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    CeltiberoRamiroI Member Monkwarrior's Avatar
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    Default Re: Modding rebels

    Quote Originally Posted by LegioXXXUlpiaVictrix
    * unit: a list of units. These are not the same as the unit names in the unit txt-files, so I assume this is some generic stuff. Barb infantry slave might also depend on the time in the game, or is it always warband? How can I create a brigand army with for example chosen swordsmen?
    The unit owner must be slave (export_descr_units) if you want to put it in a rebel army.
    As an example:

    type barb warguard briton
    dictionary barb_warguard_briton ; Chosen Swordsmen
    category infantry
    class heavy
    voice_type Heavy_1
    soldier barb_warguard, 40, 0, 1.5
    officer barb_standard
    attributes sea_faring, hide_improved_forest, hardy
    formation 1.2, 1.2, 2.4, 2.4, 3, square
    stat_health 1, 0
    stat_pri 13, 5, no, 0, 0, melee, simple, piercing, sword, 25 ,1
    stat_pri_attr no
    stat_sec 0, 0, no, 0, 0, no, no, no, none, 25 ,1
    stat_sec_attr no
    stat_pri_armour 7, 5, 5, metal
    stat_sec_armour 0, 0, flesh
    stat_heat 5
    stat_ground 2, -2, 3, 2
    stat_mental 12, impetuous, untrained
    stat_charge_dist 40
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 680, 210, 70, 110, 680
    ownership britons, slave

    This seems simple, but at the same time the "soldier", in this case barb_warguard, must have assigned a texture for the slave faction in descr_model_battle. If not the game CTD when passing to the battle mode.

    type barb_warguard
    skeleton fs_swordsman
    indiv_range 40
    texture gauls, data/models_unit/textures/unit_barb_warguard_gaul.tga
    texture britons, data/models_unit/textures/unit_barb_warguard_briton.tga
    texture dacia, data/models_unit/textures/unit_barb_warguard_dacia.tga
    texture slave, data/models_unit/textures/unit_barb_warguard_briton.tga
    model_flexi data/models_unit/unit_barb_warguard_400.cas, 8
    model_flexi data/models_unit/unit_barb_warguard_300.cas, 15
    model_flexi data/models_unit/unit_barb_warguard_200.cas, 30
    model_flexi data/models_unit/unit_barb_warguard_100.cas, 40
    model_flexi data/models_unit/unit_barb_warguard_70.cas, max
    model_sprite 60.0, data/sprites/barb_warguard_sprite.spr
    model_sprite dacia, 60.0, data/sprites/dacia_barb_warguard_sprite.spr
    model_sprite britons, 60.0, data/sprites/britons_barb_warguard_sprite.spr
    model_sprite slave, 60.0, data/sprites/britons_barb_warguard_sprite.spr
    model_sprite gauls, 60.0, data/sprites/gauls_barb_warguard_sprite.spr
    model_tri 400, 0.5f, 0.5f, 0.5f

    In that case the rebels will have the same aspect as the briton chosen swordmen, but you can create a new texture called unit_barb_warguard_slave.

    Thus you can try this modification in descr_rebel_faction

    rebel_type Trinovantes //Britons
    category peasant_revolt
    chance 0
    description Trinovantes
    unit barb warguard briton
    unit barb warguard briton
    unit barb warguard briton
    unit barb warguard briton
    unit barb warguard briton
    unit barb warguard briton

    unit barb chariot heavy slave
    unit barbarian rebel general

    If you assigned Trinovantes as the rebel faction of a rebel region you could see rapidly if it works properly by attacking that region in the first turn.

    Perhaps I am forgetting something, but in principle this is the basic method.
    Last edited by Monkwarrior; 04-15-2005 at 11:17.

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