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  1. #1

    Default Making units recruitable by factions

    Hey,

    I'd like to change a few things around for which units can be recruited by factions and what barracks is needed, etc.

    A few examples of what I mean:
    Make the greek sacred band recruitable by carthage and thrace
    Make some of the AOR units part of a factions official unit roster so they can be recruited through the standard barracks and in any settlement the faction controls
    A few more little changes

    Is it possible to make changes like this easily? (I'm a complete noob at modding files)
    If so, what would I need to edit?

    Thanks a lot :-)

  2. #2

    Default Re: Making units recruitable by factions

    Ok, so I think I've figured it out how make a unit recruitable by another faction. I just add the faction name to the "ownership" field, is that right?

    For example, if I want to make Baktrian Agema Hoplites recruitable by thrace too, I just add thrace to the ownership field in the export_descr_unit file, is that correct?

    I still don't have a clue how to make AOR units part of a factions official roster. For example, make galation swordsmen part of Gauls official roster or make cicilian pirates part of Germanias official roster.

    I dislike AOR systems on any mod, I much prefer each faction has their own unique units and they can recruit them anywhere as long as they have the right barracks, that's why I really want to make some of the AOR units part of some official faction rosters.

  3. #3

    Default Re: Making units recruitable by factions

    You will need to modify three files to allow recruitment in most cases.

    First, as you have found, you need to add unit ownership for your faction or culture in export_descr_unit.txt.
    Second, you need to add model and skins in descr_model_battle.txt as follows.
    Using the Bactrian Agema Hoplites as an example. Find their entry and add the lines in red.

    Code:
    type                greek_hoplite_bactrian
    skeleton            fs_s1_hoplite                                ; hoplite
    indiv_range            40
    texture                britons, xgm/data/models_unit/textures/unit_greek_bactrian_elite_hoplite.tga
    texture                thrace, xgm/data/models_unit/textures/unit_greek_bactrian_elite_hoplite.tga
     texture                greek_cities, xgm/data/models_unit/textures/unit_greek_hoplite_syracusan.tga
    texture                romans_brutii, xgm/data/models_unit/textures/unit_greek_hoplite_syracusan.tga
    texture                merc, xgm/data/models_unit/textures/unit_greek_bactrian_hoplite.tga
    texture                slave, xgm/data/models_unit/textures/unit_greek_bactrian_elite_hoplite.tga
    model_flexi            xgm/data/models_unit/unit_greek_hoplite_bactrian_high.cas, 15
    model_flexi            xgm/data/models_unit/unit_greek_hoplite_bactrian_med.cas, 30
    model_flexi            xgm/data/models_unit/unit_greek_hoplite_bactrian_low.cas, 40
    model_flexi            xgm/data/models_unit/unit_greek_hoplite_bactrian_lowest.cas, max
    model_sprite        slave, 60.0, xgm/data/sprites/britons_greek_hoplite_elite_sprite.spr
    model_sprite        merc, 60.0, xgm/data/sprites/britons_greek_hoplite_sprite.spr
    model_sprite        romans_brutii, 60.0, xgm/data/sprites/greek_cities_greek_hoplite_bactrian_sprite.spr
    model_sprite        greek_cities, 60.0, xgm/data/sprites/greek_cities_greek_hoplite_bactrian_sprite.spr
    model_sprite        thrace, 60.0, xgm/data/sprites/britons_greek_hoplite_elite_sprite.spr
     model_sprite        britons, 60.0, xgm/data/sprites/britons_greek_hoplite_elite_sprite.spr
    model_tri            400, 0.5f, 0.5f, 0.5f
    Finally, you need to add recruitment lines in export_descr_buildings.txt.
    You might do so as follows.
    Find the building you wish to recruit the unit from. I've chosen the fourth level of the Barbarian barracks. You need to add recruitment lines to each building level you wish to recruit from.
    Then using the type entry from export_descr_unit.txt (that is the one with spaces), add a line like the one in red.
    Code:
            barracks_four_barbarian requires factions { barbarian, } and building_present_min_level hinterland_culture_barb barb_colony_2
            {
                capability
                {
    ;infantry
                    recruit "barb peltast gaul"  0  requires factions { gauls, slavs, }
                    recruit "barb peltast german"  0  requires factions { germans, }
                    recruit "thracian peltast"  0  requires factions { thrace, }
                    recruit "warband sword gaul"  0  requires factions { gauls, slavs, }
                    recruit "warband axe german"  0  requires factions { germans, }
                    recruit "warband falx thracian"  0  requires factions { thrace, }
                    recruit "barb naked fanatics"  0  requires factions { gauls, slavs, } and not marian_reforms
                    recruit "warband sword heavy gaul"  0  requires factions { gauls, slavs, } and marian_reforms
                    recruit "barb heavy spearmen gaul"  0  requires factions { gauls, slavs, }
                    recruit "barb heavy spearmen german"  0  requires factions { germans, }
                    recruit "barb warguard gaul"  0  requires factions { gauls, slavs, }
                    recruit "warband dhaxe german"  0  requires factions { germans, }
                    recruit "thracian thorakitai"  0  requires factions { thrace, }
                    recruit "warband axe heavy german"  0  requires factions { germans, }
                    recruit "thracian noble falxmen"  0  requires factions { thrace, }
                    recruit "barb berserker gaul"  0  requires factions { gauls, slavs, }
                    recruit "barb berserker german"  0  requires factions { germans, }
                    recruit "greek bactrian elite hoplites"  0  requires factions { thrace, }
    
    Finally, if you wish, copy the unit cards from UI/unit info/"faction A" and UI/units/"faction A" to the corresponding folder for your faction.

    For AoR units, all you need to do is the last step.

    Expand your borders, a mod based on XGM 5.

  4. #4

    Default Re: Making units recruitable by factions

    Oh wow, it seems a bit more complicated than I thought, now I'm worried I'm going to break something lol.

    So, for adding AOR units to a factions roster, am I right that this is the process:

    1.) Open up export_descr_unit file and find the "type" name of the AOR unit I wish to add to a faction. For example:
    "merc illyrian" or "bactrian archers"

    2.) Open up export_descr_buildings file and find the appropriate barracks to add the unit.

    3.) Paste in something like the following (just example):
    recruit "bactrian archers" 0 requires factions { greek, }
    recruit "merc illyrian" 0 requires factions { spain, }

    Is that the correct process for adding AOR units to a factions official roster list and making them recruitable through the standard barracks in any settlement they control?

    The above examples should make it possible for GCS to recruit Bactrian Archers from their standard barracks and Spain be able to recruit Illyrian mercenaries, right?

    Thanks a lot :-)

  5. #5

    Default Re: Making units recruitable by factions

    Oh and one more thing, you mentioned about adding unit cards from one faction to another, that's not necessary for AOR units, right?

  6. #6

    Default Re: Making units recruitable by factions

    SUCCESS! lol, I made it possible to recruit indian longbowmen for the greek city states (just a test). Thanks to your post above Caesar

    Now its time to learn how to add new units from other mods and it will be perfect lol

    Thanks man.

  7. #7

    Default Re: Making units recruitable by factions

    Your progress is as fast as the succession of your questions


    I'm immortal! Unfortunately it wears off after 80 years..

  8. #8

    Default Re: Making units recruitable by factions

    Congratulations, MrBlue.

    As you surmised, AoR units do not normally require adding a card. A handful of AoR units may, such as Cappadocian cavalry.

    The point of adding cards is merely to prevent the default unit card from appearing.

    Expand your borders, a mod based on XGM 5.

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