Pics:
Spoiler Alert, click show to read:
Pics:
Spoiler Alert, click show to read:
Last edited by Supermoler; October 02, 2010 at 01:08 AM.
Since I am always interested in new gameplay features for TATW I tested your submod (+rep for your efforts btw). Here are some of my suggestions to improve it further (don't let me discourage you!
):
These are things that pop up for now. If you need help with anything, just ask.
- Use a picture for the event. If you don't know how or don't want to make one yourself, just choose one from the game (for instance in the folder: ...\Medieval II Total War\mods\Third_Age\data\ui\gondor\eventpics, furthermore rename the tga.file to the name of your event, sicily_conversion/turks_conversion in your case). You can also use a video-event if you like.
- When you accept the option to convert you won't be able to recruit units (probably for a long time) since well you don't have enough numenorian culture. It would be better if all of your current cultural buildings automatically would be destroyed (similar to the Arnor-event) and new cultural buildings (followers of Melkor) would be available to be constructed, so you could instantly recruit units again. Otherwise you will go broke fast, because you won't have free upkeep for your units anymore.
- You should rewrite the current event-description (current sentence is not well written in English):
Gondor is near to be defeated, but converting it to Melkor's followers will makes an alliance with them, money and a big army!- Also I would add a script that since you are allied with all the evil factions, all the alliances with the good factions would end. --> + faction_standings should decrease with these factions
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Last edited by Baron Samedi; September 29, 2010 at 04:43 PM.
I think the idea is very interesting. I must admit it can be pretty disheartening when playing Gondor and getting the snot kicked out of you from all directions and your allies just stand by and pick their nose. Maybe some evil revenge might be fun. I will try it out and though my modding abilities are minimal I have played many submods, maybe I'll have some suggestions and or comments.
I haven`t play your submod and I don`t know what effect the conversion has, but I thik it would be cool, if after the conversion to an evil faction, there would spawn something like an rebel army; "the last stand of the good" or "the last resistance", which aren`t understand with the culture change.
Because I can`t imagine that all gondorian people could accept this.
Ok to achieve this, we have to do a couple of things (example will be made for Gondor):
We start with the campaign script:
- First create a new counter (it can be named to anything you want) and once the player has chosen to convert this counter should be set (1)
- Second the current cultural buildings should be destroyed since they will be of no use anymore (2)
Spoiler Alert, click show to read:
Example:
- We then go to export_descr_buildings.txt and create new cultural buildings with new effect for Gondor. --> search for tutorials if you don't know how to do this. Furthermore the conversion building should only be available to be contructed after the player has chosen to convert (see counter in script above)
Spoiler Alert, click show to read:
This principle is also applied by KK for the Arnor-event (when new cultural buildings can be contructed after a specific event).
Edit: you also need edit to the recruitment-pools of Gondor in export_descr_buildings.txt (since they require now different religious conditions, from numenorian to catholic )
Last edited by Baron Samedi; October 02, 2010 at 04:14 PM.
maybe you couold also do this for rhun, dwarves, and harad. That would be cooll
thx all the suggestions and replies
@Baron Samedi:
1. I didnt know how to make the eventpic, but now I do
2. I dont know how to do that...
3. I'll rewrite.
4. Yes, good idea.
@Pallas: Good idea, but where to spawn them? What about if the last Gondor settlement isnt Minas Tirith or Dol Amroth...
@YassirX: We can't know which turn it will happen, and maybe Boromir is dead, maybe not...
@Makrell: Good idea, but they are very strong, isnt better that if they have too many regions (more than 10) they can change to good factions and enemy of Sauron?![]()
I've uploaded the new version
And:
Some pics from Gondor conversion (Gondor has normal starting positions, I just wanted to make some pics for you)
As you can see there you can choose: to be evil or not, and if you be evil you can invade, and be allies with other evils, and enemies with goods, also you get money and army too...
If you press descline, nothing happens, you can continue as a good faction...
Spoiler Alert, click show to read:
Last edited by Supermoler; September 30, 2010 at 11:12 AM. Reason: Added pics
NICE +REP MATE
Most Chivalrous commander 2020-2021
People, every suggestion is welcomed how to improve my mod![]()
Thanks Baron Samedi, very helpful. Unfortunately I tried this and a tutorial and I couldn't make any progress... Worked for a hour and nothing
So, this is too much for my skills, need learning and patience. But +rep for your effort![]()
Reached 1000th visitor
Sry for double post, but I want to people see this submod![]()
Is this mod save game compatible? I figured it is since you mention deleting the historic_events.txt.strings.bin but I just want to double check since I'm dying to try it in a current game.
Last edited by brak; October 05, 2010 at 03:11 PM.
If you install this mod, you will still allowed to play old saved games, but the new ones will be with my script and events![]()
Cool, thanks for the reply![]()
Which culture do Rhûn and Harad morph into?
Anyway having this option should modify victory conditions no? Is that possible?
will this be compatible with RC/RR? Also, how does the AI handle this?