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Thread: i need help with making western rman rebels playaable

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  1. #1

    Default Re: i need help with making western rman rebels playaable

    ok

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    faction empire_west_rebels, fortified stalin
    denari 1000
    settlement
    {
    level large_city
    region Africa

    year_founded 363
    population 19034
    plan_set default_set
    faction_creator empire_west
    building
    {
    type core_building proconsuls_palace
    }
    building
    {
    type defenses large_stone_wall
    }
    building
    {
    type market forum
    }
    building
    {
    type barracks militia_barracks
    }
    building
    {
    type missiles practice_field
    }
    building
    {
    type equestrian stables
    }
    building
    {
    type port_buildings shipwright
    }
    building
    {
    type health baths
    }
    building
    {
    type hinterland_roads roads
    }
    building
    {
    type amphitheatres stone_amphitheatre
    }
    building
    {
    type temple_church_christianity church_christianity_church
    }
    }

    settlement
    {
    level large_town
    region Tripolitania

    year_founded 363
    population 4508
    plan_set default_set
    faction_creator empire_west
    building
    {
    type core_building governors_villa
    }
    building
    {
    type defenses wooden_wall
    }
    building
    {
    type market trader
    }
    building
    {
    type port_buildings port
    }
    building
    {
    type health sewers
    }
    building
    {
    type hinterland_farms farms
    }
    building
    {
    type hinterland_roads roads
    }
    building
    {
    type temple_of_leadership temple_of_leadership_shrine
    }
    }

    character Appius Flavius, named character, leader, age 25, , x 82, y 45
    traits LoyaltyStarter 1 , Christian 1, Epicurean 3 , ApicianRomanVice 2 , Gambling 2 , Inbred 2 , WellConnectedWife 2, RaceFanGreen 1
    ancillaries chirugeon, cook, herald, mercenary_captain, wilderness_prophet
    army
    unit imperial german bodyguard exp 0 armour 0 weapon_lvl 0
    unit limitanei exp 0 armour 0 weapon_lvl 0
    unit foederati infantry exp 0 armour 0 weapon_lvl 0

    character Titus Flavius, named character, age 27, , x 96, y 21
    traits LoyaltyStarter 1 , Pagan 1, GoodCommander 2 , Disciplinarian 2 , Xenophobia 2 , Paranoia 1 , Disloyal 2, RaceFanRed 1
    ancillaries bodyguard, carnifex
    army
    unit imperial german bodyguard exp 0 armour 0 weapon_lvl 0
    unit limitanei exp 0 armour 0 weapon_lvl 0


    im editing vanilla BI but have made quite a few changes already, to mercenarys, a few units and ive given the romano british a few provinces and made them playable all (except the unit changes) under a new provincial campaign (the same one as im trying to make the western rebels playable in
    Last edited by Byzantine Mercenary; 04-30-2006 at 00:14.

  2. #2
    Finder of Little Oddities Senior Member Makanyane's Avatar
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    Jan 2006
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    Default Re: i need help with making western rman rebels playaable

    Sorry for earlier answer, was thinking you meant playable as a normal faction without revolt / transfer of ownership thing.

    When playing BI we did find ( playing as west_romans, with west_roman_rebels unmodded) that taking or besieging a city that was imminently about to revolt to the same faction as that taking it, in some circumstances gave a CTD - never did track down precisely why!

    Also there is definitely a bug with the romano_british (I think widely known) if they lose their settlements / leaders in the wrong order, game tries to trigger their re-emergence, fails and CTD's. I think trigger is hardcoded, cure involved removing 'britain' hidden resource (can't remember if anything else).

    Have you tried looking and the 'all factions playable' mod?
    http://www.twcenter.net/forums/showt...tions+playable
    I know it's not quite what you're trying to do but file changes could give some clues.
    Not used mods before? Looking for something small and fun?!
    Download the:

  3. #3

    Default Re: i need help with making western rman rebels playaable

    Quote Originally Posted by Makanyane
    When playing BI we did find ( playing as west_romans, with west_roman_rebels unmodded) that taking or besieging a city that was imminently about to revolt to the same faction as that taking it, in some circumstances gave a CTD - never did track down precisely why!
    perhaps that would explain the first few crashes

    Quote Originally Posted by Makanyane
    Also there is definitely a bug with the romano_british (I think widely known) if they lose their settlements / leaders in the wrong order, game tries to trigger their re-emergence, fails and CTD's. I think trigger is hardcoded, cure involved removing 'britain' hidden resource (can't remember if anything else).
    i don't think i had any contact with the romano british, what is the wrong order? does that mean if they lose their heir before their leader?

    Quote Originally Posted by Makanyane
    Have you tried looking and the 'all factions playable' mod?
    http://www.twcenter.net/forums/showt...tions+playable
    I know it's not quite what you're trying to do but file changes could give some clues.
    il take a look thanks, its pretty much what im trying to do except i was trying to get the roman rebels and the romano british in charge of a few provinces to make them more of a threat

  4. #4
    Finder of Little Oddities Senior Member Makanyane's Avatar
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    Jan 2006
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    Default Re: i need help with making western rman rebels playaable

    Originally posted by Byzantine Mercenary:
    i don't think i had any contact with the romano british, what is the wrong order? does that mean if they lose their heir before their leader?
    Don't think it matters if its you fighting them or the AI (celts??)

    Think hardcoded trigger for them to emerge was if WRE lost Britannia_inferior and Britannia_superior (provinces which have 'britain' hidden resource)- then they're meant to emerge as independent (but not hording) army.

    Flaw we had with putting them into Britain (without taking 'britain' resource out) is that it also seems to try and trigger emergence if RB lose those two provinces.
    I think CTD was if there was any other RB leader still alive outside of the last of those two provinces to fall - on map or in other city (RB was also hardcoded so that an army with leader can survive without city) so CTD would be due to it trying to emerge the RB whilst they still exist on map.

    If you already have them on the map I think you should just be able to take out 'britain' hidden resource for future campaigns - don't know if it will help your saved game though.
    Not used mods before? Looking for something small and fun?!
    Download the:

  5. #5

    Default Re: i need help with making western rman rebels playaable

    Quote Originally Posted by Makanyane
    Don't think it matters if its you fighting them or the AI (celts??)

    Think hardcoded trigger for them to emerge was if WRE lost Britannia_inferior and Britannia_superior (provinces which have 'britain' hidden resource)- then they're meant to emerge as independent (but not hording) army.

    Flaw we had with putting them into Britain (without taking 'britain' resource out) is that it also seems to try and trigger emergence if RB lose those two provinces.
    I think CTD was if there was any other RB leader still alive outside of the last of those two provinces to fall - on map or in other city (RB was also hardcoded so that an army with leader can survive without city) so CTD would be due to it trying to emerge the RB whilst they still exist on map.

    If you already have them on the map I think you should just be able to take out 'britain' hidden resource for future campaigns - don't know if it will help your saved game though.
    i see, where is the hidden resource? is it in the descre strat file?

  6. #6
    Finder of Little Oddities Senior Member Makanyane's Avatar
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    Jan 2006
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    Default Re: i need help with making western rman rebels playaable

    where is the hidden resource? is it in the descre strat file?
    No, hidden resources are allocated to regions in
    descr_regions.txt
    all used hidden resources have to be listed at the top of
    export_descr_building.txt
    the britain hidden resource is also used in this file to condition the recruitment of graal knights.

    To disable hardcoded trigger and keep graal knights available I think you can just change all the instances of 'britain' to something else 'england', whatever...

    Can't remember if you have to delete map.rwm to get that sort of change in descr_regions.txt picked up.
    Not used mods before? Looking for something small and fun?!
    Download the:

  7. #7

    Default Re: i need help with making western rman rebels playaable

    il give that a try

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