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Thread: What`s scipio_campaign_regions_and_settlement_names?

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  1. #1

    Default What`s scipio_campaign_regions_and_settlement_names?

    What is this file for? It`s in RTW\data\text. Is it used for anything?

  2. #2
    Ramashan's Avatar Artifex
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    Default Re: What`s scipio_campaign_regions_and_settlement_names?

    I believe it is for the mini-game that is used for the tutorial which can basically be seen as a mini-mod built by the people at CA
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  3. #3

    Default Re: What`s scipio_campaign_regions_and_settlement_names?

    Isn`t that the sons_of_mars_regions_and_settlement_names file?

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    Ramashan's Avatar Artifex
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    Default Re: What`s scipio_campaign_regions_and_settlement_names?

    Hmm, good point. There are also files and such within the data folder that the designers simply didn't clean up or remove. This could be one such thing. Interesting question.
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  5. #5
    HouseOfHam's Avatar Primicerius
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    Default Re: What`s scipio_campaign_regions_and_settlement_names?

    Looks like it's for some provincial campaigns they were never released.

    There is also caesar_in_gaul_wip_5_regions_and_settlement_names.txt in that folder.
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  6. #6

    Default Re: What`s scipio_campaign_regions_and_settlement_names?

    Thank you for the replies!
    I`ve renamed some regions/settlements in my game and instead of changing just the ingame name I wanted to change the internal name too(easier to know which is which when you cod) and did a search for those names to be sure they`re not mentioned in more files than I knew. And I kept bumping into those two:
    scipio_campaign_regions_and_settlement_names
    caesar_in_gaul_wip_5_regions_and_settlement_names
    Logically I`d say they have no connection with the main campaign in any way and they look like leftovers from abandoned projects to me, but in the end I thought it`s not a bad thing to ask.

  7. #7
    Ramashan's Avatar Artifex
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    Default Re: What`s scipio_campaign_regions_and_settlement_names?

    Honestly Florin, although that is a great idea in order to make your life easier, you can run into potential problems with scripting and certain game aspects such as senate missions if you try to use those files for a larger mod.

    Best thing to do is to keep the internal naming and simply ; in the new name. This is the strategy I found was best after receiving some errors after attempting the change the internal names myself.

    But, if it works, then you had far more patience in locating all the names than I did.
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  8. #8
    HouseOfHam's Avatar Primicerius
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    Default Re: What`s scipio_campaign_regions_and_settlement_names?

    Scripting uses external settlement names.
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  9. #9

    Default Re: What`s scipio_campaign_regions_and_settlement_names?

    I don`t use a script and I don`t have senate missions(lack of a senate ). Fortunately. And I have no traits that need a region/settlement either. I do check each name I change to see in what files it is mentioned and they are all the usual files(sometimes a descr_battle for some historical battle), but any now and then I find a name in those scipio and caesar files from text.

  10. #10
    Ramashan's Avatar Artifex
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    Default Re: What`s scipio_campaign_regions_and_settlement_names?

    Scripting uses external settlement names.
    That's good to know. Someone told me that a CTD problem I was having a while back with city names may have been due to scripting and since I've never touched the scripts I just played it safe.
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  11. #11

    Default Re: What`s scipio_campaign_regions_and_settlement_names?

    That's not totally accurate, depending on the command scripts can also use the internal settlement name, right?
    Last edited by Aradan; September 16, 2008 at 05:09 AM.

  12. #12
    HouseOfHam's Avatar Primicerius
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    Default Re: What`s scipio_campaign_regions_and_settlement_names?

    Can you give me an example to test?
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  13. #13

    Default Re: What`s scipio_campaign_regions_and_settlement_names?

    Hmm...
    Code:
    console_command set_building_health settlement_internal_name building_tree_name health_value
    or the create unit one, etc

  14. #14
    HouseOfHam's Avatar Primicerius
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    Default Re: What`s scipio_campaign_regions_and_settlement_names?

    Don't know where you got that... The docs I have only say this:
    Code:
     create_unit 
      Availability:  campaign 
      Usage:  create_unit <settlement/character_name> <unit_id> <opt:how_many> <opt:exp/armour/weapon>: creates one or more units of the specified type 
    
     set_building_health 
      Availability:  campaign 
      Usage:  set_building_health <settlement_name> <building_chain> <final health percent>: 
    sets health of a building of the specified type (eg core_building) 
    in a settlement, so that the final health percentage is as specified; for building chains see export_descr_building.txt
    From my experiments in TIC,
    Spoiler Alert, click show to read: 

    text\barbarian_invasion_regions_and_settlement_names.txt:
    Code:
    ¬ Regions names generated by Romans Campaign Editor
    {Gallaeci}            Gallaeci
    {Asturga}            Asturga
    {Cantabri}            Cantabri
    {Aracillum}            Aracillum
    {Ilergetes}            Ilergetes
    {Cesse}            Cesse
    {Indiketia}            Indiketia
    {Emporion}            Emporion
    {Lusitani}            Lusitani
    {Olisaipo}            Olisaipo
    {Celtiberi}            Celtiberi
    {Numantia}            Numantia
    {Carpetani}            Carpetani
    {Segobriga}            Segobriga
    {Edetani}            Edetani
    {Saguntum}            Saguntum
    {Turdetani}            Turdetani
    {Illipa}            Illipa
    {Baetica}            Baetica
    {Gadir}            Gadir
    {Bastuli}            Bastuli
    {Malaka}            Malaka
    {Bastetani}            Bastetani
    {Mastia}            Mastia
    {Masaesyles}            Masaesyles
    {Siga}            Siga
    {Vaccaei}            Vaccaei
    {Pallantia}            Pallantia
    {Tingitania}            Tingitania
    {Lixus}            Lixus
    {Latium}            Baleares
    {Roma}            Ebusos

    Code:
    monitor_event SettlementSelected SettlementName Ebusos
              and I_CompareCounter AnnounceCityNames = 1
        play_sound_event Ebusos tag = Ebusos_tag
    end_monitor
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  15. #15

    Default Re: What`s scipio_campaign_regions_and_settlement_names?

    The create_building command or the add_population one work with internal names, right?

    You're right about the other two, I stand corrected.
    Last edited by Aradan; September 16, 2008 at 05:40 AM.

  16. #16
    HouseOfHam's Avatar Primicerius
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    Default Re: What`s scipio_campaign_regions_and_settlement_names?

    RTR website/SVN admin

    - Settlement coordinate locator -for RTW/M2TW
    - EDB Validator v1.2.8 (Oct 16, 2012) - for RTW/M2TW
    - RTW scripting tutorials
    - n-turns per year script generator

  17. #17

    Default Re: What`s scipio_campaign_regions_and_settlement_names?

    Great. So they are leftovers that don`t do anything after all. No connection to the main campaign at least. Thank you for the link!

  18. #18

    Default Re: What`s scipio_campaign_regions_and_settlement_names?

    Somewhat connected to the topic(so I don`t start a different thread)...

    Does anyone know if there are certain regions and settlements names that are hardcoded? And which removal might cause issues further in a campaign, but are not noticeable at the start?

    Iirc Rome and Latium for RTW have to be in. And I know Britannia_Superior is also important for the romano_british faction in BI. Locus_Barbaricum matters for slavs in BI, but I think the name itself is not important because it can be changed in descr_events.txt. Are there any others?

  19. #19
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    Default Re: What`s scipio_campaign_regions_and_settlement_names?

    If you have the senate as a faction, the settlements for the first missions they handout are hardcoded IIRC. So that's three other settlments one for julii, one for scipii, one for brutii.
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  20. #20

    Default Re: What`s scipio_campaign_regions_and_settlement_names?

    Thank you for the reply!
    That would mean:
    Segesta - playing with the romans_julii
    Apollonia - playing with the romans_brutii
    Syracuse - playing with the romans_scipii

    They`re only mentioned in the regular text files for settlements (and the script for the prologue campaign iirc, but that`s not connected to the imperial one).
    I probably didn`t notice them because in my game the senate only exists as an old character with no city, that dies in a corner of the map in a couple turns. And the senate is disconnected from the former roman factions and at war with them. So I guess it`s only a problem if you are in the situation to get the senate missions.

    And I`ve tested it with Segesta and its region, Liguria in vanilla RTW. Changing Segesta into Segestab was enough to crash the game after the loading bar had finished, but before the game went to the campaign map itself. No error message. The map.rwm was created.

    Changing the regions` name doesn`t seem to cause any problems because I did that to Liguria and the game and the mission went fine.

    So, to sum it up, just these three settlements, right? Because the following missions I presume are random and take into account the data from the moddable text files. Unless I`m missing anything extra.

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