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Thread: Moving and modding a faction in RTW 1.5, Mundus Magnus

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  1. #1
    Rex Pelasgorum et Valachorum Member Rex_Pelasgorum's Avatar
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    Default Re: Moving and modding a faction in RTW 1.5, Mundus Magnus

    Thank you very much again

    After 15 CTD (caused mostly by the fact that i forgot to put commas... ), i managed to start a campaign whith them.. and it works !!

    After much deliberation, i have decided to make them Eastern.

    I have included the following units:

    eastern infantry,
    phalanx pikeman,
    plahanx bronze shield
    eastern horse archer,
    eastern persia cavalry,
    eastern cataphract
    eastern hillmen,
    eastern archer
    eastern peltast,
    eastern lite persian war elephant

    I also added to them "paved roads", such as does of Carthage , Greeks and Egyptians (i`ve read in Scriptorium something like how to add a building, very usefull), because Bactria is landlocked, very farr away from any sea - and no other major faction is near the Indian Ocean (where they will reach probably in the 30-40 turns, lot of strong rebel provinces) to have the posibility to trade whith it - Parthians ally themselves, but they are very poor , and Seleucs have the tendency to attack after 10 turns or so... ... this things whith roads was for balancing.

    Howewer, when i entered in to the map, i hade a couple of suprises (not big problems, but bugs...). The units are recruitable, but instead of seeing the unit pictures, i see just many, many grey peasants in the recruitment queue... I never played a battle, but i keep asking myself, even in battle they will be grey peasants or something else ?

    The second problem, is related to the temples. I have added 3 temples, temple of love (Afrodita , is working), temple of leadership (Zeus, is working), and an temple of trade, but the God of trade seem to be unknown to the "Bactrians" as the temple is named simply "temple of trade", and under it there is a message which sounds something like this : "warning, you shoudlnt see this message".

    And finnaly, the last bug is, that even if i changed all references to Numidians to Bactria in data/text/expanded.txt , they still keep showing up as numidians...

    And the names of the family members may be good to change, if possible... also the starting units, but i think if i change the starting units there will be no major problem, isnt it ?
    Dogma nemuririi sufletului îi fãcea curajosi fãrã margini, dispretuitori fatã de orice pericol, poftitori de moarte (apetitus morti) luptãtori cu hotarâre si cu o întreprindere de speriat.
    (Metianus Capella)


  2. #2
    Finder of Little Oddities Senior Member Makanyane's Avatar
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    Default Re: Moving and modding a faction in RTW 1.5, Mundus Magnus

    The units are recruitable, but instead of seeing the unit pictures, i see just many, many grey peasants in the recruitment queue...
    Forgot that bit: you can make you own unit cards eventually, but at the moment you can use cards (.tga's) from the factions you've borrowed units from. You need your RTW/data/packs folder unpacked to find them in RTW/data/packs/data/UI/units/faction, then make new folders so you have the path
    RTW/data/UI/units/numidia (i.e. without the extra packs/data/ route) and paste a copy of the relevant .tga's into that folder. (I think it works like that without re-packing but have mainly been doing -mods and BI so not 100% sure). You can do same with relevant .tga's from unit_info folder to get the bigger images that come up when you right click on unit.

    To sort the 3d graphics in battle you need to do the alterations to descr_model_battle.txt to give the units the most appropriate texture / sprite - if you don't have a line for your faction against the unit in that it will default to another factions texture but it may not be the one you want.

    "Bactrians" as the temple is named simply "temple of trade", and under it there is a message which sounds something like this : "warning, you shoudlnt see this message".
    Open data/text/export_buildings.txt find temple_of_trade section, look at how temple of trade works for cultures that already build it and change text for eastern culture to similar + add {temple_of_trade_shrine_eastern} line.

    And finnaly, the last bug is, that even if i changed all references to Numidians to Bactria in data/text/expanded.txt , they still keep showing up as numidians...
    Ahh, oops - apparently from another thread thats going on at the moment you need to change expanded_bi.txt instead if you've got BI installed even though you're playing RTW.

    Other thing I should have said is you should look at changing victory conditions to something suitable.

    EDIT: if you change starting units in descr_strat to ones you can now recruit, there should be no problem. To change names of faction leaders etc, you can copy another factions names from descr_names.txt to your faction, then ammend names for your faction in descr_strat.txt, making sure you follow through changing each instance of the same name to the same name in the family tree section. If you want to invent new names for your faction in descr_names you need to also add them to descr_names_lookup.txt, and data/text/names.txt making sure you don't duplicate existing names in those files.
    Last edited by Makanyane; 08-17-2006 at 21:56.
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  3. #3
    Rex Pelasgorum et Valachorum Member Rex_Pelasgorum's Avatar
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    Default Re: Moving and modding a faction in RTW 1.5, Mundus Magnus

    Thank you again for the support. I think if i manage to learn the basic steps, i will create a mod of my own on that map support.

    To sort the 3d graphics in battle you need to do the alterations to descr_model_battle.txt to give the units the most appropriate texture / sprite - if you don't have a line for your faction against the unit in that it will default to another factions texture but it may not be the one you want.
    Eastern infantry , archers, peltast, look very good. Normal horse archers, look very good again. Persian cavalry also looks good, and hoplites the same. Howewer, my Bactrian elephants seem to be.... huge, white, no shape, no collour, etc ?! Howewer, there is no CTD or so... just when they appear, they are just white... huge, white, shapless elephants...

    Ahh, oops - apparently from another thread thats going on at the moment you need to change expanded_bi.txt instead if you've got BI installed even though you're playing
    Now is working :)

    Open data/text/export_buildings.txt find temple_of_trade section, look at how temple of trade works for cultures that already build it and change text for eastern culture to similar + add {temple_of_trade_shrine_eastern} line
    I have added the bactrian trade temple to the hindu god Vishnu , the "giver and provider" of things.

    Howewer, whith the PAK files, i seem to have lots and lots of troubles... and really dont understand very well that sistem... how it works, etc...

    Tommorow i`ll try to change the names...

    But i`m still puzzled by that whithe elephant :lol:
    Dogma nemuririi sufletului îi fãcea curajosi fãrã margini, dispretuitori fatã de orice pericol, poftitori de moarte (apetitus morti) luptãtori cu hotarâre si cu o întreprindere de speriat.
    (Metianus Capella)


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