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Thread: America Protectorate Deleting Mod

  1. #1
    EmperorBatman999's Avatar I say, what, what?
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    Icon5 America Protectorate Deleting Mod

    Sorry, I'm new, but is there a mod out there deletes the factions Louisiana, 13 Colonies and New Spain and merges them with their protectors? I don't want to go through the trouble of doing that mission again just to get a decent troop-training center as GB again.

  2. #2
    Murakawa
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    Default Re: America Protectorate Deleting Mod

    I haven't actually played as any of the protector nations, but I did learn on the official Total War Support Forums that there is a line in the code for the game that automatically merges those nations with their protectors after 6-15 turns in the Grand Campaign, if the protector faction is not being used by the player.

    I'm not much of a modder, but I would imagine that one could alter the code to not look if whether the player is in control or not, thus making it simply merge them after so many turns.

  3. #3
    Aoba
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    Default Re: America Protectorate Deleting Mod

    Add this to your scripting.lua in steam/steamapps/common/empire total war/data/campaigns/main using notepad, delete the existing "local function OnFactionTurnStart(context), or download the attached file and put it there

    This will give the protectorates (colonies) to their owners when the game is created, and pass over the treasury they own.


    local advice = require "export_advice"
    local historic_events = require "export_historic_events"
    local scripting = require "EpisodicScripting"
    local camera_pan = 0
    local events = require "data.events"

    local function OnFactionTurnStart(context)

    if conditions.TurnNumber(context) == 5 then
    scripting.game_interface:enable_auto_generated_missions(true)
    end

    if conditions.TurnNumber(context) == 1 and conditions.FactionIsHuman(context) then
    scripting.game_interface:grant_faction_handover("britain", "thirteen_colonies", 0, 0, context)
    scripting.game_interface:grant_faction_handover("spain", "new_spain", 0, 0, context)
    scripting.game_interface:grant_faction_handover("france", "louisiana", 0, 0, context)
    end

    end

    events.FactionTurnStart[#events.FactionTurnStart+1] =
    function (context)
    if conditions.TurnNumber(context) == 1 and conditions.FactionName("britain", context) then
    effect.adjust_treasury(9000, context)
    end
    if conditions.TurnNumber(context) == 1 and conditions.FactionName("spain", context) then
    effect.adjust_treasury(8000, context)
    end
    if conditions.TurnNumber(context) == 1 and conditions.FactionName("france", context) then
    effect.adjust_treasury(7500, context)
    end
    end
    Attached Files Attached Files
    Last edited by TheStinger; May 06, 2009 at 05:09 PM.

  4. #4
    Bokz's Avatar Yoshihara
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    Default Re: America Protectorate Deleting Mod

    If I delete those lines of text, will the protectorates stay in the game?

  5. #5
    Jared the Piper's Avatar Kajiwara
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    Default Re: America Protectorate Deleting Mod

    Yes they will

    In the released area there is already a downloadable mod that lets you choose between auto-overtaking the protectorates or let them stay there forever.

    Just use the search

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