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Thread: campaign modding problems

  1. #1

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    Hi guys,

    I have made a campaign map of western mediterranian sea and used lmm4.1 to compile it. Now i have some problems in creating a scriptfile for the campaign. I have made a copy of early.txt and replaced the provinces and sea declarations, replaced all the neighbour, border info, position of castle or ports, origins with them off the generated script.txt. Have adapted the bulidngs, units and starting position to the new availables provinces but when i start vi, i can't find my campaign in the list.
    What files do i need to change else?
    I have created now 3 different script files for testing but none of them works, so it must be more then a script error.

    Paul

  2. #2
    Member Member garion's Avatar
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    first of all, a minor typing error can cause an error and you can't choose the file. scond of all, you're clans and all must also be correct
    insert signature here

  3. #3

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    I have copied the textures over the originals and when i start now the original high or early campaing my map is loaded, only the provinces,etc aren't corrected, so the problems must be elsewhere.
    First i tryed to use the orignal script file created by lmm4 and added the rest of the information myself.
    Cause it didn't showed up i made a copy of the early.txt and wanted to make on it only so much changes to get it work. I changed the name, all the provinces, neighbour and origins stuff but it didn't showed.
    I tryed a third time with a copy of the vikings.txt but couldn't get it work either.
    So i suppose there are also other files i need to change.

    1) Do i need to delete the provinces names i don't use from the /loc/regionspecific which i don't use?

    2)Another problem i have is that in the german version of vi the searegion ID_BARBARY_COAST is called ID_MOORISH_COAST. In all the early,high,late but also other files like regionspecific it is called so, so i suppose that i need to change also the barbar_cost in moorish in my scriptfile.

    3) What are the limits on the minimum of numbers of fractions which must be used? Is there also a minimum of units i have to define in the crusaderunit13.txt(have deleted most of them for having no links to provinces that i don't use in my file)?

    4) Do i need to delete the fractions' heros from the fractions that i don't use in the \campmap\names\heros.txt file? And also the fractions names in fractionspecific.txt?

    It would be nice if anyone has some time to clearifie me these things...

  4. #4
    Moderator Moderator Gregoshi's Avatar
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    Hi there pm. I'm going to move this topic to the Alchemist lab forum in the Dungeon. You can reply to any responses made there.
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