Results 1 to 10 of 10

Thread: Mod help

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default Mod help

    I would like to replace the MIC of each factions capital so that they can recruit there elites from game start but I don’t know how. Can some one please explain to me how to do this? I have ver. 8.1 EB (thanks in advance)
    "Midway upon the journey of our life
    I found myself within a forest dark,
    For the straightforward pathway had been lost." Dante Alighieri

  2. #2
    MarcusAureliusAntoninus's Avatar Domesticus
    Citizen

    Join Date
    Aug 2006
    Location
    Oregon
    Posts
    2,217

    Default Re: Mod help

    Most of that (if not all) would be in the .../EB/data/world/maps/campaign/imperial_campaign/CAMPAIGN_SCRIPT.txt. It is in scripting format. Look for this:
    Code:
    ;******************************
    ; Create commented out barracks
    ;******************************
    And change the apropriate barracks. Keep in mind that everyone has their own barracks and there isn't just one.
    Like in this:
    Code:
    console_command create_building Rome city_barracks_A1
    Rome starts with a city barracks. The camilian/polybian barracks of Rome is the barracks tree "A1". Make sure not to change that part and keep the letter-number the same for each entry changed.

  3. #3

    Default Re: Mod help

    Thanks, but what is the name of the final barrack for each faction? I plan to give every faction a Urban barracks (or equivalent MIC) in their capital. Thanks in advance.
    "Midway upon the journey of our life
    I found myself within a forest dark,
    For the straightforward pathway had been lost." Dante Alighieri

  4. #4

    Default Re: Mod help

    Oh and what faction are what I know that several of the factions have been changed Seleucid=Rome but what are the other one’s?
    "Midway upon the journey of our life
    I found myself within a forest dark,
    For the straightforward pathway had been lost." Dante Alighieri

  5. #5
    MarcusAureliusAntoninus's Avatar Domesticus
    Citizen

    Join Date
    Aug 2006
    Location
    Oregon
    Posts
    2,217

    Default Re: Mod help

    Here's the factions:
    {ROMANS_JULII} Arche Seleukeia
    {ROMANS_BRUTII} Baktria
    {ROMANS_SCIPII} Hayasdan
    {SABA} As'Sab'yn wal'Jau
    {MACEDON} Makedonia
    {EGYPT} Safot Softim biQarthadast
    {SELEUCID} Senatus Populusque Romanus
    {CARTHAGE} Pontos
    {PARTHIA} Pahlava
    {PONTUS} Saka Rauka
    {GAULS} Aedui
    {GERMANS} Swêboz
    {BRITONS} Casse
    {ARMENIA} Sauromatae
    {DACIA} Getai
    {GREEK_CITIES} Koinon Hellenon
    {NUMIDIA} Ptolemaioi
    {SCYTHIA} Arverni
    {SPAIN} Lusotana
    {THRACE} Epeiros
    {SLAVE} Eleutheroi
    The highest level of barracks would be the Royal Barracks in EB, and would just be "royal_barracks_[letter][number]".
    Last edited by MarcusAureliusAntoninus; September 22, 2007 at 12:32 AM.

  6. #6

    Default Re: Mod help

    Quote Originally Posted by Giuliano Taverna View Post
    I would like to replace the MIC of each factions capital so that they can recruit there elites from game start but I don’t know how. Can some one please explain to me how to do this? I have ver. 8.1 EB (thanks in advance)
    Ok I did that and changed it so royal barracks were present in Carthage but when I booted up a new Carthaginian campaign there where no barracks at all the original barracks were gone and in there place was a second paved road what happened?
    "Midway upon the journey of our life
    I found myself within a forest dark,
    For the straightforward pathway had been lost." Dante Alighieri

  7. #7

    Default Re: Mod help

    This is the original text in the campaign_script for Carthage

    ;Karthadast
    ;Zeugitana - Kart_Hadast
    console_command create_building Kart_Hadast city_barracks_L1
    console_command create_building Kart_Hadast paved_roads

    And here is the change I made in Carthage

    ;Karthadast
    ;Zeugitana - Kart_Hadast
    console_command create_building Kart_Hadast royal_barrack_L1
    console_command create_building Kart_Hadast paved_roads

    The result was a second paved road and no MIC what so ever.
    If you can help me on this I’d really appreciate it.
    "Midway upon the journey of our life
    I found myself within a forest dark,
    For the straightforward pathway had been lost." Dante Alighieri

  8. #8

    Default Re: Mod help

    its royal_barracks_L1

    Foot
    EBII Mod Leader
    Hayasdan Faction Co-ordinator

  9. #9

    Default Re: Mod help

    I appreciate the help you gave me but that advice seems not to translate to ver. 1.0 how do I make similar changes for that.

    Specifically changing buildings at the start and changing unit stats/upkeep cost
    Specifical barrack levels and the upkeep of boats

    I want to make capitals of factions capable of recruiting elites and reduce the upkeep of Carthaginian naval units to represent their naval supremacy and maybe that of the Greek cities.

    I am referring to the factions in EB ver 1.0 but I am using their vanilla names for the sake of not writing in ancient Greek and doing it incorrectly.

    Thanks in advance
    "Midway upon the journey of our life
    I found myself within a forest dark,
    For the straightforward pathway had been lost." Dante Alighieri

  10. #10

    Default Re: Mod help

    Here is an example
    ;276
    type generic ship tetrere
    dictionary generic_ship_tetrere ; Tetrere Fleet
    category ship
    class heavy
    voice_type General_1
    soldier hellenistic_infantry_daernaght_pantodapoi, 13, 0, 1
    ship flagship
    attributes sea_faring
    formation 1.2, 1.8, 2.4, 2.4, 3, square
    stat_health 1, 0
    stat_pri 30, 0, no, 0, 0, melee, blade, slashing, none, 25 ,1
    stat_pri_attr no
    stat_sec 0, 0, no, 0, 0, no, no, no, none, 25 ,1
    stat_sec_attr no
    stat_pri_armour 16, 1, 0, flesh
    stat_sec_armour 0, 0, flesh
    stat_heat 0
    stat_ground 0, 0, 0, 0
    stat_mental 25, normal, untrained
    stat_charge_dist 30
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 4, 10000, 3600, 600, 600, 10000
    ownership greek_cities, macedon, thrace, romans_julii, egypt, numidia, carthage, romans_scipii, romans_brutii, saba

    What in this specifically do I need to change to lower the upkeep of Carthaginian naval units?
    "Midway upon the journey of our life
    I found myself within a forest dark,
    For the straightforward pathway had been lost." Dante Alighieri

Posting Permissions

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