Located at the Bottom of a Lake, Right next to that Chick with the Sword
Posts
124
Re: Help with mini-mod (campaign_script.txt questions)
This stuff is a little beyond me, but the first part looks like nothing more than automated console commands creating units in particular cities. The unit size stuff in the second part looks like it assigns bodyguard units. I would try these in the console and see what they do but as I said, I believe these are just army generation instructions for whatever campaign you are playing. The not LocalFaction/is LocalFaction stuff is assignment between the Player and the AI ( is = Player, not = AI). Good Luck!
Re: Help with mini-mod (campaign_script.txt questions)
Originally Posted by mucky305
This stuff is a little beyond me, but the first part looks like nothing more than automated console commands creating units in particular cities.
You are correct, but my question was not what it does, rather how this would affect the game, but as an update I have done what I suggested myself above, and simply deleted that whole section and boosted the starting armies in descr_strat, only way to find out for sure what effect this will have is to test I suppose.
The unit size stuff in the second part looks like it assigns bodyguard units. I would try these in the console and see what they do but as I said, I believe these are just army generation instructions for whatever campaign you are playing.
Nope, I believe this part of the script checks to see how many units are present in a settlement versus the population, and then based on that can work out whether the player is using huge, large, normal or small unit sizes, and assigns the appropriate trait so that EB has a reference for the unit size in use (something to do with a fix for some of the other traits IIRC). As I always play on huge I deleted the whole thing and made a script to assign "unitsize 4" unconditionally to the afformentioned leaders. This is obviously no good for anyone but myself though. This is a good enough work around for the time being imho but I would still like to know what warrants a FMs inclusion in that script as I may change FMs around later on.
Good Luck!
Thanks, I appreciate your reply, hopefully your bump will highlight this thread to someone else who can clarify for us
Cheers
Re: Help with mini-mod (campaign_script.txt questions)
I'm in a tangle myself concerning the placement of government buildings. However, changing the markers is very easy:
For example, faction gauls (Aedui)
Spoiler Alert, click show to read:
First we go to Rome - Total War/EB/data/world/campaign/imperial_campaign and open the campaign_script.txt file. Then Control+F with the word LocalFaction gauls
For example, if we would want to make Ankyra a Homeland region, we change
Code:
console_command create_building Ankyra expansion
To:
Code:
console_command create_building Ankyra homeland
When you start up the game and start a campaign as the Aedui, Ankyra will have the Homeland marker, which will allow the construction of a lvl 1 government.
Now my question to you: How do you place a government building in a city at the beginning of the game?
Re: Help with mini-mod (campaign_script.txt questions)
Originally Posted by Hax
I'm in a tangle myself concerning the placement of government buildings. However, changing the markers is very easy:
For example, faction gauls (Aedui)
Spoiler Alert, click show to read:
First we go to Rome - Total War/EB/data/world/campaign/imperial_campaign and open the campaign_script.txt file. Then Control+F with the word LocalFaction gauls
For example, if we would want to make Ankyra a Homeland region, we change
Code:
console_command create_building Ankyra expansion
To:
Code:
console_command create_building Ankyra homeland
When you start up the game and start a campaign as the Aedui, Ankyra will have the Homeland marker, which will allow the construction of a lvl 1 government.
Now my question to you: How do you place a government building in a city at the beginning of the game?
See my edit, I don't have a problem with the governments, it's the other two questions I could use an answer for, cheers for quick response nonetheless.
As for your question, I don't know that should work. Have you setup the expansion markers properly (ie homelands)?
This is my section for "CeltIberia" from campaign_script.txt, all of my govs are working fine.
As I mentioned above though I have actually removed the expansion marker requirements for Govs 1&2 so its possible that might have something to do with it. Why don't you try removing the marker requirements and seeing if you have any joy then?
Cheers
Re: Help with mini-mod (campaign_script.txt questions)
Originally Posted by Hax
It could be because the temporary government isn't installed yet. You know the name for that building?
I don't believe so, no provisionals are placed in vanilla EB and the regular governments do not require it to be present themselves.
Regardless the provisional is called gov_feeder.
Bookmarks