Thread: Howto: Night Battles for RTW

1. Howto: Night Battles for RTW

How to add night battles to the Imperial Campaign

It is a while since I did this so I might have missed some stuff. Also I am using RTW:BI 1.6. Your mileage may vary if you don't have BI installed and patched. Let me know how it goes if you use this howto. There are five steps to adding night battles to the Imperial Campaign.

1. Activate night battles in the campaign.
2. Add night battle character traits.
3. Add torches to units etc. (optional)
4. Add lighting for night time. (optional)
5. Add prebattle UI images. (optional)
6. Add window lighting to city buildings. (optional)

1. Activate night battles in the campaign.

To do this you need to add two lines to data\world\maps\campaign\[campaign_name]\descr_strat.txt. You need to add "options bi" just below the campaign name (required for 1.5/1.6, but skip this step if you are using 1.3/1.4), and "night_battles_enabled" just above the brigand spawn line (might be optional). The top of your descr_strat.txt should look something like this:
Code:
campaign		imperial_campaign
options bi
playable
romans_julii
romans_brutii
romans_scipii
parthia
egypt
seleucid
carthage
gauls
germans
britons
greek_cities
macedon
pontus
armenia
dacia
scythia
spain
thrace
numidia
end
unlockable
end
nonplayable
romans_senate
slave
end

start_date	-270 summer
end_date	14 summer

night_battles_enabled
brigand_spawn_value 15
pirate_spawn_value 32
Note: The "options bi" line changes a few other things apart from night battles. (1) If you have BI installed you might get the sparckle effect when units gain rank (you can switch this off in preferences.txt). (2) Everything in the unit descriptions will be displayed including the now obsolete unit capabilities and "code fix" stuff. (3) Faction death videos will stop working, so you will just get a text message when factions are destroyed. Other videos will continue to work fine. If anyone manages to fix this, let me know.

2. Add night battle character traits.

To activate the chacter traits you need to add the NightBattleCapable trait and triggers to data\export_descr_character_traits.txt, along with suitable entries in data\text\export_VnVs.txt.

Here is the trait entry:
Code:
;------------------------------------------
Trait NightBattleCapable
Characters family
NoGoingBackLevel  1
AntiTraits Noctophobia

Level Night_Fighter
Description Night_Fighter_desc
EffectsDescription Night_Fighter_effects_desc
Threshold  6

Effect NightBattle  1
The tiggers look like this (I think the Noctophobia and Noctophila traits are already there, the triggers will make them active):
Code:
;------------------------------------------
Trigger diet_of_carrots_1
WhenToTest CharacterTurnStart

Condition Trait NightBattleCapable = 0
and IsGeneral
and Attribute Command >= 5

Affects NightBattleCapable  6  Chance  100

;------------------------------------------
Trigger diet_of_carrots_2
WhenToTest PostBattle

Condition IsGeneral
and Attribute Command >= 1
and IsNightBattle
and Trait NightBattleCapable = 0
and WonBattle

Affects NightBattleCapable  6  Chance  100

;------------------------------------------
Trigger night_battle_crushing_victory_attacker
WhenToTest PostBattle

Condition WasAttacker
and IsGeneral
and WonBattle
and BattleSuccess >= clear
and BattleOdds >= 0.5
and BattleOdds < 2
and IsNightBattle

Affects Noctophilia  1  Chance  100

;------------------------------------------
Trigger night_battle_crushing_victory_defender
WhenToTest PostBattle

Condition not WasAttacker
and IsGeneral
and WonBattle
and BattleSuccess >= clear
and BattleOdds >= 0.5
and BattleOdds < 2
and IsNightBattle

Affects Noctophilia  1  Chance  100

;------------------------------------------
Trigger night_battle_crushing_loss_attacker
WhenToTest PostBattle

Condition WasAttacker
and IsGeneral
and not WonBattle
and BattleSuccess >= clear
and BattleOdds >= 0.5
and BattleOdds < 1.5
and IsNightBattle

Affects Noctophobia  1  Chance  66

;------------------------------------------
Trigger night_battle_crushing_loss_defender
WhenToTest PostBattle

Condition not WasAttacker
and IsGeneral
and not WonBattle
and BattleSuccess >= clear
and BattleOdds >= 0.5
and BattleOdds < 1.5
and IsNightBattle

Affects Noctophobia  1  Chance  66
Code:
¬--------------------

{Night_Fighter}	Night Fighter

{Night_Fighter_desc}
This trait allows a general to fight a battle at night.

{Night_Fighter_effects_desc}
+1 Command when fighting at night
If you want starting family members to have these traits you can add them to the descriptions in descr_strat.txt like this:
Code:
character	Lucius Julius, named character, heir, age 31, , x 91, y 80
traits GoodCommander 1 , PoliticsSkill 2 , GoodAdministrator 3 , Energetic 2 , NightBattleCapable 1 , Noctophilia 1
ancillaries freeman_clerk
army
unit		roman generals guard cavalry early				exp 1 armour 0 weapon_lvl 0
unit		roman hastati				exp 1 armour 0 weapon_lvl 0
unit		roman hastati				exp 1 armour 0 weapon_lvl 0
3. Add torches to units etc. (optional)

For this you need to have BI installed. Copy the following stuff from bi/data/ to data/

Everything in bi\data\models_unit\attachments\
Everything in bi\data\models_engine\
Everything in bi\data\models_effects\
bi\data\descr_effects.txt
bi\data\descr_effects_engine_torch.txt
bi\data\descr_effects_torch_fire.txt

Note: You can also get these files from XGM or from Archer's SkyMod.

4. Add lighting for night time. (optional)

The BI weather and lighting settings look better for night battles than the vanilla RTW stuff. Copy the following files from bi\data to data\.

bi\data\descr_battle_map_lighting_and_fog_control.txt
bi\data\descr_daytypes.txt
bi\data\descr_skydome.txt

The weather and lighting settings from Archer's SkyMod look better still. Copy the following files from SKYMOD_BI\data for Bi only\Data to data\

the models folder
descr_battle_map_lighting_and_fog_control.txt
descr_daytypes.txt
descr_skydome.txt

5. Add prebattle UI images. (optional)

If you skip this step the engine will use a default image that looks weird. All you need to do is put a suitable .TGA image called prebattle_night.tga in every data/UI/[culturetype]/eventpics/ folder. A good image to use is bi/data/UI/roman/eventpics/prebattle_night.tga.

6. Add window lighting to city buildings. (optional)

For this you need to have BI installed. Copy the folder bi\data\models_building\textures\glowing to data\models_building\textures.

2. I am using BI 1.4 and RTW 1.3 and there was en error message when I did this and tried to play the Imperial Campaign. No problem, I will patch it and see if it works, because I am anxious to play these night battles! But it won't work for RTW 1.3 for sure.

3. What was the error message? I think I had this going with RTW/BI 1.4. *Edit* I think the only difference for 13/1.4 was the "options bi line", in descr_strat.txt. Leave it out.

4. I don't remeber exactly and I've just patched BI. But it was something like "Please select an item from the list", and I couldn't start the campaign anymore. It was very weird. BTW, I didn't follow the last steps marked "optional". Now I will try to make these night battles work.

Edit: It worked on 1.5, there are (as you noticed) these code fix stuff but the factions now have no descriptions. Is that normal? I still have to add the character trait so I can play them.

Edit 2: Got it. Played a night battle as the Julii. Thanks for the tips! You should also add how to give some characters in the game the "Noctophilia" skill in the descr_strat file for anyone that doesn't have experience in modding it (and just in case someone wants to play these battles in the beginning of the game for testing purposes or simply to enjoy it). Excellent information!

5. excellent indeed and will try to incorporate in my upcoming mod. Tks DimeBagHo

6. I've made a couple of minor changes. One is to note that "options bi" is only for 1.5/1.6, the other is the change suggested by Marcus Tullius Cicero (how to add the traits to starting family members).

7. I have made some more small changes explaining how to add the lighting from Archer's Skymod.

8. I got most of this to work in 1.5 (no BI at all). The traits show up, the campaign starts fine. Just no option to fight at night. Oh well.

9. have you added the options_bi line to descr_strat.

10. Ave, DimeBagHo! Thanks for the tutorial!

11. Re: Howto: Night Battles for RTW

Thanks dime!

one question.

In city/town night battles, there are no lights in the windows of the buildings.
How would i add that in?

12. Re: Howto: Night Battles for RTW

Originally Posted by Bigfootedfred
In city/town night battles, there are no lights in the windows of the buildings.
How would i add that in?
Turns out to be very easy. Just copy bi\data\models_building\textures\glowing into data\models_building\textures. I've added that to the top post.

13. Re: Howto: Night Battles for RTW

Ah excellent!

Thanks for the great Tutorial dime

14. Re: Howto: Night Battles for RTW

um, do u always get the choice of a night battle every battle, or is just some? i did all the code changes and im running 1.5 without bi

thanks!

15. Re: Howto: Night Battles for RTW

You will only get the option if your general has the night fighter trait.

16. Re: Howto: Night Battles for RTW

i added the night fighter trait, as described above, and then played... i can't see where i get to choose the night battle...

EDIT: don't worry i got it to work now, thanks

17. Re: Howto: Night Battles for RTW

Have you added the options_bi and night_battles_enabled lines in descr_strat? And are you starting a new campaign?

18. Re: Howto: Night Battles for RTW

Has anyone found out how to enable again the dead faction videos ?

19. Re: Howto: Night Battles for RTW

The videos are working in the betas for XGM 4. I haven't exactly "figured out" how to get them working though. They just started working again as a fortuitous consequence of other changes I made.

*Edit* Just a guess, but try including the BI versions of descr_event_enums.txt and descr_event_images.txt.

20. Re: Howto: Night Battles for RTW

Very good tutorial
but
i'm see a error in this line

"To activate the chacter traits you need to add the NightBattleCapable trait and triggers to data\export_descr_character_traits.txt, along with suitable entries in data\export_descr_unit_enums.txt and data\text\export_VnVs.txt."

there must be
data\export_descr_VnVs_enums.txt

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