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Happiness Is A Warm Gun
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How To Create a New Faction (using Normans/Saxons)
In many respects it is easier to add a new faction this way than from complete scratch - both factions are already half-implemented into the game. Bare in mind that using these two will only open up so many new faction slots; if you want to add more than two, you will need to follow the other tutorial. Also, this tutorial does not apply for Kingdoms. Files that will be edited: descr_strat.txt export_descr_buildings.txt *OPTIONAL* descr_win_conditions.txt descr_sm_factions.txt expanded.txt campaign_descriptions.txt Make sure you back these files up. If you cant find these files, thats probably because you havent run the unpacker from the patch. Make sure that when you do this, you delete the two geography files that you are told to delete in the unpacker readme. Right, lets get started. ADDING THE FACTION INTO THE GAME - descr_strat editing 1. First off, go to descr_strat and add 'normans' or 'saxons' to the playable list. Like so: Code:
playable england france hre spain venice sicily milan scotland byzantium russia moors turks egypt denmark portugal poland hungary normans end unlockable end nonplayable papal_states aztecs mongols timurids slave end Code:
faction normans, trader henry denari 10000 denari_kings_purse 5000 Code:
settlement
{
level village
region York_Province
year_founded 0
population 800
plan_set default_set
faction_creator venice
building
{
type hinterland_farms farms
}
}
[B]Make sure that this settlement does not appear twice (i.e. under normans and slave factions - delete the one under the slave settlement list).[B] 4. Next, you will need to add characters and armies to your faction. Use another faction's character/army as an example. I.e: Code:
character Rufus, named character, male, heir, age 30, x 106, y 164 traits GoodCommander 2 , Intelligent 2, VictorVirtue 3 army unit NE Bodyguard exp 0 armour 0 weapon_lvl 0 unit Spear Militia exp 0 armour 0 weapon_lvl 0 Code:
character Robin, named character, male, leader, age 40, x 106, y 164 traits GoodCommander 2 , Intelligent 2, VictorVirtue 3 army unit Duke William exp 0 armour 0 weapon_lvl 0 unit Archer Militia exp 0 armour 0 weapon_lvl 0 unit Archer Militia exp 0 armour 0 weapon_lvl 0 unit Archer Militia exp 0 armour 0 weapon_lvl 0 unit Archer Militia exp 0 armour 0 weapon_lvl 0 unit Armored Sergeants exp 0 armour 0 weapon_lvl 0 unit Armored Sergeants exp 0 armour 0 weapon_lvl 0 unit Armored Sergeants exp 0 armour 0 weapon_lvl 0 unit Armored Sergeants exp 0 armour 0 weapon_lvl 0 unit Mailed Knights exp 0 armour 0 weapon_lvl 0 unit Mailed Knights exp 0 armour 0 weapon_lvl 0 unit Mailed Knights exp 0 armour 0 weapon_lvl 0 unit Mailed Knights exp 0 armour 0 weapon_lvl 0 unit Mailed Knights exp 0 armour 0 weapon_lvl 0 unit Mailed Knights exp 0 armour 0 weapon_lvl 0 unit Armored Sergeants exp 0 armour 0 weapon_lvl 0 unit Armored Sergeants exp 0 armour 0 weapon_lvl 0 unit Archer Militia exp 0 armour 0 weapon_lvl 0 unit Archer Militia exp 0 armour 0 weapon_lvl 0 Paste underneath when done. Save your file as something other than descr_strat.txt for now. Then, an important step. You need to load up the game -> start/load a campaign -> Go to the settlement/s that you wish to give this new faction -> Put your cursor over the settlement -> Then open up console (`/~) and type in show_cursorstat -> it will show the co-ords of your settlement, write it down -> Repeat for every settlement you wish to copy, then exit. Now go back to your modded file and replace your new characters x y coordinates with the settlement's one. Then Search for that same x y co-ord. It might highlight your new character first -> select Find Next. It should show a rebel army. Delete this army's record. Repeat as necessary. You may choose to add more characters and agents in; however, it is not required. 5. Once you have added in everything you wish, you will need to have a character record list that appears underneath. It is a record of wives, children and the family at the start of the game. It looks like this: Code:
character_record Cecilia, female, age 36, alive, never_a_leader relative Robin, Cecilia, end Code:
faction normans, sailor napoleon
ai_label catholic
denari 10000
denari_kings_purse 2500
settlement
{
level large_city
region York_Province
year_founded 0
population 11800
plan_set default_set
faction_creator england
building
{
type core_building large_stone_wall
}
building
{
type tower ballista_towers
}
building
{
type professional_military military_academy
}
building
{
type port shipwright
}
building
{
type siege catapult_range
}
building
{
type smith heavy_armourer
}
building
{
type sea_trade warehouse
}
building
{
type admiralty naval_academy
}
building
{
type hinterland_farms farms+2
}
building
{
type taverns coaching_house
}
building
{
type barracks militia_barracks
}
building
{
type temple_catholic abbey
}
building
{
type city_hall city_hall
}
building
{
type market great_market
}
building
{
type hinterland_roads paved_roads
}
}
character Robin, named character, male, leader, age 40, x 106, y 164
traits GoodCommander 2 , Intelligent 2, VictorVirtue 3
army
unit Duke William exp 0 armour 0 weapon_lvl 0
unit Archer Militia exp 0 armour 0 weapon_lvl 0
unit Archer Militia exp 0 armour 0 weapon_lvl 0
unit Archer Militia exp 0 armour 0 weapon_lvl 0
unit Archer Militia exp 0 armour 0 weapon_lvl 0
unit Armored Sergeants exp 0 armour 0 weapon_lvl 0
unit Armored Sergeants exp 0 armour 0 weapon_lvl 0
unit Armored Sergeants exp 0 armour 0 weapon_lvl 0
unit Armored Sergeants exp 0 armour 0 weapon_lvl 0
unit Mailed Knights exp 0 armour 0 weapon_lvl 0
unit Mailed Knights exp 0 armour 0 weapon_lvl 0
unit Mailed Knights exp 0 armour 0 weapon_lvl 0
unit Mailed Knights exp 0 armour 0 weapon_lvl 0
unit Mailed Knights exp 0 armour 0 weapon_lvl 0
unit Mailed Knights exp 0 armour 0 weapon_lvl 0
unit Armored Sergeants exp 0 armour 0 weapon_lvl 0
unit Armored Sergeants exp 0 armour 0 weapon_lvl 0
unit Archer Militia exp 0 armour 0 weapon_lvl 0
unit Archer Militia exp 0 armour 0 weapon_lvl 0
character_record Cecilia, female, age 36, alive, never_a_leader
relative Robin, Cecilia, end
You will notice that if you start up a campaign with the Normans now, they will not be able to recruit some units that you are normally supposed to be able to e.g. Ships, cannons, trebuchets etc. You can change this by doing the following: 1. Open export_descr_buildings. You will see information about which factions are able to recruit which units: Code:
recruit_pool "NE Trebuchet" 1 0.4 3 0 requires factions { england, scotland, france, hre, denmark, spain, portugal, milan, venice, papal_states, sicily, }
Code:
recruit_pool "NE Trebuchet" 1 0.4 3 0 requires factions { england, scotland, france, hre, denmark, spain, portugal, milan, venice, papal_states, sicily, normans, saxons}
EDIT: Check here for more help with this. *OPTIONAL CHANGE* GIVING YOUR FACTION WIN CONDITIONS 1. Open descr_win_conditions. 2. Notice there are none for Normans/Saxons. You can add them in by putting in the following lines at the bottom: Code:
normans hold_regions Jerusalem_Province take_regions 45 short_campaign hold_regions ;Jerusalem_Province take_regions 15 outlive scotland england 1. Open expanded.txt. 2. Scroll down to the faction you are changing. You should see this: Code:
{NORMANS}Normans
Code:
{NORMANS}English Outlaws
Code:
{EMT_NORMANS_FACTION_LEADER}English Outlaws Faction Leader
*OPTIONAL CHANGE* ADDING A CAMPAIGN DESCRIPTION 1. Open campaign_descriptions.txt. You will see there is no campaign description for the Normans. 2. To change this, add the following lines Code:
{IMPERIAL_CAMPAIGN_NORMANS_TITLE}Normans
{IMPERIAL_CAMPAIGN_NORMANS_DESCR}Edward the Confessor's death saw England fall into a bitter power struggle. With no heirs to the English throne, three competing powers arose to stake their claim. Harold Godwinson was quick to seize power, with the support of the English Witan. However, the King of Norway, Harald Hardrada, felt the land his birthright and sailed from the North. The two kings clashed at Stamford Bridge in a bloody battle.\n\nBut the late King Edward had promised the throne to the Duke of Normandy, who sought Papal blessing to launch an invasion of his own.
Code:
{IMPERIAL_CAMPAIGN_NORMANS_TITLE}English Outlaws
{IMPERIAL_CAMPAIGN_NORMANS_DESCR}After the successful Norman invasion in 1066, King William the Conqueror set in place a system of taxes. Many common folk were against this, and some decided to take action. They formed a small band of outlaws, hiding in the English forests around Sherwood and Nottingham. Their current leader, Robin Hood, ordered the uprising against the new English rulers and successfully manged to grab the town of York from them. Time has passed since then, and these English Outlaws now face tension on all of its borders. To the north, the Scots have ambitions of their own. To the south, the English are now ready to reclaim York. Courage and strength will be needed if the English Outlaws are to survive...
*OPTIONAL CHANGE* MORE FACTION OPTIONS I say again - this is an optional change - it will still work without this. If you want to change the banner colour of your faction: 1. Open descr_sm_factions, scroll down to the norman/saxon section. 2. Change the RGB primary/secondary values to whatever colour you want. (Use photoshop/gimp to see RGB values -> as colour) Code:
primary_colour red 215, green 220, blue 20 secondary_colour red 255, green 210, blue 10 1. Change the custom_battle_availability from no to yes. 2. You then need to remove another faction to make room for them on the screen. ___ If you want to do this same thing, except for the saxons instead of normans, simply swap the names. (Make sure first that your characters' names are under the relevant faction in names.txt.) Heres an example: ![]() Another example:
Last edited by selenius4tsd; October 24, 2007 at 09:58 PM. Reason: scipadidop |
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