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Thread: Faction conversion mod for TATW 2.1 //// New Features Added

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  1. #1

    Default Faction conversion mod for TATW 2.1 //// New Features Added

    Welcome to my mod
    Hi all and welcome to my little sub mod.

    This is very simple: when Gondor has less than 3 settlements it gets a message to convert to evil faction or not. If becomes evil it can crusade like the other evils and gets money and army, and becomes ally with evils
    Same for Eriador...


    New features added:
    Harad and Rhün can rebel against Sauron and become good faction if they have more than 14 regions.
    Eventpics added.
    New text in the historican events.


    Installation & Ideas & Bugfixes
    Installation is very easy, just put the files to the same place like in the attachment...
    Data is located in mtw2/mods/tatw

    Any suggestions, ideas are welcome.
    Please post here if you find any bug or problem with this

    If not working for you, then delete this file: historic_events.txt.strings.bin
    This file automatically generated by the game, and contains the old informations, so you have to delete it for my new events


    Pics:
    Spoiler Alert, click show to read: 


    Last edited by Supermoler; October 02, 2010 at 01:08 AM.

  2. #2
    Baron Samedi's Avatar Citizen
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    Default Re: Faction conversion mod for TATW 2.1

    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! ):
    • 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
    These are things that pop up for now. If you need help with anything, just ask.
    Last edited by Baron Samedi; September 29, 2010 at 04:43 PM.
    Under the patronage of MasterBigAb

  3. #3

    Default Re: Faction conversion mod for TATW 2.1

    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.

  4. #4

    Default Re: Faction conversion mod for TATW 2.1

    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.

  5. #5

    Default Re: Faction conversion mod for TATW 2.1

    Quote Originally Posted by Pallas View Post
    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.
    ...or maybe a undead boromir and orcs in gondorian armour. I do like this submod and indeed you could actually change the lore to a more fictional state. What would have happend if gondor (or any other good faction) would have been destroyed by sauron?

  6. #6
    Baron Samedi's Avatar Citizen
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    Default Re: Faction conversion mod for TATW 2.1

    Quote Originally Posted by Baron Samedi View Post
    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.
    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: 

    Code:
    ;-----------------------Gondor-----------------
    monitor_event FactionTurnStart
     
            add_events
                event    counter    sicily_accepted
                event    counter    sicily_declined
                 date    0
       end_add_events
     
      terminate_monitor
    end_monitor
    monitor_event FactionTurnStart FactionIsLocal
     
            if I_NumberOfSettlements sicily < 3
     
                historic_event sicily_conversion true factions { sicily, }
     
                terminate_monitor
     
            end_if
     
    end_monitor
     
    declare_counter build_gondor (1)
    monitor_conditions I_EventCounter sicily_conversion_accepted = 1
    set_religion sicily catholic
    set_event_counter build_gondor 1 (1)
    add_money sicily 10000
    destroy_buildings sicily gondor_academic true (2)
    destroy_buildings sicily gondor_alchemy_school true (2)
    destroy_buildings sicily gondor_university true (2)
    console_command diplomatic_stance sicily england Allied
    console_command diplomatic_stance sicily france Allied
    console_command diplomatic_stance sicily spain Allied
    console_command diplomatic_stance sicily venice Allied
    console_command diplomatic_stance sicily hre Allied
    console_command diplomatic_stance sicily portugal Allied
                change_population_religion sicily catholic 75 numenorian
     spawn_army 
     faction sicily
     character Belecthor, named character, age 48, x 236, y 124
      unit Gondor Bodyguard  exp 2 armour 1 weapon_lvl 0
    unit  Dismounted Kofm    exp 0 armour 0 weapon_lvl 0
    unit  Militia Archers    exp 0 armour 0 weapon_lvl 0
    unit  Militia Archers    exp 0 armour 0 weapon_lvl 0
    unit  Fountain Guard    exp 1 armour 0 weapon_lvl 0
    unit  Dismounted Kofm    exp 0 armour 0 weapon_lvl 0
    unit  Militia Archers    exp 0 armour 0 weapon_lvl 0
    unit  Militia Archers    exp 0 armour 0 weapon_lvl 0
    unit  Fountain Guard    exp 1 armour 0 weapon_lvl 0
    unit  Militia Archers    exp 0 armour 0 weapon_lvl 0
    unit  Militia Archers    exp 0 armour 0 weapon_lvl 0
    unit  Fountain Guard    exp 1 armour 0 weapon_lvl 0
    unit  Dismounted Kofm    exp 0 armour 0 weapon_lvl 0
    unit  Militia Archers    exp 0 armour 0 weapon_lvl 0
    unit  Militia Archers    exp 0 armour 0 weapon_lvl 0
    unit  Fountain Guard    exp 1 armour 0 weapon_lvl 0
    unit  Militia Archers    exp 0 armour 0 weapon_lvl 0
    unit  Fountain Guard    exp 1 armour 0 weapon_lvl 0
     end
     
            terminate_monitor
     
        end_monitor




    • 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)
    Example:

    Spoiler Alert, click show to read: 

    Code:
    building gondor_academic_new
    {
        convert_to gondor_castle_academic
        religion catholic
        levels gondor_a gondor_b gondor_c
        {gondor_alchemists_lab city requires factions { sicily, }  and event_counter build_gondor 1        {
                convert_to 0
                capability
                {
                    happiness_bonus bonus 1
                    religion_level bonus 2
                }
                material wooden
                construction  2
                cost  1200 
                settlement_min town
                upgrades
        .............
    etc
       .............
    etc   
       .............

    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.
    Under the patronage of MasterBigAb

  7. #7
    Makrell's Avatar The first of all fish
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    Default Re: Faction conversion mod for TATW 2.1

    maybe you couold also do this for rhun, dwarves, and harad. That would be cooll

  8. #8

    Default Re: Faction conversion mod for TATW 2.1

    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?

  9. #9

    Default Re: Faction conversion mod for TATW 2.1

    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

  10. #10
    dannyalex's Avatar Campidoctor
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    Default Re: Faction conversion mod for TATW 2.1 //// New Features Added

    NICE +REP MATE
    Most Chivalrous commander 2020-2021

  11. #11

    Default Re: Faction conversion mod for TATW 2.1 //// New Features Added

    People, every suggestion is welcomed how to improve my mod

  12. #12

    Default Re: Faction conversion mod for TATW 2.1 //// New Features Added

    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

  13. #13

    Default Re: Faction conversion mod for TATW 2.1 //// New Features Added

    Reached 1000th visitor
    Sry for double post, but I want to people see this submod

  14. #14

    Default Re: Faction conversion mod for TATW 2.1 //// New Features Added

    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.

  15. #15
    Fingon NL's Avatar Centenarius
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    Default Re: Faction conversion mod for TATW 2.1 //// New Features Added

    Great idea, I'd love for Baron Samedi to add this to his mod collection


    ''Beneath the gold, bitter steel"

  16. #16

    Default Re: Faction conversion mod for TATW 2.1 //// New Features Added

    Quote Originally Posted by Fingon NL View Post
    Great idea, I'd love for Baron Samedi to add this to his mod collection
    is the mod even compatible with it

  17. #17

    Default Re: Faction conversion mod for TATW 2.1 //// New Features Added

    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

  18. #18

    Default Re: Faction conversion mod for TATW 2.1 //// New Features Added

    Cool, thanks for the reply

  19. #19

    Default Re: Faction conversion mod for TATW 2.1 //// New Features Added

    Which culture do Rhûn and Harad morph into?

    Anyway having this option should modify victory conditions no? Is that possible?

  20. #20

    Default Re: Faction conversion mod for TATW 2.1 //// New Features Added

    will this be compatible with RC/RR? Also, how does the AI handle this?

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