How to add night battles to the Imperial Campaign
It is a while since I did this so I might have missed some stuff. Also I am using RTW:BI 1.6. Your mileage may vary if you don't have BI installed and patched. Let me know how it goes if you use this howto. There are five steps to adding night battles to the Imperial Campaign.
1. Activate night battles in the campaign.
2. Add night battle character traits.
3. Add torches to units etc. (optional)
4. Add lighting for night time. (optional)
5. Add prebattle UI images. (optional)
6. Add window lighting to city buildings. (optional)
1. Activate night battles in the campaign.
To do this you need to add two lines to data\world\maps\campaign\[campaign_name]\descr_strat.txt. You need to add "options bi" just below the campaign name (required for 1.5/1.6, but skip this step if you are using 1.3/1.4), and "night_battles_enabled" just above the brigand spawn line (might be optional). The top of your descr_strat.txt should look something like this:
Note: The "options bi" line changes a few other things apart from night battles. (1) If you have BI installed you might get the sparckle effect when units gain rank (you can switch this off in preferences.txt). (2) Everything in the unit descriptions will be displayed including the now obsolete unit capabilities and "code fix" stuff. (3) Faction death videos will stop working, so you will just get a text message when factions are destroyed. Other videos will continue to work fine. If anyone manages to fix this, let me know.Code:campaign imperial_campaign options bi playable romans_julii romans_brutii romans_scipii parthia egypt seleucid carthage gauls germans britons greek_cities macedon pontus armenia dacia scythia spain thrace numidia end unlockable end nonplayable romans_senate slave end start_date -270 summer end_date 14 summer night_battles_enabled brigand_spawn_value 15 pirate_spawn_value 32
2. Add night battle character traits.
To activate the chacter traits you need to add the NightBattleCapable trait and triggers to data\export_descr_character_traits.txt, along with suitable entries in data\export_descr_unit_enums.txt and data\text\export_VnVs.txt.
Here is the trait entry:
The tiggers look like this (I think the Noctophobia and Noctophila traits are already there, the triggers will make them active):Code:;------------------------------------------ Trait NightBattleCapable Characters family NoGoingBackLevel 1 AntiTraits Noctophobia Level Night_Fighter Description Night_Fighter_desc EffectsDescription Night_Fighter_effects_desc Threshold 6 Effect NightBattle 1
Add this to data/export_descr_VnVs_enums.txt:Code:;------------------------------------------ Trigger diet_of_carrots_1 WhenToTest CharacterTurnStart Condition Trait NightBattleCapable = 0 and IsGeneral and Attribute Command >= 5 Affects NightBattleCapable 6 Chance 100 ;------------------------------------------ Trigger diet_of_carrots_2 WhenToTest PostBattle Condition IsGeneral and Attribute Command >= 1 and IsNightBattle and Trait NightBattleCapable = 0 and WonBattle Affects NightBattleCapable 6 Chance 100 ;------------------------------------------ Trigger night_battle_crushing_victory_attacker WhenToTest PostBattle Condition WasAttacker and IsGeneral and WonBattle and BattleSuccess >= clear and BattleOdds >= 0.5 and BattleOdds < 2 and IsNightBattle Affects Noctophilia 1 Chance 100 ;------------------------------------------ Trigger night_battle_crushing_victory_defender WhenToTest PostBattle Condition not WasAttacker and IsGeneral and WonBattle and BattleSuccess >= clear and BattleOdds >= 0.5 and BattleOdds < 2 and IsNightBattle Affects Noctophilia 1 Chance 100 ;------------------------------------------ Trigger night_battle_crushing_loss_attacker WhenToTest PostBattle Condition WasAttacker and IsGeneral and not WonBattle and BattleSuccess >= clear and BattleOdds >= 0.5 and BattleOdds < 1.5 and IsNightBattle Affects Noctophobia 1 Chance 66 ;------------------------------------------ Trigger night_battle_crushing_loss_defender WhenToTest PostBattle Condition not WasAttacker and IsGeneral and not WonBattle and BattleSuccess >= clear and BattleOdds >= 0.5 and BattleOdds < 1.5 and IsNightBattle Affects Noctophobia 1 Chance 66
Add this to data\text\export_VnVs.txtCode:Night_Fighter Night_Fighter_desc Night_Fighter_effects_desc
If you want starting family members to have these traits you can add them to the descriptions in descr_strat.txt like this:Code:¬-------------------- {Night_Fighter} Night Fighter {Night_Fighter_desc} This trait allows a general to fight a battle at night. {Night_Fighter_effects_desc} +1 Command when fighting at night
3. Add torches to units etc. (optional)Code:character Lucius Julius, named character, heir, age 31, , x 91, y 80 traits GoodCommander 1 , PoliticsSkill 2 , GoodAdministrator 3 , Energetic 2 , NightBattleCapable 1 , Noctophilia 1 ancillaries freeman_clerk army unit roman generals guard cavalry early exp 1 armour 0 weapon_lvl 0 unit roman hastati exp 1 armour 0 weapon_lvl 0 unit roman hastati exp 1 armour 0 weapon_lvl 0
For this you need to have BI installed. Copy the following stuff from bi/data/ to data/
Everything in bi\data\models_unit\attachments\
Everything in bi\data\models_engine\
Everything in bi\data\models_effects\
bi\data\descr_effects.txt
bi\data\descr_effects_engine_torch.txt
bi\data\descr_effects_torch_fire.txt
Note: You can also get these files from XGM or from Archer's SkyMod.
4. Add lighting for night time. (optional)
The BI weather and lighting settings look better for night battles than the vanilla RTW stuff. Copy the following files from bi\data to data\.
bi\data\descr_battle_map_lighting_and_fog_control.txt
bi\data\descr_daytypes.txt
bi\data\descr_skydome.txt
The weather and lighting settings from Archer's SkyMod look better still. Copy the following files from SKYMOD_BI\data for Bi only\Data to data\
the models folder
descr_battle_map_lighting_and_fog_control.txt
descr_daytypes.txt
descr_skydome.txt
5. Add prebattle UI images. (optional)
If you skip this step the engine will use a default image that looks weird. All you need to do is put a suitable .TGA image called prebattle_night.tga in every data/UI/[culturetype]/eventpics/ folder. A good image to use is bi/data/UI/roman/eventpics/prebattle_night.tga.
6. Add window lighting to city buildings. (optional)
For this you need to have BI installed. Copy the folder bi\data\models_building\textures\glowing to data\models_building\textures.



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). They stopped releasing patches / drivers for these gfx cards a LONG time ago...
), but I have installed the ForceWare driver: 
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