Could anyone tell me how to make my new Khazar faction Jewish? I know there used to be thread on this but it seems to be gone. Please help.
The Emperor
Could anyone tell me how to make my new Khazar faction Jewish? I know there used to be thread on this but it seems to be gone. Please help.
The Emperor
I asked the same faction as u did but its quite simple really. Just make a new faction and make it SetReligion: FN_FREE21 REL_JEWISH or REL_HERETIC for other non represented religions. However there is no Jewsih Culture or heretic culture so u need either Muslim or sumthing for Jews and Catholic or Orthodox for heretics
hope ive helped C4tP
Just the trick! Thank you Crusader4thePeople
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I'm creating an experimental mod at the moment, where I plan do do all sorts of strange tweaks and see what I can get away with and what crashes the game.
I had my first go using the Gnome editor today and saw all kinds of possibilities. One of these is to use the data column which is designed to enable agents to propagate faith and see what happens if I add this property to a military unit. The only uniquely Khazari unit I could find was the Royal Cavalry, so I inserted "JEWISH(1)", without the quotes into that column. The 1 in brackets means 1% (per year, presumably).
Most likely result will be a crash, since I suspect that faith propogation links to hardcoding and only agent pieces are supposed to be able to trigger that code.
So, if that fails, I might see if I could add a small percentage conversion rate to other agent types, like emissaries or princesses, so that there's always a small percentage of Jewish faith in nearly all provinces.
In buildings_prod there is a column for religion setting and a separate column for percent propogation rate. Against the entry for CHURCH, the religion column will accept two entries "{CATHOLIC, ORTHODOX}" but there's only one propagation rate entry against that pair. This is an 'either/or' pair, so a third entry would only mess things up - a separate CULTURE column determines which of the two religions is being propagated and I'm unsure if it will understand a third type, on top.
If not, that means you'd need the know-how (and painting skills!) to add a new building (synagogue) but then you'd quickly get sucked into creating an entire set of CULTURE specific building items for your faction....![]()
If the 'unit as religion propagator' trick works without crashing, I'll let you know about it. The acid test, for me, would be to get hold of some of my modded KRC as mercenaries and see if conversion to Judaism follows them wherever they go.
If you're creating extra units, unique to the Khazars, then you could do the same trick with them and not worry about having to create agents or extra buildings for your playable faction.
EYG
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By way of follow-up:-
Faith propagation by military units is still unproven.
In test campaigns run so far, activity by religious agents of other factions extinguishes the low initial percentage of Jewish faith hard-coded to be in Khazar on turn one, so even 2 units of KRC failed to have any effect.
Given time, I may test to see if it can be made to work using a unit which is more ubiquitous among factions, yet not produced in massive numbers, such as BallistaCrew, so that the results are not totally OTT.
In the meantime, I have managed to successfully create a 'Rabbi' agent unit, using the Inquisitor strategic map piece, training icon and info parchment but setting its properties to MULLAH (preach, req. alliances, no effect on zeal). Appropriately renamed portraits (Rabbi01.tga... etc) had to go into the Portraits\Muslim\Mullah folder to work properly. The agent TYPE seems to override the unit name, with regard to file path, so Portraits\Muslim\Rabbi\Rabbi01.tga etc still produced 'no portrait' errors.
I've restricted it to Muslim factions for now, but seeing the FN_FREE21 reference, above, shows how it would be possible to restrict it to a faction with culture set to JEWISH.
At present, setting culture filter to Jewish, in UNIT_PROD, creates an error for me as I've not used the Set_Culture command yet and the game throws out an error (at startup) due to the culture being unrecognised.
The number of files requiring changes, to resolve all the errors thrown out by an attempt at 'clone and rename' is quite surprising. When I find time, I intend to write up a guide, giving all the details. I think the faction creation guide glosses over this area somewhat.
EYG
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