

    -- Wilco.

    Can't help with the shield thing (or any kind of graphical stuff) at the moment, I've only got access to the basic txt files on my work PC.

    -- Okay.

    _______________________

    I will do the AddTitle and see if that changes anything. Thank you for your efforts.

  5. #5
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    Default Re: MTW Viking Expansion Revisited - Help With Belated Mod?

    -- All except "add title"; I thought I could do that later. But I will put those commands in there for them and see what happens.
    Actually the "AddTitle" bit doesn't need to be in for the game to run, I forgot Novgorod is missing that anyway in the vanilla.

    -- Considered that, too. Will experiment later with this one. Thank you for your thought.
    Also, the Dismount option for DarkAgeRoyalKnights is set to default(No) in column 69, which means they can only dismount in a castle battle. Not sure if this was the situation you tried it in.

    Can you post the Viking(faction) specific changes you have made? The Vikings are different because of their culture (pagan), their VI raiding skill, and their music/pics.

    Welcome to the .Org, btw. Where are my manners....
    The .Org's MTW Reference Guide Wiki - now taking comments, corrections, suggestions, and submissions

    If I werent playing games Id be killing small animals at a higher rate than I am now - SFTS
    Si je n'étais pas jouer à des jeux que je serais mort de petits animaux à un taux plus élevé que je suis maintenant - Louis VI The Fat

    "Why do you hate the extremely limited Spartan version of freedom?" - Lemur

  6. #6

    Default Re: MTW Viking Expansion Revisited - Help With Belated Mod?

    Your manners are just fine, Drone. Thanks for helping.

    I'm not 100% positive the lines you are looking for, but here goes:

    DeclareFaction:: "FN_NORSEMEN" //07

    SetFactionMusic:: FN_NORSEMEN 2

    SetActiveFaction:: FN_NORSEMEN FT_MAJOR

    SetTreasury:: FN_NORSEMEN 10000 8000 6000 4000

    SetCulture:: FN_NORSEMEN PAGAN_CULTURE

    SetBehaviour:: FN_NORSEMEN BARBARIAN_RAIDER

    SetReligion:: FN_NORSEMEN REL_PAGAN


    SetShieldImage:: FN_NORSEMEN "Vikings_lge" "Vikings_sml" "Vikings" "Vikings" "Vikings" //SHL022
    SetFactionCol:: FN_NORSEMEN 235 235 235 255 0 0
    (Note: Identical to the Danes, so I edited from 255 255 255 to 235 235 235 in order that the player -- me heh heh -- can tell the 2 apart)
    SetRegionOwner:: ID_NORWAY FN_NORSEMEN

    WHICH REMINDS me, I did forsee the issue of Pagan on Catholic lands, so I changed attributes for Norway:

    SetAttributes:: ID_NORWAY "Norway" 0 PAGAN_CULTURE TEMPERATE AT_WESTERN_EUROPEAN -1 85 "Norway Castle_xzy" INLAND MOUNTAIN NO_RIVER TRUE


    Continuing on:

    SetStartLeader:: FN_NORSEMEN 0 7 1 0 0 0 0 0 1
    PlaceLeader:: ID_NORWAY FN_NORSEMEN

    ~And I don't know what you mean by VI raiding skill; I have not been in any other files other than the ones mentioned.

    I have also copied/pasted Famous Kings/Heroes in the Names file, and pointed the names to a name list nearly identical to the original Vikings. I find the Names files to be so tempermental that I keep my changes there to a minimum, and I certainly avoid names.txt/changes.txt -- Really bad luck with those in the past.

  7. #7
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    Default Re: MTW Viking Expansion Revisited - Help With Belated Mod?

    ~And I don't know what you mean by VI raiding skill; I have not been in any other files other than the ones mentioned.
    The raiding ability that allows them to loot full value from destroyed buildings, as long as they stay Pagan. They will convert to Catholicism when they occupy enough provinces that are majority Catholic (can't remember the exact circumstances). I can't remember what triggers this ability in the engine though.

    Those entries look fine. For the moment, is the Viking king the only Viking unit you are starting with? Have you defined the Viking royal unit (column 49, unit prod file)?
    The .Org's MTW Reference Guide Wiki - now taking comments, corrections, suggestions, and submissions

    If I werent playing games Id be killing small animals at a higher rate than I am now - SFTS
    Si je n'étais pas jouer à des jeux que je serais mort de petits animaux à un taux plus élevé que je suis maintenant - Louis VI The Fat

    "Why do you hate the extremely limited Spartan version of freedom?" - Lemur

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