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Thread: Tutorial for adding new wall level?

  1. #1
    Seii Taishōgun 征夷大将軍 Member PROMETHEUS's Avatar
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    Default Tutorial for adding new wall level?

    Ho to add a new wall level to a barbarian city?

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  2. #2

    Post Re: Tutorial for adding new wall level?

    Do you mean adding the small / standard stone walls to the Barbarian culture? If so, you need to change the entries for both the strategy / campaign map, and also for the building rosters.

    In descr_sm_settlements, this is how the Barb wall levels are displayed in vanilla:

    Code:
    barbarian
    {
        village
        {
            normal                data/models_strat/residences/barb_village.CAS
            card                data/ui/barbarian/cities/barbarian_village.tga
        }
        town
        {
            normal                data/models_strat/residences/barb_town_buildings.CAS
            wall                data/models_strat/residences/barb_town_wall_1.CAS
            wall                data/models_strat/residences/barb_town_wall_2.CAS
            card                data/ui/barbarian/cities/barbarian_town.tga
        }
        large_town
        {
            normal                data/models_strat/residences/barb_large_town_buildings.CAS
            wall                data/models_strat/residences/barb_large_town_wall_1.CAS
            wall                data/models_strat/residences/barb_large_town_wall_2.CAS
            card                data/ui/barbarian/cities/barbarian_large_town.tga
        }
        city
        {
            normal                data/models_strat/residences/barb_city_buildings.CAS
            wall                data/models_strat/residences/barb_city_wall_1.CAS
            wall                data/models_strat/residences/barb_city_wall_2.CAS
            card                data/ui/barbarian/cities/barbarian_city.tga
        }
    }
    Simply copy & paste in some Roman stone wall entries (highlighted in bold), and you should now look as below:

    Code:
    barbarian
    {
        village
        {
            normal                data/models_strat/residences/barb_village.CAS
            card                data/ui/barbarian/cities/barbarian_village.tga
        }
        town
        {
            normal                data/models_strat/residences/barb_town_buildings.CAS
            wall                data/models_strat/residences/barb_town_wall_1.CAS
            wall                data/models_strat/residences/barb_town_wall_2.CAS
            wall                data/models_strat/residences/roman_town_wall_3.CAS
            card                data/ui/barbarian/cities/barbarian_town.tga
        }
        large_town
        {
            normal                data/models_strat/residences/barb_large_town_buildings.CAS
            wall                data/models_strat/residences/barb_large_town_wall_1.CAS
            wall                data/models_strat/residences/barb_large_town_wall_2.CAS
            wall                data/models_strat/residences/roman_large_town_wall_3.CAS
            card                data/ui/barbarian/cities/barbarian_large_town.tga
        }
        city
        {
            normal                data/models_strat/residences/barb_city_buildings.CAS
            wall                data/models_strat/residences/barb_city_wall_1.CAS
            wall                data/models_strat/residences/barb_city_wall_2.CAS
            wall                data/models_strat/residences/roman_city_wall_3.CAS
            card                data/ui/barbarian/cities/barbarian_city.tga
        }
    }
    This should sort the graphics that are displayed on the strat / campaign map, as illustrated below:



    To ensure the Barbs can construct stone walls in their building rosters, simply modify this entry in export_descr_buildings:

    Code:
            stone_wall requires factions { carthaginian, eastern, egyptian, greek, roman, } 
            {
                capability
                {
                    wall_level 2
                    tower_level 1
                    gate_defences 1
                    gate_strength 1
                }
                construction  3 
                cost  1600 
                settlement_min city
                upgrades
                {
                    large_stone_wall
                }
            }
    Change the entry so it looks like the following (changes in bold):

    Code:
            stone_wall requires factions { barbarian, carthaginian, eastern, egyptian, greek, roman, } 
            {
                capability
                {
                    wall_level 2
                    tower_level 1
                    gate_defences 1
                    gate_strength 1
                }
                construction  3 
                cost  1600 
                settlement_min city
                upgrades
                {
                    large_stone_wall
                }
            }
    All that should be left to do is the UI cards for the building rosters; simply copy the Roman ones (located in the unpacked packs\data directory, after using Vercingetorix's x-pak extractor tool). Now paste them into a Barbarian directory (create a new one if you haven't already done so, EG data\UI...), using exactly the same structure as the Roman UI cards do.

    Note that there should be 3 TGA images in total, 2 that go in the BUILDINGS sub-directory, and 1 that goes in the CONSTRUCTION sub-directory.

    Don't forget to rename them, otherwise the game will default to the Roman Army Barracks as the UI cards.

    Test out your stone walls in custom battles - the Barbarians should now be able to choose stone walls from the Settlement Defences drop-down box. This is how the stone walls should appear on the battlefield:



    Currently developing Rome: Total Gameplay (RTG), an unofficial mod for vanilla Rome: Total War v1.5

    Features: improved battles, new units to recruit, more buildings to construct, a modified campaign map, and much more!
    RTG Main Topic
    , Click here to download RTG v1.0

  3. #3

    Default Re: Tutorial for adding new wall level?

    Brilliant tutorial. I just used it to change RTR's ridiculous circular barbarian stone walls into the Roman ones.

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