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Thread: Modding ERE Rebels

  1. #1
    Evil Overlord Member Kaidonni's Avatar
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    Default Modding ERE Rebels

    Is it possible that someone could help me mod the game to unlock the ERE Rebels at the start? I read in another topic someone managed to unlock them, but they didn't say how. So, as it stands, I've been modding the descr_strat and descr_win_conditions and the campaign descriptions files, but I get a CTD when I click on the arrow to start the campaign. Yes, I can select the ERE Rebels from the faction selection screen for the Main Campaign, it's when I start the campaign itself. I've even messed around with the descr_events and the descr_sm_factions or whatever it is called...

    The other thing is that I've tried to give them a settlement at the start...I didn't do it correctly, and the CTD doesn't happen - but then the dialogue that tells you your faction has been wiped out pops up, with the fow stretched across the entire map.

    I don't want to download a mod because I want the ERE Rebels my own way, and only them, just as about two armies, ready to take the world on. Nothing more, nothing less. Perhaps some agents. I just need help in preventing that CTD when starting the campaign. All the little things like traits, retinue, agents, units, etc, can be sorted out later. Could someone also give me two sets of safe xy co-ordinates in Thracia? I ask that because I'm wondering if the starting co-ordinates is messed up and causes the CTD.

    Thanks for the help anyone can offer.
    I believe in a society without rules, laws and regulations. A society where there are only ideas - strict ideas that must be followed to by the letter - and any failure to comply is punishable by death. This would be no dictatorship or police state, no one would be living in terror. It would merely be a 'reassessment of one's preferences,' people living in 'not-so-optimistic security.' So, welcome, those who are 'longing to be blindly obedient and loyal, unbeknownst to them.'

  2. #2
    Assistant Mod Mod Member GiantMonkeyMan's Avatar
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    Default Re: Modding ERE Rebels

    i think you have to go into descr_sm_factions and go to the ERE part and then remove the 'shadowed_by' bit but that will mean no more armies will pop up if the ERE provinces rebel

    to find co-ordinates start a new game, hover your mouse whereever you want and press the button under 'esc' on your keyboard to bring up romeshell then type in 'cursor_stat' and it'll tell you the co-ordinates

    GMM

  3. #3
    Evil Overlord Member Kaidonni's Avatar
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    Default Re: Modding ERE Rebels

    It makes no difference...removed the shadowed by and shadowing tags, and it still CTDs...
    I believe in a society without rules, laws and regulations. A society where there are only ideas - strict ideas that must be followed to by the letter - and any failure to comply is punishable by death. This would be no dictatorship or police state, no one would be living in terror. It would merely be a 'reassessment of one's preferences,' people living in 'not-so-optimistic security.' So, welcome, those who are 'longing to be blindly obedient and loyal, unbeknownst to them.'

  4. #4
    J-23 Member Hans Kloss's Avatar
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    Default Re: Modding ERE Rebels

    It can be done without any scripting and it works (at least for me) I'm in the process of writting how to do it.
    Last edited by Hans Kloss; 12-04-2005 at 19:00.

  5. #5
    J-23 Member Hans Kloss's Avatar
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    Default Re: Modding ERE Rebels

    I want the ERE Rebels my own way, and only them, just as about two armies, ready to take the world on. Nothing more, nothing less
    Sorry but I don't think that's at all possible in any other way but scripting.I guess if it was possible for ERE to have different culture (horde like) then maybe but they would not be like Roman Rebels wouldn't they ?

    Anyway this is a way I got ERE rebels appearing as playable factions on campaign map.For those who would like to play ERE as a faction on campaign map : please before you start changing anything make sure you back up (make copies) any files you will have to edit

    I have used unmodded BI files This might not work with any other mods

    1.Open up descr_strat file in your BI campaign folder.First you need to add ERE to be playable faction

    HTML Code:
    playable
    	huns
    	goths
    	sarmatians
    	vandals
    	franks
    	saxons
    	alemanni
    	sassanids
    	empire_east
    	empire_west
            empire_east_rebels
    end
    unlockable
    end
    nonplayable
    	romano_british
    	celts
    	burgundii
    	lombardi
    	roxolani
    	ostrogoths
    	slavs
    	berbers
    	empire_west_rebels
    	slave
    end
    2.THIS IS IMPORTANT
    a) Campaign will start with Macedonia already in rebel's hands.So scroll down to section of descr_strat and delete this part of text from ER section :

    HTML Code:
    settlement
    {
    	level city
    	region Macedonia
    
    	year_founded 363
    	population 6520
    	plan_set default_set
    	faction_creator empire_east
    	building
    	{
    		type core_building governors_palace
    	}
    	building
    	{
    		type defenses stone_wall
    	}
    	building
    	{
    		type equestrian stables
    	}
    	building
    	{
    		type hinterland_farms farms
    	}
    	building
    	{
    		type hinterland_roads roads
    	}
    	building
    	{
    		type amphitheatres stone_amphitheatre
    	}
    	building
    	{
    		type temple_of_leadership temple_of_leadership_temple
    	}
    }
    as you will see this section will be used as base for the start of rebels campaign

    b) you need to move current gov of Macedonia somewhere else.X and y location needs to change to valid map's position

    HTML Code:
    character	Julianus Flavius, named character, age 42, , x 154, y 73 
    traits LoyaltyStarter 1, Pagan 1, BadAdministrator 1
    ancillaries playwright, judge, gladiator
    army
    unit		imperial household bodyguard				exp 0 armour 0 weapon_lvl 0
    unit		equites auxilia				exp 0 armour 0 weapon_lvl 0
    unit		legio lanciarii				exp 0 armour 0 weapon_lvl 0
    unit		eastern archer				exp 0 armour 0 weapon_lvl 0
    3.Scroll down (descr_strat) to point where you will find this section :



    HTML Code:
    faction	empire_east_rebels, religious smith
    dead_until_resurrected
    re_emergent
    denari	0
    That needs to be replaced with following :

    HTML Code:
    faction	empire_east_rebels, religious smith
    denari	9000
    settlement
     {
    	level city
    	region Macedonia
    
    	year_founded 363
    	population 10054
    	plan_set default_set
    	faction_creator empire_east
    	building
    	{
    		type core_building governors_palace
    	}
    	building
    	{
    		type defenses stone_wall
    	}
    	building
    	{
    		type barracks muster_field
    	}
    	building
    	{
    		type missiles practice_field
    	}
    	building
    	{
    		type equestrian stables
    	}
    	building
    	{
    		type health baths
    	}
    	building
    	{
    		type market trader
    	}
    	building
    	{
    		type hinterland_farms farms+2
    	}
    	building
    	{
    		type hinterland_mines mines
    	}
    	building
    	{
    		type hinterland_roads paved_roads
    	}
    	building
    	{
    		type temple_church_christianity church_christianity_church
    	}
    }
    
    character	Maximianus Barbatus, named character, leader, age 58, , x 138, y 68 
    traits FactionLeader 1, GoodCommander 2
    army
    unit		comitatenses			exp 0 armour 0 weapon_lvl 0
    unit		comitatenses			exp 0 armour 0 weapon_lvl 0
    unit		comitatenses			exp 0 armour 0 weapon_lvl 0
    unit		comitatenses			exp 0 armour 0 weapon_lvl 0
    unit		comitatenses			exp 0 armour 0 weapon_lvl 0
    unit		comitatenses			exp 0 armour 0 weapon_lvl 0
    
    character	Saturninus Barbatus, named character, age 22, , x 144, y 70 
    army
    unit		comitatenses			exp 0 armour 0 weapon_lvl 0
    unit		comitatenses			exp 0 armour 0 weapon_lvl 0
    unit		comitatenses			exp 0 armour 0 weapon_lvl 0
    unit		comitatenses			exp 0 armour 0 weapon_lvl 0
    unit		eastern archer			exp 0 armour 0 weapon_lvl 0
    
    
    character	Felix Barbatus, named character, age 21, , x 139, y 51 
    army
    unit		comitatenses			exp 0 armour 0 weapon_lvl 0
    unit		comitatenses			exp 0 armour 0 weapon_lvl 0
    unit		limitanei				exp 0 armour 0 weapon_lvl 0
    unit		limitanei				exp 0 armour 0 weapon_lvl 0
    unit		limitanei				exp 0 armour 0 weapon_lvl 0
    
    
    character	Silvanus Barbatus, named character, age 20, , x 137, y 73 
    army
    unit		comitatenses			exp 0 armour 0 weapon_lvl 0
    unit		comitatenses			exp 0 armour 0 weapon_lvl 0
    unit		comitatenses			exp 0 armour 0 weapon_lvl 0
    unit		comitatenses			exp 0 armour 0 weapon_lvl 0
    unit		comitatenses			exp 0 armour 0 weapon_lvl 0
    unit		comitatenses			exp 0 armour 0 weapon_lvl 0
    unit		eastern archer			exp 0 armour 0 weapon_lvl 0
    
    
    
    character	Maxentius Barbatus, named character, heir, age 17, , x 137, y 25
    traits Factionheir 1
    ancillaries famous_courtesan
    army
    unit		comitatenses			exp 0 armour 0 weapon_lvl 0
    unit		comitatenses			exp 0 armour 0 weapon_lvl 0
    unit		comitatenses			exp 0 armour 0 weapon_lvl 0
    unit		comitatenses			exp 0 armour 0 weapon_lvl 0
    
    character_record		Ustina, 	female, command 0, influence 0, management 0, subterfuge 0, age 51, alive, never_a_leader
    character_record		Mucia, 	female, command 0, influence 0, management 0, subterfuge 0, age 28, alive, never_a_leader
    character_record		Messalina, 	female, command 0, influence 0, management 0, subterfuge 0, age 22, alive, never_a_leader
    character_record		Marcia, 	female, command 0, influence 0, management 0, subterfuge 0, age 17, alive, never_a_leader
    character_record		Urgulania, 	female, command 0, influence 0, management 0, subterfuge 0, age 16, alive, never_a_leader
    
    relative 	Maximianus Barbatus, 	Ustina,		Saturninus Barbatus,	Felix Barbatus,	Silvanus Barbatus,	Maxentius Barbatus,	end
    relative	Saturninus Barbatus,	Mucia,	end
    relative	Maxentius Barbatus,	Marcia,	end
    relative	Felix Barbatus,	Messalina,	end
    relative	Silvanus Barbatus,	Urgulania,	end

    As you have noticed I have made the whole family tree.Names and surnames for faction members need to come from descr_names file (faction: empire_east, empire_east_rebels)





    4.Next step is to add line few lines in descr_win_conditions

    HTML Code:
    empire_east_rebels
    hold_regions Macedonia
    take_regions 34
    There two tga files to be copied and renamed: map_empire_east.tga and same file in in_game maps folder.I know they are incorrect but it is only for game to work properly.Copy and renamed copies to "map_empire_east_rebels"


    5.Next file you will need to change is descr_regions in "base" folder.Ownership of Macedonia needs to be change:

    HTML Code:
    Macedonia
    	legion: Macedonica
    	Thessalonica
    	empire_east_rebels
    	Edones
    	177 58 145
    	gold, timber, slaves
    	5
    	10
    	christianity 75 pagan 25

    8.From the same folder delete map.rwm file

    ____________________________________________


    Now go to "text" folder in main BI directory.Find part with description for ER campaign

    {BARBARIAN_INVASION_EMPIRE_EAST_TITLE}The Eastern Empire ...........
    as I'm very lazy and got no time to write fancy description of what ER rebels would have been like, I copy and past the text and only change few lines of text

    {BARBARIAN_INVASION_EMPIRE_EAST_REBELS_TITLE}The Eastern Empire Rebels
    {BARBARIAN_INVASION_EMPIRE_EAST_REBELS_DESCR}Difficulty Factor: ESTIMATED MODERATE\n\nConstantine the Great remade..blah,blah....
    I suggest to past this description maybe after ERE text


    Now you should be able to play campaign as ERE




    -------------------------------------------------------------


    Playing as rebel can be a fun be preparred for all sorts of surprises.Here is few screenshoots from my first 14 years as ERE rebel.

    Pretty bad to start with:





    but things are getting better now and faction is slowly growing



    Last edited by Hans Kloss; 12-05-2005 at 02:21.

  6. #6
    Evil Overlord Member Kaidonni's Avatar
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    Default Re: Modding ERE Rebels

    Thanks! Thanks ever so much! I've got to do all the modding from the ground again - I decided to copy and paste all the original files back into place (except for the campaign descriptions file...doesn't matter though), but only because I tried your methods in my already modded files, and it CTDs still - guess the best thing is to actually start over with your method rather than alter already modded files...so, thanks again for posting all of that. I'll try from the ground up then later.
    I believe in a society without rules, laws and regulations. A society where there are only ideas - strict ideas that must be followed to by the letter - and any failure to comply is punishable by death. This would be no dictatorship or police state, no one would be living in terror. It would merely be a 'reassessment of one's preferences,' people living in 'not-so-optimistic security.' So, welcome, those who are 'longing to be blindly obedient and loyal, unbeknownst to them.'

  7. #7
    Evil Overlord Member Kaidonni's Avatar
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    Default Re: Modding ERE Rebels

    Thanks! Thanks ever so much! I've got to do all the modding from the ground again - I decided to copy and paste all the original files back into place (except for the campaign descriptions file...doesn't matter though), but only because I tried your methods in my already modded files, and it CTDs still - guess the best thing is to actually start over with your method rather than alter already modded files...so, thanks again for posting all of that. I'll try from the ground up then later.
    I believe in a society without rules, laws and regulations. A society where there are only ideas - strict ideas that must be followed to by the letter - and any failure to comply is punishable by death. This would be no dictatorship or police state, no one would be living in terror. It would merely be a 'reassessment of one's preferences,' people living in 'not-so-optimistic security.' So, welcome, those who are 'longing to be blindly obedient and loyal, unbeknownst to them.'

  8. #8
    J-23 Member Hans Kloss's Avatar
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    Default Re: Modding ERE Rebels

    You are welcome Kaidonni.It might be an idea to try it to run ERE campaign on unmodded BI.I would personally do fresh install of BI.


    PS.There is one more possibility I need to try to see if ERE can be played the way you wanted them to be in campaign.Maybe if Rebels start on the location away from ERE on the territory of allied faction (like Sassanids)

  9. #9
    Evil Overlord Member Kaidonni's Avatar
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    Default Re: Modding ERE Rebels

    Darn double post...dunno why that happened...anyhow, I don't really need a fresh install. The only modification I've really done is make some factions playable (e.g. Celts) and also added descriptions for them. So, no need for a fresh install really...I'm now off to mod the game then, to see if I can't mess the help up you gave me
    I believe in a society without rules, laws and regulations. A society where there are only ideas - strict ideas that must be followed to by the letter - and any failure to comply is punishable by death. This would be no dictatorship or police state, no one would be living in terror. It would merely be a 'reassessment of one's preferences,' people living in 'not-so-optimistic security.' So, welcome, those who are 'longing to be blindly obedient and loyal, unbeknownst to them.'

  10. #10
    J-23 Member Hans Kloss's Avatar
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    Default Re: Modding ERE Rebels

    I have just tried few other options,this time with WRE rebels.No matter what faction gets wiped out right on the start unless they have settlement added in descr_stat.I haven even altered diplomatic status and core_attitude and turn them into WRE allies all in vain.Just can't be done.As a form of test I will try to change their culture and see what happens

    The only modification I've really done is make some factions playable (e.g. Celts) and also added descriptions for them.
    There might be a limit on number of playable factions.Try to place at couple back into "unplayable"
    before reinstalling BI and see what if you can play ERE rebels

  11. #11
    Evil Overlord Member Kaidonni's Avatar
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    Default Re: Modding ERE Rebels

    I followed your instructions, and all is fine. Now to see if it works in tandem with Meqon's gameplay enhancement mod (plus I'll refine the Generals a bit...I'll give them traits, etc...). All Meqon's mod does is slash unit costs and upkeep, it doesn't mess with anything except the expor_descr_buildings.txt and the expor_descr_units.txt...so hopefully all should be fine. I need to get on to making a map for the rebels and refining their description. Again, thanks very much for the help.
    I believe in a society without rules, laws and regulations. A society where there are only ideas - strict ideas that must be followed to by the letter - and any failure to comply is punishable by death. This would be no dictatorship or police state, no one would be living in terror. It would merely be a 'reassessment of one's preferences,' people living in 'not-so-optimistic security.' So, welcome, those who are 'longing to be blindly obedient and loyal, unbeknownst to them.'

  12. #12
    Evil Overlord Member Kaidonni's Avatar
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    Default Re: Modding ERE Rebels

    Er, just as a side note, I safely and quickly changed the bodyguards for the generals to Imperial Household Bodyguard. Meqon's enchancement mod works just fine and dandy. So, I'm gonna mod the ages of the generals and their traits/retinues and the armies. I want to put more orderly armies together for them.
    I believe in a society without rules, laws and regulations. A society where there are only ideas - strict ideas that must be followed to by the letter - and any failure to comply is punishable by death. This would be no dictatorship or police state, no one would be living in terror. It would merely be a 'reassessment of one's preferences,' people living in 'not-so-optimistic security.' So, welcome, those who are 'longing to be blindly obedient and loyal, unbeknownst to them.'

  13. #13
    J-23 Member Hans Kloss's Avatar
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    Default Re: Modding ERE Rebels

    Units ,yes that can be changed but also it might be a sound idead to add some traits to family members to prevent early desertions.Some kids in family tree (ages 12+) would be a bonus since it takes time for any children to be born in the present step up.Adding new provinces in the area might add challenge...there are many ways to enchance ERE rebels campaign.

  14. #14
    J-23 Member Hans Kloss's Avatar
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    Default Re: Modding ERE Rebels

    BTW @ adding new provinces

    For some strange reasons rebels can only be given settlements of certain level or there are some other limitations.I tried to turn Thessalonica into huge city,deleted rwm map file but still got CTD with message about wrong location tiles etc.Once reverted back to old level - no problems.

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