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Thread: GUIDE: Specifics of Modding Alexander - TW

  1. #31
    Finder of Little Oddities Senior Member Makanyane's Avatar
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    Default Re: GUIDE: Specifics of Modding Alexander - TW

    I haven't tried it but I wonder if you also need the
    options bi
    line in descr strat? According to this guide https://forums.totalwar.org/vb/showthread.php?t=59950
    you needed that and the night battle line in RTW.
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  2. #32

    Default Re: GUIDE: Specifics of Modding Alexander - TW

    Thank you very much! Now it works.
    We though it could be a problem with traits or some ATW limitation, but it is the "bi options". I can confirm you need this command to play night battles.

  3. #33

    Default Re: GUIDE: Specifics of Modding Alexander - TW

    Is it possible to add custom campaign map textures to a modfolder in Alexander? I'm really confused.

  4. #34
    Axebitten Modder Senior Member Dol Guldur's Avatar
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    Default Re: GUIDE: Specifics of Modding Alexander - TW

    Yes, why would it not be?
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  5. #35

    Default Re: GUIDE: Specifics of Modding Alexander - TW

    I was running into trouble with the../ tags and everything, but I got it sorted out now.

  6. #36
    Axebitten Modder Senior Member Dol Guldur's Avatar
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    Default Re: GUIDE: Specifics of Modding Alexander - TW

    I'm not getting time to put together updates for the first post but if anyone wants to post an addition to the opening post then please post it and label it as such and I will include it. Remember to only submit tried and tested things. Thx
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  7. #37
    Member Member Maksimus's Avatar
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    Wink Re: GUIDE: Specifics of Modding Alexander - TW

    We have fixed immortal trait bug..

    Follow the link
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  8. #38

    Default Re: GUIDE: Specifics of Modding Alexander - TW

    Is the faction limit the same as in RTW.exe (21)?

    And does Alexander support superfactions, senate events and civil war?

  9. #39

    Default Re: GUIDE: Specifics of Modding Alexander - TW

    Alexander is really starting to tick me off. I have a map ready to be put in, but it doesn't load on ATW. It works fine with RTW, but not Alexander.

    Do I need something special to put into the map to make it run?

  10. #40

    Default Re: GUIDE: Specifics of Modding Alexander - TW

    Roman_Man#3: Make sure you don't have any RGB 0,0,0 tiles in your map_heights, should cause a CTD if you have any.

  11. #41

    Default Re: GUIDE: Specifics of Modding Alexander - TW

    Thanks. But I found the problem a while ago. I had a little typo in descr_win_conditions.txt

  12. #42

    Default Re: GUIDE: Specifics of Modding Alexander - TW

    Well, if you have any other questions, feel free to PM me.

  13. #43

  14. #44
    Finder of Little Oddities Senior Member Makanyane's Avatar
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    Default Re: GUIDE: Specifics of Modding Alexander - TW

    It doesn't support hording so I don't think so. Factions that emerge like the Slavs in BI have to be horde nations.

    Some other method like shadowing might work in it though.
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  15. #45

    Default Re: GUIDE: Specifics of Modding Alexander - TW

    the romano-britons arent a horde nation, and they spawn on event just like the slavs. and what about the spawns_on_revolt, could that work in ATW?

  16. #46
    Finder of Little Oddities Senior Member Makanyane's Avatar
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    Default Re: GUIDE: Specifics of Modding Alexander - TW

    The Romano_british emergence depends on hard coded triggers and the faction name "romano_british" - I seriously doubt the hard code for that is active in Alex, but you could try, you'd need to internally re-name a faction to find out though.

    The spawned_on_revolt faction (ostrogoths) was a horde faction, I suspect it needs to be.

    Shadowing ala empire_east and empire_east_rebels might work but that isn't quite the same thing.



    Someone else might know more about this - I just know I tried getting a BI mod to run under Alex and first thing it fell over on was not recognising the horde sections in descr_sm_factions.
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  17. #47

    Default Re: GUIDE: Specifics of Modding Alexander - TW

    Re-emergence with loyalty and shadowing factions will work with the RTW and Alex exe's (I'm using this in XGM). Hordes don't work, so the mechanisms of emergence that require hordes won't work. I haven't tested the Romano-British mechanism.

  18. #48

    Default Re: GUIDE: Specifics of Modding Alexander - TW

    Ok, thanks guys. Looks like I'll attempt a port to BI

  19. #49
    Death and Glory TW modder Member Flying Pig's Avatar
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    Default Re: GUIDE: Specifics of Modding Alexander - TW

    is the emergent factions syntax the same as in BI, and how do you add loyalty?
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  20. #50
    Finder of Little Oddities Senior Member Makanyane's Avatar
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    Default Re: GUIDE: Specifics of Modding Alexander - TW

    As explained a few posts above, most of the emergent faction syntax won't work as horde nations aren't possible. As DimeBagHo explained shadowing will though, and that syntax in descr_sm_factions would be the same.

    I think if you add shadowing it triggers loyalty, as that is part of what determines when characters rebel to shadow faction. Look at a BI descr_strat, there is line near top
    rebelling_characters_active
    which you probably need in your version.

    You may also have to alter the interface files to get the loyalty logo.

    To make loyalty more meaningful and give most starting generals a base level you will may need to look at the traits and copy over, or assign new ones that give a loyalty bonus / reduction. There are tutorials in the scriptorium about adding / changing traits.
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  21. #51

    Default Re: GUIDE: Specifics of Modding Alexander - TW

    whats the syntax for telling ai factions not to attack other factions?
    does this go at the end of DS?
    and finallry, does this stop those factions from ever attacking, or does it "wear off" after awhile?

  22. #52

    Default Re: GUIDE: Specifics of Modding Alexander - TW

    For example:
    Code:
    faction	egypt, trader mao
    ai_do_not_attack_faction gauls, scythia, pontus
    denari	20000
    The command is supposed to halt a faction from attacking other(s) until attacked, but afaik an attack can still happen, due to the hardcoded mechanism the AI uses to choose enemies...

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  23. #53

    Default Re: GUIDE: Specifics of Modding Alexander - TW

    How do you change the movie that plays behind the menu? I know its the "dump0000" file, and I've tried changing it, but it always overlooks the one I add and uses the vanilla RTW movie.

  24. #54

    Default Re: GUIDE: Specifics of Modding Alexander - TW

    *If* it can be done, then you should probably put it in the mod pak. if it doesn't work from there (which I think will be the case) then you just can't have both yours and the vanilla one and you'll have to go with -nm. Otherwise you can mod the .lnt.

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  25. #55

    Default Re: GUIDE: Specifics of Modding Alexander - TW

    It can be done, it was done in LOTR-TW which is on alexander.

  26. #56

    Default Re: GUIDE: Specifics of Modding Alexander - TW

    My bad, sorry. Yes indeed, LotRTW has its own dump0000, in its own menu folder.
    Last edited by Aradan; 02-17-2008 at 17:44.

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  27. #57

    Default Re: GUIDE: Specifics of Modding Alexander - TW

    They make a copy of vanillas and overwrite the vanilla with their own though.

  28. #58

    Default Re: GUIDE: Specifics of Modding Alexander - TW

    isnt that the opening movie youre talking about roman_man#3?
    i was talking about the looped movie clip that plays on the main menu, unless thats what you meant then disregard this

  29. #59

    Default Re: GUIDE: Specifics of Modding Alexander - TW

    Oh, my mistake. Disregard my comment. Dump0000 doesn't have to overwrite the vanilla one.

  30. #60

    Default Re: GUIDE: Specifics of Modding Alexander - TW

    still when i replace the vanilla dump0000 with a different one, it always uses the vanilla one in the root rtw menu folder. editing the .lnt didnt work for me either

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