Results 1 to 4 of 4

Thread: Playable Mongols

Hybrid View

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

    Default Playable Mongols

    Hi! I have a question for you guys. I have discovered today in the morning a "descr_strat" file. I believe that you know how powerfull this file is and what it does. I have unlocked Papal States, Mongols and Timurids. After having some fun with Papal States (i found playing Papal States is much more fun than any other fraction. except for few bugs) i decided to play Mongols. The first thing i saw was black screen and icon showing that it's Germany's turn now. And nothign changed! Nothing just worked, so i decided to chec it in descr_strat. I found only this:

    Code:
    faction    mongols, balanced henry
    ai_label    default 
    dead_until_resurrected
    denari    10000
    denari_kings_purse    3000
    Terrified by my discovery i decided to add some things:

    Code:
    faction    mongols, balanced henry
    ai_label    default 
    dead_until_resurrected
    denari    10000
    denari_kings_purse    3000
    settlement
    {
        level village
        region Jedda_Province
    
        year_founded 0
        population 800
        plan_set default_set
        faction_creator moors
    }
    
    character    Chan, named character, male, leader, age 40, x 68, y 78 
    traits GoodCommander 1 , PoliticsSkill 2 , GoodAdministrator 2 , Austere 1 , ReligionStarter 1 
    ancillaries doctor
    army
    unit        SE Bodyguard                exp 0 armour 0 weapon_lvl 0
    
    character    Naranchuu, named character, male, age 19, 66, y 77 
    traits LoyaltyStarter 1 , Intelligent 3 , Bloodthirsty 1 , Energetic 1 
    army
    unit        NE Bodyguard                exp 1 armour 0 weapon_lvl 0
    
    character_record        Erdene,     female, age 40, alive, never_a_leader
    
    relative    Chan,    Erdene,        Naranchuu,    end
    It didn't help at all. The locations of Naranchuu and Chan are coordinates close to some Egyptian character. I just copied it and added x+1 and y+2 or 3. I thought that i just made their spawn on rocks or water or city, but i don't really think so. I'll try to change it some more.

    And when writing this i found a note:

    Code:
    faction    mongols, balanced henry
    ai_label    default 
    dead_until_resurrected
    denari    10000
    denari_kings_purse    3000


    "Meaby this is the problem?" Now i think.
    I'm gonna delete this line in a minute and post here what it has done.

    Now my questions:

    1.Is it possible to completly mod a fraction by changing text only in this file?

    2.Did any of you ever tried those things?

    3.How can i get coordinates to the map?

    4.Are there any things i did wrong in my script?

    Waiting for your replies!

    Thanks, Makakaov.



    EDIT AFTER DELETING THE LINE:

    It Works! Really works! I have Jeddah and one nameless general in moorland. Now all i need is to get that names to show up normally, get some coordinates right and a list of editable Mongol units to this script. Does anybody know where i can get that? A list of Mongol And Timurid units, so i can make myself Timurids show up too.

    Oh, and i need to find file where is line about ressurection of mongols and timurids so i don't get any bugs. If anyone would find that for me please i'd be thankfull.

    Thanks, Makakaov
    Last edited by Makakaov; November 24, 2009 at 02:24 PM.

  2. #2
    Swagger's Avatar Imperial Coffee-Runner
    Join Date
    Apr 2007
    Location
    Portugal
    Posts
    12,453

    Default Re: Playable Mongols

    1.Is it possible to completly mod a fraction by changing text only in this file?
    no.. only the cities it owns, the settlements size and it's buildings at turn start, the faction relationships.. the family stuff (ages, marriages.. etc)


    2.Did any of you ever tried those things?
    your ''terrific'' discovery is the most basic of modding.. everyone did that before



    3.How can i get coordinates to the map?
    go to the map

    open the panel command (depending on your game version.. try these ones: \, Y, ~ or ç (press the button and see if anything appears on the top of the screen.. if it doesn't, try another)

    4.Are there any things i did wrong in my script?
    with a quick look i didn't spotted any error

    the best way is to try in-game (make backup first) and then check the log file


    happy modding
    Under the Patronage of the Dreadful cedric37!
    Ancs Guide, Emergent Factions , Yes/No Events |L'Outremer for Modders| Swagger's Skymod


  3. #3

    Default Re: Playable Mongols

    Thank You very much for reply. Well i made back up of course and fixed few things, but there are still few funny bugs like no matter where i try to put another army on map, it always lands in corner of map on water, heroes stil don't have names, but they at least marry and have children. and the best bug i found and cannot fix is that: Jeddah is mine, i can enter it, i can leave it, i can upgrade it, etc. but when i try to move army, there are thore red fields around the city like it was an army unit, so i have to wat 2 turns to enter or exit city. Anyone knows how to fix those?

  4. #4
    Swagger's Avatar Imperial Coffee-Runner
    Join Date
    Apr 2007
    Location
    Portugal
    Posts
    12,453

    Default Re: Playable Mongols

    that's a strange bug


    be sure that there's no characters/armies with the same coordinate
    Under the Patronage of the Dreadful cedric37!
    Ancs Guide, Emergent Factions , Yes/No Events |L'Outremer for Modders| Swagger's Skymod


Posting Permissions

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