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  1. #1

    Default Re: Guide To Adding New Cultures - Discussion

    The display bit is fine, just the normal thing of getting question-marks instead of the buildings when you double-click an ai city when you don't have a spy close.

    The code is below. As you can see i am using all cultures.

    Code:
    wooden_pallisade requires factions { barbarian, steppe, carthaginian, eastern, egyptian, greek, roman, } and building_present_min_level government_types govtype4 or building_present_min_level barbgovs barbgov4 or building_present_min_level nomadsett smallstlmnt
            {
                capability
                {
                    wall_level 0
                    tower_level 1
                }
                construction  2
                cost  800
                settlement_min town
                upgrades
                {
                    wooden_wall
                }
            }
    I'd normally expect an instant ctd when the game tries to display an info scroll to be related to a text error somewhere but doesn't seem to be. Plus that would normally (i think) show up the same way when you right-clicked a building in one of your own cities. If I start as one of the steppe culture factions and look at a port/wall in one of my starting cities it is fine but not if i start as another faction and then double-click the same city. Strange.

    Just wondered if anyone had seen it. I'll try making copies of the port/wall graphics and renaming them steppe instead of the barb ones the culture file is pointing at.

    Ty both for comments.
    It's not a map.

  2. #2
    Axebitten Modder Senior Member Dol Guldur's Avatar
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    Default Re: Guide To Adding New Cultures - Discussion

    I've not seen a distinction between the AI and Local faction during play; what can the AI do that the player cannot in this regard?

    Have you tried using the faction name(s) instead of the new culture?
    "One of the most sophisticated Total War mods ever developed..."

  3. #3

    Default Re: Guide To Adding New Cultures - Discussion

    Quote Originally Posted by Dol Guldur
    I've not seen a distinction between the AI and Local faction during play; what can the AI do that the player cannot in this regard?

    Have you tried using the faction name(s) instead of the new culture?
    The only distinction is the AI doesn't randomly double-click on enemy cities whereas I do sometimes when i'm thinking (thereby discovering the ctd) :)

    I'll try that idea. Ty again
    It's not a map.

  4. #4

    Default Re: Guide To Adding New Cultures - Discussion

    That's a great guide, however I still bump into problems...

    For a long time I've wanted to make a LOTR mod but knowing that that would be total suicide I've come to the conclusion that simply adding an Orcish culture to BI would already be fun enough.

    I have two choices for doing that, modingfying an old culture, or doing what you did so nicely - adding a new one and then modding it.

    My first try at following your guide ended in failure however. After step 11 the game wouldn't start anymore, it crashed after the first copyright screen. So obviously something is wrong and I have to spend time figuring that out.

    However, I have a few questions if you don't mind me asking:

    - When following step 6 in your guide one will end up with "barbarian, chinese, chinese, ..." in three places in the BI data\export_descr_buildings.txt. is that intentional or accident? I figured only one mention would be nessessary and removed the extras. I don't know if that possibly was a mistake.

    - In step 11 you say "We need to change *all* of these in the same manner as with the cities", does that mean editing them in export_descr_buildings.txt too, because I don't see where the buildings are mentioned bound to culture in that file. Or do you mean that if one changes the name from for example cesspit to goopit that one has to edit THAT in the txt?

    - Are steps 12 through 15 "Must do's" or just guidelines for further modding that don't nessessarily have to be implemented?

    - One of the most important questions: Should the game be able to run between each of the steps in your guide? Because that would be a great debugging tool if I knew that, or after what steps the game can be started or not.

    Thanks!

  5. #5
    Axebitten Modder Senior Member Dol Guldur's Avatar
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    Default Re: Guide To Adding New Cultures - Discussion

    Thanks for the post - I will address your questions as soon as I can, but the next few days are very hectic and critical here at the Fourth Age.

    Suffice to say for now, a number of people have it working without any problems so please check that you have followed the instructions correctly. Some of your comments suggest you have not. I'll make a proper post as soon as I can.
    "One of the most sophisticated Total War mods ever developed..."

  6. #6

    Default Re: Guide To Adding New Cultures - Discussion

    Yeah I'm sure I missed something since several people, including you have it all working. I've made a clean install now (though 1.6!) and backup and will have another go at it from scratch.

    BTW, there is another question I wanted to adress:
    You state the following: "This Guide requires that you have unpacked the PAK files in the manner prescribed in the readme for that software."
    I did not find the readme very helpful in regard to telling me what paks to unpack, so I only used xpak on "ui_1.pak" as suggested here:
    http://www.twcenter.net/forums/showthread.php?t=49498
    I got the feeling that was all I needed, correct?

    Thanks for your support! :)

  7. #7

    Default Re: Guide To Adding New Cultures - Discussion

    Ok, I've done it this time and I've done it right. It must have been the step 6 problem, there was no double mention of the cultures this time.

    Now I wonder about two more things:
    - In the settlement details the religious symbols for the breakdown of religious belief are missing. Any idea about that problem? (Remember, I modded 1.6, maybe that's the problem)
    - The culture still stands as the Lombardi in most instances: in the chose culture screen, in-game on the map... can that be changed?

    Sorry about the load of questions. I'll be trying to get at those issues myself, so I'm only asking to cut time in case you or someone else already knows the answers.

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