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Thread: Adding in a general

  1. #1

    Default Adding in a general

    Hi, I'm trying to add in a family member in the main campaign to the Julii family. How do I insert him so that the game doesn't get messed up? Can I give him a non-Latin name? Thank you in advance. :)

  2. #2

    Default Re: Adding in a general

    bump

  3. #3
    Member Member Stuie's Avatar
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    Default Re: Adding in a general

    You might get a better response if you posted in the modding forum.

    https://forums.totalwar.org/vb/forumdisplay.php?f=73

  4. #4
    Squirrel Watcher Member Sinner's Avatar
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    Default Re: Adding in a general

    Amon_Zeth

    Here's a quick guide from memory on how to edit the descr_start.txt file to add a new general...

    Copy one of the existing family leaders, including his general's bodyguard...


    character {firstname} {surname}, named character, command 0, influence 0, management 0, subterfuge 0, age {age}, , x {x coord}, y {y coord}
    traits {list of traits, each one seperated by a comma and space}
    ancillaries {list of ancilliaries, maximum of 8, each one seperated by a comma and space}
    army
    unit roman generals guard cavalry early exp 1 armour 0 weapon_lvl 0


    You can add additional units under the general's bodyguard, but that's the bare minimum. Note that you don't seem to be able to have 2 generals start in the same army.

    I would assume that you can have a starting character with a non-Julii name and that you don't need to have both a firstname and surname. The list of the usual faction names can be found in descr_names.txt.

    Age must be 16 or over.

    The character's starting position can be determined by chosing a nice empty spot in your territory, seeing where other starting units are on the map, then working out the required X & Y coordinates from there. In case you're not sure, increasing the X coordinate by 1 moves the starting position 1 square to the east, decreasing it move it to the west; increasing the Y coordinate moves the starting position north, decreasing it moves it south. Sorry if I'm teaching you to suck eggs, but better safe than sorry. :)

    The traits can be found in the export_descr_character_traits.txt with the format of Trait name then level, so if I want my character to start as a Legendary Commander, I'd give him the trait of GoodCommander 5. Note that you should only assign traits with a Characters value of family to generals.

    I can't the recall the exact name of the ancilliary file, I'll edit this later to add it in, but like traits you simply chose the ancilliaries you want and add them. Some ancilliaries can only normally be gained by certain factions/cultures, but I'm not certain if this would cause a problem if you picked a non-standard one.

    So assuming I fancy adding an excellent extra general to the Julii...


    character Valerius Horatius, named character, command 0, influence 0, management 0, subterfuge 0, age 35, , x 91, y 79
    traits GoodCommander 3, Energetic 2, StrategicSkill 1, TacticalSkill 2, LogisticalSkill 1, Austere 2, Loyal 2, HaleAndHearty 2, Sane, NaturalMilitarySkill 2
    ancillaries bodyguard, doctor, drillmaster, quartermaster
    army
    unit roman generals guard cavalry early exp 4 armour 0 weapon_lvl 0

  5. #5

    Default Re: Adding in a general

    Can someone move this to the modding forum? I still can't get it to work, I entered in the guy's name and all of his stats but he's still not working.

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