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Thread: Changing the city in which your king is crowned: a How To Guide

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  1. #1

    Default Changing the city in which your king is crowned: a How To Guide

    I finished the rough draft of my tutorial yesterday and will post it here for feedback. If you think this could be improved in any way, please let me know. Any comments or criticisms will be welcome.

    So you like a certain faction, but you hate their starting position? You want to move the faction, but you can't because your kings must be crowned at a certain city? This tutorial will show you how to change the city in which your king is crowned and open up whole new possibilites for gaming in DLV.

    This tutorial will use the Teutonic Order as the example faction. This faction is an excellent choice for a migration game since historically they didn't even exist as a faction at the game start date of 1180. They are also a faction that have great units (I love those Teutonic knights!) but a poor starting position. They are surrounded on three sides by rivals: Lithuania to the east, Kiev to the south, and Poland and the mighty HRE to the west. The remaining border is bounded by the Baltic Sea, so opportunities for expansion are limited.

    I will not go into details on how to relocate your faction as experienced DLV players will already know how to do that. I will skip ahead and tell you how to edit the game files. So you've moved your armies through enemy territory and established yourselves in your new homeland. Now the only thing remaining is to move your capital to ensure that future rulers will be crowned at your new capital. This example assumes that you have migrated your Teutonic hordes through Russian territory to the Crimean Peninsula and conquered the city of Cherson.

    The first thing to do is save your game and exit. Then you're going to open the game files. These are usually found in C:\Program Files\SEGA\Medieval II Total War\mods\DLV_ext\data, but your configuration may be different. Look for a file called export_descr_ancillaries and double-click on it to open it. You will see a bunch of text that makes no sense, but just ignore that. Be sure to save a backup of this file just in case something goes wrong.

    You are looking for a specific file, so the best thing to do is use the CTRL+F function to find it quickly without having to scroll through all that text. Type "crown_teutons" into the box that comes up, and you will immediately be taken further down the text. You will still need to click the "find next" button three times in order to find the appropriate section. You should now see the following text:

    Trigger crown_teutons_01
    WhenToTest CharacterTurnEnd
    Condition EndedInSettlement
    and SettlementName Thorn
    and IsFactionLeader
    and not CultureType middle_eastern
    and not CultureType greek
    and not I_WorldwideAncillaryExists crown_teutons

    AcquireAncillary crown_teutons chance 100

    The next thing you will do is change the line "and SettlementName Thorn" to "and SettlementName Cherson". Your text should now look like this:

    Trigger crown_teutons_01
    WhenToTest CharacterTurnEnd
    Condition EndedInSettlement
    and SettlementName Cherson
    and IsFactionLeader
    and not CultureType middle_eastern
    and not CultureType greek
    and not I_WorldwideAncillaryExists crown_teutons

    AcquireAncillary crown_teutons chance 100

    This will take effect immediately, so save the edited file and reload your saved game. The next time you have a new ruler, he should be crowned in Cherson instead of Thorn.

    Now to make this a true capital and give your ruler the "at the seat of power" trait, you will need to edit the "export_descr_character_traits" file, which is also located in C:\Program Files\SEGA\Medieval II Total War\mods\DLV_ext\data. When you open it, you'll want to find (CTRL+F) "seat_of_power_teutons". You should see the following lines:

    ;------------------------------------------
    Trigger Seat_of_Power_teutons_01 ;King get +1 Authority when at the capitol
    WhenToTest CharacterTurnEnd
    Condition EndedInSettlement
    and SettlementName Thorn
    and FactionType teutons
    and IsFactionLeader
    and Trait Seat_of_Power = 0

    Affects Seat_of_Power 1 Chance 100
    ;------------------------------------------
    Trigger Seat_of_Power_teutons_02a ;when the King is away from the capitol, he loses this benefit
    WhenToTest CharacterTurnEnd
    Condition EndedInSettlement
    and not SettlementName Thorn
    and FactionType teutons
    and IsFactionLeader
    and Trait Seat_of_Power = 1

    Affects Seat_of_Power -1 Chance 100
    ;------------------------------------------
    Trigger Seat_of_Power_teutons_02b ;when the King is away from the capitol, he loses this benefit
    WhenToTest CharacterTurnEnd
    Condition not EndedInSettlement
    and FactionType teutons
    and IsFactionLeader
    and Trait Seat_of_Power = 1

    Affects Seat_of_Power -1 Chance 100
    ;------------------------------------------
    Trigger Reconciled_to_Nobility_teutons_01
    WhenToTest CharacterTurnEnd
    Condition EndedInSettlement
    and SettlementName Thorn
    and FactionType teutons
    and IsFactionLeader
    and FactionIsLocal
    and Attribute Authority > 5
    and Attribute Subterfuge > 8 ;has the crown
    and Trait Offensive_To_Nobles = 1

    Affects Reconciled_to_Nobility 1 Chance 33 ;we've averted civil war
    ;------------------------------------------

    On each line, edit the "SettlementName" line so that it reads Cherson instead of Thorn. The edited file should look like this:

    ;------------------------------------------
    Trigger Seat_of_Power_teutons_01 ;King get +1 Authority when at the capitol
    WhenToTest CharacterTurnEnd
    Condition EndedInSettlement
    and SettlementName Cherson
    and FactionType teutons
    and IsFactionLeader
    and Trait Seat_of_Power = 0

    Affects Seat_of_Power 1 Chance 100
    ;------------------------------------------
    Trigger Seat_of_Power_teutons_02a ;when the King is away from the capitol, he loses this benefit
    WhenToTest CharacterTurnEnd
    Condition EndedInSettlement
    and not SettlementName Cherson
    and FactionType teutons
    and IsFactionLeader
    and Trait Seat_of_Power = 1

    Affects Seat_of_Power -1 Chance 100
    ;------------------------------------------
    Trigger Seat_of_Power_teutons_02b ;when the King is away from the capitol, he loses this benefit
    WhenToTest CharacterTurnEnd
    Condition not EndedInSettlement
    and FactionType teutons
    and IsFactionLeader
    and Trait Seat_of_Power = 1

    Affects Seat_of_Power -1 Chance 100
    ;------------------------------------------
    Trigger Reconciled_to_Nobility_teutons_01
    WhenToTest CharacterTurnEnd
    Condition EndedInSettlement
    and SettlementName Cherson
    and FactionType teutons
    and IsFactionLeader
    and FactionIsLocal
    and Attribute Authority > 5
    and Attribute Subterfuge > 8 ;has the crown
    and Trait Offensive_To_Nobles = 1

    Affects Reconciled_to_Nobility 1 Chance 33 ;we've averted civil war
    ;------------------------------------------

    You will have to cycle through one turn for the changes to take effect, but you ruler should now have the "at the seat of power" trait.

    You can do the same thing with any faction. Move your armies across Europe and relocate whole factions without being limited by the game!
    Last edited by BamaToon; August 04, 2009 at 10:15 PM. Reason: Added "at_seat_of_power" trait
    DLV rules!

  2. #2

    Default Re: Changing the city in which your king is crowned: a How To Guide

    Can probably close this thread since this is now posted in the Guide.
    DLV rules!

  3. #3

    Default Re: Changing the city in which your king is crowned: a How To Guide

    Quote Originally Posted by BamaToon View Post
    Can probably close this thread since this is now posted in the Guide.
    Just be careful while this will indeed change place where you can get crowned it WILL NOT change SEAT OF POWER and this is used in quite a few triggers/conditions.
    But nice post BamaToon.

  4. #4

    Default Re: Changing the city in which your king is crowned: a How To Guide

    Quote Originally Posted by Grimblade View Post
    Just be careful while this will indeed change place where you can get crowned it WILL NOT change SEAT OF POWER and this is used in quite a few triggers/conditions.
    But nice post BamaToon.
    I never did figure out how to change the "at the seat of power" trait, but it's only one authority, so I just learn to live without it.

    Thanks.
    DLV rules!

  5. #5
    Civis
    Join Date
    Mar 2007
    Location
    San Diego, CA
    Posts
    173

    Default Re: Changing the city in which your king is crowned: a How To Guide

    Thanks Bama.

    Morty


  6. #6

    Default Re: Changing the city in which your king is crowned: a How To Guide

    Quote Originally Posted by Morty View Post
    Thanks Bama.

    Morty
    No problem, Morty. I still need to make some more changes to my Desert Tribes crown mod pertaining to the "at the seat of power" trait.
    DLV rules!

  7. #7

    Default Re: Changing the city in which your king is crowned: a How To Guide

    Quote Originally Posted by BamaToon View Post
    I never did figure out how to change the "at the seat of power" trait, but it's only one authority, so I just learn to live without it.

    Thanks.
    It is used for some events like dungeon and retiring generals.

  8. #8

    Default Re: Changing the city in which your king is crowned: a How To Guide

    I'm about to try adding this trait into my Desert Tribes crown mod. I have a current game going as DT, so I can test it in-game and see if it works.
    DLV rules!

  9. #9

    Default Re: Changing the city in which your king is crowned: a How To Guide

    Well, it seems to work. I added some lines with "seat_of_power hedjaz" and tested it in my save game, and after cycling through one turn, my sultan gained the "at the seat of power" trait. I haven't tested it any further, but at least that part works. I will now add that to my minimod.
    DLV rules!

  10. #10

  11. #11

    Default Re: Changing the city in which your king is crowned: a How To Guide

    Quote Originally Posted by Xtiaan72 View Post
    Very cool, should we add that bit to the tutorial?
    Yeah, I'll have to type a short paragraph on how to do it.

    EDIT: I have now added the paragraph to the first post, so you can add it to the tutorial now.
    Last edited by BamaToon; August 04, 2009 at 10:13 PM.
    DLV rules!

  12. #12

  13. #13

    Default Re: Changing the city in which your king is crowned: a How To Guide

    After changing that will future heirs get the trait or do you have to add it to each heir as well?

  14. #14

    Default Re: Changing the city in which your king is crowned: a How To Guide

    It works just like it's supposed to, so far. I moved my king to attack a neighboring rebel city and he lost the "at the seat of power" just like he should have. I have yet to see if it effects the "general retires" and "dungeon" events since I haven't received either of them in this game yet, but so far everything looks good.
    DLV rules!

  15. #15

    Default Re: Changing the city in which your king is crowned: a How To Guide

    I wonder if it's possible to 'trigger' all these scripts with the 'change capitol' button? I suppose it would take a really talented scripter (certainly not me). Any opinions out there if that would be possible?

  16. #16

    Default Re: Changing the city in which your king is crowned: a How To Guide

    Quote Originally Posted by Xtiaan72 View Post
    I wonder if it's possible to 'trigger' all these scripts with the 'change capitol' button? I suppose it would take a really talented scripter (certainly not me). Any opinions out there if that would be possible?
    It might be possible, but I have no idea how to go about it.
    DLV rules!

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