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  1. #1

    Default altering regions help plz

    I would like to try modifying regions in the campaign map for dark age. Its only for my own personal use and I'm completely new to this.

    I found this guide http://www.twcenter.net/forums/showthread.php?t=73660

    would these instructions apply to SV? Which files should I look for and where?

    My plan is to exchange one or two provinces and not to add any new ones but I would also like to change garrisons, cultures and titles.

    I'm not being lazy I have been trying and learning quite a bit already but I thought some advice straight from the horses mouth so to speak would speed up my progress.

    I have a problem. When a custom campaign is first loaded it seems to save the configuration i.e. map_regions.tga. When i change this file it makes no changes in a campaign game i.e. DA that has already been first loaded. Is there a way to reset this?
    Last edited by sputnik; January 12, 2011 at 02:19 AM.

  2. #2

    Default Re: altering regions help plz

    Hmm did you delete the map.rwm file? My advice could be completely off-base as I haven't done any modding whatsoever in a long long time.
    Under the patronage of John I Tzimisces

  3. #3

    Default Re: altering regions help plz

    No, what is this file used for?

    .... its okay I googled and it is the source of my problem. Thank you
    Last edited by sputnik; January 12, 2011 at 02:23 AM.

  4. #4

    Default Re: altering regions help plz

    Hooray! Glad I could help.
    Under the patronage of John I Tzimisces

  5. #5
    VINC.XXIII's Avatar Retired
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    Default Re: altering regions help plz

    Each modification of the Base files need deleting of the MAP.rwn.
    And for change the size and border of the provinces, use only the pencil and opacity 100%. The paint brush and others make the descr_regions non-working.

  6. #6

    Default Re: altering regions help plz

    I managed to get my map_regions and map_ground_types working fine.

    I have moved and changed two provinces to new locations. I would now like to rename these and add a different culture and garrison.

    Could anyone tell me where I should start i.e. which text files i should edit etc. I have tried to find a tutorial for changing provinces but all I can find is tutorials on how to add provinces. Im not even sure how much work is involved and if I will be able to modify SV in this way.

    This is my map_regions file which I have pasted to the DA campaign folder:

    http://www.filefront.com/17783368/map_regions.tga

    --------

    I eventually got things working by deleting the two provinces and creating two new ones, much easier
    Last edited by sputnik; January 12, 2011 at 05:14 PM.

  7. #7

    Default Re: altering regions help plz

    Quote Originally Posted by sputnik View Post
    I managed to get my map_regions and map_ground_types working fine.

    I have moved and changed two provinces to new locations. I would now like to rename these and add a different culture and garrison.

    Could anyone tell me where I should start i.e. which text files i should edit etc. I have tried to find a tutorial for changing provinces but all I can find is tutorials on how to add provinces. Im not even sure how much work is involved and if I will be able to modify SV in this way.

    This is my map_regions file which I have pasted to the DA campaign folder:

    http://www.filefront.com/17783368/map_regions.tga

    --------

    I eventually got things working by deleting the two provinces and creating two new ones, much easier
    Rename settlements here:

    \mods\SicilianVespers\data\text\SicilianVespers_Dark_regions_and_settlement_names.txt

    Modify Garrisons here:

    \mods\SicilianVespers\data\world\maps\campaign\custom\SicilianVespers_Dark\campaign_script.txt


    Modify Religious breakdown here:

    \mods\SicilianVespers\data\world\maps\campaign\custom\SicilianVespers_Dark\descr_regions.txt


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  8. #8
    Bruce the Silver-Tongued's Avatar Civis
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    Default Re: altering regions help plz

    Quote Originally Posted by sputnik View Post
    I have moved and changed two provinces to new locations. I would now like to rename these and add a different culture and garrison.
    Out of curiosity, what regions did you end up creating? The two on the Scottish border that you mentioned previously? (Berwick, and another?)

  9. #9

    Default Re: altering regions help plz

    I really like the Orkney's Idea, I think the small island provinces add alot for the role-playing types.


    Chivalry II TW : The Sicilian Vespers - The Multi-Era Mod Project (MIITW/Kingdoms)
    Chivalry I TW - The Original Medieval Total Conversion Mod (BI 1.6 Or RTW 1.5)
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  10. #10

    Default Re: altering regions help plz

    Its going well maybe I could try to make a submod?

    Unfortunately I had to sacrifice two provinces to create the new ones. Galway/Connaught is gone and so is Koumbi/al-Ghala.

    Spoiler Alert, click show to read: 



    Spoiler Alert, click show to read: 



    I have Baerwic/Berwick a Danish town in the province of Bernicia, there is a monastery to represent Lindisfarne -

    Earl of Bernicia - The Lord rules the town of Berwick and its surrounding county. Earls function essentially as royal governors. Though the title of Earl is nominally equal to the continental count, unlike them earls are not de facto rulers in their own right. Tax Collection +5%. (using Northumbria banner)

    Edinburgh has been renamed Din Eidyn in the province of Loðen and is also Danish -

    Earl of Loðen - The Lord rules the city and its surrounding county. Earls function essentially as royal governors. Though the title of Earl is nominally equal to the continental count, unlike them earls are not de facto rulers in their own right. Tax Collection +10%. This man has plans of his own.

    Inverness has been renamed to Inbhir Nis and the province Fortriu -

    Lord of Fortrui - The Lord governs much of the ancient home of the Picts, a mysterious and tenacious people who have resisted many foreign invaders. Tax Collection +5%. The lords reputation for fierce resistance proceeds him Dread +2

    Stornoway/Stjórnavágr in the province Kingdom of Mann and the Isles which includes all Western Isles and Orkney. this is a Nordic Rebel province and there is a monastery to represent Iona -

    Lord of the Isles - The Lord controls much of the trade in the surrounding Irish and Scottish waters and always has plans of his own. Tax Collection +10%. Loyalty -1 (will use Western Isles banner)

    Dumbarton has been renamed Alt Clut and Strathclyde Ystrad Clud -

    King of Strathclyde - The King rules the ancient Brythonic stronghold of Dumbarton and and the surrounding lands of Strathclyde, the last remnants of the Hen Ogledd. Tax Collection +5%. He is both respected and feared by the armies of the British Isles (+1 Command)

    York province has been renamed Deira and the town Yerk -

    Duke of York - The Duke rules the city and its surrounding county. York was in medieval times the main town of Northern England, and Yorkshire was England's largest shire. Tax Collection +5%.

    --------

    I have amended and added names but have not changed any of the Scottish Royal family:

    Eochaid MacRun is King of Strathclyde
    Maccus Haraldsson is Lord of the Isles

    these are not entirely accurate but as close as i could find, any help would be considered.

    and I have two random Danish names for the governors of Edinburgh and Berwick:

    Toke Horby is Earl of Loðen
    Karl Eigod is Earl of Bernicia

    again, any help would these would be great.

    I have edited garrisoned armies in descr_strat and siege garrisons in campaign_script to give balance with the new provinces. I have also edited Scottish/Danish relations -7 but not war and slightly improved Scottish/English relations (i think-4). So far its pretty tough up north The easiest path to take as Scotland is to conquer Edinburgh and Berwick but by this time troop numbers are running low and Scotland will need to regroup for some years.

    I have also altered unit names for the Scottish faction mostly based on examples SV gave before:

    Border Horse are Pictish Horsemen
    Highlanders are Gaelic Warriors
    Highland Nobles are Tighearna (I'm unhappy with the conical helmet for these models)
    Highland Rabble are Gaels
    Highland Archers are Gaelic Archers
    Noble Highland Archers are Tighearna Archers (I may change the model to Scots Guard or amend helmets)
    Highland Pikeman are Gaelic Longspearmen
    Scots Pike Militia are Pictish Longspear Militia

    (I'm hope to use any new models i.e. Pictish Longpearmen)

    and mercernaries..

    Welsh Spearmen are Brythonic Spearmen (I would like armour upgrades available)
    Galloglaich are Gall-Ghàidheil
    (I would like Brythonic Spearmen to be available to recruit in the town Dumbarton and Gall-Ghàidheil available in towns - Stornoway, Dumbarton and Ulster)

    I still have a little work to do:

    • Find a model and create Pictish Crossbowmen unit which will replace Highland/Gaelic Archers (light armoured and low crossbow combat stats)
    • Find a model and create new shock Brythonic unit available in the west coast of Britain (Wales, Cheshire and Strathclyde)
    I am also considering an ancillary +1 for Scottish Priests when visiting Iona (stornoway_province) and placing two rebel garrisoned forts in Orkney and Isle of Man.

    I have only play tested a little and will test more once I finish the last features. So far with the campaign map additions and changes its more challenging and interesting playing as Scotland. I have yet to trial Denmark or England.
    Last edited by sputnik; February 02, 2011 at 04:01 PM.

  11. #11

    Default Re: altering regions help plz

    Looks good so far


    I don't think I posted these, but I redid the Brythonic (Welsh) units for the Darkage:

    Brthonic Spearmen


    Brythonic Archers

    Thanks to DisgruntledGoat for the primary material.

    I still need to give the archers a hip quiver...

    Again, these are only for the Darkage.


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  12. #12
    Bruce the Silver-Tongued's Avatar Civis
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    Default Re: altering regions help plz

    Quote Originally Posted by sputnik View Post
    Its going well maybe I could try to make a submod?
    Spoiler Alert, click show to read: 


    I have Baerwic/Berwick a Danish town in the province of Bernicia, there is a monastery to represent Lindisfarne -
    Lord of the Isles - The Lord controls much of the trade in the surrounding Irish and Scottish waters and always has plans of his own. Tax Collection +10%. Loyalty -1 (will use Western Isles banner)
    King of Strathclyde - The King rules the ancient Brythonic stronghold of Dumbarton and and the surrounding lands of Strathclyde, the last remnants of the Hen Ogledd. Tax Collection +5%. He is both respected and feared by the armies of the British Isles (+1 Command)

    I am also considering an ancillary +1 for Scottish Priests when visiting Iona (stornoway_province) and placing two rebel garrisoned forts in Orkney and Isle of Man.
    If you do make a submod, maybe you ought to wait until SV releases his uber-patch 4.0? Unless you're unopposed to updating the submod after the 4.0...

    I really like the shape you chose for the Strathclyde province, and the fort placement for the isles. Sounds like a pretty intense road to building a Northern Kingdom - mustering a force strong enough to take two islands and respond to threats is a challenge. The +1 for Scottish priests in Iona (seeing the Book of Kells?) would be an awesome addition.

    Do the 'Scots' start with Fortriu?

    Quote Originally Posted by SicilianVespers View Post
    Looks good so far
    I don't think I posted these, but I redid the Brythonic (Welsh) units for the Darkage:
    Spoiler Alert, click show to read: 

    Brthonic Spearmen


    Brythonic Archers

    Thanks to DisgruntledGoat for the primary material.

    I still need to give the archers a hip quiver...
    Again, these are only for the Darkage.
    The unit flags look great. Are they new? Looking forward to this patch more and more everyday, haha.

  13. #13

    Default Re: altering regions help plz

    They look perfect, well done.

  14. #14

    Default Re: altering regions help plz

    The banners are the new for the Scottish (Gaelic/Pictish) Darkage faction.


    Chivalry II TW : The Sicilian Vespers - The Multi-Era Mod Project (MIITW/Kingdoms)
    Chivalry I TW - The Original Medieval Total Conversion Mod (BI 1.6 Or RTW 1.5)
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  15. #15
    Bruce the Silver-Tongued's Avatar Civis
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    Default Re: altering regions help plz

    Quote Originally Posted by SicilianVespers View Post
    The banners are the new for the Scottish (Gaelic/Pictish) Darkage faction.
    The banner looks B.A. I'm looking forward to leading these units into battle: a Gaelic/Pictish campaign is going to be on the top of my list now.

  16. #16

    Default Re: altering regions help plz

    I agree, the banners look great. Im excited about these new models.

    I dont mind updating script for 4.0 it wont be too much work. Scots start with Fortriu but have to fight for anything else.

  17. #17

    Default Re: altering regions help plz

    I'm finding it difficult trying to make the Scots faction computer AI more aggressive. They are now at war with the Danes at the start of the campaign, there is a small garrisoned Danish settlement close to their armies but they still wont attack.

    Is there any way I can make them more aggressive? If I gave the Scots a larger army would they be more likely to attack? I could give them mostly peasants so not to make it to easy being Scots when player controlled..

  18. #18

    Default Re: altering regions help plz

    You could experiment with the AI personality:

    This is from Nakharar's tutorial :
    http://www.twcenter.net/forums/showthread.php?t=197219

    Characteristics

    These control a set of AI production personalities, which contribute a bias towards building and training (but not retraining or repairing)
    . This bias is fairly small compared to game-generated factors such as "the enemy is attacking me with lots of cavalry, build me some spearmen". Explaining the weighting system which drives the production AI in full is beyond the scope of this document as it would take several days to write. So in short, the building construction personalities are these: (ranked highest to lowest - therother)


    * balanced - biases towards growth, taxable income, trade level bonuses (roads), walls and xp bonus buildings

    * religious - biases towards growth, loyalty, taxable income, farming, walls and law

    * trader - biases towards growth, trade level, trade base, weapon upgrades, games, races and xp bonus buildings

    * comfort - biases towards growth, farming, games, races, xp bonus and happiness

    * bureaucrat - biases towards taxable income, growth, pop health, trade, walls, improved bodyguards and law

    * craftsman - biases towards walls, races, taxable income, weapon upgrades, xp bonuses, mines, health and growth

    * sailor - biases towards sea trade, taxable income, walls, growth, trade

    * fortified - biases towards walls, taxable income, growth, loyalty, defenses, bodyguards and law


    These biases are towards building properties, rather than buildings themselves. The game does not know what a
    "Blacksmith" is, for example, it only knows that it is a building which provides a weapon upgrade, and hence a Craftsman
    AI would be more likely to build it than another AI personality type.

    These are then combined with a troop production personality, as follows:


    * smith - exactly level

    * mao - biased towards mass troops, light infantry

    * genghis - biased towards missile cavalry and light cavalry

    * stalin - biased towards heavy infantry, mass troops and artillery

    * napoleon - biased towards a mix of light and heavy infantry, light cavalry

    * henry - biased towards heavy and light cavalry, missile infantry

    * Caesar - biased towards heavy infantry, light cavalry, siege artillery


    The same system as for the buildings applies. Troop category and class are combined at the time the unit database is loaded to give a unit production type, and the likelihood of the AI choosing to produce a given unit type which can be produced is then modified by the unit type weighting. There is also a random element in the choosing of which building or troop type to produce next, so the effect of the bias is a statistical thing. Another factor that is applied over the top which may obscure the bias is a tendency towards producing troop mixtures (according to what is already in the garrison) and a weighting according to unit strength.


    Chivalry II TW : The Sicilian Vespers - The Multi-Era Mod Project (MIITW/Kingdoms)
    Chivalry I TW - The Original Medieval Total Conversion Mod (BI 1.6 Or RTW 1.5)
    Under the Patronage of Atterdag

  19. #19

    Default Re: altering regions help plz

    Thanks. I knew about AI personality but i wasn't sure how much impact it would have on aggression, its hard to tell. I changed Scotland to 'craftsman stalin' and Denmark to 'sailor caesar' as i thought this would reflect the period. I left England as it was 'trader henry'.

    After many frustrating moments I have decided not to pursue some of the changes I listed above. I must admit I have learnt a lot about modelling etc but I have had little success. Its a pretty steep learning curve and I am also aware that you have already skinned some excellent models, I think I should leave that to the pro's

    I have however made some changes to script that I think improve the dark age campaign in the British Isles. No changes have been made to any other factions other than Denmark, England and Scotland and no regions or settlements have be modified outside the British Isles apart from losing Koumbi.

    Final Changes I have made:

    -updated garrison script to reflect historical patterns
    -replaced and added two new regions (see above)
    -renamed units and added descriptives (see above)
    -added, modified and renamed some ancillaries
    -renamed many regions and cities (some listed above)
    -added character names (some accurate, some less accurate and some random)
    -added extra Danish, English and Scottish character names
    -added a fort on the Isle of Man
    -added three rebel armies; one on Mann, one in Strathclyde and another in Ireland
    -added Nordic units, culture and characters to much of Ireland and parts of Scotland
    -changed diplomatic relations, Denmark is at war with Scotland and England
    -replaced unit card for Border Horse/Pictish Horsemen
    -removed landbridge between Ireland and Scotland
    -updated win conditions with new regions
    -added 'brythonic rebels' to Strathclyde

    As you can see there is not a great deal of script changing and it should be pretty simple to accommodate the file updates if anybody (especially including SV ) would like to use them for their games or mods.

    I think you will find the campaign tight and competitive.


    http://www.twcenter.net/forums/showt...93#post8832693
    Last edited by sputnik; January 22, 2011 at 02:53 AM. Reason: added link

  20. #20
    VINC.XXIII's Avatar Retired
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    Default Re: altering regions help plz

    "updated garrison script to reflect historical patterns"
    I had get out the majority of the AOR garrison script too, save for some very important mercs, many garrisons are medium units from milicias and sergeant part^^, its more awesome.

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