Page 6 of 8 FirstFirst 12345678 LastLast
Results 101 to 120 of 155

Thread: How to Change Region Ownership and Add/Remove Armies using the Assembly Kit

  1. #101
    Melvasul's Avatar Biarchus
    Join Date
    May 2012
    Location
    Italy
    Posts
    632

    Default Re: How to Change Region Ownership and Add/Remove Armies using the Assembly Kit

    Quote Originally Posted by ^OvO^ View Post
    I'm not quite sure what you mean. If from the faction selection screen you can make any factions appear from any culture group. You can check from faction_to_faction_groups_junction an change faction_group_key for example change rom_macedon from rom_faction_group_successors to rom_faction_group_greek and now Macedon will appear in the same group as Athens, Sparta, Epirus and Syracuse.

    You can remove the playbility actually. I usually do from start_pos_factions (table_launcher, not form_launcher).
    Le me indeed, but when I once remove all the factions from a group the game crushed .-.

  2. #102
    LestaT's Avatar Artifex
    Join Date
    Jun 2005
    Location
    Campus Martius
    Posts
    3,877

    Default Re: How to Change Region Ownership and Add/Remove Armies using the Assembly Kit

    Why do you want to remove a faction from a group ?
    Everything we hear is an opinion, not a fact. Everything we see is a perspective, not the truth. - Marcus Aurelius


  3. #103
    Melvasul's Avatar Biarchus
    Join Date
    May 2012
    Location
    Italy
    Posts
    632

    Default Re: How to Change Region Ownership and Add/Remove Armies using the Assembly Kit

    because in my mod I need only 6 factions, and I don't want the others be playable, but when I tried to remove Baktria/Seleucid/Ptolemaic/Macedon the game crushed(I only removed the sign from playable true or false)..

    One other things, do you think that when I remove, completely, a faction, do I have to remove their aggreements with other factions like alliance/client state and so on?

  4. #104
    LestaT's Avatar Artifex
    Join Date
    Jun 2005
    Location
    Campus Martius
    Posts
    3,877

    Default Re: How to Change Region Ownership and Add/Remove Armies using the Assembly Kit

    If they are still in the game but just not playable you only need to make them unplayable, nothing else. The easiest way to do is View > Form Launcher > starting_positions

    Below the Honour box you see Playable box which is ticked. Just untick it (Is Major box too if you want).

    If it crashed that means there's probably something else that you did before that.
    Everything we hear is an opinion, not a fact. Everything we see is a perspective, not the truth. - Marcus Aurelius


  5. #105
    Melvasul's Avatar Biarchus
    Join Date
    May 2012
    Location
    Italy
    Posts
    632

    Default Re: How to Change Region Ownership and Add/Remove Armies using the Assembly Kit

    well..there were no problem before I removed the playability of Lusitani, that is from default the only one Iberian faction, when I removed it if I click on Grand Campaign(vanilla game) the game Crashed To Desktop .-. do I have to unclick on Major too?

  6. #106
    LestaT's Avatar Artifex
    Join Date
    Jun 2005
    Location
    Campus Martius
    Posts
    3,877

    Default Re: How to Change Region Ownership and Add/Remove Armies using the Assembly Kit

    Quote Originally Posted by melwasul View Post
    well..there were no problem before I removed the playability of Lusitani, that is from default the only one Iberian faction, when I removed it if I click on Grand Campaign(vanilla game) the game Crashed To Desktop .-. do I have to unclick on Major too?
    I'm not sure but I disabled both.
    Everything we hear is an opinion, not a fact. Everything we see is a perspective, not the truth. - Marcus Aurelius


  7. #107
    Melvasul's Avatar Biarchus
    Join Date
    May 2012
    Location
    Italy
    Posts
    632

    Default Re: How to Change Region Ownership and Add/Remove Armies using the Assembly Kit

    ok I'll try

    Edit: No .-. nothing I need to able a mod "unlock all factions" to make the game not crash -.-"



  8. #108
    LestaT's Avatar Artifex
    Join Date
    Jun 2005
    Location
    Campus Martius
    Posts
    3,877

    Default Re: How to Change Region Ownership and Add/Remove Armies using the Assembly Kit

    Ah, you trying to make unplayable factions to be playable ? You need to do some other stuff actualy. This is the tutorial using pfm but the same thing works with assembly kit.

    http://www.twcenter.net/forums/showt...-Is-Not-Enough

    Disabling a faction is much different than enabling a faction.
    Everything we hear is an opinion, not a fact. Everything we see is a perspective, not the truth. - Marcus Aurelius


  9. #109
    Melvasul's Avatar Biarchus
    Join Date
    May 2012
    Location
    Italy
    Posts
    632

    Default Re: How to Change Region Ownership and Add/Remove Armies using the Assembly Kit

    Quote Originally Posted by ^OvO^ View Post
    Ah, you trying to make unplayable factions to be playable ? You need to do some other stuff actualy. This is the tutorial using pfm but the same thing works with assembly kit.

    http://www.twcenter.net/forums/showt...-Is-Not-Enough

    Disabling a faction is much different than enabling a faction.
    nono, I'm trying to make unplayable factions that are playable xD

  10. #110
    LestaT's Avatar Artifex
    Join Date
    Jun 2005
    Location
    Campus Martius
    Posts
    3,877

    Default Re: How to Change Region Ownership and Add/Remove Armies using the Assembly Kit

    I guess you issue is probably cause by other table you edited.

    In any case I just made a quick test, disabling all playable factions and enabling Armenia.

    Only 3 tables edited and all from View > Table Launcher.

    1. Disabling all playable factions and enable Armenia : startpos_factions
    2. Creating political party for Armenia : political_party and faction_political_parties_junctions tables.

    Everything we hear is an opinion, not a fact. Everything we see is a perspective, not the truth. - Marcus Aurelius


  11. #111
    Melvasul's Avatar Biarchus
    Join Date
    May 2012
    Location
    Italy
    Posts
    632

    Default Re: How to Change Region Ownership and Add/Remove Armies using the Assembly Kit

    well I only change regions' owners so I touched other tables than this 3..

  12. #112
    Melvasul's Avatar Biarchus
    Join Date
    May 2012
    Location
    Italy
    Posts
    632

    Default Re: How to Change Region Ownership and Add/Remove Armies using the Assembly Kit

    Quote Originally Posted by ^OvO^ View Post
    I guess you issue is probably cause by other table you edited.

    In any case I just made a quick test, disabling all playable factions and enabling Armenia.

    Only 3 tables edited and all from View > Table Launcher.

    1. Disabling all playable factions and enable Armenia : startpos_factions
    2. Creating political party for Armenia : political_party and faction_political_parties_junctions tables.

    Maybe I found the problem but I will not able to see if I'm right or not untill tonight xD
    I did not do implement the last thing you did because the faction that I was like to make playable is Cheruschi, that I have already "active" the cultures but not the map and description so I have to have active the "all factions" mod..
    Maybe is due to this?! :/

  13. #113
    LestaT's Avatar Artifex
    Join Date
    Jun 2005
    Location
    Campus Martius
    Posts
    3,877

    Default Re: How to Change Region Ownership and Add/Remove Armies using the Assembly Kit

    Yes. You need political parties entries to make unplayable factions to be playable. Without all factions playable mod you can still load the game but it will crash when you want to start a new campaign, right ? It will crash before you even go into faction selection screen.To enable the unplayables, map and description is not important (to run) but you will need to add the 2 political tables entries for the faction/s.
    Last edited by LestaT; September 08, 2014 at 05:43 PM.
    Everything we hear is an opinion, not a fact. Everything we see is a perspective, not the truth. - Marcus Aurelius


  14. #114
    Melvasul's Avatar Biarchus
    Join Date
    May 2012
    Location
    Italy
    Posts
    632

    Default Re: How to Change Region Ownership and Add/Remove Armies using the Assembly Kit

    Yes it crashed at that point!!!!!!!!!! D:
    So even if I want to add a new faction that has already active the political parties(like a greek state) I need to do what you did too?
    Really thanks mate.
    Really thanks.

  15. #115
    LestaT's Avatar Artifex
    Join Date
    Jun 2005
    Location
    Campus Martius
    Posts
    3,877

    Default Re: How to Change Region Ownership and Add/Remove Armies using the Assembly Kit

    Any factions you want to make playable EXCEPT those which are part of paid DLC like the Greek CUlture Packs, The Nomadic packs and factions that comes with HatG and CiG. It wont work.
    Everything we hear is an opinion, not a fact. Everything we see is a perspective, not the truth. - Marcus Aurelius


  16. #116
    Melvasul's Avatar Biarchus
    Join Date
    May 2012
    Location
    Italy
    Posts
    632

    Default Re: How to Change Region Ownership and Add/Remove Armies using the Assembly Kit

    Quote Originally Posted by ^OvO^ View Post
    Any factions you want to make playable EXCEPT those which are part of paid DLC like the Greek CUlture Packs, The Nomadic packs and factions that comes with HatG and CiG. It wont work.
    I don't really know what am I doing wrong..
    politcal parties https://drive.google.com/file/d/0B4Y...it?usp=sharing
    faction_political_parties https://drive.google.com/file/d/0B4Yf31D-Go9CRmlyUFUzMmxhMTQ/edit?usp=sharing

    (how can you post the image here? I can not to get it :/)

  17. #117
    LestaT's Avatar Artifex
    Join Date
    Jun 2005
    Location
    Campus Martius
    Posts
    3,877

    Default Re: How to Change Region Ownership and Add/Remove Armies using the Assembly Kit

    You can printscreen and upload to some igamegodting sire (imgurl for example). Anyway this is going off topic already. Maybe this thread is more suitable for unlocking factions.

    http://www.twcenter.net/forums/showt...-Is-Not-Enough

    It's for PFM but the principle is the same.
    Everything we hear is an opinion, not a fact. Everything we see is a perspective, not the truth. - Marcus Aurelius


  18. #118
    Melvasul's Avatar Biarchus
    Join Date
    May 2012
    Location
    Italy
    Posts
    632

    Default Re: How to Change Region Ownership and Add/Remove Armies using the Assembly Kit

    Quote Originally Posted by ^OvO^ View Post
    You can printscreen and upload to some igamegodting sire (imgurl for example). Anyway this is going off topic already. Maybe this thread is more suitable for unlocking factions.

    http://www.twcenter.net/forums/showt...-Is-Not-Enough

    It's for PFM but the principle is the same.
    thanks

  19. #119

    Default Re: How to Change Region Ownership and Add/Remove Armies using the Assembly Kit

    I'm trying to just change the model for a general, specifically Agrippa in the new campaign. Can't figure out where / how to do that for, I'm at a total loss. All I wanna do is change the variantmesh it uses for a starting general -- why is this so hard to figure out???
    Can anyone help me?

  20. #120

    Default Re: How to Change Region Ownership and Add/Remove Armies using the Assembly Kit

    Quote Originally Posted by NoSiS View Post
    I'm trying to just change the model for a general, specifically Agrippa in the new campaign. Can't figure out where / how to do that for, I'm at a total loss. All I wanna do is change the variantmesh it uses for a starting general -- why is this so hard to figure out???
    Can anyone help me?
    I haven't found that entry in TWeak myself. You can do it manually (PFM) in the complied startpos under: compressed_data\campaign_env\campaign_model\world\faction_array\faction\character_array\character\character_details\character_details_art_set_info. The last of the five entries defines the varianthmeshmodel for the General/Admiral unit.

    Hope it was of any help?

Page 6 of 8 FirstFirst 12345678 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •