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Thread: EBD and factions Region control decission

  1. #21
    Kylan271's Avatar Domesticus
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    Default Re: EBD and factions Region control decission

    I got the merc building list from vs 85 and new one here,have to work out unit recruit levels. The latin names has me slowed down,so my only problem identifying units. Fixed by end of this sunday,the mercs. I will list text updates here for you guys to check?


  2. #22
    Echbart's Avatar Decanus
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    Default Re: EBD and factions Region control decission

    Great my update will be done hopefully today. I learn a lot about indepth text modding and its great.

  3. #23
    Hister's Avatar Domesticus
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    Default Re: EBD and factions Region control decission

    That's superb mates! Ah, I forgot to tell you - you can inport stuff from PI II into this mod! Like text, strat models,..., you name it - as long as it can work in rtw engine it can be inported.
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  4. #24
    Kylan271's Avatar Domesticus
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    Default Re: EBD and factions Region control decission

    Oh gewd I forgot about that version,lol...^_* . Yahhh must finish mercs first...


  5. #25
    Daminios's Avatar Civis
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    Default Re: EBD and factions Region control decission

    Great to see you all working at a really brisk pace !
    nice

  6. #26
    Kylan271's Avatar Domesticus
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    Default Re: EBD and factions Region control decission

    Hister,I just got back from country so unable to access my data.

    I need some clarification on Mercs.

    I am working on Merc buildings-missiles,but I didn't notice before many 'mercs' used for them have no 'merc' trait as in EDU. The merc list is here:

    Mercs PI

    Spoiler Alert, click show to read: 
    Mercenarii Gaesatae
    Hastati Latini
    Principes Latini
    Triarii Latini
    Equites Latini
    Ferentarii Volsci
    Pedites Volsci
    Equites Volsci
    Ferentarii Aurunci
    Pedites Aurunci
    Ferentarii Corsi
    Ensiferi Sardi
    Sagittarii Sardi



    This is the PI vs 85 missile

    Spoiler Alert, click show to read: 
    PI 85.

    building missiles
    {
    levels practice_field archery_range catapult_range siege_engineer
    {
    practice_field requires factions { romano_british, berbers, goths, slave, }
    {
    capability
    {
    ; GRAECI (mainland)
    ; "Greek Cities" only mercs
    recruit "Ekdromoi Hoplitai Lakedaimonioi" 1 requires factions { romano_british, slave, } and hidden_resource Tarentum
    recruit "Hoplitai Lakedaimonioi" 2 requires factions { romano_british, slave, } and hidden_resource Tarentum
    recruit "Hoplitai Spartiatai" 3 requires factions { romano_british, slave, } and hidden_resource Tarentum
    recruit "Phalangitai Makedonikoi" 2 requires factions { romano_british, slave, } and hidden_resource NO_BUILDING
    ; GRAECI (hellenic aux troops) ;; added /DV
    recruit "Tarantinoi" 2 requires factions { berbers, goths, romano_british, slave, } and hidden_resource Graeci or hidden_resource Croton or hidden_resource Elea or hidden_resource Heraclea or hidden_resource Locrii or hidden_resource Metapontum or hidden_resource Rhegium or hidden_resource Thurii or hidden_resource Tarentum or hidden_resource Syracusae
    recruit "Peltastai Akontistai Hellenes" 0 requires factions { berbers, goths, romano_british, slave, } and hidden_resource Graeci or hidden_resource Croton or hidden_resource Elea or hidden_resource Heraclea or hidden_resource Locrii or hidden_resource Metapontum or hidden_resource Rhegium or hidden_resource Thurii or hidden_resource Tarentum or hidden_resource Syracusae
    recruit "Ekdromoi Hoplitai Hellenes" 1 requires factions { berbers, goths, romano_british, slave, } and hidden_resource Graeci or hidden_resource Croton or hidden_resource Elea or hidden_resource Heraclea or hidden_resource Locrii or hidden_resource Metapontum or hidden_resource Rhegium or hidden_resource Thurii or hidden_resource Tarentum or hidden_resource Syracusae
    recruit "Hoplitai Hellenes" 2 requires factions { berbers, goths, romano_british, slave, } and hidden_resource Graeci or hidden_resource Croton or hidden_resource Elea or hidden_resource Heraclea or hidden_resource Locrii or hidden_resource Metapontum or hidden_resource Rhegium or hidden_resource Thurii or hidden_resource Tarentum or hidden_resource Syracusae
    ; ILLYRI
    recruit "Pedites Parthini" 1 requires factions { romano_british, slave, } and hidden_resource NO_BUILDING
    recruit "Ensiferi Delmatae" 1 requires factions { romano_british, slave, } and hidden_resource NO_BUILDING
    recruit "Equites Delmatae" 1 requires factions { romano_british, slave, } and hidden_resource NO_BUILDING
    ; GENERIC OVERSEA MERCENARIES
    ; Poeni only mercs
    recruit "Clipeati Libyphoenices" 2 requires factions { berbers, slave, } and port
    recruit "Ferentarii Lybes" 1 requires factions { berbers, slave, } and port
    recruit "Equites Numides" 3 requires factions { berbers, slave, } and port
    recruit "Sagittarii Mauri" 1 requires factions { berbers, slave, } and port
    recruit "Scutarii Celtiberi" 2 requires factions { berbers, slave, } and port
    recruit "Caetrati Iberi" 1 requires factions { berbers, slave, } and port
    recruit "Funditores Baleares" 2 requires factions { berbers, slave, } and port
    ; Poeni and Syracuse mercs
    recruit "Mercenarii Tyrrheni" 1 requires factions { berbers, goths, slave, } and port
    recruit "Mercenarii Campani" 2 requires factions { berbers, goths, slave, } and port
    recruit "Mercenarii Ligures" 1 requires factions { berbers, goths, slave, } and port
    ; Syracuse only mercs
    recruit "Keltoi" 2 requires factions { goths, slave, } and port
    ; Greeks only mercs
    recruit "Toxotai Kretaioi" 2 requires factions { goths, romano_british, slave, } and port
    recruit "Sphendonetai Rhodioi" 2 requires factions { goths, romano_british, slave, } and port

    trade_base_income_bonus bonus 1 ; "weapon trade increased"

    }
    construction 4
    cost 2400
    settlement_min large_town
    upgrades
    {
    archery_range
    }
    }
    archery_range requires factions { romano_british, berbers, goths, slave, } and hidden_resource NO_BUILDING
    {
    capability
    {
    weapon_missile bonus 2
    }
    construction 4
    cost 4800
    settlement_min city
    upgrades
    {
    catapult_range
    }
    }
    catapult_range requires factions { romano_british, berbers, goths, slave, } and hidden_resource NO_BUILDING
    {
    capability
    {
    weapon_missile bonus 2
    }
    construction 6
    cost 4800
    settlement_min large_city
    upgrades
    {
    siege_engineer
    }
    }
    siege_engineer requires factions { romano_british, berbers, goths, slave, } and hidden_resource NO_BUILDING
    {
    capability
    {
    weapon_missile bonus 2
    }
    construction 7
    cost 9600
    settlement_min huge_city
    upgrades
    {


    I need to do this:

    - Give Poeni, Italioate and Syracusae 3 tiers of mercenary camps that need higher tier barracks as a prerequisite – the goal is to simulate training of those mercenaries via the barracks as is stated in the barracks descriptions.

    This is new PI missile

    Spoiler Alert, click show to read: 
    ;; re-functioned to merc camp /Hister
    ;; added some faction hints for the current merc setting, moved the one Galli merc to gov buildings, removed barb from building string, added exp to units, changed bonus and base conditions /DV
    ;; what's with the NO_BUILDING units, can't we find a hidden resource for them to have them active as recruitment? Else, those lines make no sense /DV

    building missiles
    {
    levels practice_field archery_range catapult_range siege_engineer
    {
    practice_field requires factions { romano_british, berbers, goths, slave, }
    {
    capability
    {
    ; GRAECI (mainland)
    ; "Greek Cities" only mercs
    recruit "Ekdromoi Hoplitai Lakedaimonioi" 1 requires factions { romano_british, slave, } and hidden_resource Tarentum
    recruit "Hoplitai Lakedaimonioi" 2 requires factions { romano_british, slave, } and hidden_resource Tarentum
    recruit "Hoplitai Spartiatai" 3 requires factions { romano_british, slave, } and hidden_resource Tarentum
    recruit "Phalangitai Makedonikoi" 2 requires factions { romano_british, slave, } and hidden_resource NO_BUILDING
    ; GRAECI (hellenic aux troops) ;; added /DV
    recruit "Tarantinoi" 2 requires factions { berbers, goths, romano_british, slave, } and hidden_resource Graeci or hidden_resource Croton or hidden_resource Elea or hidden_resource Heraclea or hidden_resource Locrii or hidden_resource Metapontum or hidden_resource Rhegium or hidden_resource Thurii or hidden_resource Tarentum or hidden_resource Syracusae
    recruit "Hoplitai Hellenes" 2 requires factions { berbers, goths, romano_british, slave, } and hidden_resource Graeci or hidden_resource Croton or hidden_resource Elea or hidden_resource Heraclea or hidden_resource Locrii or hidden_resource Metapontum or hidden_resource Rhegium or hidden_resource Thurii or hidden_resource Tarentum or hidden_resource Syracusae
    ; ILLYRI
    recruit "Pedites Parthini" 1 requires factions { romano_british, slave, } and hidden_resource NO_BUILDING
    recruit "Ensiferi Delmatae" 1 requires factions { romano_british, slave, } and hidden_resource NO_BUILDING
    recruit "Equites Delmatae" 1 requires factions { romano_british, slave, } and hidden_resource NO_BUILDING
    ; GENERIC OVERSEA MERCENARIES
    ; Poeni only mercs
    recruit "Clipeati Libyphoenices" 2 requires factions { berbers, slave, } and port
    recruit "Ferentarii Lybes" 1 requires factions { berbers, slave, } and port
    recruit "Equites Numides" 3 requires factions { berbers, slave, } and port
    recruit "Sagittarii Mauri" 1 requires factions { berbers, slave, } and port
    recruit "Scutarii Celtiberi" 2 requires factions { berbers, slave, } and port
    recruit "Caetrati Iberi" 1 requires factions { berbers, slave, } and port
    recruit "Funditores Baleares" 2 requires factions { berbers, slave, } and port
    ; Poeni and Syracuse mercs
    recruit "Mercenarii Tyrrheni" 1 requires factions { berbers, goths, slave, } and port
    recruit "Mercenarii Campani" 2 requires factions { berbers, goths, slave, } and port
    recruit "Mercenarii Ligures" 1 requires factions { berbers, goths, slave, } and port
    ; Syracuse only mercs
    recruit "Keltoi" 2 requires factions { goths, slave, } and port
    ; Greeks only mercs
    recruit "Toxotai Kretaioi" 2 requires factions { goths, romano_british, slave, } and port
    recruit "Sphendonetai Rhodioi" 2 requires factions { goths, romano_british, slave, } and port

    trade_base_income_bonus bonus 1 ; "weapon trade increased"

    }
    construction 5
    cost 3000
    settlement_min large_town
    upgrades
    {
    archery_range
    }
    }
    archery_range requires factions { romano_british, berbers, goths, slave, } and hidden_resource NO_BUILDING
    {
    capability
    {
    weapon_missile bonus 2
    }
    construction 5
    cost 6000
    settlement_min city
    upgrades
    {
    catapult_range
    }
    }
    catapult_range requires factions { romano_british, berbers, goths, slave, } and hidden_resource NO_BUILDING
    {
    capability
    {
    weapon_missile bonus 2
    }
    construction 7
    cost 6000
    settlement_min large_city
    upgrades
    {
    siege_engineer
    }
    }
    siege_engineer requires factions { romano_british, berbers, goths, slave, } and hidden_resource NO_BUILDING
    {
    capability
    {
    weapon_missile bonus 2
    }
    construction 8
    cost 12000
    settlement_min huge_city
    upgrades
    {
    }
    }
    }
    plugins


    The question is what is a 'merc' for PI purposes now that I have learnt several have no 'merc' attribute???

    Sorry if I am confused,can you direct me and I will do the text work as quickly as possible to submit to Echbart.


  7. #27
    Echbart's Avatar Decanus
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    Default Re: EBD and factions Region control decission

    As i see it mercs in PI arent usual mercenaries in RTW. For units that suposed to be mercs are recruited in missile camps aviable only to greek and poeni factions. My guess is that you only need to made barracks prerequisite for higher missile camps ( merc camps ) and give more experience ( two per level ) to existing units each level up.

    Good to see you back

  8. #28
    Kylan271's Avatar Domesticus
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    Default Re: EBD and factions Region control decission

    Ok,so what is the point of merc trait,unless the term we should use I guess is AOR units? However the 'mercenarii' types used have no 'merc' trait which I think is confusing,except the Mercenarii Gaesatae??? If we use the 'mercenarii' title shall they not all be with merc trait in EDU? So we have AOR type units and Mercs then.


  9. #29
    Hister's Avatar Domesticus
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    Default Re: EBD and factions Region control decission

    Sorry guys, been off the forum for a while.

    The merc string is used for a special trick that gets rid of the ghost units that appeared beforehand. Do not mix it with anything related to real mercenaries.

    Kylan, apply Echbarts suggestion and it will work as designed
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  10. #30
    Kylan271's Avatar Domesticus
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    Default Re: EBD and factions Region control decission

    I had confusion with units being Eastern culture and I was trying to find Goths,thinking Barbarian. My PI sm_factions text was missing,files missing when I copied. Just discovered,now I should be OK. Not my day.

    I tried to use the new PI,but only gives vanilla RTW via PI shortcut.
    Last edited by Kylan271; January 17, 2011 at 05:53 AM. Reason: Error fixed,oopsie.


  11. #31
    Hister's Avatar Domesticus
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    Default Re: EBD and factions Region control decission

    I tried to use the new PI,but only gives vanilla RTW via PI shortcut.
    Hm, I don't follow you. Which PI do you mean? PI II for M2TW Kingdoms (you need it to be patched to 1.5) or PI 0.95 for RTW?
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