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  1. #1

    Icon5 adding a emerging faction to playable

    Well in Third age total war 2.0 the faction of eriador(turks) become the faction Arnor(byzantium) when you capture certain settlements and upgrade a special city high enough, and your faction leader becomes king of another faction.

    i just want the faction of eriador to begin as arnor from the start because i use my created general and i use a arnor unit as a general.

    i changed everything in the descr_strat to arnor instead of eriador like the settlement ownership and stuff and added them as selectable in in the faction selection but when i start the campaign i cant do nothing and they own nothing at all.

    help please

    KSI Senior Director

  2. #2

    Icon1 Re: adding a emerging faction to playable

    KSI Crusader 7x: I would just alter the Arnor script in the campaign_script file, so that the Arnor emerging event fires on turn one.

  3. #3

    Default Re: adding a emerging faction to playable

    yea i can but my created general would not be there because he is not apart of the beginning faction

    KSI Senior Director

  4. #4

    Default Re: adding a emerging faction to playable

    1) Delete the faction entry for the faction from the CS.
    2) Under descr_strat.txt under the faction entry delete
    dead_until_resurrected Line from it.
    3) Open the descr_sm_factions.txt file and delete this line from the faction entry
    , spawned_on_event

  5. #5

    Default Re: adding a emerging faction to playable

    Quote Originally Posted by Ishan View Post
    1) Delete the faction entry for the faction from the CS.
    2) Under descr_strat.txt under the faction entry delete
    dead_until_resurrected Line from it.
    3) Open the descr_sm_factions.txt file and delete this line from the faction entry
    , spawned_on_event
    how you doing my brother?
    you always the one to come help me man, thanks alot

    got it to work, now how do i change the influence of culture of the settlements there? it is currently northmen and i need it to be dunedain
    Last edited by KSI Crusader 7x; July 30, 2010 at 10:10 PM.

    KSI Senior Director

  6. #6

    Default Re: adding a emerging faction to playable

    Quote Originally Posted by KSI Crusader 7x View Post
    how you doing my brother?
    you always the one to come help me man, thanks alot

    got it to work, now how do i change the influence of culture of the settlements there? it is currently northmen and i need it to be dunedain
    In the descr_resions.txt in "data/world/maps/base" find the region/s you want to change the starting religion, and modify the values for the religion in each region/s.

  7. #7

    Default Re: adding a emerging faction to playable

    Quote Originally Posted by KSI Crusader 7x View Post
    how you doing my brother?
    you always the one to come help me man, thanks alot

    got it to work, now how do i change the influence of culture of the settlements there? it is currently northmen and i need it to be dunedain
    In the descr_regions.txt in "data/world/maps/base" find the region/s you want to change the starting religion, and modify the values for the religion in each region/s.

  8. #8

    Default Re: adding a emerging faction to playable

    Quote Originally Posted by KSI Crusader 7x View Post
    how you doing my brother?
    you always the one to come help me man, thanks alot
    I'm doing just fine brother.
    Quote Originally Posted by KSI Crusader 7x View Post
    now how do i change the influence of culture of the settlements there? it is currently northmen and i need it to be dunedain
    Like Archaon said above you have to edit that file.

    Simply change the numbers and make sure the total always comes out to be 100.

  9. #9

    Default Re: adding a emerging faction to playable

    well i did it like you guys said and it did not change

    KSI Senior Director

  10. #10
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    Default Re: adding a emerging faction to playable

    You'd need to delete map.rwm to see effects from changes to descr_regions.txt.

  11. #11

    Default Re: adding a emerging faction to playable

    so i did that and it appears on the second row instead of the 1st row, how can i fix that?

    KSI Senior Director

  12. #12

    Default Re: adding a emerging faction to playable

    Quote Originally Posted by KSI Crusader 7x View Post
    so i did that and it appears on the second row instead of the 1st row, how can i fix that?
    I don't get it what u are trying to say?

  13. #13
    irishron's Avatar Cura Palatii
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    Default Re: adding a emerging faction to playable

    Ishan, you know how the bottom row of faction icons is on the "faction-choosing screen" (my term)?
    Any added faction icons go on the upper row - second row to him.

    The only way I know that may work is reshuffle the faction oder in the descr_sm_factions.txt and decsr_strat.txt. No bets because I never tried it.

  14. #14

    Default Re: adding a emerging faction to playable

    i mean in the menu where it shows how much culture influence there is in a certain settlement. there is two rows where the player's influence is on the top and every other culture influence is on the bottom.

    KSI Senior Director

  15. #15
    irishron's Avatar Cura Palatii
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    Default Re: adding a emerging faction to playable

    That is hardcoded.

  16. #16

    Default Re: adding a emerging faction to playable

    so no matter what it will never give me the influence of the culture i need there?

    KSI Senior Director

  17. #17
    irishron's Avatar Cura Palatii
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    Default Re: adding a emerging faction to playable

    The only ways you influence culture in a region is in the settlement mechanics for some, the ally/enemy settings at the bottom of the descr_strat, and after that what you do with the region as far as buildings you build, what kind of a governor you have in the region if any,and tax rate. Distance to Capital can be adjusted some. After that all the algorithms and "rolling of the dice" are hardcoded.

  18. #18

    Default Re: adding a emerging faction to playable

    for some reason i noticed its giving me the wrong culture requirement for my faction

    its giving me the culture influence of eriador(the previous faction that becomes arnor).

    any idea on that?

    edit: well forget it, i figured it out =)
    i had to remove the event requirements in the export_descr_building and in the descr_cm_factions it had arnor with northmen instead of what i needed which idk why because when they emerge they have the right influence. but i did it =) thanks for all your help guys.
    Last edited by KSI Crusader 7x; August 02, 2010 at 03:20 AM.

    KSI Senior Director

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