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Thread: Reenabling priests

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  1. #1

    Default Re: Reenabling priests

    There was barely not trade in Eriador I'd say. If there should be merchants then only for Dale, Dwarves and Silvans, but I'd favour more the river ports which would show the increased trade in this region

  2. #2

    Default Re: Reenabling priests

    Culture conversion is tricky as it is, converting Men of the West to worship Sauron or turning the Haradrim to worship Illuvatar is possible, but you can't make a Dunedain out of an Orc or an Elf out of a Man.
    -Freek
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  3. #3

    Default Re: Reenabling priests

    When Orcs capture a non-Orcish city and vice versa, all the population would be killed. That could explored in a sub-mod. The population (and income from the settlement) drops to 0 and has to increase from there due to immigration from the provinces you already have. To attract immigrants you'd have to build entertainment buildings and wealth ones too, and provide good security. Once the population of a settlement has reached a certain level you can recruit units. The culture becomes meaningless, because Dwarven immigrants, for example, will automatically have Dwarven culture (and only Dwarves would immigrate to a Dwarven city).

    Capturing an enemy city and instantly gaining the monetary benefits worked in M2 because everyone involved was human. The TA system makes it seem as if conquering an Orcish city and building a brewery will convert the Orcs to Dwarves.

  4. #4
    Tiro
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    Default Re: Reenabling priests

    Maybe instead of going all the way down to 0 it should only go down to about a 100 or so since population growth is baised on % there for if it goes to 0 it will never regrow. Also for that to work newly concored cities would need some sort of growth bonus for a couple of turns, other wise it'd take forever to make a city worth having. Now if they removed the turn cap as well or set it so high you'd probably never reach it not having the growth bonus would be fine otherwise you'd run out of turns before you can make any real progress.

    Now again back to the orignal purpose of this thread: Does anyone know how to re-enable temples to build priests?

  5. #5
    Ellin Athinaios's Avatar Campidoctor
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    Default Re: Reenabling priests

    Quote Originally Posted by trueblaze View Post
    Now again back to the orignal purpose of this thread: Does anyone know how to re-enable temples to build priests?
    Your problem is not simply to reanable temples to recruit priests; like I said before, this mod currently does not have textures and models for priests in it's files, so even if you enable them in temples it will lead to a glorious CTD. You need to find applicable textures and models from, say, another mod, and copy them inside the models_strat folder for models, and inside the models_strat/textures folder for textures. Then you have to edit the descr_character and descr_model_strat files to match the aforementioned models and textures (their names ect). Just look how priests work in the files to understand what to do. That's exactly what I did to add merchants ingame.

  6. #6
    Tiro
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    Default Re: Reenabling priests

    Quote Originally Posted by Ellin Athinaios View Post
    Your problem is not simply to reanable temples to recruit priests; like I said before, this mod currently does not have textures and models for priests in it's files, so even if you enable them in temples it will lead to a glorious CTD. You need to find applicable textures and models from, say, another mod, and copy them inside the models_strat folder for models, and inside the models_strat/textures folder for textures. Then you have to edit the descr_character and descr_model_strat files to match the aforementioned models and textures (their names ect). Just look how priests work in the files to understand what to do. That's exactly what I did to add merchants ingame.

    Can you get the textures and models for priests from the orginal ME2 game ? I didn't see them in the data folder.

  7. #7
    Ellin Athinaios's Avatar Campidoctor
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    Default Re: Reenabling priests

    Quote Originally Posted by trueblaze View Post
    Can you get the textures and models for priests from the orginal ME2 game ? I didn't see them in the data folder.
    No, you can't, most of the game files aren't even visible in vanilla M2TW... In my case, at least. But you can find lots of textures and models in other mods.

  8. #8

    Default Re: Reenabling priests

    If you capture a village, you could receive a random number of people between 400 and 500 on the next turn, after which the population grows based on the amenities offered. For a bigger city, you could receive 1000-2000, or still only 400-500, depending on how we reason things out.

    Nope, I don't know anything about modding.

  9. #9
    Myshkin's Avatar Centenarius
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    Default Re: Reenabling priests

    Enabling merchants could also be good fun, and would urge the need for signing trade agreements and establishing relations...
    Mini-projects under developlemt for TATW and ETW

  10. #10
    Tiro
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    Default Re: Reenabling priests

    How about just using the textures for the spies and enabling them to be used for the priests as well? Or do you know a mod that has priests and/or merchants I can download?

  11. #11
    Ellin Athinaios's Avatar Campidoctor
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    Default Re: Reenabling priests

    Quote Originally Posted by trueblaze View Post
    How about just using the textures for the spies and enabling them to be used for the priests as well? Or do you know a mod that has priests and/or merchants I can download?
    You can't use a spy model for priests or merchants, it will CTD. As for mods, you can find models and textures in most, for example DLV, Eras Total Conquest, Sicilian Vespers ect.

  12. #12
    cedric37's Avatar Why Not ?!
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    Default Re: Reenabling priests

    Nice to know it has been implemented already, maybe you should all work together to create a very good compilation ?
    Patronized by y2day/Patron of KDK, Swagger & Navajo Joe, of the Imperial House of Hader



  13. #13
    Myshkin's Avatar Centenarius
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    Default Re: Reenabling priests

    The problem is once you go for RR/RC or DAC you say goodbye to many others things, which you may like and have been modified.

    I am in favour or little stand-alone mods, which anyone can decide wether or not he/she will install it or not, without changing holistically the game concepts.
    Last edited by Myshkin; December 02, 2009 at 04:20 AM.
    Mini-projects under developlemt for TATW and ETW

  14. #14
    cedric37's Avatar Why Not ?!
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    Default Re: Reenabling priests

    Yes i know, that is the issue and that explains the increasing number of mini-mods here and there. Because nobody shares the views on the game.
    Patronized by y2day/Patron of KDK, Swagger & Navajo Joe, of the Imperial House of Hader



  15. #15
    Myshkin's Avatar Centenarius
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    Default Re: Reenabling priests

    There are still many little things, which can be tweaked and would result on a much better gaming experience... I am hoping to create a collection of little mods on retraining, movement, economy, agents and supply, which will be stand-alone and will improve, but not completely change TATW feel.
    Mini-projects under developlemt for TATW and ETW

  16. #16
    cedric37's Avatar Why Not ?!
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    Default Re: Reenabling priests

    Good news that someone will add up princesses and priests again
    And if crusades (alliance of free people - because jihads are already implemented through Sauron) can be back again, woooow!!!!
    Maybe you can work together and give us those nice features from M2TW ?
    Patronized by y2day/Patron of KDK, Swagger & Navajo Joe, of the Imperial House of Hader



  17. #17
    Ellin Athinaios's Avatar Campidoctor
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    Default Re: Reenabling priests

    Quote Originally Posted by cedric37 View Post
    Good news that someone will add up princesses and priests again
    And if crusades (alliance of free people - because jihads are already implemented through Sauron) can be back again, woooow!!!!
    Maybe you can work together and give us those nice features from M2TW ?
    Sauron is actually the "Pope" of the "catholics" (evil factions) of Middle-earth, so the Invasions that he calls are actually crusades. Good factions are the "islamic" factions, so they would get jihads.

  18. #18

    Default Re: Reenabling priests

    No. Good factions are not islamic. They have Dunedain, Northmen, Dwarves and Elves as religions which are called culture in the game. So you can't have all of them in the jihad because they don't share the same religion.

  19. #19
    Ellin Athinaios's Avatar Campidoctor
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    Default Re: Reenabling priests

    Quote Originally Posted by Seleukos_I. View Post
    No. Good factions are not islamic. They have Dunedain, Northmen, Dwarves and Elves as religions which are called culture in the game. So you can't have all of them in the jihad because they don't share the same religion.
    I'm not talking about cultures. If you go to descr_strat, you'll see all good factions have "ai_label islam", while evil factions have "ai_label catholic". And at least the elven factions are based on islamic ones (Egypt and Mongols), so they could certainly have jihads.

    Or perhaps I'm wrong.

  20. #20

    Default Re: Reenabling priests

    Still culture = religion.
    And if you go to descr_sm_factions you can see what religions the factions have.

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