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Thread: Converting a faction to a new one i.e. kalmar union

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  1. #1
    Alpha Zeke's Avatar Vicarius
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    Default Converting a faction to a new one i.e. kalmar union

    Hello there. i was wondering if anyone would tell me or help me to find out how to change a faction such as how the kalmar union does. this would be for changing the byzantine empire too the roman empire when they meet certain conditions in a mod of mine. any helpers?

  2. #2

    Default Re: Converting a faction to a new one i.e. kalmar union

    Kalmar Union is a new faction that is a emerging faction just like the mongols with an exception that it is not a horde. And the special conditions can been seen in the CS of teutonic campaign.

  3. #3
    Alpha Zeke's Avatar Vicarius
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    Default Re: Converting a faction to a new one i.e. kalmar union

    So... as Grneyedevil told me.. i would have to destroy the faction it replaces and then put a new one in in its place? For basics.

    Spoiler Alert, click show to read: 

    ;------------------- KALMAR UNION FORMATION -------------------;

    ;Notify the player early in the game about to possibility to form the kalmar union
    monitor_event FactionTurnStart FactionType denmark
    and I_TurnNumber = 8

    historic_event kalmar_notification factions { denmark, }

    terminate_monitor

    end_monitor

    monitor_event FactionTurnStart FactionType denmark
    and I_TurnNumber > 8
    and I_NumberOfSettlements norway > 0

    if I_SettlementOwner Kalmar denmark
    and I_SettlementOwner Goteborg denmark
    and I_SettlementOwner Uppsala denmark
    and I_SettlementOwner Visby denmark
    and I_SettlementOwner Abo denmark

    historic_event kalmar_stage2 factions { denmark, }

    terminate_monitor

    end_if

    end_monitor

    monitor_event BecomesFactionLeader FactionType norway
    and I_TurnNumber > 9

    if I_SettlementOwner Kalmar denmark
    and I_SettlementOwner Goteborg denmark
    and I_SettlementOwner Uppsala denmark
    and I_SettlementOwner Visby denmark
    and I_SettlementOwner Abo denmark

    historic_event kalmar_question true factions { denmark, }

    if I_IsFactionAIControlled denmark
    set_event_counter kalmar_question_accepted 1
    end_if

    terminate_monitor
    end_if

    end_monitor

    monitor_conditions I_EventCounter kalmar_question_accepted = 1

    ;apply kalmar union faction banner to denmark
    set_faction_banner
    faction denmark
    banner kalmar_union
    end_set_faction_banner

    ;turn over norways assets to denmark
    give_everything_to_faction norway denmark false

    historic_event denmark_joins_kalmar event/Kalmar_union.bik

    terminate_monitor

    end_monitor


    Could you basicly help me understand this script? Especially the bold part. If that is false... then why would it transfer from norway too denmark? very confused >.<
    Last edited by Alpha Zeke; August 08, 2010 at 08:03 PM.

  4. #4

    Default Re: Converting a faction to a new one i.e. kalmar union

    Yes u have to set particular conditions for it. See the Teutonic campaign_script and that will shed some light on it.

  5. #5
    Alpha Zeke's Avatar Vicarius
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    Default Re: Converting a faction to a new one i.e. kalmar union

    Thats what that spoiled script excerpt is from... but I don't understand the code. What exactly would happen if it were turned too true in the script ?
    And what other assets would I need in my mod, such as icons, units, etc.

  6. #6

    Default Re: Converting a faction to a new one i.e. kalmar union

    Ok first step is to add the new faction.
    Read this tutorial and then u can worry about the scripting coz first u need a faction to work on.

  7. #7
    Alpha Zeke's Avatar Vicarius
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    Default Re: Converting a faction to a new one i.e. kalmar union

    Ahhh. Would this faction then (Even if not selectable) Count against the limit of factions?
    Just throwing out my info, im using this for SS 6.3, which I'm not sure if it hits the limit of 31 or not...

    Also, although that is a very appreciated tut you linked, I'm not making a faction from nothing, I'm making a faction from another, and they will be almost identical except for the colors of things, names, and maybe skins.
    Last edited by Alpha Zeke; August 08, 2010 at 08:38 PM.

  8. #8

    Default Re: Converting a faction to a new one i.e. kalmar union

    Yes it will take the faction slot. Don't know about SS6.3 but 6.0 used 30 factions including slave that is.
    It makes no difference u still need that tutorial coz u need to know where to place the files u already have and where to place the new entries in the pre-existing files.

  9. #9
    Alpha Zeke's Avatar Vicarius
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    Default Re: Converting a faction to a new one i.e. kalmar union

    Alright then, thanks Can't wait for a rainy day, I wana spend all mah free time on this >: )

  10. #10
    Meneth's Avatar I mod, therefore I am
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    Default Re: Converting a faction to a new one i.e. kalmar union

    Quote Originally Posted by Historydude View Post
    Alright then, thanks Can't wait for a rainy day, I wana spend all mah free time on this >: )
    6.3 is using 29 slots AFAIK.
    1 slot was free in 6.X, and Kingdom of Jerusalem and the Knights Templar were merged in 6.3.
    If you do manage to make the Byzantine Empire become the Roman Empire, make it a choice when it happens to the player

  11. #11
    Alpha Zeke's Avatar Vicarius
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    Default Re: Converting a faction to a new one i.e. kalmar union

    ...How do you manage to find EVERY thread I post?
    It will definitely be a choice. In fact it will be a few choices. But the first I will work on will be the choice to be the Empire.

  12. #12
    Meneth's Avatar I mod, therefore I am
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    Default Re: Converting a faction to a new one i.e. kalmar union

    Quote Originally Posted by Historydude View Post
    ...How do you manage to find EVERY thread I post?
    It will definitely be a choice. In fact it will be a few choices. But the first I will work on will be the choice to be the Empire.
    I was looking at your profile and it said you were viewing this thread. I thought "this might be interesting" so I read it
    I mostly just reside in the SS forums, though.

  13. #13
    Alpha Zeke's Avatar Vicarius
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    Default Re: Converting a faction to a new one i.e. kalmar union

    Same Unless I need modding help. As in now

  14. #14

    Icon1 Re: Converting a faction to a new one i.e. kalmar union

    Code:
    give_everything_to_faction norway denmark false
    Historydude: The word false at the end of the script line tells the game not to play the Norway defeated message.

  15. #15
    Alpha Zeke's Avatar Vicarius
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    Default Re: Converting a faction to a new one i.e. kalmar union

    Thank you very much Since I barely play (And will most likely never play) the Teutonic Campaign, I would never have found that out. Just curious, is it false for not playing and not registering them as defeated, or is it just false for not playing the video? because with some video manipulation, true could become useful

    also is this
    change_population_religion Lithuania catholic 75 pagan
    it means change the religious population to 75% in the entire country or just the region Lithuania to that? and at the end it means from pagan to 75% catholic?

    *sorry for so many questions, but i hate vanilla script >.<*
    here
    destroy_buildings lithuania temple_dievas true
    destroy_buildings lithuania temple_dievas_castle true
    destroy_buildings lithuania temple_perkunas true
    destroy_buildings lithuania temple_perkunas_castle true
    destroy_buildings lithuania temple_giltine true
    destroy_buildings lithuania temple_giltine_castle true
    what is dievas, perkunas, and giltine? settlements? is it checking for a temple in each, if they are a castle or not, and true for go ahead and destroy it? also, is temple the building line name?

    and finally for now
    destroy_units Lithuania pagan_unit
    what would be considered a pagan unit?...


    ah. one last question a tad ot for this topic but on topic for my goal:
    is there a way, when converting a faction to a new one, to have one new faction, but 4 color schemes to pick out of?
    Last edited by Alpha Zeke; August 08, 2010 at 11:43 PM.

  16. #16
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Converting a faction to a new one i.e. kalmar union

    and finally for now
    destroy_units Lithuania pagan_unit
    what would be considered a pagan unit?...
    this is the reference to units in the EDU with the custom attribute pagan_unit
    ah. one last question a tad ot for this topic but on topic for my goal:
    is there a way, when converting a faction to a new one, to have one new faction, but 4 color schemes to pick out of?
    I guess with a huge amount of scripting (yes\no scripts) and four separate factions (only different in color scheme) it would be possible, personally I wouldn't bother because of the tremendous script and text work.
    destroy_buildings lithuania temple_dievas true
    destroy_buildings lithuania temple_dievas_castle true
    destroy_buildings lithuania temple_perkunas true
    destroy_buildings lithuania temple_perkunas_castle true
    destroy_buildings lithuania temple_giltine true
    destroy_buildings lithuania temple_giltine_castle true
    what is dievas, perkunas, and giltine? settlements? is it checking for a temple in each, if they are a castle or not, and true for go ahead and destroy it? also, is temple the building line name?
    temple_dievas and the similar entries are the way the buildings are defined in the EDB. lithuania is the faction that will be affected, all buildings of that name will be destroyed.
    "true" means that the (reduced?) building costs are refunded - equivalent to demolishing buildings yourself
    Last edited by Gigantus; August 09, 2010 at 01:40 AM.










  17. #17
    Alpha Zeke's Avatar Vicarius
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    Default Re: Converting a faction to a new one i.e. kalmar union

    Wow gigantus. Thanks very much

    So another question that comes up. Where is it mentioned that Lithuania will now be able to build priests? Do I need to change that somewhere else as well?

  18. #18

    Default Re: Converting a faction to a new one i.e. kalmar union

    It's not mentioned anywhere but is simple logic you change their religion and then destroy their pagan temples and give them the opportunity to build churches which produces catholic priests. So the file u are looking for is EDB and CS.

    btw u do realize that it's not an easy task as it seems to be since i'm pretty sure u have played around with text scripting a lot.

  19. #19
    Alpha Zeke's Avatar Vicarius
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    Default Re: Converting a faction to a new one i.e. kalmar union

    Hmm. Well I hadn't really thought of it but I assume my new faction will not be catholic, but that would be a separate mod (which I should work on first to get a better hand at making these changes). just finished reading gigantus' tut on adding a new faction. words seem so small now but that will be a good guide. i will also have to follow the ones in the teutonic campaign to guide me on it as well.

  20. #20
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Converting a faction to a new one i.e. kalmar union

    A lot of the times an event in the script is used as a condition, eg "The world is round" enables the building of the carrack which can sail over the high sea areas on the map.
    In this case I would assume that the condition for building those catholic churches would be a religious one. Or a factional one and for Lithunia the event of conversion is an additional condition.










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