Page 6 of 12 FirstFirst 123456789101112 LastLast
Results 101 to 120 of 230

Thread: Emergent Factions Playable

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Indefinitely Banned
    Join Date
    Jan 2011
    Location
    Brazil
    Posts
    79

    Default Re: Emergent Factions Playable

    Quote Originally Posted by Captain Jack Aubrey View Post
    hello,

    as there isnt any of brazil present on the map, and brazil isnt a faction contained within the startpos im afraid that the answer is no.

    it is however possible by renaming and modding in brazilian flags for say Mexico or coloumbia to have Brazil as a faction and then edit the startpos to give them a province somewhere

    The Cap
    Thanks Lucky Jack!

  2. #2

    Default Re: Emergent Factions Playable

    hello tarm,

    sorry i missed your first post on the subject so i apologise for the answer being late. in brief, i didnt do anything to the religious building tree, however, because i myself have experienced this problem, i went ahunting in the dbfiles and it would appear a number of the emergent factions do not have religious buildings assigned to them in one of the tables (something like 'building_faction_cultural_tables' or something like that). in therory it should be very easy with the dbeditor to simply add in the required rows yourself, but i havent tried it myself i cant say wheter it will work or not. (also it would be wise to bear in mind that this table is in one of the vannila .pack files, so id reccommend that once the dbeditor has told you which one, immediately backup that .pack if you attempt to do this)

    if you do have a go, please tell me of the results

    cheers

    The Cap

  3. #3

    Default Re: Emergent Factions Playable

    Thanks for the heads up Cap. This turned out to be very easy to solve.

    I went into building_faction_variants_table and simply added the three catholic building (I copied the ones from spain) for Mexico. Seemed to work a treat although I haven't completely tested it yet. Cheers

  4. #4

    Default Re: Emergent Factions Playable

    Quote Originally Posted by Tarm666 View Post
    Thanks for the heads up Cap. This turned out to be very easy to solve.

    I went into building_faction_variants_table and simply added the three catholic building (I copied the ones from spain) for Mexico. Seemed to work a treat although I haven't completely tested it yet. Cheers
    nifty

    The Cap

  5. #5
    triarri's Avatar Civis
    Join Date
    Feb 2009
    Location
    Scotland
    Posts
    171

    Default Re: Emergent Factions Playable

    hey cap, do the mexican and Usa campaigns, have that unit converting bug?

  6. #6

    Default Re: Emergent Factions Playable

    hello,

    no, i am not aware of any bugs relating to unit switching. although i havent extensively tested them i havent recieved any reports that bug switching is occuring in any of the emegernt playable startpos', so id say its all good.

    I believe the unit switching bug is due to heavily modded startpos', thats why it occurs in the DMUC late campaign and in my failed Global Conflict mod, although this isnt peer reviewed or anything, thats just my take on it.

    The Cap

  7. #7
    triarri's Avatar Civis
    Join Date
    Feb 2009
    Location
    Scotland
    Posts
    171

    Default Re: Emergent Factions Playable

    alright thanks may download next week and give a test, i just get put off mexico with the lack of units :/

  8. #8

    Default Re: Emergent Factions Playable

    Quote Originally Posted by triarri View Post
    alright thanks may download next week and give a test, i just get put off mexico with the lack of units :/
    i always find that either redesignating mexico some juicier units in the dbtables is always good, or downloading aum as that will give them lots and lots

    The Cap

  9. #9

    Default Re: Emergent Factions Playable

    is there any way to use this mod along with the additional causa belli units?

  10. #10

    Default Re: Emergent Factions Playable

    Quote Originally Posted by Chees3 View Post
    is there any way to use this mod along with the additional causa belli units?
    hello there,

    i cant say for definate, but it should work. as long as you put all the .pack files into the correct folders, and only replace the statpos then, as above, it shouldbe ok

    the Cap

  11. #11

    Default Re: Emergent Factions Playable

    nevermind...

    USA only has 1 general?
    Last edited by John Mayer; September 27, 2011 at 10:08 AM.
    "Oh my lords, my brothers, my sons, the everlasting honour of Christians is in your hands."
    Κωνσταντῖνος ΙΑ' Παλαιολόγος

    "il nous faut de l'audace, encore de l'audace, toujours de l'audace, et la France est sauvée"

  12. #12

    Default Re: Emergent Factions Playable

    Quote Originally Posted by Lord Commander Snow View Post
    nevermind...

    USA only has 1 general?
    ????

    eh??

    The Cap

  13. #13
    Sir_Aggelos_GR's Avatar Centenarius
    Join Date
    Jun 2010
    Location
    Halkida,Greece
    Posts
    864

    Default Re: Emergent Factions Playable

    Startpos file for Scotland?

  14. #14
    GasCanGerry's Avatar Libertus
    Join Date
    Apr 2011
    Location
    In the middle of nowhere with her husband, Eustace Bagge...
    Posts
    79

    Default Re: Emergent Factions Playable

    I have a really strange bug... I am playing with Quebec and a building costs 250 gold instead of the usual 2500... It is like the last number of the price gets removed or something..
    Last edited by GasCanGerry; October 03, 2011 at 03:34 PM.

  15. #15

    Default Re: Emergent Factions Playable

    Quote Originally Posted by GasCanGerry View Post
    I have a really strange bug... I am playing with Quebec and a building costs 250 gold instead of the usual 2500... It is like the last number of the price gets removed or something..
    hmmm odd

    do you have any other mods installed as this shouldnt effect building prices at all, and is it the very first turn, because sometimes on the very first turn, strange things happen to edited startpos's

    The Cap

  16. #16

    Default Re: Emergent Factions Playable

    Check out page 5 and my chat with the Cap

  17. #17
    GasCanGerry's Avatar Libertus
    Join Date
    Apr 2011
    Location
    In the middle of nowhere with her husband, Eustace Bagge...
    Posts
    79

    Default Re: Emergent Factions Playable

    Well, i tried it and now my game crashes everytime when i start it... After the Empire Total War screen :/ Any chance you could post a tutorial or something? I would be very grateful and yes, I am like a caveman when it comes to this.

  18. #18

    Default Re: Emergent Factions Playable

    Quote Originally Posted by GasCanGerry View Post
    Well, i tried it and now my game crashes everytime when i start it... After the Empire Total War screen :/ Any chance you could post a tutorial or something? I would be very grateful and yes, I am like a caveman when it comes to this.
    If you like you can post your DMUC_core file here and I'll make the changes for you.

    Otherwise try this. There maybe a better way but this is how I do it:-
    1) Open the DMUC_core file with the DBEditor
    2) Go to Building Faction Variants Table (Should be greyed out and underlined)
    3) Click File > New building_faction_variants_table Table
    4) Call it whatever you like and add it to the existing DMUC_Core.pack file or create your own if you like. Remember if you do, you'll have to add it to the user script.
    5) Now go back into the original greyed out Building Faction Variants Table and click on the faction tab.
    6) Austria, for example, has three rel_catholic building entries. Copy these three entire rows by clicking in the far left hand side column.
    7) Paste these into your new Table and change the faction names from Austria to which ever one you want. Make sure you use the correct religious buildings for whichever religion your faction should be.
    8) Save and exit.

    I think there's a little problem with the names of the buildings not showing up but at least you have them.

    There's probably an easier method to this but it works for me and I've created my own .pack file with all my changes. That way, if there is an update to DMUC or Causi Belli or whatever, I keep all of my changes.

    Hope that helps and let us know how you get on.

  19. #19

    Default Re: Emergent Factions Playable

    ^^^^^^^^
    very handy Tarm (i'll rep you when im allowed )

    in relation to the names not showing up, you'll need to edit the UPC (localisation.loc) with something like this

    building_faction_variants_onscreen_name_rel_protestant_0scotland | Church School
    building_faction_variants_onscreen_name_rel_protestant_1scotland | Chapter School
    building_faction_variants_onscreen_name_rel_protestant_2scotland | College of divinity

    obvioulsy adjust faction name to whatever and names to religious correctness

    The Cap


  20. #20

    Default Re: Emergent Factions Playable

    Quote Originally Posted by Captain Jack Aubrey View Post
    ^^^^^^^^
    very handy Tarm (i'll rep you when im allowed )

    in relation to the names not showing up, you'll need to edit the UPC (localisation.loc) with something like this

    building_faction_variants_onscreen_name_rel_protestant_0scotland | Church School
    building_faction_variants_onscreen_name_rel_protestant_1scotland | Chapter School
    building_faction_variants_onscreen_name_rel_protestant_2scotland | College of divinity

    obviously adjust faction name to whatever and names to religious correctness

    The Cap

    Cheers Cap,

    Never touched the UPC (localisation.loc) file. What do I use to open that then?

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •