Results 1 to 4 of 4

Thread: Could these changes be made?

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    The hair proves it... Senior Member EatYerGreens's Avatar
    Join Date
    Aug 2004
    Location
    Above the greengrocer's
    Posts
    851

    Default Re: Could these changes be made?

    Would these changes credible?

    1)Creating orthidox or heretical patriarchs
    2)Making muslims more agressive with jihads
    3)creating a trade route agent ("caravan") that advances provincial income like a ship does with trade
    4)creating a religious agent that in some way could "insight rebelion"
    5)How high can i make the rebeliousness of a province in the mod txt: 7? 14? is there a limit?
    6)Finally is it at all possible to make new cultures
    1) I suspect the Pope's actions in the game are hard-coded. Those wishing to remove him from Medieval completely were advised to use the Viking era Startpos file, transplant all the faction data except him and substitute all the UK maps with Europe ones.

    I suppose you could mod the medieval startpos, have the Pope begin the game in a different location, change his culture and religion to something else, set his bishops to propagate heresy, Jewish faith, etc, then create a whole new faction (cloned catholic units, say) to simply hold Rome and Papal States until they get conquered in the conventional manner. However, the hard coded Papal functions will still be handing out money and calling for crusades. If the relocated Pope gets wiped out, it would be interesting to see if he's hard-coded to re-emerge in Rome, or back where you initially placed him.

    2) Jihahds are hard coded too and they are only permitted to launch them against territory which has been lost.

    3) This sounds very interesting and I'm equally disappointed that the landlocked trading posts can't sell goods across the province border, not even when it's a nuetral or allied faction on the other side.

    The difficult part is that trade routes require two things - ports at both ends, as well as the ships in between. Ships have a certain level of agent capability (you can see into provinces but not get full detail on army composition) and the only change to their behaviour that would be required is swapping sea-only movement to land-only.

    Next, you'd need a 'surrogate port' type building. This would have to be completely unique, so that it doesn't screw up port provinces when two lots of trade route link to it. You'd also need to work out how to make sure the AI factions bother to build them for itself (build preferences data is beyond my understanding at the moment).

    A big drawback is that the AI is already pants at setting up sea trade so land trade would go equally badly for them and the player gets a huge advantage from knowing what to do.

    Basically though, I don't see these changes as achievable just from tinkering around with text files. It would require some kind of code hack, so it's not really viable, IMHO.

    4) Try adding a faith conversion parameter onto a conventional Spy agent. Rebellion incitement (it's 'incite', not 'insight, btw) is hard coded into spies but the faith conversion factor is editable in the UnitProd file.


    5)How high can i make the rebeliousness of a province in the mod txt: 7? 14? is there a limit?
    I don't know the answer but I've created my own mod in order to do whacky experiments and may give this a try.

    6)Finally is it at all possible to make new cultures
    I thought Cultures only refers to the various different styles of common building types? The happen to have re-used the religion names for these cultures, for want of anything else to call them. The user isn't told a Town Guard building is an 'orthodox town guard', all they see is the relevant graphic, so the culture side is transparent to the user. By that I mean you could rename it to anything and maybe not see a difference in any text strings in the game.

    What would be interesting to find out is whether things like a tooltip text which says "Orthodox Priest" is triggered from the SetReligion:: label or the SetCulture:: label.

    By way of experiment, one could change SetCulture to "Footballer" for one faction and see if the tooltip changes or creates an error because the labels mismatch in NAMES.TXT. (In other words you need to add/amend all culture references in all the files in which they appear).

    There is just enough room on the Province parchment for 6 religion percentages (Pagan, Jewish, Catholic, Othodox, Mulim, Heteric) and I think the most I ever saw was 5 at once. The spacing does squash up a bit so maybe there is a little room for one more. The question is whether the percentage figures use hard-coded program variables which can't be increased in number or if declaring an extra SetReligion: will grant extra space in the array which keeps track of the proportions.

    Obviously, adding a whole new faith will require an extra graphic file to make it appear on the parchment plus a tooltip text entry for when the user hovers their cursor on it.

    I have vague recollections of seeing a thread where somebody actually managed to do this but it was a long while ago. If I find it again, I'll put in a link.

    EYG

    ________________________
             

  2. #2
    The hair proves it... Senior Member EatYerGreens's Avatar
    Join Date
    Aug 2004
    Location
    Above the greengrocer's
    Posts
    851

    Default Re: Could these changes be made?

    Link to thread about creating or altering culture/religion

    About halfway down page one is a nice pic of an English king, with piety set to Heretic! Plus the code change which enabled this.

    EYG

    ________________________
             

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO