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Thread: Modding the mod

  1. #1

    Default Modding the mod

    As much as I like this mod I would like to make some personal tweaks
    to the current version. This is what I would like to do:

    - Make the recruitment of a full legion become 10 cohors instead of 7

    - Make roman forts cost "0" to build.

    Unfortunately I have no experience in modding so if anyone can point me in
    the right direction on how to do this it would be much appreciated.

    Cheers

  2. #2

    Default Re: Modding the mod

    Quote Originally Posted by sOhei View Post
    As much as I like this mod I would like to make some personal tweaks
    to the current version. This is what I would like to do:

    - Make the recruitment of a full legion become 10 cohors instead of 7

    - Make roman forts cost "0" to build.

    Unfortunately I have no experience in modding so if anyone can point me in
    the right direction on how to do this it would be much appreciated.

    Cheers
    sorry, dont know how to help you, but making forts, and not just Roman forts, cost nothing is imho a good idea.

  3. #3

    Default Re: Modding the mod

    Forts with 0 cost for the Romans are already in version 2.0. I forgot to add it in the updates list. Nevertheless, here is how you can do both things:

    1. Making forts cost 0:

    Code:
    Open the file 77bc\data\descr_cultures.txt
    Look for "fort"
    Set roman fort cost to 0 like this:
    
    fort				data/models_strat/residences/roman_fort.CAS,						fort_roman
    fort_cost			0
    2. Changing the legions script. This is a bit more complicated . Open the file: 77bc\data\scripts\show_me\Marcus_Camillus_4TPY.txt

    Look for "SPECIAL LEGION FEATURE"
    You will find several entries like this:

    Code:
    monitor_event UnitTrained FactionType romans_brutii
    and TrainedUnitCategory cavalry
    and SettlementName Rome
    
    spawn_army
    faction romans_brutii
    character Gaius, general, command 5, influence 5, management 1, subterfuge 1, age 36, , x 95, y 73
    unit KA sertoriani first cohort i, exp 0 armour 0 weapon_lvl 0
    unit KA sertoriani legionary, exp 0 armour 0 weapon_lvl 0
    unit KA sertoriani legionary, exp 0 armour 0 weapon_lvl 0
    unit KA sertoriani legionary, exp 0 armour 0 weapon_lvl 0
    unit KA sertoriani legionary, exp 0 armour 0 weapon_lvl 0
    unit KA sertoriani legionary, exp 0 armour 0 weapon_lvl 0
    unit KA sertoriani legionary, exp 0 armour 0 weapon_lvl 0
    end
    
    console_command add_population Rome -1000
    
    console_command add_money romans_brutii, -5000
    
    end_monitor
    Just add three more "unit ...., exp 0 armour 0 weapon_lvl 0" to each of the entries and rise the cost here: console_command add_money romans_brutii, -5000

    Hope this helps

  4. #4

    Default Re: Modding the mod

    Thanks a lot Salvor!

    Everything works fine, I feel like a modder now, lol

  5. #5

    Default Re: Modding the mod

    Might this be the beginning of a promising modding career?

  6. #6

    Default Re: Modding the mod

    Quote Originally Posted by Salvor Hardin View Post
    Might this be the beginning of a promising modding career?
    Hehe...well, let me put it this way: I just tried to add a new unit to the game.
    The result: a bunch of textures/skins running around without any models/skeletons. Not what I had hoped for but it looked kind of scary actually so maybe I will make a zombie mod

    So how about Marius with a full legion arisen from the dead as scripted reinforcements in version 3? I can make the units, no problem.
    Last edited by sOhei; May 25, 2007 at 03:05 PM.

  7. #7

    Default Re: Modding the mod

    LOL, I have had many of these. In fact, they are easier to make than normal units. Now seriously, the fact that you managed not to crash the game indicates that there might be some hope for you

    Just let me know if you need some help

  8. #8

    Default Re: Modding the mod

    Is there a (modswitch) version 2 out of this mod?

  9. #9

    Default Re: Modding the mod

    For the moment, the only mod_switch version is 1.2. Version 2.0. might be out one of these days, depending on a decision we have to take. Thanks for the interest.

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