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Thread: Descr_Strat tutorial

  1. #1

    Default Descr_Strat tutorial

    A guide to modding the descr_strat file

    This file is only called at the start of a campaign, any changes made to this file will not affect a saved campaign.

    related files and paths:-

    \Rome - Total War\Data\world\maps\campaign\{campaign_name}\descr_strat.txt
    \Rome - Total War\Data\world\maps\campaign\{campaign_name}\descr_regions.txt

    \Rome - Total War\Data\descr_names.txt
    \Rome - Total War\Data\export_descr_ancillaries.txt
    \Rome - Total War\Data\export_descr_buildings.txt
    \Rome - Total War\Data\export_descr_character_traits.txt
    \Rome - Total War\Data\export_descr_units.txt

    \Rome - Total War\Data\Text\{campaign_name}_region_and_settlement_names.txt
    \Rome - Total War\Data\Text\campaign_descriptions.txt



    Sections:-
    1. Overview of descr_strat
    2. The campaign section
    3. The Landmarks Section
    4. The Resources Section
    5. Sound Emitters and Events Section
    6. Factions section
    6a. Cash and towns
    6b. Characters and Armies
    6c. The family relationships
    7. The Diplomacy Section
    8. The Regions Section

    1. Overview of descr_strat
    descr_strat is the file that sets up the world at the start of the campaign, and is generally the one with bugs in if you loop back to campaign select screen after selecting your faction and hitting start campaign.
    It is the file that sets up who starts with which town, what armies, what family memebers, the famaily tree, basic diplomacy, what factions are available to be played, what factions are available to be unlocked, start gold, AI type, and the position of all visible landmarks and resources.

    Notes
    As in all of the data files, spacing is very important, so copying what exists is important.
    X/Y Co-ords, these go from the bottom left corner (not top left like most graphics programs) and start at 0,0.
    As with all files, anything following a semi-colon (; ) is a note, and is ignored when the file is processed.

    2. The campaign section.
    this is the section below
    Originally posted by descr_strat+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td> (descr_strat)</td></tr><tr><td id='QUOTE'>
    ; Custom campaign script generated by Romans Campaign Map Editor

    campaign* imperial_campaign
    playable
    romans_julii
    romans_brutii
    .
    .
    .
    .
    .

    land_owner 20 100
    land_owner 20 100
    land_owner 20 100
    end_win_conditions
    [/b]


    There are 4 sections to this bit:- the campign description, playable factions, start/end date and win conditions

    The Campaign Description
    Originally posted by descr_strat+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td> (descr_strat)</td></tr><tr><td id='QUOTE'>
    campaign* imperial_campaign
    [/b]

    This is the pointer that tell the game which faction description to use from the campaign_descriptions.txt file when you are selecting your faction.
    eg
    Originally posted by campaign_descriptions

    {SONS_OF_MARS_JULII_TITLE}The House Of Julii
    {SONS_OF_MARS_JULII_DESCR}You are the new leader (pater familias) of a young and upcoming noble (Patrician) family.&#092;n&#092;n You have been given a military command by the Senate and People of Rome (SPQR) and must help forge a safe, strong and lasting empire in Italy.&#092;n&#092;n Your first objectives are to repel a barbarian attack, just near Rome, and then move to take control of the town of Tarquinii, to the north west of Rome.&#092;n&#092;n As your tutor will have told you, It is up to you to "seize the day" (carpe diem).

    {IMPERIAL_CAMPAIGN_JULII_TITLE}The House of Julii
    {IMPERIAL_CAMPAIGN_JULII_DESCR}Rome is a place where tradition and history count for much. The legends of the city’s founding are important, and the powerful patrician families are directly descended from the first followers of Romulus. These heroic times demanded harsh, decisive action, and this is a tradition that the often-conservative Romans have maintained to this day. The Romans, including the Julii family, are people for whom politics and war are all or nothing affairs.&#092;n&#092;n The Fates have not always been kind to the Julii. They are a patrician family but one whose star has not always been in the ascendant. The family’s fortunes have declined and then risen over the centuries, so much so that they may almost be considered vaguely parvenu: upstarts newly arrived to wealth, power and authority. With the loss of position and status in the past, the other powerful factions of Rome look down (if only ever so slightly) on these ‘new men’ of Rome. The Julii have had to adjust to the realities of politics and power, and have cultivated their popularity with the common people. The rule of Rome may lie with the Senate for now, but the Julii know that the people also have a say in government. The Senate and the patrician classes need the plebeians to at least go along with their actions.&#092;n&#092;n This populist attitude to the common people puts the Julii at odds with the other great families. Which approach will lead to great power within Rome has still to be decided. The Julii have a commanding position in northern Italy that means they will be in vanguard of any struggle against barbarians. Success there can be translated into political power in Rome itself, as the mob always loves winners...
    If you were playing the Sons of Mars campaign (the tutorial) you get the first description for selecting Julii, if you were playing the imperial campaign you would get the imperial description.

    The playable factions
    Originally posted by descr_strat

    playable
    romans_julii
    romans_brutii
    romans_scipii
    end

    unlockable
    egypt
    seleucid
    carthage
    parthia
    gauls
    germans
    britons
    greek_cities
    end

    nonplayable
    romans_senate
    macedon
    pontus
    armenia
    dacia
    scythia
    spain
    thrace
    numidia
    slave
    end


    Those in red are playable at the start of a campaign (ie the first time you play it), the blues ones are unlockable after a successful campaign or if you are the faction that destroys them in a campaign (ie if you destroy the gauls in this campaign, the gauls are immediately selectable, even if you havent completed the campaign yet), and the purple ones are never playable in this campaign.
    Note:- the roman_senate and slave faction are not designed to be playable factions (ie would be very hard to play). If you set the roman_senate faction as playable and play it, make sure you never got to the senate pages in game or it will crash.

    The Start/End dates
    Originally posted by descr_strat

    start_date -270 summer
    end_date 14 summer
    fairly straightforward this negative numbers are BC dates, positive AD dates. Can be followed by summer or winter.

    Win conditions
    Originally posted by descr_strat

    win_conditions
    land_owner 20 100
    land_owner 20 100
    land_owner 20 100
    land_owner 20 100
    land_owner 20 100
    land_owner 20 100
    land_owner 20 100
    land_owner 20 100
    end_win_conditions
    Afaik no-one has been able to edit the win conditions yet (someone please tell me if I&#39;m wrong), so leave these as they are.

    3. The Landmarks Section
    Originally posted by descr_strat

    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ; >>>> start of landmarks section <<<<

    landmark pyramids_and_sphinx 181, 12
    landmark pharos 178, 21
    landmark colossus 160, 44
    landmark temple 157, 53
    landmark statue 134, 49
    landmark gardens 237, 46
    landmark mausoleum 160, 50
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    This quite simply tells the game where the Wonders are located.

    4. The Resources Section
    Originally posted by descr_strat

    ; >>>> start of resources section <<<<

    resource iron,** 83, 128
    resource wine,* 53, 63
    resource marble,* 56, 63
    resource timber,* 201, 39
    resource glass,* 199, 37
    .
    .
    .
    .
    resource* * * * hides,* * * * ** 74,* * 22
    resource* * * * camels,* * * * * 72,* * 18
    resource* * * * tin,* * * * * ** 61,* * 99
    resource* * * * copper,* * * * * 177,** 61
    resource* * * * lead,* * * * * * 176,** 59
    resource* * * * grain,* * * * ** 189,** 101
    resource* * * * timber,* * * * * 191,** 101*
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    This tells the game where to find the visible resources in the game. Note gold and silver have to be a visible resource for you to be able to build mines in the local settlement.
    Camels and Elephants also have to be a visible resource for you to be able to build camel and elephant based units.
    I&#39;m not sure if the trade resources have to be visible to have an effect on the local towns trade surplus.
    I&#39;m not absolutely sure when the slave resource appears (think its tied up with enslaving populations but not sure)
    The available Trade resources are:- iron, wine, marble, timber, glass, hides, tin, copper, lead, pottery, silk, textiles, grain, amber, purple_dye, wild_animals, wine, olive_oil, incense
    The available mining resources are:- Gold and silver
    The available unit resources are:- Camels, Elephants
    The special resources available are:- Slaves

    5. The Sound Emitters and Events Section
    Originally posted by descr_strat

    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ; >>>> start of sound emitters section <<<<


    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ; >>>> start of events section <<<<

    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    These sections don&#39;t appear to do anything (unless anyone knows better, please contact me if you do)

    6. The factions section
    This is probably the most important section for modders. Each faction in the game has its own faction section, and each section has 3 major parts:- Cash and towns, Characters and Armies, and The family relationships

    6a Cash and Towns
    The first section of a factions details lay out the basics of the faction, its reference, what AI is used if computer controlled, start cash and start settlements and their level.

    Originally posted by descr_strat

    faction romans_julii, fortified caesar
    denari 5000
    settlement
    {
    level large_town
    region Etruria

    year_founded 0
    population 4000
    settlement_tax 51
    plan_set default_set
    faction_creator romans_julii
    building
    {
    * type barracks militia_barracks
    }
    building
    {
    * type core_building governors_villa
    }
    building
    {
    * type port_buildings port
    }
    building
    {
    * type defenses wooden_pallisade
    }
    building
    {
    * type hinterland_farms farms
    }
    building
    {
    * type hinterland_roads roads
    }
    }

    settlement
    {
    level large_town
    region Umbria

    year_founded 0
    population 3500
    settlement_tax 51
    plan_set default_set
    faction_creator romans_julii
    building
    {
    * type barracks muster_field
    }
    building
    {
    * type core_building governors_villa
    }
    building
    {
    * type defenses wooden_pallisade
    }
    building
    {
    * type hinterland_roads roads
    }
    building
    {
    * type hinterland_farms farms
    }
    }
    ok lets start from the top
    faction romans_julii, fortified ceasar

    faction is the note that tells the game this is the data for a new faction, romans_julii is the faction reference (as used in all game files incl export_descr_units and export_descr_buildings). Fortified ceasar refers to the AI I came across the descriptors of what the ai options are somewhere, but I can&#39;t remember where. If anyone can direct me to the post/file I&#39;ll add the notes to the tutorial:/

    denari 5000
    hopefully obvious, this is the start gold a faction has. Probably the easiest mod in the game to change this

    next come the start settlements the faction has in nested form (note if you give a town to a faction, but start a different factions army in that town, the town will belong to the army&#39;s faction at the start of the game).

    Originally posted by descr_strat

    settlement
    {
    level large_town
    region Etruria

    year_founded 0
    population 4000
    settlement_tax 51
    plan_set default_set
    faction_creator romans_julii
    building
    {
    * type barracks militia_barracks
    }
    building
    {
    * type core_building governors_villa
    }
    building
    For these to work properley, each open curly bracket ({)must be paired with a closed curly bracket (}).
    The first line within the brackets sets the start level of the town and can be (in ascending size order):- village, town, large_town, city, large_city, huge_city
    The second line tells the game which region the town is in (note the game uses the region of the town, not the town name, so you may need to refer to descr_regions.txt to get the region name if you know the town)
    year_founded not sure what this does, it appears to have no effect.
    population:- the towns population, note can be higher than the towns level. If it is set too far below the level of the town, the population will default to the level the town upgrades. Minimun level is 400, if it is set below this the population will default to the upgrade level of a town (400 for village, 400 for town, 2000 for large_town, 6000 for city, 12000 for large_city and 24000 for huge_city.)
    settlement_tax:- the base amount of tax a town generates, the higher this is, the higher the tax rewards are.
    plan_set:- the layout of the town when you go town view/and or battle view options not sure what the options are for this (think its default_set and default_port_set.)
    faction_creater:- any faction reference. this is the faction that created the town, thus will describe the culture the town ascribes to.

    Originally posted by descr_strat

    building
    {
    * type barracks militia_barracks
    }
    This describes the buildings in the town. Each building has a separate building {}. type barracks describes the building branch (taken from export_descr_buildings) eg is it a barracks, or wall, or governors building. The second bit, militia_barracks, describes the level of the building (again take from export_descr_building).
    NOTE you cannot have a building in a town above the towns level (ie no epic walls in a town), the core_building (governor building) of that level must exist before you can add them.

    Originally posted by export_descr_buildings

    building barracks
    {
    * * levels muster_field militia_barracks city_barracks army_barracks royal_barracks
    * * {
    * * * * muster_field requires factions { barbarian, ct_carthage, eastern, parthia, egyptian, greek, roman, }
    * * * * {
    * * * * * * capability
    * * * * * * {
    * * * * * * * * recruit "carthaginian city militia"* 0* requires factions { spain, }
    * * * * * * * * recruit "barb
    The red refernce is the building branch, the blue references are the building level.

    Repeat this for each town you want to own.

    6b. Characters and Armies
    This can be one of the hardest bits to edit, as it is very layout sensitive, reference sensitve and other strange rules sensitive.
    Every general, army, navy, spy and diplomat is defined here.

    Originally posted by descr_strat

    character Flavius Julius, named character, leader, command 0, influence 0, management 0, subterfuge 0, age 47, , x 89, y 82
    traits GoodCommander 2, NaturalMilitarySkill 1, GoodDefender 1, PoliticsSkill 3, GoodAdministrator 2, Austere 1
    ancillaries aged_retainer
    army
    unit* roman generals guard cavalry early* * exp 1 armour 0 weapon_lvl 0
    unit* roman hastati* * exp 0 armour 0 weapon_lvl 0
    unit* roman hastati* * exp 1 armour 0 weapon_lvl 0
    unit* roman triarii* * exp 1 armour 0 weapon_lvl 0
    unit* roman funtidores* * exp 0 armour 0 weapon_lvl 0
    right taking a line at a time

    character forename surname, type, note, command level, influence level, management level, subterfuge level, age, space (god knows why this is here), start x, start y

    forename and surname are taken from descr_names and MUST exist in this factions lists within descr_names. If it doesn&#39;t exist within the relevant faction the game will CTD with no error message. Characters are the male names and the forename must be male, surnames are also male only.
    Originally posted by descr_names

    faction: romans julii

    characters
    * Amulius
    * Augustus
    * Aulus
    * Caius
    .
    .
    .

    * Herennius
    * Marcellus
    * Asinius

    surnames
    * Acilius
    * Aelius
    * Aemilius
    * Afranius
    .
    .
    .

    * Vettus
    * Vinicianus
    * Volesus
    * Vulso

    women
    * Metella
    * Domitia
    * Gratidia
    * Atia
    * Faustina
    .
    .
    .

    * Turia
    * Ulpia
    * Urgulania
    * Urgunalla
    * Vibia
    * Violentilla
    * Vipsania
    * Vistilia


    faction: romans brutii
    Only names from within this section of descr_names are valid for Julii characters (and so on for the relative culture names)

    type is:- named character (aka family member), diplomat, spy, admiral, general (aka captain)
    note:- leader or heir, if the character is neither faction leader or faction heir then this bit is missed. You can have more than one leader (the game wont like it though). if you set more than 1 as heir, the last heir in the list will end up as heir, the rest of the heirs will get the disinherited trait.
    command/influence/management/subterfuge level:- do nothing (these levels are actually defined by the traits a character has)
    age:- the age of the character (as and integer not 47.5). NOTE the age must be 16 or above.
    space:- dunno why this is here, it seems to have no effect, but may be best to leave it
    start x/y:- the starting x/y coordinates on the game map

    These are optional:-
    traits(optional) trait traitlvl, trait traitlvl, etc
    trait:- trait_ref taken from export_descr_character_traits.txt
    traitlvl:- the level of the trait at start (note not threhold) ie Fertile 3 give you Prolific trait
    NOTE check carefully that you do not put both a trait and its antitrait in here, they will cancel each other out (even if one trait is at a much higher level)
    NOTE hidden traits (such as sane) are added normally here, they just don&#39;t show up in game

    Originally posted by export_descr_character_traits

    ;------------------------------------------
    Trait GoodCommander
    * * Characters family
    * * AntiTraits BadCommander

    * * Level Confident_Commander
    * * * * Description Confident_Commander_desc
    * * * * EffectsDescription Confident_Commander_effects_desc
    * * * * GainMessage Confident_Commander_gain_desc
    * * * * Threshold* 2

    * * * * Effect Command* 1

    * * Level Good_Commander
    * * * * Description Good_Commander_desc
    * * * * EffectsDescription Good_Commander_effects_desc
    * * * * GainMessage Good_Commander_gain_desc
    * * * * Threshold* 4

    * * * * Effect Command* 2

    * * Level Superior_Commander
    * * * * Description Superior_Commander_desc
    * * * * EffectsDescription Superior_Commander_effects_desc
    * * * * GainMessage Superior_Commander_gain_desc
    * * * * Threshold* 8

    * * * * Effect Command* 3
    * * * * Effect Law* 1

    * * Level Great_Commander
    * * * * Description Great_Commander_desc
    * * * * EffectsDescription Great_Commander_effects_desc
    * * * * GainMessage Great_Commander_gain_desc
    * * * * Threshold* 16

    * * * * Effect Command* 4
    * * * * Effect Law* 2
    * * * * Effect Influence* 1

    * * Level Legendary_Commander
    * * * * Description Legendary_Commander_desc
    * * * * EffectsDescription Legendary_Commander_effects_desc
    * * * * GainMessage Legendary_Commander_gain_desc
    * * * * Epithet Legendary_Commander_epithet_desc
    * * * * Threshold* 32

    * * * * Effect Command* 5
    * * * * Effect Law* 3
    * * * * Effect Influence* 2
    This is taken from export_descr_character_traits.txt, the bit highlighted in red is the trait_ref, GoodCommander 1 would give you Confident Commander trait, GoodCommander 4 would give you Great Commander Trait. NOTE must be exactly as written (capitals matter)

    ancillaries(optional) ancillary ref

    ancillary ref:- taken from export_descr_ancillaries.txt
    NOTE if you put conflicting ancillaries in, only the first one will appear. (eg "actor, comedian" only actor will appear) NOTE must be exactly as written (capitals matter)

    Originally posted by export_descr_ancillaries

    ;------------------------------------------
    Ancillary actor
    * * Image effete_man_ancillary.tga
    * * ExcludedAncillaries comedian, playwright
    * * ExcludeCultures barbarian, carthaginian, eastern, egyptian, roman
    * * Description actor_desc
    * * EffectsDescription actor_effects_desc
    * * Effect Influence* 1
    the character_ref is highlighted in red.


    army(general, admiral and named characters only)

    unit unit name exp lvl armour lvl weapon lvl

    unit name:- taken from export_descr_units.txt

    Originally posted by export_descr_units

    type* * * * * ** barb peasant briton
    dictionary* * ** barb_peasant_briton* * * ; Barbarian Peasants
    category* * * ** infantry
    class* * * * * * light
    voice_type* * ** Light_1
    soldier* * * * * barb_peasant, 60, 0, 0.7
    attributes* * ** sea_faring, hide_improved_forest
    formation* * * * 1.2, 1.8, 2.4, 2.4, 6, horde
    stat_health* * * 1, 0
    stat_pri* * * ** 3, 2, no, 0, 0, melee, simple, piercing, knife, 25 ,0.75
    stat_pri_attr* * no
    stat_sec* * * ** 0, 0, no, 0, 0, no, no, no, none, 25 ,1
    stat_sec_attr* * no
    stat_pri_armour* 3, 1, 0, leather
    stat_sec_armour* 0, 0, flesh
    stat_heat* * * * 2
    stat_ground* * * 2, -2, 3, 2
    stat_mental* * * 3, low, untrained
    stat_charge_dist 30
    stat_fire_delay* 0
    stat_food* * * * 60, 300
    stat_cost* * * * 1, 150, 100, 20, 30, 150
    ownership* * * * britons
    The unit name is highlighted in red.

    exp lvl armour lvl weapon lvl (and yes armour is spelt correctly :-p)
    exp lvl:- from 0 to 9
    armour lvl:- from 0 to 3
    weapon lvl:- from 0 to 3

    NOTE a named character doesnt have to include a bodyguard unit, the first unit in the list will become the bodyguard unit.
    NOTE the slave faction has the option of adding ,sub_faction , to their character definitions
    eg
    Originally posted by descr_strat

    character, sub_faction gauls, Cynan,* general, command 0, influence 0, management 0, subterfuge 0, age 20, , x 43, y 94
    In this case the name must match the subfactions names within descr_names.

    6c The Family Relationships
    Originally posted by descr_strat

    character_record* Amulius Julius,* male, command 0, influence 0, management 0, subterfuge 0, age 13, alive, never_a_leader
    character_record* Manius Julius,* male, command 0, influence 0, management 0, subterfuge 0, age 10, alive, never_a_leader
    character_record* Decius Julius,* male, command 0, influence 0, management 0, subterfuge 0, age 7, alive, never_a_leader
    character_record* Marcus Julius,* male, command 0, influence 0, management 0, subterfuge 0, age 3, alive, never_a_leader
    character_record* Faustina,* female, command 0, influence 0, management 0, subterfuge 0, age 48, alive, never_a_leader
    character_record* Poppaea,* female, command 0, influence 0, management 0, subterfuge 0, age 29, alive, never_a_leader
    character_record* Alypia,* female, command 0, influence 0, management 0, subterfuge 0, age 29, alive, never_a_leader
    character_record* Claudia,* female, command 0, influence 0, management 0, subterfuge 0, age 28, alive, never_a_leader
    character_record* Fadia,* female, command 0, influence 0, management 0, subterfuge 0, age 13, alive, never_a_leader

    relative* Flavius Julius,* Faustina,* Lucius Julius, Quintus Julius, Vibius Julius, end
    relative* Lucius Julius,* Poppaea,* Fadia, Decius Julius, Marcus Julius, end
    relative* Quintus Julius,* Alypia,* Amulius Julius, end
    relative* Vibius Julius,* Claudia,* Manius Julius, end
    The last section of the each faction&#39;s section is the part that defines the family tree, and any existing children/spouses as the game starts.
    The first bit defines the male children, then the female relations

    character_record forename surname, sex, command 0, influence 0, management 0, subterfuge 0, age, alive, never_a_leader

    forename/surname:- again taken from descr_names.txt and again must be from the factions section. Male children must have their father&#39;s surname, or the family tree will draw incorrectly
    sex:- male or female (all the males must be listed first then the females)
    command/influence/management/subterfuge - again ignored
    age:- integer, for males must be 15 or below, girls can be any age. If a male is over 15 and not dead and you click on the family tree button the game will CTD.
    alive:- alive or dead (note I can&#39;t get the dead option to work it always seems to CTD when you go into family tree)
    never_a_leader:- for children and females always never_a_leader

    The family tree:-
    Originally posted by descr_strat

    relative* Flavius Julius,* Faustina,* Lucius Julius, Quintus Julius, Vibius Julius, end
    these lines describe the family tree
    relative father, mother, child1, child2, child3, child4, end

    father:- fathers name as in the Character section (note must be at least 16 yrs old). Must be male
    mother:- mothers name as in the relation section (note must be at least 12 yrs old). Must be female. If under 12 years old, will get error and wont be married.
    child1/2/3/4:- childs name as in character or relation section (depending on his age), note must be older than any following child (no twins). If there is less than 4 children, place the end after the last defined child. Cannot be more than 4 children. Must be at least 16 years younger than father, it seems though the mother can be as young as you like (I&#39;ve had a 15 yr old son to a 19 yr old mother)

    the characters don&#39;t all need to relate to each other (eg you can have 2 completely different unrelated family trees), but any one not on the faction leaders tree wont appear on the in game tree (or at least I can&#39;t get them to )
    You cannot define multiple characters with the same name at the start (although they can exist in game)
    Diplomats, spies, generals and admirals do not appear on the family tree.

    A male child must have his father&#39;s surname. Girl children do not have surnames.

    7. The Diplomacy Section
    <!--QuoteBegin-descr_strat
    @

    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ; >>>> start of diplomacy section <<<<

    faction_relationships* numidia, allied_to carthage
    faction_relationships* germans, at_war_with gauls
    faction_relationships* numidia, allied_to carthage
    faction_relationships* macedon, allied_to greek_cities
    faction_relationships* dacia, allied_to scythia
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    [/quote]
    this describes the starting alliances in the game. The allowable options are allied_to, at_war_with
    see Spartan&#39;s Diplomacy Tutorial for more details

    8. The Regions Section
    <!--QuoteBegin-descr_strat


    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ; >>>> start of regions section <<<<
    [/quote]
    This section appears to do nothing

  2. #2
    Burebista's Avatar Electro Artifacts AP
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    Default

    Very Good &#33; It get&#39;s pinned.
    Modding Arts Inc.

    SS City Reinforcement Script - (*SS 6.2 any mod comptible)

  3. #3
    Stuie's Avatar Laudir Agus Mir
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    settlement_tax:- the base amount of tax a town generates, the higher this is, the higher the tax rewards are.
    Has this been tested and proven out? Any ideas on how much taxes changed based on what number is used for each settlement?

  4. #4

    Default

    NOTE you cannot have a building in a town above the towns level (ie no epic walls in a town), the core_building (governor building) of that level must exist before you can add them.
    Nice tutorial, 1 question tho, how come corinth starts with stone walls when its only a large town in vanilla 1.2?

  5. #5
    webbird's Avatar Senator
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    Not bad and very helpful, but no guide to create files without possible ctd`s!
    For example the relations between the right usage of rebel groups
    choosen culture-tag - corresponding rebel group
    choosen rebel group - corresponding unit choice
    correct usage of sub_faction choice etc.

    Don´t forget there are allways some provinces under rebel control at campaign start and any error here "blesses" you with "first turn ctd" !!!!!!

    I think slowly it`s time, after so many partly describing tutorials to bless the beginners also with the rules of those game mechanics.
    Or they will never be able to be successful!

  6. #6

    Default

    is there any way to make protectorates this way?

  7. #7

    Default

    Webbird is right. I tried 20 times to add a new character to the Scipii's, but it won't work. When I start the campaing, the game just goes back to the singleplayer menu.

    It would be nice to have a tutorial that describes the things that can go wrong, like spaces and stuff. It would be nice to have a tutorial for complete dummies like me.

    The tutorial that Seleukos made doesn't do the trick. I read it again and again, but still I can't get it to work.

    EDIT: The error message says: Couldn't find spouse end

    What does that mean? A tutorial that describes some of the problems that might occur would be nice.
    Last edited by Cwn; September 19, 2005 at 09:44 AM.

  8. #8
    Seleukos's Avatar Hell hath no fury
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    Quote Originally Posted by Cwn
    EDIT: The error message says: Couldn't find spouse end

    What does that mean? A tutorial that describes some of the problems that might occur would be nice.
    Does it give a line number of where the error may be?

  9. #9

    Default

    yes it does, but I don't have any tool to find that line with. Counting 833 lines is very, very boring. And I might miss one line.

    But what does 'spouse end' mean?

    Byt the way: The tutorial you made is better than most of the tutorials in the forums. I'm just lame
    I don't want a signature

  10. #10
    Seleukos's Avatar Hell hath no fury
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    Quote Originally Posted by Cwn
    yes it does, but I don't have any tool to find that line with. Counting 833 lines is very, very boring. And I might miss one line.
    Go into the file. Hit Ctrl+G. Type in 833 and it will take you right to line 833. Where the blinking typing thing is is line 833.

  11. #11

    Default

    Thanks!! I truly apriciate your help!
    I don't want a signature

  12. #12
    Søren's Avatar ܁
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    ; >>>> start of resources section <<<<

    resource iron,** 83, 128
    resource wine,* 53, 63
    resource marble,* 56, 63
    resource timber,* 201, 39
    resource glass,* 199, 37
    .
    .
    .
    .
    resource* * * * hides,* * * * ** 74,* * 22
    resource* * * * camels,* * * * * 72,* * 18
    resource* * * * tin,* * * * * ** 61,* * 99
    resource* * * * copper,* * * * * 177,** 61
    resource* * * * lead,* * * * * * 176,** 59
    resource* * * * grain,* * * * ** 189,** 101
    resource* * * * timber,* * * * * 191,** 101*
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    A quick question, which map does one use to find the co-ordinates ?

  13. #13

    Default

    open the console with ^ and type in show_cursorstat. Just open the normal campaign map in the game.
    in patronicium sub The Bavarian Noble

  14. #14

    Default

    8. The Regions Section
    <!--QuoteBegin-descr_strat

    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;
    ; >>>> start of regions section <<<<
    [/quote]
    This section appears to do nothing

    Found at least this is backwards compatible with RTW 1.2

    ; >>>> start of regions section <<<<
    region Bituriges
    watchtower 51 94

    You can build watchtowers on map from the start. Any where a normal watchtower can go.

    But that opens some more questions.

    1 Does watchtower reduce rebels from popping up.

    2) If you can build watchtowers what else can you put on the map at the start?

  15. #15
    MasterOfNone's Avatar RTW Modder 2004-2015
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    Yes, forts.
    "One of the most sophisticated Total War mods ever developed..."


  16. #16
    Primicerius
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    in the BI strat file, the settlement_tax option isnt present....

  17. #17

    Default help!

    ok i havent played this game in like 5 months, i used to mod it but now i cant remember how to get to the descr strat folder. i typed the two pathways by going to Start>Run, but it says that those files dont exist

  18. #18
    Primicerius
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    mn1321, it tells you the location of desc_strat.txt in the 5th line of the first post...

  19. #19
    davepyne's Avatar Tiro
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    ok, ive been messing around with my "descr_strat.txt" and i removed all buildings except core buildings from the BI campaign, but when I start a campaign in BI all the buildings are still there. Here's what all the settlements look like in the file:

    settlement
    {
    level city
    region Dacia

    year_founded 20
    population 11507
    plan_set default_set
    faction_creator goths
    building
    {
    type core_building governors_palace
    }
    }


    Is this a BI only problem I'm having, or am I making a simple mistake?

  20. #20

    Default

    Try to delete your map.rwm in the base folder. It should work.

    - Tittils -








    The Fourth Age: Total War - Map Manager, Editor and Coder

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