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Thread: Help with mini-mod (campaign_script.txt questions)

  1. #1
    Barely a levy Member overweightninja's Avatar
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    Default Help with mini-mod (campaign_script.txt questions)

    Lo all, I've been trying to make a few changes to the descr_strat, but had a couple of questions before I do anything too drastic.
    Now I can edit the descr_strat itself no problems, but I had a couple of issues with the campaign_script.

    EDIT: NVM found this one out for myself
    Firstly in regards to governments, I can see what I need to change in order to get the correct government in the right place at the start of the game, but does this also require the correct marker (ie homeland or subjucation) placed in the settlement too? I have edited my DMB to remove their requirements anyway so will that make a difference? Would save me having to change all the marker's positions as well if so ;)

    Next the army placement, am I correct in saying that it mainly boosts the faction's or nearby enemy's armies from the descr_strat based on the faction the player picks?
    For example:

    Spoiler Alert, click show to read: 

    Code:
    ;--------------------------------
    ;  KH Army Placement for Player 
    ;--------------------------------
    if not I_LocalFaction greek_cities
        console_command create_unit "Areus Agiados"      "greek skirmisher peltastai" 1 0 0 0
        console_command create_unit "Areus Agiados"      "hellenistic infantry hoplitai" 1 2 0 0
        console_command create_unit "Eudamidas Eurypontidos" "hellenistic infantry hoplitai" 1 2 0 0
        console_command create_unit "Eudamidas Eurypontidos" "hellenistic infantry spartiateshoplitai" 1 2 0 0
        console_command create_unit Athenai    "hellenistic infantry hoplitai" 2 1 0 0 
        console_command create_unit Athenai    "greek cavalry hippeis thessalikoi merc" 1 0 0 0 
        console_command create_unit Athenai    "greek missile toxotai" 1 1 0 0 
    end_if 
    if I_LocalFaction greek_cities
        console_command create_unit Kydonia      "greek infantry taxeis hoplitai" 1 0 0 0
        console_command create_unit Kydonia      "greek skirmisher peltastai" 1 0 0 0
        console_command create_unit Kydonia      "hellenistic missile cretan archers" 1 2 0 0
        console_command create_unit Kydonia      "hellenistic skirmisher cavalry hippakontistai slave" 1 1 0 0
        console_command create_unit Korinthos    "greek infantry taxeis phalangitai" 2 1 0 0
        console_command create_unit Korinthos    "greek missile toxotai" 1 1 0 0
        console_command create_unit Chalkis      "greek infantry taxeis phalangitai" 1 1 0 0
        console_command create_unit Chalkis      "greek missile toxotai" 1 1 0 0
    end_if


    As large parts of it will be rendered unuseable by what I'm doing, would a reasonable temporary solution be to simply remove that part of the script and beef up the starting armies for all factions in descr_strat (they're wont be anywhere as much rebel territory for the AI to go through anyway)?

    And finally, do I need to worry about this part at all if I'm just changing starting settlements? Also if I begin to change FMs too, what would warrant their inclusion in this part of the script? I'm guessing its to do with the unit size traits that were fixed but some clarification would be nice

    Spoiler Alert, click show to read: 
    Code:
    monitor_event SettlementTurnStart SettlementName Arretium
    and GarrisonToPopulationRatio < 0.07
    console_command give_trait "Manivs Romanvs" UnitSize 1
    console_command give_trait "Caivs Romanvs" UnitSize 1
    console_command give_trait "Cnaevs Romanvs" UnitSize 1
    console_command give_trait "CnaevsA Romanvs" UnitSize 1
    console_command give_trait "Lvcivs Romanvs" UnitSize 1
    console_command give_trait "Aneirin arvernioiLugos" UnitSize 1
    console_command give_trait "Sapalbizes saka_soab" UnitSize 1
    console_command give_trait "Yazil IlWatar" UnitSize 1
    console_command give_trait "Soter Ptolemaios" UnitSize 1
    console_command give_trait "Nikator Syriakos" UnitSize 1
    console_command give_trait "Abdimilki ofcarthago" UnitSize 1
    console_command give_trait "Phrapates ofparthia" UnitSize 1
    console_command give_trait "Ktistesmith Kianos" UnitSize 1
    console_command give_trait "Cocolitanos ofaedu" UnitSize 1
    console_command give_trait "Swartagaizaz der_deutsch" UnitSize 1
    console_command give_trait "Caradog ofcatuvellauni" UnitSize 1
    console_command give_trait "Yervand ofarmenia" UnitSize 1
    console_command give_trait "Zalmodegikos perBuridava" UnitSize 1
    console_command give_trait "Oroles perDrobeta" UnitSize 1
    console_command give_trait "Dizo perRekidava" UnitSize 1
    console_command give_trait "Kleomenes Agiados" UnitSize 1
    console_command give_trait "Theodotos Baktrios" UnitSize 1
    console_command give_trait "Abeakos steppenwulf" UnitSize 1
    console_command give_trait "Tantalos Lusotanakum" UnitSize 1
    console_command give_trait "Pyrrhos Aiakides" UnitSize 1
    set_counter blib 1
    terminate_monitor
    end_monitor


    I would appreciate any help,
    Cheers :)
    Last edited by overweightninja; 07-12-2008 at 20:54. Reason: clarify questions

  2. #2
    Barely a levy Member overweightninja's Avatar
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    Default Re: Help with mini-mod (campaign_script.txt questions)

    Come on chaps anyone?

  3. #3
    Muckomania or the Muckster Member mucky305's Avatar
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    Default 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!


    - Drink the Kool-Aid
    'Anonymous'

  4. #4
    Barely a levy Member overweightninja's Avatar
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    Default Re: Help with mini-mod (campaign_script.txt questions)

    EDIT
    Woops double post sorry
    Last edited by overweightninja; 07-10-2008 at 20:33.

  5. #5
    Barely a levy Member overweightninja's Avatar
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    Default Re: Help with mini-mod (campaign_script.txt questions)

    Quote Originally Posted by mucky305 View Post
    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

  6. #6
    Member Member Hax's Avatar
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    Default 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

    Code:
    if I_LocalFaction gauls
       console_command create_building Arbela outlying
       console_command create_building Phraaspa outlying
       console_command create_building Bononia expansion
       console_command create_building Kabalaka outlying
       console_command create_building Thermon outlying
       console_command create_building Arpi outlying
       console_command create_building Burdigala homeland
       console_command create_building Babylon outlying
       console_command create_building Alexandropolis outlying
       console_command create_building Alexandreia_Ariana outlying
       console_command create_building Darioritum homeland
       console_command create_building Gergovia homeland
       console_command create_building Edessa outlying
       console_command create_building Asaak outlying
       console_command create_building Pallantia expansion
       console_command create_building Athenai outlying
       console_command create_building Augila_settlement outlying
       console_command create_building Seleukeia outlying
       console_command create_building Baktra outlying
       console_command create_building Bocchoris outlying
       console_command create_building Gawjam_Bastarnoz outlying
       console_command create_building Mastia outlying
       console_command create_building Avaricum homeland
       console_command create_building Bratosporios expansion
       console_command create_building Nikaia outlying
       console_command create_building Pantikapaion outlying
       console_command create_building Rhegion outlying
       console_command create_building Caern_Brigantae outlying
       console_command create_building Gelonus outlying
       console_command create_building Adrumeto outlying
       console_command create_building Attuaca outlying
       console_command create_building Capua outlying
       console_command create_building Vellika outlying
       console_command create_building Baikor outlying
       console_command create_building Camulosadae expansion
       console_command create_building Numantia expansion
       console_command create_building Charax outlying
       console_command create_building Byzantion outlying
       console_command create_building Ptolemais_Theron outlying
       console_command create_building Ratae outlying
       console_command create_building Ictis expansion
       console_command create_building Lucarottea outlying
       console_command create_building Emain_Macha outlying
       console_command create_building Atiqa outlying
       console_command create_building Ynys_Mon outlying
       console_command create_building Gava_Alanna outlying
       console_command create_building Gava_Aursa outlying
       console_command create_building Nisa outlying
       console_command create_building Gava_Haomavarga outlying
       console_command create_building Gava_Mazsakata outlying
       console_command create_building Gava_Roxsalanna outlying
       console_command create_building Uspe outlying
       console_command create_building Gava_Thissakata outlying
       console_command create_building Gava_Yazyga outlying
       console_command create_building Gava_Yugra outlying
       console_command create_building Dalminion outlying
       console_command create_building Serdike outlying
       console_command create_building Alexandreia_Eschate outlying
       console_command create_building Alexandreia outlying
       console_command create_building Axum outlying
       console_command create_building Prophthasia outlying
       console_command create_building Arse outlying
       console_command create_building Kotais outlying
       console_command create_building Lilibeo outlying
       console_command create_building Susa outlying
       console_command create_building Apollonia outlying
       console_command create_building Ivernis outlying
       console_command create_building Ak_Ink outlying
       console_command create_building Arretium outlying
       console_command create_building Chalkis outlying
       console_command create_building Gabai outlying
       console_command create_building Tuat outlying
       console_command create_building Tyde expansion
       console_command create_building Ankyra expansion
       console_command create_building Taksashila outlying
       console_command create_building Pura outlying
       console_command create_building Gerrha outlying
       console_command create_building Buridava outlying
       console_command create_building Sarmiszegethusa outlying
       console_command create_building Massalia outlying
       console_command create_building Gawjam_Habukoz outlying
       console_command create_building Sabata outlying
       console_command create_building Arctaunon outlying
       console_command create_building Armavir outlying
       console_command create_building Aventicos expansion
       console_command create_building Memphis outlying
       console_command create_building Gawjam_Heruskoz outlying
       console_command create_building Zadrakata outlying
       console_command create_building Epidamnos outlying
       console_command create_building Mediolanum homeland
       console_command create_building Hierosolyma outlying
       console_command create_building Taras outlying
       console_command create_building Chach outlying
       console_command create_building Mazaka outlying
       console_command create_building Amaseia outlying
       console_command create_building Halikarnassos outlying
       console_command create_building Karmana outlying
       console_command create_building Mtskheta outlying
       console_command create_building Apameia outlying
       console_command create_building Khiva outlying
       console_command create_building Tarsos outlying
       console_command create_building Gawjam_Kimbroz outlying
       console_command create_building Alalia outlying
       console_command create_building Kydonia outlying
       console_command create_building Meroe outlying
       console_command create_building Salamis outlying
       console_command create_building Kyrene outlying
       console_command create_building Emporion outlying
       console_command create_building Sparte outlying
       console_command create_building Gawjam_Gotanoz outlying
       console_command create_building Rome outlying
       console_command create_building Lemonum homeland
       console_command create_building Mytilene outlying
       console_command create_building Ammonion outlying
       console_command create_building Segesta outlying
       console_command create_building Viennos homeland
       console_command create_building Carrodunum outlying
       console_command create_building Oxtraca outlying
    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?

    I've tried to do

    Spoiler Alert, click show to read: 
    Code:
    console_command create_building Pantikapaion gov1
    console_command create_building Chersonesos gov1


    but it doesn't seem to work.
    Last edited by Hax; 07-12-2008 at 19:29.
    This space intentionally left blank.

  7. #7
    Barely a levy Member overweightninja's Avatar
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    Default Re: Help with mini-mod (campaign_script.txt questions)

    Quote Originally Posted by Hax View Post
    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

    Code:
    if I_LocalFaction gauls
       console_command create_building Arbela outlying
       console_command create_building Phraaspa outlying
       console_command create_building Bononia expansion
       console_command create_building Kabalaka outlying
       console_command create_building Thermon outlying
       console_command create_building Arpi outlying
       console_command create_building Burdigala homeland
       console_command create_building Babylon outlying
       console_command create_building Alexandropolis outlying
       console_command create_building Alexandreia_Ariana outlying
       console_command create_building Darioritum homeland
       console_command create_building Gergovia homeland
       console_command create_building Edessa outlying
       console_command create_building Asaak outlying
       console_command create_building Pallantia expansion
       console_command create_building Athenai outlying
       console_command create_building Augila_settlement outlying
       console_command create_building Seleukeia outlying
       console_command create_building Baktra outlying
       console_command create_building Bocchoris outlying
       console_command create_building Gawjam_Bastarnoz outlying
       console_command create_building Mastia outlying
       console_command create_building Avaricum homeland
       console_command create_building Bratosporios expansion
       console_command create_building Nikaia outlying
       console_command create_building Pantikapaion outlying
       console_command create_building Rhegion outlying
       console_command create_building Caern_Brigantae outlying
       console_command create_building Gelonus outlying
       console_command create_building Adrumeto outlying
       console_command create_building Attuaca outlying
       console_command create_building Capua outlying
       console_command create_building Vellika outlying
       console_command create_building Baikor outlying
       console_command create_building Camulosadae expansion
       console_command create_building Numantia expansion
       console_command create_building Charax outlying
       console_command create_building Byzantion outlying
       console_command create_building Ptolemais_Theron outlying
       console_command create_building Ratae outlying
       console_command create_building Ictis expansion
       console_command create_building Lucarottea outlying
       console_command create_building Emain_Macha outlying
       console_command create_building Atiqa outlying
       console_command create_building Ynys_Mon outlying
       console_command create_building Gava_Alanna outlying
       console_command create_building Gava_Aursa outlying
       console_command create_building Nisa outlying
       console_command create_building Gava_Haomavarga outlying
       console_command create_building Gava_Mazsakata outlying
       console_command create_building Gava_Roxsalanna outlying
       console_command create_building Uspe outlying
       console_command create_building Gava_Thissakata outlying
       console_command create_building Gava_Yazyga outlying
       console_command create_building Gava_Yugra outlying
       console_command create_building Dalminion outlying
       console_command create_building Serdike outlying
       console_command create_building Alexandreia_Eschate outlying
       console_command create_building Alexandreia outlying
       console_command create_building Axum outlying
       console_command create_building Prophthasia outlying
       console_command create_building Arse outlying
       console_command create_building Kotais outlying
       console_command create_building Lilibeo outlying
       console_command create_building Susa outlying
       console_command create_building Apollonia outlying
       console_command create_building Ivernis outlying
       console_command create_building Ak_Ink outlying
       console_command create_building Arretium outlying
       console_command create_building Chalkis outlying
       console_command create_building Gabai outlying
       console_command create_building Tuat outlying
       console_command create_building Tyde expansion
       console_command create_building Ankyra expansion
       console_command create_building Taksashila outlying
       console_command create_building Pura outlying
       console_command create_building Gerrha outlying
       console_command create_building Buridava outlying
       console_command create_building Sarmiszegethusa outlying
       console_command create_building Massalia outlying
       console_command create_building Gawjam_Habukoz outlying
       console_command create_building Sabata outlying
       console_command create_building Arctaunon outlying
       console_command create_building Armavir outlying
       console_command create_building Aventicos expansion
       console_command create_building Memphis outlying
       console_command create_building Gawjam_Heruskoz outlying
       console_command create_building Zadrakata outlying
       console_command create_building Epidamnos outlying
       console_command create_building Mediolanum homeland
       console_command create_building Hierosolyma outlying
       console_command create_building Taras outlying
       console_command create_building Chach outlying
       console_command create_building Mazaka outlying
       console_command create_building Amaseia outlying
       console_command create_building Halikarnassos outlying
       console_command create_building Karmana outlying
       console_command create_building Mtskheta outlying
       console_command create_building Apameia outlying
       console_command create_building Khiva outlying
       console_command create_building Tarsos outlying
       console_command create_building Gawjam_Kimbroz outlying
       console_command create_building Alalia outlying
       console_command create_building Kydonia outlying
       console_command create_building Meroe outlying
       console_command create_building Salamis outlying
       console_command create_building Kyrene outlying
       console_command create_building Emporion outlying
       console_command create_building Sparte outlying
       console_command create_building Gawjam_Gotanoz outlying
       console_command create_building Rome outlying
       console_command create_building Lemonum homeland
       console_command create_building Mytilene outlying
       console_command create_building Ammonion outlying
       console_command create_building Segesta outlying
       console_command create_building Viennos homeland
       console_command create_building Carrodunum outlying
       console_command create_building Oxtraca outlying
    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?

    I've tried to do

    Spoiler Alert, click show to read: 
    Code:
    console_command create_building Pantikapaion gov1
    console_command create_building Chersonesos gov1


    but it doesn't seem to work.
    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.

    Spoiler Alert, click show to read: 
    console_command create_building Numantia gov1
    console_command create_building Burdigala gov2
    console_command create_building Vellika gov1
    console_command create_building Pallantia gov1
    console_command create_building Tyde gov2


    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

  8. #8
    Member Member Hax's Avatar
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    Default Re: Help with mini-mod (campaign_script.txt questions)

    It could be because the temporary government isn't installed yet. You know the name for that building?
    This space intentionally left blank.

  9. #9
    Barely a levy Member overweightninja's Avatar
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    Default Re: Help with mini-mod (campaign_script.txt questions)

    Quote Originally Posted by Hax View Post
    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.
    Spoiler Alert, click show to read: 
    building government
    {
    levels gov_feeder govnomad gov4 gov3 gov2 govparthian gov1
    {
    gov_feeder requires factions { britons, dacia, gauls, germans, scythia, spain, egypt, saba, carthage, parthia, romans_scipii, numidia, romans_brutii, romans_julii, greek_cities, macedon, thrace, seleucid, armenia, pontus, }
    {
    capability
    {
    law_bonus bonus 1
    }
    construction 1
    cost 200
    settlement_min town
    upgrades
    {
    govnomad
    gov4
    gov3
    gov2
    govparthian
    gov1
    }
    }


    As you can see the governments are simply an upgrade of the provisional, they are therefore mutually exclusive.

    BTW, no ideas for the other two questions?

    Cheers

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