Page 1 of 29 123456789101126 ... LastLast
Results 1 to 20 of 572

Thread: Adding New Faction from Nothing – Step by Step

  1. #1
    DukeofSerbia's Avatar Decanus
    Join Date
    Sep 2006
    Location
    Сомбор, Serbien, Europe
    Posts
    583

    Icon14 Adding New Faction from Nothing – Step by Step

    Hello.

    I write new tutorial for adding new faction from nothing. I call this operation cloning as basically it is.

    I needed 4 hours to write whole tutorial and additional 5 minutes to solve files which crashed game in campaign – custom battles worked without problems .

    WARNING:
    Use my_mod to add new faction, not vanilla folders!

    IN THEORY

    First I will examine and show all files necessary for adding new faction.

    - Unpack all files with Unpacker.
    - Open Start/Search/For Files or Folders…
    - Look at screenshot how to find files what you need. Type in field Containing text France, England or some other state. Manually set folder data for searching.
    - After search you will see a lot of files. Bad? Not bad as you maybe think.



    I will first eliminate all files which you don’t need. Those are:
    - .textures
    - .dds
    - .tga
    - .tga.dds
    - .cas

    Those files are important for faction, but initially you don’t need them. They are not needed as you can clone those files from other factions and simple rename it.

    What .xml and .txt files are needed?
    descr_banners_new.xml
    descr_character.txt
    descr_lbc_db.txt
    descr_model_strat.txt
    descr_movies_tracks.xml (NOT necessary from what I researched)
    descr_names.txt
    descr_offmap_models.txt
    descr_sm_factions.txt
    export_descr_advice.txt (NOT necessary from what I researched)
    export_descr_advice_enums.txt (NOT necessary from what I researched)
    export_descr_advice_timing.txt (NOT necessary from what I researched)
    export_descr_buildings.txt
    export_descr_unit.txt
    factionintrosubtitles_lookup.txt (NOT necessary from what I researched)
    campaign_descriptions.txt
    expanded.txt
    export_advice.txt (NOT necessary from what I researched)
    export_units.txt (NOT necessary from what I researched)
    menu_english.txt (NOT necessary from what I researched)
    names.txt
    prebattle_speeches_subtitles.txt (NOT necessary from what I researched)
    campaign_script.txt (not sure is that necessary)
    descr_win_conditions.txt
    descr_strat.txt

    Basically, there are 14 files with which work is needed. For units you can use mercs as they can be attached to every faction. Plus you can use symbols from other factions.

    Just copy one faction in .xml and .txt files and change name from france (or something else) to norway, aragon, austria and etc – it is irrelevant for research.


    IN PRACTICE

    I will clone France to add new faction – Bulgaria (this is irrelevant – you can put whatever you want).

    Step 1

    Open descr_banners_new.xml with Notepad. Hit Ctrl+F and type France.
    In this file you define banners for faction. I will clone France to new faction Bulgaria. Copy/paste lines for France and rename France into Bulgaria.

    Code:
          </Banner>
          <Banner Name="main_spear" MainMesh="data\banners\main_spear.mesh" MiniMesh="data\banners\mini_spear.mesh" GeneralMesh="data\banners\main_general.mesh" BuildingMesh="data\banners\main_spear.mesh" EffectOffsetX="0.0" EffectOffsetY="8.1" EffectOffsetZ="-0.1">
             <Textures>
    <Texture Faction="Bulgaria" DiffuseMap="banners\textures\Faction_banner_france.texture" TranslucencyMap="banners\textures\Faction_banner_france_trans.texture"/>
    Code:
    </Banner>
          <Banner Name="main_infantry" MainMesh="data\banners\main_infantry.mesh" MiniMesh="data\banners\mini_infantry.mesh" GeneralMesh="data\banners\main_general.mesh" BuildingMesh="data\banners\main_spear.mesh" EffectOffsetX="0.0" EffectOffsetY="8.9" EffectOffsetZ="-0.1">
             <Textures>
                <Texture Faction="Bulgaria" DiffuseMap="banners\textures\Faction_banner_france.texture" TranslucencyMap="banners\textures\Faction_banner_france_trans.texture"/>
    Code:
    </Banner>
          <Banner Name="main_cavalry" MainMesh="data\banners\main_cavalry.mesh" MiniMesh="data\banners\mini_cavalry.mesh" GeneralMesh="data\banners\main_general.mesh" BuildingMesh="data\banners\main_spear.mesh" EffectOffsetX="0.0" EffectOffsetY="8.1" EffectOffsetZ="0.0">
             <Textures>
                <Texture Faction="Bulgaria" DiffuseMap="banners\textures\Faction_banner_france.texture" TranslucencyMap="banners\textures\Faction_banner_france_trans.texture"/>
    Code:
    </Banner>
          <Banner Name="main_missile" MainMesh="data\banners\main_missile.mesh" MiniMesh="data\banners\mini_missile.mesh" GeneralMesh="data\banners\main_general.mesh" BuildingMesh="data\banners\main_spear.mesh" EffectOffsetX="0.0" EffectOffsetY="8.1" EffectOffsetZ="0.0">
             <Textures>
                <Texture Faction="Bulgaria" DiffuseMap="banners\textures\Faction_banner_france.texture" TranslucencyMap="banners\textures\Faction_banner_france_trans.texture"/>
    We added banners for spearmen, infantry, cavalry and missile infantry. Because new faction will not have special Crusader units I will not add their banners. The last on is royal banner used by faction leader:

    Code:
    <RoyalBanner Name="royal">
          <!--Only single royal banner is supported-->
          <MeshesAndTextures>
    	 <MeshAndTexture Faction="Bulgaria" Mesh="data\banners\main_royal.mesh" DiffuseMap="banners\textures\royal_banner_france.texture" TranslucencyMap="banners\textures\royal_banner_trans.texture"/>
    In battle banners won’t be French (see screenshot) – just white transparent banners and I don’t know why. Anyway, you will have to work new banners.
    -------------------------

    Update I

    RTR Fan wrote this:
    About banners, to see them, just place descr_banners_new.XML in your main MTWII folder. It will not work from a mod folder.
    NOTICE AGAIN:
    Put descr_banners_new.XML in your main MTWII folder!


    Step 2

    Open descr_character.txt with Notepad. Now I will use Byzantium for cloning characters.

    We’ll first add Named character:

    Code:
    faction			bulgaria
    dictionary		2
    strat_model		southern_general
    battle_model	Northern_General
    battle_equip	gladius, chainmail shirt helmet and rectangular shield
    General:

    Code:
    faction			bulgaria
    dictionary		2
    strat_model		southern_captain
    battle_model	Northern_Captain
    battle_equip	gladius, chainmail shirt helmet and rectangular shield
    Spy:

    Code:
    faction			bulgaria
    dictionary		2
    strat_model		southern_spy
    Assassin:

    Code:
    faction			bulgaria
    dictionary		2
    strat_model		southern_assassin
    Diplomat:

    Code:
    faction			bulgaria
    dictionary		2
    strat_model		southern_ambassador
    Admiral:

    Code:
    faction			bulgaria
    dictionary		2
    strat_model		greek_cities_admiral
    Princess:

    Code:
    faction			bulgaria
    dictionary		2
    strat_model		southern_princess
    Merchant:

    Code:
    faction			bulgaria
    dictionary		2
    strat_model		southern_merchant
    And finally Religious agents:

    Code:
    faction			bulgaria
    dictionary		2
    strat_model		orthodox_priest						; default model
    strat_model		orthodox_bishop						; medium level priest
    strat_model		orthodox_patriarch					; advanced priest

    Step 3

    Open descr_lbc_db.txt with Notepad. I am not sure what that file means but it seems that you here define civilians. I will use Russia for that.

    Code:
    faction bulgaria
    model barb_male_peasant			 40
    model barb_female_peasant   60

    Step 4

    Open descr_model_strat.txt with Notepad. In this file you define textures for characters. Because I used Byzantium for pattern I will again use it. I admit that’s the weirdest file I saw so far.

    Add following line in under Ambassador for Byzantium:

    Code:
    texture				bulgaria, models_strat/textures/southern_ambasador_byzantium.tga
    Add following line in under Spy for Byzantium:

    Code:
    texture				bulgaria, models_strat/textures/southern_spy_byzantium.tga
    Add following line in under Assassin for Byzantium:

    Code:
    texture				bulgaria, models_strat/textures/assassin_southern_byzantium.tga
    Add following line in under Princess for Byzantium:

    Code:
    texture				bulgaria, models_strat/textures/SouthernPrincess_byzantium.tga
    Add following line in under Merchant for Byzantium:

    Code:
    texture				bulgaria, models_strat/textures/southern_european_merchant_byzantium.tga
    Add following line under Orthodox priest for Byzantium:

    Code:
    texture				bulgaria, models_strat/textures/orthodox_priest_byzantium.tga
    Add following line under Orthodox bishop for Byzantium:

    Code:
    texture				bulgaria, models_strat/textures/orthodox_bishop_byzantium.tga
    Add following line under Orthodox patriarch for Byzantium:

    Code:
    texture				bulgaria, models_strat/textures/orthodox_patriarch_byzantium.tga
    Add following line under General for Byzantium:

    Code:
    texture				bulgaria, models_strat/textures/late_general_byzantium_strat.tga
    Add following line under Captain for Byzantium:

    Code:
    texture				bulgaria, models_strat/textures/late_northern_captain_byzantium_strat.tga
    After that you will see bunch of code lines which were used in Rome Total War. Yes, weird. Somebody left them.
    Firstly I ignored all those files and game crashed. :wall: So, it is obligation and has to be used.

    I copied parts of files and bolded what I added. I used greek for Bulgaria (same as Byzantium):

    Code:
    type				princess
    skeleton			strat_diplomat
    scale				0.6
    indiv_range			40
    texture				venice, models_strat/textures/princess_julii.tga
    texture				sicily, models_strat/textures/princess_brutii.tga
    texture				milan, models_strat/textures/princess_scipii.tga
    texture				papal_states, models_strat/textures/princess_senate.tga
    texture				denmark, models_strat/textures/princess_macedon.tga
    texture				egypt, models_strat/textures/princess_egypt.tga
    texture				scotland, models_strat/textures/princess_seleucid.tga
    texture				aztecs, models_strat/textures/princess_carthage.tga
    texture				mongols, models_strat/textures/princess_parthia.tga
    texture				turks, models_strat/textures/princess_pontus.tga
    texture				france, models_strat/textures/princess_gaul.tga
    texture				hre, models_strat/textures/princess_german.tga
    texture				england, models_strat/textures/princess_briton.tga
    texture				saxons, models_strat/textures/princess_german.tga
    texture				normans, models_strat/textures/princess_briton.tga
    texture				portugal, models_strat/textures/princess_armenia.tga
    texture				poland, models_strat/textures/princess_dacia.tga
    texture				byzantium, models_strat/textures/princess_greek.tga
    texture			bulgaria, models_strat/textures/princess_greek.tga
    texture				moors, models_strat/textures/princess_numidia.tga
    texture				russia, models_strat/textures/princess_scythia.tga
    texture				spain, models_strat/textures/princess_spain.tga
    texture				hungary, models_strat/textures/princess_thrace.tga
    texture				timurids, models_strat/textures/princess_parthia.tga
    ;texture				slave, models_strat/textures/princess_slave.tga
    model_flexi_m			models_strat/princess.cas, max
    shadow_model_flexi		models_strat/shadow_model_princess.cas, max
    
    
    type				merchant
    skeleton			strat_named_with_army
    scale				0.8
    indiv_range			40
    texture				venice, models_strat/textures/merchant_julii.tga
    texture				sicily, models_strat/textures/merchant_brutii.tga
    texture				milan, models_strat/textures/merchant_scipii.tga
    texture				papal_states, models_strat/textures/merchant_senate.tga
    texture				denmark, models_strat/textures/merchant_macedon.tga
    texture				egypt, models_strat/textures/merchant_egypt.tga
    texture				scotland, models_strat/textures/merchant_seleucid.tga
    texture				aztecs, models_strat/textures/merchant_carthage.tga
    texture				mongols, models_strat/textures/merchant_parthia.tga
    texture				turks, models_strat/textures/merchant_pontus.tga
    texture				france, models_strat/textures/merchant_gaul.tga
    texture				hre, models_strat/textures/merchant_german.tga
    texture				england, models_strat/textures/merchant_briton.tga
    texture				saxons, models_strat/textures/merchant_german.tga
    texture				normans, models_strat/textures/merchant_briton.tga
    texture				portugal, models_strat/textures/merchant_armenia.tga
    texture				poland, models_strat/textures/merchant_dacia.tga
    texture				byzantium, models_strat/textures/merchant_greek.tga
    texture			bulgaria, models_strat/textures/merchant_greek.tga
    texture				moors, models_strat/textures/merchant_numidia.tga
    texture				russia, models_strat/textures/merchant_scythia.tga
    texture				spain, models_strat/textures/merchant_spain.tga
    texture				hungary, models_strat/textures/merchant_thrace.tga
    texture				timurids, models_strat/textures/merchant_parthia.tga
    texture				slave, models_strat/textures/merchant_slave.tga
    model_flexi_m			models_strat/merchant.cas, max
    shadow_model_flexi		models_strat/shadow_model_merchant.cas, max
    
    
    type				priest
    skeleton			strat_diplomat
    scale				0.8
    indiv_range			40
    texture				venice, models_strat/textures/priest_julii.tga
    texture				sicily, models_strat/textures/priest_brutii.tga
    texture				milan, models_strat/textures/priest_scipii.tga
    texture				papal_states, models_strat/textures/priest_senate.tga
    texture				denmark, models_strat/textures/priest_macedon.tga
    texture				egypt, models_strat/textures/priest_egypt.tga
    texture				scotland, models_strat/textures/priest_seleucid.tga
    texture				aztecs, models_strat/textures/priest_carthage.tga
    texture				mongols, models_strat/textures/priest_parthia.tga
    texture				turks, models_strat/textures/priest_pontus.tga
    texture				france, models_strat/textures/priest_gaul.tga
    texture				hre, models_strat/textures/priest_german.tga
    texture				england, models_strat/textures/priest_briton.tga
    texture				saxons, models_strat/textures/priest_german.tga
    texture				normans, models_strat/textures/priest_briton.tga
    texture				portugal, models_strat/textures/priest_armenia.tga
    texture				poland, models_strat/textures/priest_dacia.tga
    texture				byzantium, models_strat/textures/priest_greek.tga
    texture			bulgaria, models_strat/textures/priest_greek.tga
    texture				moors, models_strat/textures/priest_numidia.tga
    texture				russia, models_strat/textures/priest_scythia.tga
    texture				spain, models_strat/textures/priest_spain.tga
    texture				hungary, models_strat/textures/priest_thrace.tga
    texture				timurids, models_strat/textures/priest_parthia.tga
    texture				slave, models_strat/textures/priest_slave.tga
    model_flexi_m			models_strat/priest.cas, max
    shadow_model_flexi		models_strat/priest.cas, max
    
    
    type				bishop
    skeleton			strat_assassin
    scale				1.2
    indiv_range			40
    texture				venice, models_strat/textures/bishop_julii.tga
    texture				sicily, models_strat/textures/bishop_brutii.tga
    texture				milan, models_strat/textures/bishop_scipii.tga
    texture				papal_states, models_strat/textures/bishop_senate.tga
    texture				denmark, models_strat/textures/bishop_macedon.tga
    texture				egypt, models_strat/textures/bishop_egypt.tga
    texture				scotland, models_strat/textures/bishop_seleucid.tga
    texture				aztecs, models_strat/textures/bishop_carthage.tga
    texture				mongols, models_strat/textures/bishop_parthia.tga
    texture				turks, models_strat/textures/bishop_pontus.tga
    texture				france, models_strat/textures/bishop_gaul.tga
    texture				hre, models_strat/textures/bishop_german.tga
    texture				england, models_strat/textures/bishop_briton.tga
    texture				saxons, models_strat/textures/bishop_german.tga
    texture				normans, models_strat/textures/bishop_briton.tga
    texture				portugal, models_strat/textures/bishop_armenia.tga
    texture				poland, models_strat/textures/bishop_dacia.tga
    texture				byzantium, models_strat/textures/bishop_greek.tga
    texture			bulgaria, models_strat/textures/bishop_greek.tga
    texture				moors, models_strat/textures/bishop_numidia.tga
    texture				russia, models_strat/textures/bishop_scythia.tga
    texture				spain, models_strat/textures/bishop_spain.tga
    texture				hungary, models_strat/textures/bishop_thrace.tga
    texture				timurids, models_strat/textures/bishop_parthia.tga
    texture				slave, models_strat/textures/bishop_slave.tga
    model_flexi_m			models_strat/bishop.cas, max
    shadow_model_flexi		models_strat/bishop.cas, max
    
    
    type				cardinal
    skeleton			strat_spy
    scale				1.6
    indiv_range			40
    texture				venice, models_strat/textures/cardinal_julii.tga
    texture				sicily, models_strat/textures/cardinal_brutii.tga
    texture				milan, models_strat/textures/cardinal_scipii.tga
    texture				papal_states, models_strat/textures/cardinal_senate.tga
    texture				denmark, models_strat/textures/cardinal_macedon.tga
    texture				egypt, models_strat/textures/cardinal_egypt.tga
    texture				scotland, models_strat/textures/cardinal_seleucid.tga
    texture				aztecs, models_strat/textures/cardinal_carthage.tga
    texture				mongols, models_strat/textures/cardinal_parthia.tga
    texture				turks, models_strat/textures/cardinal_pontus.tga
    texture				france, models_strat/textures/cardinal_gaul.tga
    texture				hre, models_strat/textures/cardinal_german.tga
    texture				england, models_strat/textures/cardinal_briton.tga
    texture				saxons, models_strat/textures/cardinal_german.tga
    texture				normans, models_strat/textures/cardinal_briton.tga
    texture				portugal, models_strat/textures/cardinal_armenia.tga
    texture				poland, models_strat/textures/cardinal_dacia.tga
    texture				byzantium, models_strat/textures/cardinal_greek.tga
    texture			bulgaria, models_strat/textures/cardinal_greek.tga
    texture				moors, models_strat/textures/cardinal_numidia.tga
    texture				russia, models_strat/textures/cardinal_scythia.tga
    texture				spain, models_strat/textures/cardinal_spain.tga
    texture				hungary, models_strat/textures/cardinal_thrace.tga
    texture				timurids, models_strat/textures/cardinal_parthia.tga
    texture				slave, models_strat/textures/cardinal_slave.tga
    model_flexi_m			models_strat/cardinal.cas, max
    shadow_model_flexi		models_strat/cardinal.cas, max
    Long file indeed. But, not the end.

    Code:
    type				diplomat
    skeleton			strat_diplomat
    scale				0.7
    indiv_range			40
    texture				venice, models_strat/textures/diplomat_julii.tga
    texture				sicily, models_strat/textures/diplomat_brutii.tga
    texture				milan, models_strat/textures/diplomat_scipii.tga
    texture				papal_states, models_strat/textures/diplomat_senate.tga
    texture				denmark, models_strat/textures/diplomat_macedon.tga
    texture				egypt, models_strat/textures/diplomat_egypt.tga
    texture				scotland, models_strat/textures/diplomat_seleucid.tga
    texture				aztecs, models_strat/textures/diplomat_carthage.tga
    texture				mongols, models_strat/textures/diplomat_parthia.tga
    texture				turks, models_strat/textures/diplomat_pontus.tga
    texture				france, models_strat/textures/diplomat_gaul.tga
    texture				hre, models_strat/textures/diplomat_german.tga
    texture				england, models_strat/textures/diplomat_briton.tga
    texture				saxons, models_strat/textures/diplomat_german.tga
    texture				normans, models_strat/textures/diplomat_briton.tga
    texture				portugal, models_strat/textures/diplomat_armenia.tga
    texture				poland, models_strat/textures/diplomat_dacia.tga
    texture				byzantium, models_strat/textures/diplomat_greek.tga
    texture			bulgaria, models_strat/textures/diplomat_greek.tga
    texture				moors, models_strat/textures/diplomat_numidia.tga
    texture				russia, models_strat/textures/diplomat_scythia.tga
    texture				spain, models_strat/textures/diplomat_spain.tga
    texture				hungary, models_strat/textures/diplomat_thrace.tga
    texture				timurids, models_strat/textures/diplomat_parthia.tga
    ;texture				slave, models_strat/textures/diplomat_slave.tga
    model_flexi_m		models_strat/diplomat.cas, max
    shadow_model_flexi	models_strat/diplomat.cas, max
    
    
    type				spy
    skeleton			strat_spy
    scale				0.7
    indiv_range			40
    texture				venice, models_strat/textures/spy_julii.tga
    texture				sicily, models_strat/textures/spy_brutii.tga
    texture				milan, models_strat/textures/spy_scipii.tga
    texture				papal_states, models_strat/textures/spy_senate.tga
    texture				denmark, models_strat/textures/spy_macedon.tga
    texture				egypt, models_strat/textures/spy_egypt.tga
    texture				scotland, models_strat/textures/spy_seleucid.tga
    texture				aztecs, models_strat/textures/spy_carthage.tga
    texture				mongols, models_strat/textures/spy_parthia.tga
    texture				turks, models_strat/textures/spy_pontus.tga
    texture				france, models_strat/textures/spy_gaul.tga
    texture				hre, models_strat/textures/spy_german.tga
    texture				england, models_strat/textures/spy_briton.tga
    texture				saxons, models_strat/textures/spy_german.tga
    texture				normans, models_strat/textures/spy_briton.tga
    texture				portugal, models_strat/textures/spy_armenia.tga
    texture				poland, models_strat/textures/spy_dacia.tga
    texture				byzantium, models_strat/textures/spy_greek.tga
    texture			bulgaria, models_strat/textures/spy_greek.tga
    texture				moors, models_strat/textures/spy_numidia.tga
    texture				russia, models_strat/textures/spy_scythia.tga
    texture				spain, models_strat/textures/spy_spain.tga
    texture				hungary, models_strat/textures/spy_thrace.tga
    texture				timurids, models_strat/textures/spy_parthia.tga
    ;texture				slave, models_strat/textures/spy_slave.tga
    model_flexi_m		models_strat/spy.cas, max
    shadow_model_flexi	models_strat/spy.cas, max
    
    
    ;;TEMPORARY;;
    
    type				assassin
    skeleton			strat_assassin
    scale				0.7
    indiv_range			40
    texture				venice, models_strat/textures/assassin_julii.tga
    texture				sicily, models_strat/textures/assassin_brutii.tga
    texture				milan, models_strat/textures/assassin_scipii.tga
    texture				papal_states, models_strat/textures/assassin_senate.tga
    texture				denmark, models_strat/textures/assassin_macedon.tga
    texture				egypt, models_strat/textures/assassin_egypt.tga
    texture				scotland, models_strat/textures/assassin_seleucid.tga
    texture				aztecs, models_strat/textures/assassin_carthage.tga
    texture				mongols, models_strat/textures/assassin_parthia.tga
    texture				turks, models_strat/textures/assassin_pontus.tga
    texture				france, models_strat/textures/assassin_gaul.tga
    texture				hre, models_strat/textures/assassin_german.tga
    texture				england, models_strat/textures/assassin_briton.tga
    texture				saxons, models_strat/textures/assassin_german.tga
    texture				normans, models_strat/textures/assassin_briton.tga
    texture				portugal, models_strat/textures/assassin_armenia.tga
    texture				poland, models_strat/textures/assassin_dacia.tga
    texture				byzantium, models_strat/textures/assassin_greek.tga
    texture			bulgaria, models_strat/textures/assassin_greek.tga
    texture				moors, models_strat/textures/assassin_numidia.tga
    texture				russia, models_strat/textures/assassin_scythia.tga
    texture				spain, models_strat/textures/assassin_spain.tga
    texture				hungary, models_strat/textures/assassin_thrace.tga
    texture				timurids, models_strat/textures/assassin_parthia.tga
    ;texture				slave, models_strat/textures/assassin_slave.tga
    
    model_flexi			models_strat/assassin.cas, max
    shadow_model_flexi	models_strat/assassin.cas, max
    Now to add General:

    Code:
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    
    ;GREEK GENERALS
    
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    
    type				sm_greek_general
    skeleton			strat_named_with_army
    scale				0.7
    indiv_range			40
    texture				denmark, models_strat/textures/officer_greek_general_macedon.tga
    texture				scotland, models_strat/textures/officer_greek_general_seleucid.tga
    texture				byzantium, models_strat/textures/officer_greek_general_greece.tga
    texture			bulgaria, models_strat/textures/officer_greek_general_greece.tga
    texture				hungary, models_strat/textures/officer_greek_general_thrace.tga
    model_flexi_m		models_strat/officer_greek_general_high.cas, max
    shadow_model_flexi	models_strat/shadow_model_sword.cas, max
    
    type				sm_greek_lesser_general
    skeleton			strat_named_with_army
    scale				0.7
    indiv_range			40
    texture				denmark, models_strat/textures/unit_greek_militia_hoplite_macedon.tga
    texture				scotland, models_strat/textures/unit_greek_militia_hoplite_seleucid.tga
    texture				byzantium, models_strat/textures/unit_greek_militia_hoplite_greek.tga
    texture				bulgaria, models_strat/textures/unit_greek_militia_hoplite_greek.tga
    texture				hungary, models_strat/textures/unit_greek_militia_hoplite_thrace.tga
    model_flexi_m		models_strat/strat_greek_lesser_general.CAS, max
    shadow_model_flexi	models_strat/shadow_model_sword.cas, max
    I admit that I don’t know what is meaning of those lines, but again, it has to be like that.

    Add following line under Admiral for Byzantium:

    Code:
    type				greek_cities_admiral
    skeleton			strat_navy
    indiv_range			40
    texture				byzantium, models_strat/textures/navy_galley.tga
    texture			bulgaria, models_strat/textures/navy_galley.tga
    model_flexi			models_strat/navy_galley.cas, max
    shadow_model_flexi	models_strat/navy_roman_shadow.cas, max
    Weird, but it has to be like that. DON’T add as separate because game will crash when campaign starts to load (happened to me)!
    -------------------------

    Update I

    Adding new general and captain in campaign map with new texture

    I added new Bulgarian general (in my case for my mod):
    Code:
    texture				bulgaria, models_strat/textures/late_general_bulgaria_strat.tga
    And captain:
    Code:
    texture				bulgaria, models_strat/textures/late_northern_captain_bulgaria_strat.tga
    If you want to have new looking general and/or captain (not using textures from other faction), you need to create new textures for them. And how to do that is really easy if you know to work in Photoshop. Texture file is in tga.dds format.


    Step 5

    Open descr_names.txt with Notepad. Here we’ll define names, surnames and female names for our faction. Those names are in close relation with names.txt and names you add here must be added in names.txt (later about that file).

    Add following line (I will add just few names):

    Code:
    faction: bulgaria
    
    	characters
    		Alexander
    		Iwan
    		Michael
    	
    	surnames
    		Aseniden
    		Shishman
    	
    	women
    	 	Elena
    		Marija
    This is end of step 5.


    Step 6

    Open descr_offmap_models.txt with Notepad. In this file you define models (.cas) used by faction in campaign map.

    We’ll add navy for our faction. This is same for the all factions. Add following line:

    Code:
    faction bulgaria
    	{
    		large 	data/models_off_map/bireme_OFF_MAP.CAS	100 0
    		medium	data/models_off_map/bireme_OFF_MAP.CAS	100 0
    		small	data/models_off_map/bireme_OFF_MAP.CAS	100 0
    	}
    And this is it.


    Step 7

    Open descr_sm_factions.txt with Notepad. This file is one of the most important. In that file we set up our faction. Because I used France for symbols of our new faction I will use them because of that but I will change all lines which has nothing with symbols.

    Code:
    faction						bulgaria
    culture						eastern_european
    religion					orthodox
    symbol						models_strat/symbol_france.CAS
    rebel_symbol				models_strat/symbol_rebels.CAS
    primary_colour				red 85, green 187, blue 80
    secondary_colour			red 255, green 10, blue 10
    loading_logo				loading_screen/symbols/symbol128_france.tga
    standard_index				10
    logo_index					FACTION_LOGO_FRANCE
    small_logo_index			SMALL_FACTION_LOGO_FRANCE
    triumph_value				5
    intro_movie					faction/major_intro.bik
    victory_movie				faction/france_win.bik
    defeat_movie				faction/france_lose.bik
    death_movie					faction/france_lose.bik
    custom_battle_availability	no
    can_sap						no
    prefers_naval_invasions		no
    can_have_princess			yes
    has_family_tree					yes
    I changed culture, religion, primary color (into green), secondary color (into red) and set up no for custom battles.

    WARNING!!!

    Don’t disable movies under any circumstances because game will crash when campaign loads. I do that and, thanks God, found quickly what caused problem (after problem with descr_model_strat.txt). This was my last problem.
    Use following line in .cfg file to disable video:

    Code:
    [video]
    movies = 0
    -------------------------

    Update I

    In data\menu\symbols you can find all coats of arms for factions.

    Folder fe_buttons_24

    If you want to add new symbols for faction (in my case Bulgaria) you have to create the new ones in .tga file format. So, it has to be:
    symbol24_ bulgaria.tga
    symbol24_ bulgaria_grey.tga
    symbol24_ bulgaria_roll.tga
    symbol24_ bulgaria_select.tga

    Folder fe_buttons_48

    The same as previous folder, just coats of arms are bigger.

    symbol48_ bulgaria.tga
    symbol48_ bulgaria_grey.tga
    symbol48_ bulgaria_roll.tga
    symbol48_ bulgaria_select.tga

    Folder fe_faction_units

    Here you add your special unit for faction. In my case it is bulgaria.tga. That special unit is shown when you choose faction in Campaign.

    Folder fe_symbols_80

    Here are coats of arms, but different from folders fe_buttons_24 and fe_buttons_48 (they are round here). To add brand new you need to create bulgaria.tga (in my case).

    Now, to enable those new coats of arms for your new faction, open descr_sm_factions.txt. The following lines:
    Code:
    logo_index					FACTION_LOGO_FRANCE
    small_logo_index			SMALL_FACTION_LOGO_FRANCE
    Change into:

    Code:
    logo_index					FACTION_LOGO_BULGARIA
    small_logo_index			SMALL_FACTION_LOGO_ BULGARIA
    Special thanks to DarkKnight who provided solution for that.

    Also he wrote how to make proper standard in strategic (campaign) map:

    Also, in order to get the COA's to work here is how they are chosen. Go to descr_sm_factions.txt and you will notice each faction has a "STANDARD INDEX". The number here determines the COA. A value of 0 here means the faction will get the venetian lion for example.

    Now open banners folder. Find 8 tgas with the name symbols.tga. For example there is symbols1.tga, symbols2.tga... up to symbols8.tga. Each symbols file has 4 COA's in it. The tga is split into quadrants. The top left quadrant of symbols1.tga is a standard index of 0. The top right quadrant is a standard index of 1. The bottom left is 2. The bottom right is 3. Then the top left quadrant of symbols2.tga is 4. The top right of that is 5... and so forth. That is how the COA's are chosen. If you notice towards the end, the rebel COA is repeated. If we edit these we should be able to make new COA's for new factions.
    I will add that symbol.tga files for standards are in data\banners folder.

    NOTICE:
    In Custom battle you can have ONLY 21 faction, which I think is obvious. If you want to see your new faction in Custom battle, put yes, but change to no for some other faction. Otherwise game will crash.


    Step 8

    Open export_descr_buildings.txt with Notepad. Here we’ll define what building can have and build our new faction plus what units can be recruited.

    We don’t have to add any new building as they are mostly associated with culture (there are exceptions, of course). What we’ll add are units. Because every faction can have mercenary units I will add unit of Bulgarian Brigands Mercs to mustering_hall just for our tutorial.

    Code:
    recruit_pool "Bulgarian Brigands Mercs"  1   0.5   4  0  requires factions { bulgaria, }

    Step 9

    Open export_descr_unit.txt with Notepad. Here we define units what our faction can have. First, we need general unit. Because our faction doesn’t have textures for general (he will invisible) we’ll use mercenary unit for it.

    I will use for general unit Kwarizmian Cavalry. I bolded what has been added:

    Code:
    type             Kwarizmian Cavalry
    dictionary       Kwarizmian_Cavalry      ; Kwarizmian Cavalry
    category         cavalry
    class            heavy
    voice_type       Heavy
    accent         Arabic
    banner faction   main_cavalry
    banner holy      crusade_cavalry
    soldier          Kwarizmian_Cavalry, 32, 0, 1
    mount            eastern armoured horse
    mount_effect     elephant -4, camel -4
    attributes       sea_faring, hide_forest, hardy, can_withdraw, can_formed_charge, mercenary_unit, general_unit
    formation        2, 4.4, 3, 6, 3, square, wedge
    stat_health      1, 0
    stat_pri         10, 3, no, 0, 0, melee, melee_blade, piercing, spear, 25, 1
    ;stat_pri_ex      0, 0, 0
    stat_pri_attr    no
    stat_sec         11, 0, no, 0, 0, melee, melee_blade, piercing, sword, 25, 1
    ;stat_sec_ex      0, 0, 0
    stat_sec_attr    no
    stat_pri_armour  8, 5, 0, metal
    ;stat_armour_ex   8, 0, 0, 0, 5, 0, 0, metal
    stat_sec_armour  0, 0, flesh
    stat_heat        3
    stat_ground      0, 1, -6, -1
    stat_mental      9, normal, trained
    stat_charge_dist 45
    stat_fire_delay  0
    stat_food        60, 300
    stat_cost        1, 1150, 370, 120, 95, 1150, 4, 180
    armour_ug_levels 4
    armour_ug_models Kwarizmian_Cavalry
    ownership        slave, egypt, timurids, mongols, bulgaria
    era 1            egypt, timurids, mongols
    ;unit_info        10, 0, 13
    Unit Bulgarian Brigands Mercs will be our only unit in campaign (because we just test). Add Bulgaria as owner:

    ownership slave, hungary, byzantium, bulgaria

    Step 10

    Open campaign_descriptions.txt with Notepad in text folder (you need to convert that file with alpaca’s strings.bin converter).
    In this file you describe campaign of your faction. I will use France and change only string which defines your faction:

    Code:
    {IMPERIAL_CAMPAIGN_BULGARIA_TITLE}Tzardom of Bulgaria
    {IMPERIAL_CAMPAIGN_BULGARIA_DESCR}DIFFICULTY Factor: Estimated MODERATE\n\nFrance is a shining example of feudalism in its rawest, and arguably, most delicate form. The French lords eagerly embrace the system that splits the country up into smaller provinces, duchies and fiefdoms, actively building up their forces to ensure their own security and power. About the only thing the French lack at this point is a sense of unity...\n\nThe Ile de France may be where the monarchy resides, but the royal family rarely leave Paris. This is not because of a great love for the city, but rather because the surrounding lands are under the shadow of bastions owned by "Robber Barons" that serve their own interests. Frankly, the way things are now, the King isn't truly safe to wander a kingdom that is supposedly his.\n\nThe Normans are clearly serving their own best interests, having recently taken England for themselves, it's hard to believe that they will be content to stop there. Other provinces such as Aquitaine, Burgundy, Brittany and Flanders aren't quite so dangerously ambitious... exercising a little authority over these lands looks like an essential move for the French if they're to have any hope of creating a power base that can stave off the might of the Holy Roman Empire to the east. Even less pressing concerns like Spanish and Milanese expansion will soon become a royal headache for the monarchy if France does not establish solid fronts to the south.

    Step 11

    Open expanded.txt with Notepad in text folder (you need to convert that file with alpaca’s strings.bin converter). Here you define what you see in game (texts). I will copy Russia and just proper rename to Bulgaria.

    I won’t write here how to do that because it is very easy and a bit boring.

    Just example:

    Code:
    {EMT_BULGARIA_SPY}Bulgarian Spy
    {EMT_BULGARIA_ASSASSIN}Bulgarian Assassin
    {EMT_BULGARIA_DIPLOMAT}Bulgarian Diplomat
    {EMT_BULGARIA_ADMIRAL}Bulgariand Navy
    {EMT_BULGARIA_GENERAL}Bulgarian Army
    {EMT_BULGARIA_NAMED_CHARACTER}Bulgarian Family Member
    {EMT_BULGARIA_NAMED_GENERAL}Bulgarian General
    {EMT_BULGARIA_PRINCESS}Bulgarian Princess
    {EMT_BULGARIA_MERCHANT}Bulgarian Merchant
    {EMT_BULGARIA_PRIEST}Bulgarian Priest
    {EMT_BULGARIA_PRIEST_1}Bulgarian Bishop
    {EMT_BULGARIA_PRIEST_2}Bulgarian Cardinal
    And etc.
    -------------------------

    Update I

    This is full code which you need:
    Code:
    {BULGARIA}Carstvo Bălgarija
    {EMT_BULGARIA_SPY}Bulgarian Spy
    {EMT_BULGARIA_ASSASSIN}Bulgarian Assassin
    {EMT_BULGARIA_DIPLOMAT}Bulgarian Diplomat
    {EMT_BULGARIA_ADMIRAL}Bulgarian Navy
    {EMT_BULGARIA_GENERAL}Bulgarian Army
    {EMT_BULGARIA_NAMED_CHARACTER}Bulgarian Family Member
    {EMT_BULGARIA_NAMED_GENERAL}Bulgarian General
    {EMT_BULGARIA_PRINCESS}Bulgarian Princess
    {EMT_BULGARIA_MERCHANT}Bulgarian Merchant
    {EMT_BULGARIA_PRIEST}Bulgarian Priest
    {EMT_BULGARIA_PRIEST_1}Bulgarian Bishop
    {EMT_BULGARIA_PRIEST_2}Bulgarian Cardinal
    {EMT_BULGARIA_VILLAGE}Bulgarian Village
    {EMT_BULGARIA_TOWN}Bulgarian Town
    {EMT_BULGARIA_LARGE_TOWN}Bulgarian Large Town
    {EMT_BULGARIA_CITY}Bulgarian City
    {EMT_BULGARIA_LARGE_CITY}Bulgarian Large City
    {EMT_BULGARIA_HUGE_CITY}Bulgarian Huge City
    {EMT_BULGARIA_WOODEN_CASTLE}Bulgarian Motte and Bailey
    {EMT_BULGARIA_STONE_KEEP}Bulgarian Wooden Castle
    {EMT_BULGARIA_CASTLE}Bulgarian Castle
    {EMT_BULGARIA_LARGE_CASTLE}Bulgarian Fortress
    {EMT_BULGARIA_FORTRESS}Bulgarian Citadel
    {EMT_BULGARIA_STAR_FORT}Bulgarian Star Fort
    {EMT_BULGARIA_CAPITAL}Bulgarian Capital
    {EMT_BULGARIA_FORT}Bulgarian Fort
    {EMT_BULGARIA_PORT}Bulgarian Port
    {EMT_BULGARIA_DOCK}Bulgarian Docks
    {EMT_BULGARIA_FISHING_VILLAGE}Bulgarian Fishing Village
    {EMT_BULGARIA_WATCHTOWER}Bulgarian Watchtower
    {EMT_BULGARIA_FACTION_LEADER}Bulgarian Faction Leader
    {EMT_BULGARIA_FACTION_HEIR}Bulgarian Faction Heir
    {EMT_BULGARIA_FACTION_LEADER_TITLE}Faction Leader
    {EMT_BULGARIA_FACTION_HEIR_TITLE}Faction Heir
    {EMT_BULGARIA_FACTION_LEADER_NAME}Tzar %S
    {EMT_BULGARIA_FACTION_HEIR_NAME}Prince %S
    {EMT_BULGARIA_FORMER_FACTION_LEADER_TITLE}Tzar
    {EMT_YOUR_FORCES_ATTACK_ARMY_BULGARIA}Your forces attack an army of Bulgaria
    {EMT_YOUR_FORCES_ATTACK_NAVY_BULGARIA}Your forces attack a navy of Bulgaria
    {EMT_YOUR_FORCES_AMBUSH_ARMY_BULGARIA}Your forces ambush an army of Bulgaria
    {EMT_YOUR_FORCES_ATTACKED_ARMY_BULGARIA}Your forces are attacked by an army of Bulgaria
    {EMT_YOUR_FORCES_ATTACKED_NAVY_BULGARIA}Your forces are attacked by a navy of Bulgaria
    {EMT_YOUR_FORCES_AMBUSHED_ARMY_BULGARIA}Your forces are ambushed by an army of Bulgaria
    {EMT_VICTORY_BULGARIA}The Bulgaria is Victorious
    {BULGARIA_STRENGTH}Good cavalry and medium infantry troops. 
    {BULGARIA_WEAKNESS}Lacking in gunpowder units.
    {BULGARIA_UNIT}Bălgarski Strelci
    Unicode support in game is a bit weird. In some cases Unicode support is perfect, and in some game just don’t see letter. The most special letters game sees properly.


    Step 12

    Open names.txt with Notepad in text folder (you need to convert that file with alpaca’s strings.bin converter). Here you define all names, surnames and women names in game.
    Because I already added names in descr_names.txt in my case I added in the end of lines the following:

    Code:
    {Alexander}Alexander
    {Iwan}Iwan
    {Michael}Michael
    {Aseniden}Aseniden
    {Shishman}Shishman
    {Elena}Elena
    {Marija}Marija
    Name in {brackets} must be identical with names in descr_names.txt. What will be written after it is absolutely irrelevant. Name after brackets will be shown in game and has full Unicode support.


    Step 13

    Open descr_win_conditions.txt with Notepad in data\world\maps\campaign\imperial_campaign. Here you define what your faction needs to win.

    I put this:

    Code:
    bulgaria
    hold_regions Constantinople_Province
    take_regions 35
    short_campaign hold_regions ;Roman_Province Jerusalem_Province
    take_regions 15
    outlive Byzantium

    Step 14

    Open descr_strat.txt in data\world\maps\campaign\imperial_campaign. Here we’ll define Bulgaria as starting faction and place it on campaign map.

    First add Bulgaria as playable faction:

    Code:
    campaign		imperial_campaign
    playable
    	england
    	france
    	hre
    	spain
    	venice
    	sicily
    	milan
    	scotland
    	byzantium
    	russia
    	moors
    	turks
    	egypt
    	denmark
    	portugal
    	poland
    	hungary
    	bulgaria
    end
    unlockable
    end
    nonplayable
    	papal_states
    	aztecs
    	mongols
    	timurids
    	slave
    end
    Now we’ll add Bulgaria in campaign map.

    Code:
    faction bulgaria, fortified smith
    ai_label	default 
    denari	6000
    denari_kings_purse	1000
    settlement castle
    {
    	level town
    	region Sofia_Province
    
    	year_founded 0
    	population 2200
    	plan_set default_set
    	faction_creator russia
    	building
    	{
    		type core_castle_building wooden_castle
    	}
    	building
    	{
    		type castle_barracks mustering_hall
    	}
    }
    
    character	Iwan, named character, male, leader, age 36, x 200, y 103 
    traits Factionleader 1 , GoodCommander 1 , Intelligent 2 , VictorVirtue 3 , PublicFaith 2 , BattleDread 2 , StrategyDread 2 , ReligionStarter 1 
    army
    unit		Kwarizmian Cavalry				exp 1 armour 0 weapon_lvl 0
    unit		Bulgarian Brigands Mercs				exp 0 armour 0 weapon_lvl 0
    unit		Bulgarian Brigands Mercs				exp 0 armour 0 weapon_lvl 0
    unit		Bulgarian Brigands Mercs				exp 0 armour 0 weapon_lvl 0
    unit		Bulgarian Brigands Mercs				exp 0 armour 0 weapon_lvl 0
    If you want more characters, settlements and building add them. I copied English faction leader .
    First unit after character must be general unit. In our case it is Kwarizmian Cavalry.


    FINAL NOTICE:

    Erase map.rwm in data\world\maps\base. I didn’t and it worked but if you work with descr_strat.txt again (and I think whole world folder) do it or you want see changes.


    APPENDIX I

    My advice is that you firstly add Normans and Saxons from tutorial as factions and convert them. You can read about it here. 21 factions from vanilla + rebels + 2 from tutorial and the rest (7) you need to add.

    For adding Normans and Saxons read this tutorial by selenius4tsd:
    How To Create a New Faction (using Normans/Saxons)
    http://www.twcenter.net/forums/showthread.php?t=76202

    NOTICE
    You can add all new nine factions from nothing. Adding Normans and Saxons from tutorial as factions is not necessary, because game will work without problems (look Appendix II).

    Speaker has German voice (Reich win again! and similar), and I didn’t find way to change it.


    APPENDIX II

    Vlad added nine factions from nothing. He posted that he modified the following files:

    Code:
    descr_strat.txt
    descr_win_conditions.txt
    ------------
    export_descr_unit.txt
    descr_offmap_models.txt
    descr_model_strat.txt
    descr_lbc_db.txt
    descr_cultures.txt
    descr_character.txt
    descr_sm_factions.txt
    descr_names.txt
    export_descr_buildings.txt
    -----------------------------------------
    menu_english.txt
    campaign_descriptions.txt
    expanded.txt
    I found 100% that files descr_cultures.txt and menu_english.txt are completely irrelevant for adding new faction.

    My tutorial has two more steps. The answer is easy – vlad said:
    i reccomend for all add new nations like Ally0 Ally1 Ally2 Ally3 Ally4 Ally5 Enemy0 Enemy1 Enemy2 Enemy3 .............

    you heave working flags(standarts)- need only reskin for standarts
    That’s why he didn’t write banner’s file.

    Link:
    http://www.twcenter.net/forums/showt...t=72270&page=3


    APPENDIX III

    This tutorial doesn’t cover work with units, but I will help with adding captain and general for new faction.

    Before start, I highly recommended that you look this thread:
    http://www.twcenter.net/forums/showthread.php?t=81896

    Use formatted battle_models.modeldb by KnightErrant as your life will be much less frustrating.

    Captain
    Open battle_models.modeldb and hit Ctrl+F and type 16 northern_captain.

    Add this line of code:

    Code:
    8 bulgaria 
    99 unit_models/_Generals_and_Captains/Northern_Captain/textures/late_northern_captain_bulgaria.texture 
    97 unit_models/_Generals_and_Captains/Northern_Captain/textures/late_northern_captain_normal.texture 0
    Change 19 into 20 after this line:
    Code:
    78 unit_models/_Generals_and_Captains/Northern_Captain/northern_captain_lod3.mesh 6400
    Otherwise game will crash in the start.

    NOTICE
    My friend for our mod made new texture for captain late_northern_captain_bulgaria.texture. If you don’t have new texture, you can use from other faction.

    You added captain, but you need to add attachment to him, too.

    Code:
    8 bulgaria 
    62 unit_models/AttachmentSets/Final General_portugal_diff.texture 
    62 unit_models/AttachmentSets/Final General_portugal_norm.texture 0
    Attachment is irrelevant, as all factions have the same, and that’s why I put Portugal.

    Change 19 into 20 after this line:
    Code:
    6 saxons 
    94 unit_models/_Generals_and_Captains/Northern_Captain/textures/late_northern_captain_hre.texture 
    97 unit_models/_Generals_and_Captains/Northern_Captain/textures/late_northern_captain_normal.texture 0
    General
    General is after captain. Just scroll a bit down.

    Add this line of code:

    Code:
    8 bulgaria 
    90 unit_models/_Generals_and_Captains/Northern_General/textures/late_general_bulgaria.texture 
    88 unit_models/_Generals_and_Captains/Northern_General/textures/late_general_normal.texture 0
    Change 18 into 19 after this line:
    Code:
    78 unit_models/_Generals_and_Captains/Northern_General/northern_general_lod3.mesh 6400
    Otherwise game will crash in the start.

    You added general, but you need to add attachment to him, too.

    Code:
    8 bulgaria 
    62 unit_models/AttachmentSets/Final General_portugal_diff.texture 
    62 unit_models/AttachmentSets/Final General_portugal_norm.texture 0
    Attachment is irrelevant, as all factions have the same, and that’s why I put Portugal.

    Change 18 into 19 after this line:
    Code:
    6 saxons 
    85 unit_models/_Generals_and_Captains/Northern_General/textures/late_general_hre.texture 
    88 unit_models/_Generals_and_Captains/Northern_General/textures/late_general_normal.texture 0
    Look Screenshots II – if you did well, your new captains and generals will show.


    APPENDIX IV

    Many useful tutorials can be found, so, proper question post there:

    Musashi (from ORG) wrote this excellent tutorial:
    Adding a unit to the game
    http://forums.totalwar.org/vb/showthread.php?t=75706

    M3rcury15 wrote excellent tutorial, too:
    Add other faction units for new factions
    http://www.twcenter.net/forums/showthread.php?t=74945

    Zorgrath wrote this:
    How to create a dismounted unit
    http://www.twcenter.net/forums/showthread.php?t=78236

    AliAS wrote nice tutorial, too (not in direct link with adding new faction, but useful):
    New face of Faction Icon
    http://www.twcenter.net/forums/showthread.php?t=84566

    SCREENSHOTS I

    This is campaign screenshot when you choose faction. Ugly, isn’t it? You don’t see coat of arms and map is default. That is expected as I didn’t work with graphics files.



    This is out faction leader and his starting army in campaign map. Notice French flags and Byzantine look of faction leader .



    In our castle we can recruit only Bulgarian Brigands.



    Diplomacy section with French coat of arms.



    Finally battle – I attacked so called “Byzantium” and you see transparent white banners and missing coat of arms. And missing general :laugh4:.




    SCREENSHOTS II

    Many things changed in the mean time.

    My friend made new texture for captain and general in campaign map:


    And we created new general’s unit for new faction, and this is how general looks in the battle.

    United Soviet States of America
    form of government - financial dictatorship

    Liberalism is a mental illness!

  2. #2
    tnick777's Avatar Campidoctor
    Join Date
    Jun 2006
    Location
    Chicago, Illinois
    Posts
    1,692

    Default Re: Adding New Faction from Nothing – Step by Step

    You should make COA's and tell us how to add those in.. etc

  3. #3

    Icon6 Re: Adding New Faction from Nothing – Step by Step

    Wow, nice tutorial i will deffinetly use this, thanks for all the hard work


    also to get generals working you have to go into data/descr_characters.txt and add the faction in, same with all agents
    "When you do something right; it will seem as though you haven't done anything at all." -Space God
    http://www.mtgfanatic.com/?ForumReferrerID=127300

  4. #4
    selenius4tsd's Avatar Happiness Is A Warm Gun
    Join Date
    Sep 2006
    Location
    CT, South Africa.
    Posts
    1,707

    Default Re: Adding New Faction from Nothing – Step by Step

    @tnick: Well, at least he posted a tutorial. Thats a start.
    Under the patronage of vikrant
    Patron of Ramtha, Alletun, finneys13, SirPaladin and GrnEyedDvl

  5. #5

    Default Re: Adding New Faction from Nothing – Step by Step

    @DukeofSerbia. Thank you for this.

    Cheers
    "We're not arrogant, we just believe we're the best band in the world." -Noel


  6. #6

    Default Re: Adding New Faction from Nothing – Step by Step

    First thanks for making this tutorial, I am excited to get everything working. I have gone through this twice step by step trying to add a playable version of the Mongols. Instead of editing what is in place for the mongols already, I tried creating a new faction entirely under a different name with mongol units. Problem is, they do not appear at all in the faction select screen when I start a new campaign. I know the logo won't show up, but there is not a blank space as shown. Any ideas? Is there a way to run some sort of error log to see what could cause the issue? This is my first attempt at modding a total war game.

    Thanks

  7. #7

    Default Re: Adding New Faction from Nothing – Step by Step

    Add the faction in the descr_strat.txt and give them a region.

  8. #8
    Laetus
    Join Date
    Jan 2007
    Location
    Sweden
    Posts
    16

    Default Re: Adding New Faction from Nothing – Step by Step

    This is truly great!
    The only thing I need know now is how to add skins to the soldiers of my new faction.

  9. #9

    Default Re: Adding New Faction from Nothing – Step by Step

    Does anyone know what the faction limit is?

    Is it 31 plus "slave" (total of 32)? Or is it 31 including slave?

  10. #10
    Soulghast's Avatar RAWR!
    Join Date
    Oct 2006
    Location
    Athens, Greece
    Posts
    3,912

    Default Re: Adding New Faction from Nothing – Step by Step

    Quote Originally Posted by vindex246 View Post
    Does anyone know what the faction limit is?

    Is it 31 plus "slave" (total of 32)? Or is it 31 including slave?
    It is 31 including slave.
    Ex-Curator
    Under the Patronage of Perikles
    Patron of Desperado † and Astaroth


    R.I.P Calvin

  11. #11

    Default Re: Adding New Faction from Nothing – Step by Step

    By following this great tutorial, i managed to make a template.

    You can get it here http://www.twcenter.net/forums/downl...o=file&id=1160

    Most of you guys who were getting Errors, will now see what was causing them. look in expanded.txt.

    Thanks DoS for the tutorial .
    Imperial House Of Wild Bill Kelso
    Under the patronage of Kagemusha.
    Younger brother of TomteOfDoom


  12. #12
    Tsar Stefan Dusan IV's Avatar Loonatic on the loose!!
    Join Date
    Dec 2006
    Location
    Belgrade, Serbia
    Posts
    461

    Default Re: Adding New Faction from Nothing – Step by Step

    Nice a thing to do

    Thanks a bunch
    Last edited by Tsar Stefan Dusan IV; February 09, 2007 at 07:50 AM.

  13. #13

    Default Re: Adding New Faction from Nothing – Step by Step

    Hum , I tried this step by step and made everything like that , but can not acsess my Grand Campaign ..?
    Any ideas Duke ?
    Where could be the problem ? I am using @mymode (with separate dir ) ?

    The message when I click on Grand campaign is : Select an item from the choice
    ;-))
    Last edited by oncast; February 11, 2007 at 07:14 AM.

  14. #14
    Tsar Stefan Dusan IV's Avatar Loonatic on the loose!!
    Join Date
    Dec 2006
    Location
    Belgrade, Serbia
    Posts
    461

    Default Re: Adding New Faction from Nothing – Step by Step

    I had the same problem....
    Turns out, the problem was in descr_strat (character)

    Check Your system log.
    If that doesn't help just try it again (worked for me)

  15. #15

    Default Re: Adding New Faction from Nothing – Step by Step

    What do you mean character problem in descr_strat ? It was on the water or what ? There is no log I am afraid ...;-p)

  16. #16

    Default Re: Adding New Faction from Nothing – Step by Step

    To get the faction symbol to show up on faction selection in your modswitch data folder create a folder called "menu". Then create a folder inside menu called "symbols". Inside symbols create a folder called "fe_buttons_48". Inside of that folder you need 4 tga's:
    1. symbol48_ottomans.tga
    2. symbol48_ottomans_grey.tga
    3. symbol48_ottomans_roll.tga
    4. symbol48_ottomans_select.tga


    Where I have ottomans written you should put the name of the faction exactly how the engine knows the faction. descr_sm_factions.txt is an example of where you would write the name of the faction in that manner. For example if I made a faction called florence. I would need to make a tga called symbol48_florence.tga, then make the 3 other tgas named in the same mannor.


    Also, in order to get the COA's to work here is how they are chosen. Go to descr_sm_factions.txt and you will notice each faction has a "STANDARD INDEX". The number here determines the COA. A value of 0 here means the faction will get the venetian lion for example.

    Now open banners folder. Find 8 tgas with the name symbols.tga. For example there is symbols1.tga, symbols2.tga... up to symbols8.tga. Each symbols file has 4 COA's in it. The tga is split into quadrants. The top left quadrant of symbols1.tga is a standard index of 0. The top right quadrant is a standard index of 1. The bottom left is 2. The bottom right is 3. Then the top left quadrant of symbols2.tga is 4. The top right of that is 5... and so forth. That is how the COA's are chosen. If you notice towards the end, the rebel COA is repeated. If we edit these we should be able to make new COA's for new factions.


    There is no log I am afraid ...;-p)
    Adds these lines into the cfg preferences file for your modswitch.
    Code:
    [log]
    to = logs/system.log.txt
    level = * error

  17. #17

    Default Re: Adding New Faction from Nothing – Step by Step

    Thanks Dark Knight - you really help me , I was looking for this solution with the symbols from long time ..! Great help and Thank you again !!!

    By the way I had log just didn't show any record , but your mentioning of .cfg file remind me something and I found that I have forgotten to change the name there of my mod .

    Duke - its work and it is great , just add that in descr_strat.txt we should delete rebel city and army in the region wich we are givving to the new faction . It's obvious , but only if you had worked with new maps or similar problems .

  18. #18
    el_barbar's Avatar Laetus
    Join Date
    Nov 2006
    Location
    Heidelberg, Germany
    Posts
    18

    Default Re: Adding New Faction from Nothing – Step by Step

    Hi!
    I've followed today this tutorial but I still don't get the game functioning: it crashes when starting the program saying in the system log

    [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.



    I was really careful following the steps of the tutorial but maybe I'm missing some files or something :-/

  19. #19

    Default

    I have been using Duke of Serbia's guide to make a new faction. Unfortunately after I did all the steps, my faction did not appear the list of playable factions at the Grand Campaign menu. Than when I try to play any of the other factions, it just goes back to the Single Player Menu. When I restore the files I changed to their originals, it goes back to normal. :hmmm:

    I have gone through the steps and have found no mistakes. If you have any idea how to fix I would love to hear it, especially from Duke being his tutorial. Thanks.

    Here are the files that I changed. My faction is called romans with The Roman Empire being its campaign name. Hope this helps.

    And here is some more...

    And the rest.

    Merged quadruple post. Please use the edit button next time. - Trajan
    Last edited by Imperator_Maximus; March 24, 2007 at 10:00 PM.
    I speak Latin to God, English to my friends, French to girls, German to my enemies, and Japanese to my PS2.

    Creator of the Byzantine Enhancment Mod
    Version: 1.4

  20. #20
    Trajan's Avatar Capodecina
    Join Date
    Oct 2004
    Location
    USA
    Posts
    10,934

    Default Re: Adding New Faction from Nothing – Step by Step

    Imperator_Maximus, I merged your thread with this one in hope that you would receive help from Duke of Serbia himself. Sorry about your attachments. They couldn't be carried over for some reason. Hope it won't be too much trouble uploading them again.

Page 1 of 29 123456789101126 ... 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
  •