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Thread: BI: Official BI Modding thread

  1. #1
    Ja mata, TosaInu Forum Administrator edyzmedieval's Avatar
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    Thumbs up BI: Official BI Modding thread

    Thought I'd start this thread, because BI appeared.
    Here's some basic info, posted by gemuse over at TWC.

    Quote Originally Posted by gemuse

    Just got BI and I'm currently looking through the Data folder for new stuff. Here is what I've found so far:

    - There is a new way to set up faction relationships in descr_strat, seems a bit more advanced. Now you can set
    the relationships on a scale for 0 to 600, where 0 allied and 600 is war.

    - To my untrained eye it looks like the cultures have been "un-hardcoded", there is a file descr_cultures (was it there before, can't remember seeing it...) which describes how each culture loks like on the campaign map. Also in the file descr_sm_factions, you can set which culture a faction belongs to.

    - Victory conditions seem fully modable, at least for BI, not so sure about the Imperial Campaign

    - It's possible to set brigand and pirate spawn values from descr_strat

    - There is an attribute in descr_sm_factions, prefers_naval_invasions, which could be interesting ;)

    - There is a new file in the bi campaign folder, descr_harvest.txt. Here you can specify bad harvests, by year, for regions, factions or regions if owned by a faction.

    - The bi descr_strat contains commands to disable the reforms and glad. uprising and enable night battles (would be interesting to try these on 1.2), and something which activates rebel chars.

    - The imperial campaign descr_strat entries for the roman families says thet the senate is a superfaction of these factions. Could this be the key to splitting up the romans? The bi descr_strat doesn't contain this attribute at all.
    This info is helpful. Should give us some ideas before we get our greedy hands on BI.
    Ja mata, TosaInu. You will forever be remembered.

    Proud

    Been to:

    Swords Made of Letters - 1938. The war is looming in France - and Alexandre Reythier does not have much time left to protect his country. A novel set before the war.

    A Painted Shield of Honour - 1313. Templar Knights in France are in grave danger. Can they be saved?

  2. #2

    Default Re: Official BI Modding thread

    To help distinguish between BI modding and plain RTW modding, I'd ask everyone who wants to start a BI modding thread to start it with BI (or at least have BI somewhere in the title).

    So, for example: "BI: Modding Victory Conditions"

    Thanks!
    Epistolary Richard's modding Rules of Cool
    Cool modders make their mods with the :mod command line switch
    If they don't, then Cool mod-users use the Mod Enabler (JSGME)
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  3. #3
    Ja mata, TosaInu Forum Administrator edyzmedieval's Avatar
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    Default Re: Official BI Modding thread

    I made it Official, so everybody can post here.
    Ja mata, TosaInu. You will forever be remembered.

    Proud

    Been to:

    Swords Made of Letters - 1938. The war is looming in France - and Alexandre Reythier does not have much time left to protect his country. A novel set before the war.

    A Painted Shield of Honour - 1313. Templar Knights in France are in grave danger. Can they be saved?

  4. #4

    Default Re: Official BI Modding thread

    I appreciate that (though I don't really know how anything on a fansite can be official ), but sooner or later, people are going to start new threads for BI and we need to be able to tell the difference
    Last edited by Epistolary Richard; 09-28-2005 at 15:22.
    Epistolary Richard's modding Rules of Cool
    Cool modders make their mods with the :mod command line switch
    If they don't, then Cool mod-users use the Mod Enabler (JSGME)
    Cool modders use show_err
    Cool modders use the tutorials database Cool modders check out the Welcome to the Modding Forums! thread Cool modders keep backups Cool modders help each other out

  5. #5
    Axebitten Modder Senior Member Dol Guldur's Avatar
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    Default Re: BI: Official BI Modding thread

    Perhaps it would be a good idea to list all the elements which have been softcoded? This is the first thing, along with additional elements, the modder must know.

    The in-code cultures are now: barbarian (European Barbarian), carthaginian (Berber), eastern (Sassanid), hun (hun), nomad (steppe) and roman (roman).

    The factional assignations to these cultures seem to be:

    Roman

    empire_east_rebels*
    empire_west_rebels*
    empire_east
    empire_west
    romano_british*

    Hun

    huns

    Nomad

    goths
    ostrogoths*
    sarmatians
    vandals
    roxolani
    slavs*

    Eastern

    sassanids

    Barbarian

    celts
    burgundii
    lombardi
    franks
    saxons
    alemanni

    Carthaginian

    berbers

    * Faction absent at game start


    The druid and warcry special abilities (attributes) now seem to be softcoded.

    is_peasant, can_horde, can_swim and power_charge are attributes which have been added. It would be interesting to know what is_peasant does, and if can_horde can be added to (and work for) currently non-hording factions.

    I have had no time to mod and won't for a while so I'm relying on others to make use of and add to this ;)
    "One of the most sophisticated Total War mods ever developed..."

  6. #6

    Default Re: BI: Official BI Modding thread

    Other useful bit of info from TWC:

    If you change the emergent factions from nonplayable to playable it will crash, however if you add an entry for them in BI's campaign_description file (and presumably give them a settlement as well) then they can work.
    Posted by cunctator
    Epistolary Richard's modding Rules of Cool
    Cool modders make their mods with the :mod command line switch
    If they don't, then Cool mod-users use the Mod Enabler (JSGME)
    Cool modders use show_err
    Cool modders use the tutorials database Cool modders check out the Welcome to the Modding Forums! thread Cool modders keep backups Cool modders help each other out

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