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  1. #1
    Bibliophilic Member Atilius's Avatar
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    Post Re: 2 Questions, about skins and units.

    Quote Originally Posted by Melea Lord
    I read in another thread that as long as you don't touch the senate tab or the senate standings tab nothing will go wrong!
    According the post I linked to earlier, this is not so. Selecting the Senate tab will immediately crash the game, but there are other problems too.

    Quote Originally Posted by Melea Lord
    At least tell me how to make SPQR playable so I can have a little go.
    In descr_strat.txt at the top of the file, move romans_senate from the non-playable list to the playable list. In file Data\text\campaign_descriptions.txt add tags {IMPERIAL_CAMPAIGN_SENATE_TITLE} and {IMPERIAL_CAMPAIGN_SENATE_DESCR} followed by some suitable text.

    Quote Originally Posted by Melea Lord
    I have a couple of things that I would like to do in the future, just want to know if they're capable of being done. Don't tell me how to do it!:

    1) Add a new settlement called Naxos (something like that) to the middle of Sicily island, Put Syracause under Scipii rule at begining and made Capua ruled by SPQR at begining.

    2) Add new factions like: Rebel Barbarians, Rebel Greeks, Eastern Rebels, Southern Rebels and make them all playable.
    This can all be done, but as snevets indicates, the maximum number of factions is fixed at 21.

    Quote Originally Posted by Melea Lord
    Also could someone tell me if there are any hardcoded limits when editing the Character Traits file?
    Check out the Hard-coded limits thread.
    The truth is the most valuable thing we have. Let us economize it. - Mark Twain



  2. #2
    Member-I'm still a noob though Member Melea Lord's Avatar
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    Lightbulb Re: 2 Questions, about skins and units.

    So if I have to delete factions to make new ones, forget that.

    However how do I make rebel factions capable of recuiting diplomats, spies and assasins? Do I just go to Export_Descr_Buildings and go to the markets/governement administrator buildings and copy line and change the faction name to rebel? But there are several rebels in different cultures, how can I make greek rebels build greek agents and vice versus with the other cultures? Same with foot troops I think they should be able to recuit as they do build. Wait, if they build, why arn't any of the buildings got rebel in the buildable factions?

  3. #3
    Finder of Little Oddities Senior Member Makanyane's Avatar
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    Default Re: 2 Questions, about skins and units.

    Most of recruitment and building in export_descr_building.txt is set by culture and not faction - if you look in descr_sm_factions.txt you will see that that faction name for the rebels is actually slave and that they are in the roman culture, the roman culture can build most buildings in EDB - and can recruit spys, diplomats etc. If slave faction (rebels) don't do this it is probably something hardcoded.
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  4. #4
    Member-I'm still a noob though Member Melea Lord's Avatar
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    Default Re: 2 Questions, about skins and units.

    In several posts i have read something like: "Gasp, a rebel diplomat", usually from people who don't mod the game. So rebels can have diplomats.

    And I'm sorry but I didn't understand your point when you sed:

    "descr_sm_factions.txt you will see that that faction name for the rebels is actually slave and that they are in the roman culture, the roman culture can build most buildings in EDB"

    If your telling me that Slave (aka. rebel) is actually in the Roman culture, explain the fact in Descr_Strat it's got stuff like:

    "sub faction {Faction}"

    In front of each General. So your telling me it's hardcoded that Slaves can't recuit agents or soldiers? Or are you telling me it's hardcoded that I can't make slaves recuit agents and soldiers to their sub faction? I seriously didn't get your point, Makanyane, at all sorry.

  5. #5
    Finder of Little Oddities Senior Member Makanyane's Avatar
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    Default Re: 2 Questions, about skins and units.

    What I was trying to explain is that if Slave faction worked like any other faction it would already have the ability to build buildings and recruit units including spies etc that were available to the Roman culture, so adding a separate recruitment lines in EDB for { slave,} is unlikely to make any difference.

    Don't know about them recruiting diplomats as I always mod diplomats out of game - cos bribing is too annoying. But I'm sure I've never seen a rebel spy.

    There is obviously some stuff hardcoded about slave faction as it effectively shadows all others factions, taking over cities when they rebel, and also does not have a faction leader etc, etc. I was thinking that the AI behaviour of the Slave faction is probably hard coded so it doesn't have the inclination to recruit spies etc.

    Hmmm. Have just had a go making them playable and when played by human player they can build buildings and recruit soldiers and spies. If the city is occupied by a slave army thats placed in it in descr_strat the type of units recruited are those of that armies sub_faction 'faction', random rebels still seem to generate outside of cities and the units in those are related to the rebel faction for the region in descr_regions.
    Not used mods before? Looking for something small and fun?!
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  6. #6
    Member-I'm still a noob though Member Melea Lord's Avatar
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    Thumbs up Re: 2 Questions, about skins and units.

    So the Rebels can recuit and build like any other factions but just don't because their AI is designed not to. I understand now!

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