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  1. #1
    Ultra123's Avatar Senator
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    Icon3 Modding help - Timurids

    hi i would like to add timurids to the game on my version of the mod (i dont expect it to be official with the mod due to people hating the un-historicity of it).

    i know the mod creators have better things to do, so anyone out there with med2 modding knowledge please help me. i would like to make the timurids a non-ermergent playable faction, with lets say baghdad as a start base.

    im willing to go to any lengths to make this happen as i have a super urge to conquer the whole world and turn that pretty map black.

    i have used search function all i get is loads of threads stating that its unplayable due to it being emergrent faction.

    if there is a tut on how to make a emergent faction playable id gladly take a redirect. thanks very much

    ultra

  2. #2
    Stylix's Avatar MOS Team Member
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    Default Re: Modding help - Timurids

    @Ultra123

    That is quite an ambitious undertaking you have proposed. It can be done, Dave Scarface did it with the Mongols in KGCM, but I'm sure it is a lot of work. As a starting point I suggest you read this tutorial to get some ideas until someone with the necessary experience can give you more assistance.

    Creating a World – Adding a new Faction

    I realize that you are not adding a faction, just making it playable from the start, but this might give you some ideas about which files need to be modded and the correct settings for those files. I have not read it, so not really sure.
    Best wishes on your project!
    Last edited by Stylix; February 14, 2011 at 04:33 PM.
    MOS v1.6.2+ Bug fixer 30 Dec 2013

  3. #3
    Ultra123's Avatar Senator
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    Default Re: Modding help - Timurids

    thanks very much am reading now - and i certainly do know the huge undertaking it is! but my urge for the timurids is bigger..

    thanks for your reply

    ifi am successful in my endeavour i shall up the text files for thos that wish to do the same.

    im trying to find out how to get the settlement coordinates for editing in decr_strat, search tool is my frind but also my enemy!

    ok this is what i have so far.

    after hours of editing text fles and searching forums for the coords thing i found geomod modding tool. decided to go it all again, a third copy of KGCM was created, this time using geomod to do my editing.

    i changed all relevant values in geomod, i cannot stress this enough i spent a hour at least looking at all values.

    i have created a faction leader and a faction heir. i have located them on the map to be in the region of jedda, i have changed the jedda region to be owned and created by timurid, i have changed option for faction NOT 'to be dead until ermergent', i have made a spouse for the FL and made the FH thier child-(debug in GM has no probs), i have made faction unlockable and attempted to make them playable and i have also given them vic conditions.

    this problem is so

    when i start the campaign as the timurids, alll that happens is the fac shield in top of screen appear like its in middle of a end turn, but paused, music runs (islamic) and i can do a toggle_fow and see that the jedda region is still under rebel hands. i have attempted multipple times to fix this and have looked inside decr_regions this is what is showed there

    Jedda_Province
    Jedda
    timurid
    Arab_Rebels
    13 171 244
    none
    5
    1
    religions { catholic 0 orthodox 0 islam 99 pagan 0 heretic 1 }

    i have switched where it says timurid myself, it previously said rebels even after the copy of fresh folders and the geomod thing validting and saving.

    oh i have also deleted the event timurid invasion in geomod.

    i suspect is has somthing to do with start scripts? or im missing something with the regions.

    any and all help welcome

    ultra
    Last edited by Ultra123; February 15, 2011 at 01:26 PM. Reason: new info

  4. #4
    Stylix's Avatar MOS Team Member
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    Default Re: Modding help - Timurids

    @Ultra123

    There is a limit to the number of factions that can be made playable at one time in the beginning of the descr_strat.txt file. If you make a faction playable, you have to make anthother, previously playable faction, unplayable. This can be changed by the user on a campaign by campaign basis if desired. I don't know if this is your problem, or if you have already addressed it, but it was the first thing that came to me.

    It looks very good so far.

    Have you deleted the map.rwm file before starting a campaign?
    I noticed that in HHB, the provinces that the Mongols start with are listed as owned by Russia in the descr_regions.txt file.

    I found this code in the descr_stat.txt file and I think it may be your answer.

    Spoiler Alert, click show to read: 
    Code:
    faction mongols, balanced smith
    ai_label  nomad
    denari 20000
    denari_kings_purse 3000
    settlement
    {
     level city
     region Volga-Bulgar_Province
     year_founded 0
     population 8000
     plan_set default_set
     faction_creator russia
     building
     {
      type core_building stone_wall

    It appears to me that this is where the ownership of the settlement is assigned.
    Last edited by Stylix; February 15, 2011 at 02:26 PM.
    MOS v1.6.2+ Bug fixer 30 Dec 2013

  5. #5
    Ultra123's Avatar Senator
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    Default Re: Modding help - Timurids

    can u do a check for me is this what your cfg file looks like

    [features]
    editor = true
    mod = mods/kingdoms_grand_campaign_mod

    [game]
    auto_save = 1
    event_cutscenes = 1
    unlimited_men_on_battlefield = 1

    [hotseat]
    turns = 0
    disable_console = 1
    disable_papal_elections = 1
    validate_diplomacy = 1
    autosave = 1
    save_prefs = 1
    update_ai_camera = 1
    save_config = 1
    autoresolve_battles = 0

    [multiplayer]
    playable = 1
    factions = 1 # = england, 2 = france, 4 = hre, 3 = england+france, etc

    [network]
    use_ip =
    use_port = 27750

    [video]
    event_movies = 1

    [misc]
    show_hud_date = 1




    for some reason after some editing i can no longer start the game ! what a mess, i thought i had it as well gone through all the text files manually just for it to CTD with no error on load screen

    its totally got me this, i havent edited the CFG or anything i can see that affects the loading of the mod, and the most bemusing thing ever is that my backup copy of the mod (which has a totally different name in case i mixed it up) also does the same thing.
    also just checked while writing, launching the game with kingdoms.exe gives me the MED2 blank ctd error, and works fine when i launch the med2 normal game, so looks like the geomod MAY have messed up something core in the kingdoms files. look like ill need a reinstall of kingdoms then. unless anyone or yourself stylix that knows what might cause it. unfortunatly that will be a tomorow night job if so.

    so annyoing i was truly sure i cracked the text files, had evrything in place and looking official.
    this is what i was doing before i launched the game
    the very last thing was making scotland moved from 'absent' to actually unplayable i thought that possibly may have been causing my 'stuck on turn end' thing, then i went to run the bat file for the game and got the auto ctd for load screen.

    id be ok with it all if i was incapabable of using a pc, but im not so im sure theres no way i would have affeced un-knowingly the loading of the game, unless geomod did something unexpected.
    Last edited by Ultra123; February 15, 2011 at 04:58 PM.

  6. #6
    Stylix's Avatar MOS Team Member
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    Default Re: Modding help - Timurids

    @Ultra123

    Here is what my config file looks like:
    Spoiler Alert, click show to read: 

    Code:
    [io]
    file_first = true
    disable_file_cache = true
     
    [features]
    editor = true
    mod = mods/kingdoms_grand_campaign_mod
     
    [game]
    auto_save = 0
    event_cutscenes = 1
    unlimited_men_on_battlefield = 1
     
    [hotseat]
    turns = 0
    disable_console = 1
    disable_papal_elections = 1
    validate_diplomacy = 1
    autosave = 1
    save_prefs = 1
    update_ai_camera = 1
    save_config = 1
    autoresolve_battles = 0 
     
    [multiplayer]
    playable = 1
    factions = 1 # = england, 2 = france, 4 = hre, 3 = england+france, etc
     
    [network]
    use_ip = 
    use_port = 27750
     
    [video]
    event_movies = 1
     
    [misc]
    show_hud_date = 1
     
    [log]
    to = logs/system.log.txt
    level=*script* trace

    Notice the io section at the beginning. This forces the mod to use the modified files first before the packed files in the main game.

    I have only downloaded Geomod, but have not even unarchived it so I am unfamiliar with how it works in detail. It is on my list of things to do when I get time.
    Did you unpack any files?
    Last edited by Stylix; February 15, 2011 at 06:31 PM.
    MOS v1.6.2+ Bug fixer 30 Dec 2013

  7. #7
    Ultra123's Avatar Senator
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    Default Re: Modding help - Timurids

    fixed, the batch file to run the kgcm mod was pointing to a different location of the cfg file, no idea how that came about i haventy edited the cfg or batch file before now, but anyway back to my modding

  8. #8
    Stylix's Avatar MOS Team Member
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    Default Re: Modding help - Timurids

    Quote Originally Posted by Ultra123 View Post
    fixed, the batch file to run the kgcm mod was pointing to a different location of the cfg file, no idea how that came about i haventy edited the cfg or batch file before now, but anyway back to my modding
    Glad you were able to get the problem solved. Hope all continues to go well with your modding.
    MOS v1.6.2+ Bug fixer 30 Dec 2013

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