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Thread: Modding in the Hanseatic League (Updated -- Almost there!)

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  1. #1

    Default Modding in the Hanseatic League (Updated -- Almost there!)

    I'm modding in the Hanseatic League into Retrofit but I know almost nothing about scripting.

    I copied the script from the Teutonic campaign with a few adjustments but most of it I cut out because it was dealing with allowing Lithuania to get the guild and Lithuania is not present here so this is what I had left. It's a really long process to check but at least the game runs. Is there something glaringly wrong with this script? The rest of the edits have been made to the files (to add the guild itself) but scripting defeats me so any suggestions or corrections would be appreciated.

    ;setup some event counters
    monitor_event FactionTurnStart

    ;setup HANSEATIC LEAGUE counters

    add_events
    event counter hansaetic_formation_timer
    event counter hanseatic_constructed
    date 0
    end_add_events

    generate_random_counter hanseatic_formation_timer 0 10
    set_event_counter hanseatic_constructed 0
    end_monitor


    ;------------------- HANSEATIC LEAGUE -------------------;

    ;announcement event
    monitor_event SettlementTurnStart SettlementName Hamburg

    inc_event_counter hanseatic_formation_timer 1

    if I_EventCounter hanseatic_formation_timer >= 25
    historic_event hanseatic_formation factions { england, denmark, novgorod, poland, hre, }
    terminate_monitor
    end_if

    end_monitor


    monitor_event GuildUpgraded BuildingName = hanseatic_guild

    set_event_counter hanseatic_constructed 1
    reset_guild_standing hanseatic_guild

    end_monitor


    monitor_event BuildingDestroyed BuildingName = hanseatic_guild

    set_event_counter hanseatic_constructed 0
    reset_guild_standing hanseatic_guild

    end_monitor
    Last edited by SSJPabs; May 04, 2009 at 08:52 PM.

  2. #2
    Swagger's Avatar Imperial Coffee-Runner
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    Default Re: Modding in the Hanseatic League

    historic_event hanseatic_formation factions { england, denmark, novgorod, poland, hre, }
    is novgorod included?




    if not you must delete that entry

    historic_event hanseatic_formation factions { england, denmark, poland, hre, }
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  3. #3

    Default Re: Modding in the Hanseatic League

    Quote Originally Posted by Swagger View Post
    is novgorod included?




    if not you must delete that entry
    Good point, I'll switch it to "Russia"

  4. #4
    Swagger's Avatar Imperial Coffee-Runner
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    Default Re: Modding in the Hanseatic League

    or that




    and don't forget to add the hanseatic guild (in EDB and EDGuilds)


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  5. #5
    alhoon's Avatar Comes Rei Militaris
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    Default Re: Modding in the Hanseatic League

    Isn't Hanseatic Leage just a merchants guild? Does it give any more bonuses than the merchants guild?
    alhoon is not a member of the infamous Hoons: a (fictional) nazi-sympathizer KKK clan. Of course, no Hoon would openly admit affiliation to the uninitiated.
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  6. #6

    Default Re: Modding in the Hanseatic League

    Quote Originally Posted by alhoon View Post
    Isn't Hanseatic Leage just a merchants guild? Does it give any more bonuses than the merchants guild?
    Kind of and yes, it is the equivalent of a Merchant Guild HQ.

  7. #7
    alhoon's Avatar Comes Rei Militaris
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    Default Re: Modding in the Hanseatic League

    Thanks. Well, having the equivalent of 5 Merchant Guild HQ is a good boost for trade. Except if you play with the moors, where the caravans are increadible boosts of trade.

    I think the Hanse should be upped a bit in a grand campaign game, in order to be something more ... interesting than trade increase. Trade is good but what about giving one-two more free upkeep slots? Or providing access to militia units with a +2 to experience? Or +2 to morale?
    alhoon is not a member of the infamous Hoons: a (fictional) nazi-sympathizer KKK clan. Of course, no Hoon would openly admit affiliation to the uninitiated.
    "Angry Uncle Gordon" describes me well.
    _______________________________________________________
    Beta-tester for Darthmod Empire, the default modification for Empire Total War that does not ask for your money behind patreon.
    Developer of Causa Belli submod for Darthmod, headed by Hammeredalways and a ton of other people.
    Developer of LtC: Random maps submod for Lands to Conquer (that brings a multitude of random maps and other features).

  8. #8
    konny's Avatar Artifex
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    Default Re: Modding in the Hanseatic League

    Quote Originally Posted by alhoon View Post
    I think the Hanse should be upped a bit in a grand campaign game, in order to be something more ... interesting than trade increase. Trade is good but what about giving one-two more free upkeep slots? Or providing access to militia units with a +2 to experience? Or +2 to morale?
    When you want to make the Hanse give you units, you should in fact use the Teutonic Order for that: The Hochmeister together with all his cities was always a member of the Hanse (and the only souverain lord to be that). The Hansic cities also played an important role in the conquest and colonization of the Order territory, by providing ships, money, settlers and the like. In return the Order always played an important role in the Hansic politics, like in the conflicts with England. i.e. the sequence in the Teutonic campaign "1st Order, 2nd Hanse" is wrong: without the Hanse there might have been Baltic crusades, but there would have been no strong Order territory in the Baltics.

    Giving the Hanse additional units in militia would not be accurate. The Hansic armies always were mercenary forces. In fact, during the high time of the Hanse, the majority of the northern German nobility was on the pay roles of the Hanse cities.

    Another thing would be that the impact on trade should be nothing but dramatic. That is a full member of the Hanse should not just have "+1 Trade" but two or three additional trade fleets. Advandced northern European ships like the Cog or the Holk should also be available in Hanse ports first.

    Full members of the Hanse could be pre-defined the cities between Cologne and Riga, but only if held by the HRE. Other cities in Northern Europe can have a "Hanse Kontor" when having trade rights with the HRE. This would give them a bonus in trade, but would give the merchants trained there a minus in finance. In return merchants trained in Hanse cities could have a boost in finance when in a province that has a Hanse Kontor.

    In return, the Hanse members would have serious penalty in unrest (it was not possible for any landlord, or even the Kaiser to keep cities like Lübeck under control).

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  9. #9
    alhoon's Avatar Comes Rei Militaris
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    Default Re: Modding in the Hanseatic League

    I think Hanseatic cities were free cities, like vassals to the HRE or the Prince of Novgrod etc.

    And ... how about Hanseatic league giving access to mercenaries; Either in the pool with scripted events or straight by the guild itself.
    alhoon is not a member of the infamous Hoons: a (fictional) nazi-sympathizer KKK clan. Of course, no Hoon would openly admit affiliation to the uninitiated.
    "Angry Uncle Gordon" describes me well.
    _______________________________________________________
    Beta-tester for Darthmod Empire, the default modification for Empire Total War that does not ask for your money behind patreon.
    Developer of Causa Belli submod for Darthmod, headed by Hammeredalways and a ton of other people.
    Developer of LtC: Random maps submod for Lands to Conquer (that brings a multitude of random maps and other features).

  10. #10

    Default Re: Modding in the Hanseatic League

    Well the HQ actually gives a +3 to trade. Maybe I could code in those additional trade fleets. But say it showed up in London (the western Hansa terminus) if you were England that would be unreal. That said, since it takes 500 points, holding each city gets you 5 points, and the cities are split between England (1) HRE (1) Russia (1) Rebels (2) it might still be hard enough to get if I reduce the points you get for each town. Maybe to 2 or 3 points.

  11. #11
    konny's Avatar Artifex
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    Default Re: Modding in the Hanseatic League

    Quote Originally Posted by alhoon View Post
    I think Hanseatic cities were free cities, like vassals to the HRE or the Prince of Novgrod etc.
    This status differed from city to city, and during the times too, of course. The most important of them were Reichsstädte, and as such direct subjects to the Emperor. But this was not limited to the Hanse and would have been true for most of the larger cities and the late game in HRE. The mass of the middle and small cities were direct subject to their respective territorial lord, be it a bishop, a duke or any other feudal lord.


    Quote Originally Posted by SSJPabs View Post
    Well the HQ actually gives a +3 to trade. Maybe I could code in those additional trade fleets. But say it showed up in London (the western Hansa terminus) if you were England that would be unreal. That said, since it takes 500 points, holding each city gets you 5 points, and the cities are split between England (1) HRE (1) Russia (1) Rebels (2) it might still be hard enough to get if I reduce the points you get for each town. Maybe to 2 or 3 points.
    Speaking historicaly, the Hanse can only be founded in a German harbour city on the Baltic - in fact anything but in Lübeck wouldn't have resulted in the Hanse, and also only German cities (including German "colonies") can become members of the Hanse, only exception would have been Visby, but only as long as it is independent (i.e. slave or German).

    London, Bergen, Novgorod and the like were not Hanse members but Hanse Kontors. Thier trade being controlled by foreigners (Germans) caused a lot of trouble; in particular Novgorod was known for anti-German roits, that quite frequently destroyed the Peterhof. But also the Stalhof in London was more than once target of the mob.

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  12. #12

    Default Re: Modding in the Hanseatic League

    Quote Originally Posted by konny View Post
    Speaking historicaly, the Hanse can only be founded in a German harbour city on the Baltic - in fact anything but in Lübeck wouldn't have resulted in the Hanse, and also only German cities (including German "colonies") can become members of the Hanse, only exception would have been Visby, but only as long as it is independent (i.e. slave or German).

    London, Bergen, Novgorod and the like were not Hanse members but Hanse Kontors. Thier trade being controlled by foreigners (Germans) caused a lot of trouble; in particular Novgorod was known for anti-German roits, that quite frequently destroyed the Peterhof. But also the Stalhof in London was more than once target of the mob.
    As this is a grand-campaign/retrofit change, there are no German Harbor cities and Lubeck itself is not a settlement on the map, though holding Hamburg is a requirement to found the league.

  13. #13
    konny's Avatar Artifex
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    Default Re: Modding in the Hanseatic League

    As far as I recall the Vanilla map, the port of Hamburg is on the Baltic Sea, so that should be correct.

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  14. #14

    Default Re: Modding in the Hanseatic League

    Quote Originally Posted by konny View Post
    As far as I recall the Vanilla map, the port of Hamburg is on the Baltic Sea, so that should be correct.
    UPDATE: Well it works, but I forgot to limit it to certain cities and create only one. Whoops. It worked as it forced me to study the script and actually figure out what it meant so I added all of it back in and just adjusted it to conform to the Retrofit mod. Now I know what the rest of the script I deleted in the Teutonic campaign does! To make sure it only goes in certain cities I added the hidden resource "hansa" to the appropriate settlements and made it a requirement in EDB and an "event_counter hanseatic_constructed 1"

    In terms of effects I added 1 extra fleet and the amount of money it generates is well, a LOT, but not game breaking. I'd like to see what happens to the AI when it happens. In one of my non-hansa building test game Denmark got it and they are starting to roll through the Baltic in the middle of the 13th century. iI the other, Poland got it and is controlling a vast empire from Hamburg to Sarkel at the start of the 14th century, though they just got cut in half by a Russian invasion.
    Last edited by SSJPabs; May 03, 2009 at 11:20 AM.

  15. #15

    Default Re: Modding in the Hanseatic League (Updated -- Almost there!)

    You could try adding
    Spoiler Alert, click show to read: 

    hanseatic_guild requires factions { northern_european, eastern_european, } and hidden_resource hansa and event_counter hanseatic_constructed 0 and not building_present hanseatic_guild

    There is probably a better way, but its the first that comes to mind...

  16. #16

    Default Re: Modding in the Hanseatic League (Updated -- Almost there!)

    Quote Originally Posted by Eothese View Post
    You could try adding
    Spoiler Alert, click show to read: 

    hanseatic_guild requires factions { northern_european, eastern_european, } and hidden_resource hansa and event_counter hanseatic_constructed 0 and not building_present hanseatic_guild

    There is probably a better way, but its the first that comes to mind...
    Adding that in gives me an CTD error, the game does not recognize "hanseatic_guild" despite the fact that it's called hanseatic_guild in the very same EDB (and all other files)! Haha! Maybe if I called it simply "hanseatic"

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