Sorry - didn't have time to make it sound more complicated!Originally Posted by shaggy1973
![]()
Sorry - didn't have time to make it sound more complicated!Originally Posted by shaggy1973
![]()
how about one for religion :P
I've added loyalty for the Romans and the Greek cities in XGM. It works reasonably well, although there are still some remaining problems.
1. Rebel factions can't be emergent and playable.
2. If a rebel faction is playable you will get a game lost message when the parent faction is destroyed.
These are minor problems. The easiest solution is just to make any rebel factions unplayable.
3. If a rebel faction is not emergent then family members that go over to the rebels will become idle.
4. If a rebel faction is emergent, and a family member goes over to the rebels when the rebels are dead (i.e. they have no settlements) then you will get a CTD.
These are more serious problems. The solution I came up with was to make the rebel factions emergent and then supress rebeling characters, by using chacter traits, while the rebel faction is dead.
5. If you play a faction with loyalty, and you caputure a city during the AI turn, you will get a CTD under some circumstances (whenever the city shows as empty just before you capture it, like when the garrison sallies and gets wiped out to a man).
I haven't found a solution to this problem yet, although it is not hard for the player to avoid.
I also haven't done all of the things mentioned in Stuie's post (I didn't do the sound stuff) so that might help with some of these problems.
I realize this thread is somewhat old, but what the heck.![]()
So, i've implemented all the changes to the files listed in post #1. I have the feeling that i did right, basically. Now i have run into a funny problem. After adding shadow factions to the romans, i have taken the total number of factions listed in the file 'desc_sm_factions.txt' to 25. After 21 the engine seems to stop reading the stuff. #22 is now Scythia and during runtime the debugger patiently explains to me that the first unit listed in 'export_descr_unit.txt' that is owned by Scythia has an 'invalid ownership'. :P
Now i have read about the hardcoded limits of the vanilla game. I was simply wondering if that is so, why do the instructions in post #1 not mention this? Or is this a solution that would work under a differently patched version of the game (not BI). I am currently playing and modding RTW-gold, which i assume is using patch 1.5.
Any help or helpful comment on this would be very much appreciated.
Sûl.
The instruction don't mention it, because it's listed in the hardcoded limits that you can't have more than 21 factions. In order to add loyalty you have to remove one of the existing factions and make it into your rebel faction.
Allrighty.![]()
Now comes the hard part of deciding which factions to remove. Man. Why is the hardcoded wall always the first thing i hit no matter which game i modify?![]()
Thanks for helping me out in my first mod on RTW.
Bookmarks