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  1. #1
    Gwyn ap Nud's Avatar Ducenarius
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    Default Proposed Sub-Mod: GWYN'S RELIGION"S MOD

    Alright, this is the plan for GWYN'S RELIGIONS MOD

    Chances are, this mod will not go any farther than just the conversion script. The other items on the list are things that I would LIKE to be done, but will probably not get around to doing.

    First, I want to get convert scripts for every faction and every religion, while adding more Pagan religious buildings.
    Second, I want to separate Islam into Shia and Sunni.
    Third, I want to give Orthodox and Pagan factions a Jihad/Crusade option. (Probably will not happen)
    Fourth, replacing the Kingdom of Portugal with the Tsardom of Bulgaria, and Ireland with the Abbasid Caliphate.

    After that, my plans divert somewhat from the religious themes.
    In no particular order, I want to add several navigable rivers, add the different Roster mods, making them compatible with a Horde mod, and, er, some other things that I can't quite remember at the moment... Oh, yeah, it's also going to be a 2TPY mod, hopefully.

    This mod is also me learning how to script, as it is my first attempt. Wish me luck!

    Oh, and just for reference, below is the conversion script from Kingdoms. As far as I can tell, it should be as simple as changing every instance of 'Lithuania' to, for example, 'Scotland', and every instance of a religion to another religion. This is going to take a helluva lot of scripting...

    Spoiler Alert, click show to read: 

    ;setup LITHUANIA CONVERSION counters

    add_events
    event counter lithuania_conversion_accepted
    event counter lithuania_conversion_declined
    event counter lithuania_conversion_timer
    date 0
    end_add_events

    generate_random_counter lithuania_conversion_timer 0 25
    set_event_counter lithuania_conversion_accepted 0
    set_event_counter lithuania_conversion_declined 0

    ;------------------- LITHUANIA CONVERSION TO CATHOLICISM -------------------;

    ;increment the timer for conversion offer
    monitor_event FactionTurnStart FactionType lithuania

    inc_event_counter lithuania_conversion_timer 1

    if I_EventCounter lithuania_conversion_accepted = 1
    terminate_monitor
    end_if

    end_monitor

    ;offer the conversion to Lithuania if the correct conditions are met

    monitor_event FactionTurnStart FactionType lithuania

    if I_NumberOfSettlements lithuania < 5
    and I_EventCounter lithuania_conversion_timer >= 37
    and I_EventCounter lithuania_conversion_accepted = 0

    ;offer conversion to christianity
    historic_event lithuania_conversion true factions { lithuania, }

    ;if AI random chance to accept
    if I_IsFactionAIControlled lithuania

    generate_random_counter random_accept 0 2
    if I_EventCounter random_accept < 2
    set_event_counter lithuania_conversion_accepted 1
    end_if

    end_if

    terminate_monitor

    end_if

    if I_EventCounter lithuania_conversion_timer >= 65
    and I_EventCounter lithuania_conversion_accepted = 0

    ;offer conversion to christianity
    historic_event lithuania_conversion true factions { lithuania, }

    ;if AI random chance to accept
    if I_IsFactionAIControlled lithuania

    generate_random_counter random_accept 0 2
    if I_EventCounter random_accept < 2
    set_event_counter lithuania_conversion_accepted 1
    end_if

    end_if

    terminate_monitor

    end_if

    end_monitor

    monitor_conditions I_EventCounter lithuania_conversion_accepted = 1

    ;Three easy steps for conversion

    ;1 - Convert the people
    set_religion lithuania catholic
    change_population_religion lithuania catholic 75 pagan

    ;2 - Destroy the pagan buildings
    destroy_buildings lithuania temple_dievas true
    destroy_buildings lithuania temple_dievas_castle true
    destroy_buildings lithuania temple_perkunas true
    destroy_buildings lithuania temple_perkunas_castle true
    destroy_buildings lithuania temple_giltine true
    destroy_buildings lithuania temple_giltine_castle true

    ;3 - Disband the pagan units
    retire_characters Lithuania priest
    destroy_units Lithuania pagan_unit

    ;notify all factions that Lithuania has converted and become Catholic
    historic_event lithuania_converts event/Lithuania_converts.bik

    set_event_counter pagan_lithuania 0
    set_event_counter not_pagan_lithuania 1

    ; change teutonic order ai label
    link_faction_ai teutonic_order teutonic_order_non_pagan
    link_faction_ai poland poland_non_pagan
    link_faction_ai lithuania lithuania_non_pagan

    terminate_monitor

    end_monitor
    Last edited by Gwyn ap Nud; September 29, 2008 at 07:42 PM.

  2. #2

    Default Re: Proposed Sub-Mod: Religious Conversions

    yes possible i'm working on it for FA
    and ofcorse i will help ss with it
    later
    Under the patronage of Nakharar
    DM Multi modding project

  3. #3

    Default Re: Proposed Sub-Mod: Religious Conversions

    Ive always been lobbying for a convert mod. I hope you can pull it off.

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  4. #4
    Gwyn ap Nud's Avatar Ducenarius
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    Default Re: Proposed Sub-Mod: Religious Conversions

    Alright, this is the plan for GWYN'S RELIGIONS MOD

    First, I want to get convert scripts for every faction and every religion, while adding more Pagan religious buildings.
    Second, I want to give Orthodox and Pagan factions a Jihad/Crusade option.
    Third, I want to separate Islam into Shia and Sunni, and replace Heretic with Judiasm, adding a whole new building tree for Jewish Temples/Synagogues, adding in the option to convert to Judiasm, and making merchants require some Jewish population. Judiasm will NOT gain a Jihad/Crusade option.
    Fourth, replacing the Kingdom of Portugal with the Tsardom of Bulgaria, and Ireland with the Abbasid Caliphate.

    After that, my plans divert somewhat from the religious themes.
    In no particular order, I want to add several navigable rivers, add the different Roster mods, making them compatible with a Horde mod, and, er, some other things that I can't quite remember at the moment...

  5. #5

    Default Re: Proposed Sub-Mod: Religious Conversions

    Quote Originally Posted by Gwyn ap Nud View Post
    Alright, this is the plan for GWYN'S RELIGIONS MOD

    First, I want to get convert scripts for every faction and every religion, while adding more Pagan religious buildings.
    Second, I want to give Orthodox and Pagan factions a Jihad/Crusade option.
    Third, I want to separate Islam into Shia and Sunni, and replace Heretic with Judiasm, adding a whole new building tree for Jewish Temples/Synagogues, adding in the option to convert to Judiasm, and making merchants require some Jewish population. Judiasm will NOT gain a Jihad/Crusade option.
    Fourth, replacing the Kingdom of Portugal with the Tsardom of Bulgaria, and Ireland with the Abbasid Caliphate.

    After that, my plans divert somewhat from the religious themes.
    In no particular order, I want to add several navigable rivers, add the different Roster mods, making them compatible with a Horde mod, and, er, some other things that I can't quite remember at the moment...
    I wouldn't recommend replacing heresy with Judiasm. also, do you think with all that work that you can actually pull it off.
    Reap the promised end to the struggle. Reap every point on our linear path.
    Reap the smiles in time we borrow, every harvest relies on the last.
    Reap the promising song of the sparrow, that they learned from the birth of sea.
    Silenced by the threnody of the crows. Reap the fallen fruit of the dogwood tree.
    But I witnessed in all this silence one soul's definition of beauty. and a backlit smile so temporary.
    A facade so rich with evil history. Cast in direct opposition set to overwhelm this moment to shine and sleep.
    came out on top of what was borrowed, and found all that beauty to be still...

  6. #6
    eskrogh's Avatar Biarchus
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    Default Re: Proposed Sub-Mod: Religious Conversions

    Quote Originally Posted by The Cobra View Post
    I wouldn't recommend replacing heresy with Judiasm. also, do you think with all that work that you can actually pull it off.
    i already suggest that in another tread...
    If people isnt over the minimum standard of living... lower the standard..
    if there is too much poverty in a sociaty, lower the poverty line... my qoutes... comment them if you will...

  7. #7

    Default Re: Proposed Sub-Mod: GWYN'S RELIGION"S MOD

    aww please make a version without the faction changes and the merchant religon requirement

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    BigJake's Avatar Tiro
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    Default Re: Proposed Sub-Mod: GWYN'S RELIGION"S MOD

    This is a great idea mate.
    +1 rep

  9. #9
    Gwyn ap Nud's Avatar Ducenarius
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    Default Re: Proposed Sub-Mod: GWYN'S RELIGION"S MOD

    Sure, I'll make several versions. There have always been parts of the big mods that I wanted to keep, and others I didn't like.

  10. #10
    ignasigh's Avatar Ordinarius
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    Default Re: Proposed Sub-Mod: GWYN'S RELIGION"S MOD

    Good luck with ur first modding!!!

  11. #11
    Musthavename's Avatar Bunneh Ressurection
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    Default Re: Proposed Sub-Mod: GWYN'S RELIGION"S MOD

    I dont know about coding much, but theres a few things that i'm aware of that might conflict your mod a bit.

    Second, I want to give Orthodox and Pagan factions a Jihad/Crusade option.
    Unless you can apply the same "Holy War" to two different factions its impossible, and hardcoded. In order to give Orthodox / Pagan a Holy War, you'd need to remove use the Jihad / Crusade facilities to do it. Also, the Apache Warpath from Kingdoms is a reskinned Jihad.

    Third, I want to separate Islam into Shia and Sunni, and replace Heretic with Judiasm, adding a whole new building tree for Jewish Temples/Synagogues, adding in the option to convert to Judiasm, and making merchants require some Jewish population. Judiasm will NOT gain a Jihad/Crusade option.
    If you do that, I think only one would have access to Imams and only one could have access to Jihads. Or at the very least, Imams would only convert into one of those faiths, so Imams would become detrimental to one of the factions. I know in BC where there's Hinduism, there isnt any Hindu religious agent, as they're used up by Islam / Catholism / Othorodox / Pagan, so I don't think creating ones a possibility either. Also, by replacing Heresey with Judaism, you'd allow Imams & Priests to burn them. Also, it seems a bit confusing to play. If you wanted to create Merchant's you'd have to have a delicate balance between your own religious buildings / priests and synagogues.

    Ofcourse, a religious script would be great for certain factions. I'd love to play a game where I turn Norway / Denmark back into Pagan Vikings for example.
    Last edited by Musthavename; September 29, 2008 at 10:00 AM.
    Give a man a fire, and he'll be warm for the rest of the day.
    Set a man on fire, and he'll be warm for the rest of his life.


  12. #12

    Default Re: Proposed Sub-Mod: GWYN'S RELIGION"S MOD

    Quote Originally Posted by Musthavename View Post
    Also, by replacing Heresey with Judaism, you'd allow Imams & Priests to burn them.
    Hehe this is quite intersting and quite historicaly correct. :hmmm::hmmm:

    Crazy Danish Liberal In China

  13. #13

    Default Re: Proposed Sub-Mod: GWYN'S RELIGION"S MOD

    Also, the Apache Warpath from Kingdoms is a reskinned Jihad.
    I never found the point of the warpath because there was only one great spirit faction.

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  14. #14
    Gwyn ap Nud's Avatar Ducenarius
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    Default Re: Proposed Sub-Mod: GWYN'S RELIGION"S MOD

    Ok, first everyone, thanks for the constructive criticism!

    Quote Originally Posted by ignasigh View Post
    Good luck with ur first modding!!!
    Thank you!

    Quote Originally Posted by The Cobra View Post
    I wouldn't recommend replacing heresy with Judiasm. also, do you think with all that work that you can actually pull it off.
    It will be slow work, and the first release will only have the conversion script, that's for sure.
    As for the heresy/Judiasm, I can see the reasoning. I may end up leaving both in, but I ask the question: Is there a hard-coded limit on number of religions? The most I've ever seen was 5.

  15. #15

    Default Re: Proposed Sub-Mod: GWYN'S RELIGION"S MOD

    Quote Originally Posted by Gwyn ap Nud View Post
    It will be slow work, and the first release will only have the conversion script, that's for sure.
    As for the heresy/Judiasm, I can see the reasoning. I may end up leaving both in, but I ask the question: Is there a hard-coded limit on number of religions? The most I've ever seen was 5.
    Yes, there's a hardcoded limit for religions, i can' remember how much exactly, but it was something around 6-7.
    Reap the promised end to the struggle. Reap every point on our linear path.
    Reap the smiles in time we borrow, every harvest relies on the last.
    Reap the promising song of the sparrow, that they learned from the birth of sea.
    Silenced by the threnody of the crows. Reap the fallen fruit of the dogwood tree.
    But I witnessed in all this silence one soul's definition of beauty. and a backlit smile so temporary.
    A facade so rich with evil history. Cast in direct opposition set to overwhelm this moment to shine and sleep.
    came out on top of what was borrowed, and found all that beauty to be still...

  16. #16
    Gwyn ap Nud's Avatar Ducenarius
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    Default Re: Proposed Sub-Mod: GWYN'S RELIGION"S MOD

    So, if the limit's 6, I will not add in Judiasm, if it's 7, then there will be 7 religions!

    As well, more replies:
    Quote Originally Posted by Musthavename View Post
    I dont know about coding much, but theres a few things that i'm aware of that might conflict your mod a bit.
    See this?^^^^ This is exactly the kind of stuff I need. Thank you.

    Quote Originally Posted by Musthavename View Post
    Unless you can apply the same "Holy War" to two different factions its impossible, and hardcoded. In order to give Orthodox / Pagan a Holy War, you'd need to remove use the Jihad / Crusade facilities to do it. Also, the Apache Warpath from Kingdoms is a reskinned Jihad.
    I will check to see if I can find a method to get around this. Really, the only religions that really need this are Catholicism, Sunni, and Shia. If I can add the same Jihad option to both Sunni and Shia, that will help a lot. I would rather not create a generic "Holy War" option...

    Quote Originally Posted by Musthavename View Post
    If you do that, I think only one would have access to Imams and only one could have access to Jihads. Or at the very least, Imams would only convert into one of those faiths, so Imams would become detrimental to one of the factions.
    I'm not sure what you mean by this...
    Quote Originally Posted by Musthavename View Post
    I know in BC where there's Hinduism, there isnt any Hindu religious agent, as they're used up by Islam / Catholism / Othorodox / Pagan, so I don't think creating ones a possibility either. Also, by replacing Heresey with Judaism, you'd allow Imams & Priests to burn them. Also, it seems a bit confusing to play. If you wanted to create Merchant's you'd have to have a delicate balance between your own religious buildings / priests and synagogues.
    Hmm... It would be interesting if I could allow Pagan Family Members to convert, as I'm pretty certain that they didn't have priest type people going around actively converting. That would free up a slot for Sunni/Shia, and removing witches/heretics altogether from the game would allow Judiasm... I'm beginning to rethink adding Judiasm, I may end up not. As well, no faction starts being Jewish...

    Quote Originally Posted by Musthavename View Post
    Ofcourse, a religious script would be great for certain factions. I'd love to play a game where I turn Norway / Denmark back into Pagan Vikings for example.
    Exactly, that's a large part of the game, as well as allowing other possibilities, such as an Islamic Eastern Roman Empire. In fact, the only nation not allowed to switch religions would be the Papal States.

  17. #17
    Gwyn ap Nud's Avatar Ducenarius
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    Default Re: Proposed Sub-Mod: GWYN'S RELIGION"S MOD

    The only point is the increased movement and the mercs.

    UPDATE: No Judiasm religion is going to be included.

    as well...

    Chances are, this mod will not go any farther than just the conversion script. The other items on the list are things that I would LIKE to be done, but will probably not get around to doing.

  18. #18
    BigJake's Avatar Tiro
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    Default Re: Proposed Sub-Mod: GWYN'S RELIGION"S MOD

    looking forward to the scripts mate

  19. #19
    Mega Tortas de Bodemloze's Avatar Do it now.
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    Default Re: Proposed Sub-Mod: GWYN'S RELIGION"S MOD

    Gwyn ap Nud...

    Wow, that's ambitious! +Rep I wish I had modding skills so i could offer to help. Best of luck with this.

  20. #20
    Musthavename's Avatar Bunneh Ressurection
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    Default Re: Proposed Sub-Mod: GWYN'S RELIGION"S MOD

    I'm not sure what you mean by this...
    Sorry, i'll try and be a bit more conscise. The unit of the Imam (as far as im aware) should convert to one religion. I guess you could give Imams to England if you wanted to, but they'd still convert people to Islam.

    What i'm saying is say you turned Islam into Shia and created a Sunni religion. Any Imams that you would recruit would only convert people to the Shia religion, and the Sunni religion would effectively have no religious agents. You'd also have to create new Mosques for the new religion. However, I might be completely wrong.

    One way I suppose you could test if this is true or not is by adding an Imam to a Christian faction. Now, if that Imam starts converting people to Islam, it shows theres a problem that the agent only recruits to a specific religion, and I believe theres an agent limit we're already at, so you'd have to take someone elses agent and recode them. However, if he doesn't convert to Islam, then it shows they just convert to the religion of the "owner" faction, in which case, this problem is non-existant. Basically, you need to determine wether a religious agent converts to a set religion or it's factions religion. But i'm not sure about this as i'm hardly a modder. It'd be great to actually have someone who knows what the code is.

    Also, in regards to the religion script, I think there only needs to be a few specific ones. At the very least, if you just did a few, it would allow you to get a script out much quicker. Personally the key ones i'd include would be:

    -Lithuania to Catholism (or whichever one was historically accurate)
    -Norway / Denmark to Paganism
    -Ireland / Scotland to Paganism
    -Hungary to Paganism
    -Portugal to Islam
    -Cuman Khantate to a non-pagan religion.
    -Byzantine Empire to Islam (maybe Catholism if two were possible)
    -Mongols start Pagan, and can convert to Islam (maybe others aswell)

    Since you're just trying this out, i'd keep it simple for the time being. I remember somewhere Zuma said he was planning on introducing such a script in his next mod. How he was implementing it was when a faction leader died, there would be a conversion message you could say yes or no to.
    Last edited by Musthavename; September 30, 2008 at 09:38 AM.
    Give a man a fire, and he'll be warm for the rest of the day.
    Set a man on fire, and he'll be warm for the rest of his life.


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