Thx to MoN for the brilliant banner.
Indeed, this is a great tool for those who want to implement regional titles in a realistic way in their mods. I highly recommend it! It comes FREE with every download of Viking Invasion II (just kidding - follow the link above for a direct download of the tool)
"One of the most sophisticated Total War mods ever developed..."
The Fourth Age: Total War - The Dominion of Men
Hehe.
"One of the most sophisticated Total War mods ever developed..."
The Fourth Age: Total War - The Dominion of Men
Whoa. That's pretty amazing. Can I use it in the ExRM?
RTR Platinum Team Apprentice, RTR VII Team Member, and Extended Realism Mod Team Coordinator. Proud member of House Wilpuri under the patronage of Pannonian
The ExRM forum: come for the mod, stay for the Classical History discussions. Or vice versa.
My writing-related Twitter feed.
Sure, that's the purpose of the tool anyway.
I think I'll make a new version when I get time, that will allow choice between using buildings and using settlement names in the triggers (settlement names will require to be one word though, engine limitations)
Thanks!
Hmmm, could you make it use the internal settlement names, then? Otherwise you're going to have 10 Lords of Tribus.
RTR Platinum Team Apprentice, RTR VII Team Member, and Extended Realism Mod Team Coordinator. Proud member of House Wilpuri under the patronage of Pannonian
The ExRM forum: come for the mod, stay for the Classical History discussions. Or vice versa.
My writing-related Twitter feed.
My computer is not reading the php file. How to open? Sorry for feeling a dummy.
Oh bugger,fixed,sorry..prob in download manager defaulting to php files for everything..sheesh.
Last edited by Kylan271; August 27, 2010 at 10:03 AM.
Sorry Aradan,I used a Free D/l Manager program and it had a default setting to name every file download.php which I missed in set up. It buggered up all my d/l files. I found it after I d/l a Ferres file which I know is not a php file,so spotted the error then. Grrrrrrrrrrr.
I got your file working now. For RTW it needs some adapting to each Mod.
How should make it work? There isn't any instructions in the rar i downloaded.
Thanks Aradan. I am appreciated. To be honest i dont even now where to start. What software do i need to open this file? Forgive me such a basic questions but i'm rookie in this stuff. Please - keep it simple for me.
Well, really so nice a tool here. Some questions:
- Shall I complete all the faction entries or can I leave some factions aside? Because I may not want some factions not to have territorial titles...
- Is there a way of making a building not showing in the UI?
- When will a named character receive a nobility title? What are the conditions?
- Shall I give some people these traits and ancilaries from the begining (descr_strat)?
- Is there a limit to the number of buildings that can be included in the EDB?
- Will the game performance in campaign be "empoverished" (i.e. laggy game) due to the long lines of code this thing requires?
I think that's all for now...
There are none so enslaved as those who falsely believe they are free
Just the factions you want the system to apply to.- Shall I complete all the faction entries or can I leave some factions aside? Because I may not want some factions not to have territorial titles...
Only if you use plug-ins (read Squid's guide on those) and have them present in descr_strat. But the tool is currently configured to work with buildings (different conditions for plug-ins).- Is there a way of making a building not showing in the UI?
The anc is received the first turn a character stays in the settlement where the building which is used as 'marker' exists, as long as the anc is not already present in the faction, the character is not a king and he doesn't already have another title. The trait activates once the ancillary is acquired,- When will a named character receive a nobility title? What are the conditions?
Yes, if you want you can start with your character with just ancs (the traits will kick in after the first turn), with just traits (they will be lost after the first end turn, since there won't be an anc to back them up) or with both (the traits might change depending on whether or not the character's faction owns a settlement etc), there are triggers that take care of every possible permutation.- Shall I give some people these traits and ancilaries from the begining (descr_strat)?
You can have up to 64 trees, each with a maximum of 9 trees. You'd need 22 full trees of "settlement markers" for 198 regions, which is an extreme case. of course, if you could spare those slots, you could have a "regional info" building for each settlement, which can then be used for a great deal of things and would generally be very useful in your mod. We did that with VI2 and NI, though with fewer regions of course.- Is there a limit to the number of buildings that can be included in the EDB?
Quite surprisingly, no. Scripts using the same code would actually slow the game down a lot, but traits/ancs are apparently handled much better by the engine and the game runs very smoothly.- Will the game performance in campaign be "empoverished" (i.e. laggy game) due to the long lines of code this thing requires?