Results 1 to 20 of 20

Thread: How to make an emergent faction playable from start

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Icon1 How to make an emergent faction playable from start

    In this tutorial, I'll explain how to make an emergent faction (mongols, timurids etc) playable from start, while they will still receive the hordes later.

    Its very important to read carefully, because any mistake can make crash.

    1st part
    We will have to edit only descr_strat.txt, located in Medieval2/data/world/maps/campaign/imperial_campaign

    However, you can still make map_faction.tga (starting position map) , vc_faction.tga (victory conditions map), vcs_faction.tga (short campaign victory conditions) and description_faction.txt. The "faction" in the name of the file shall be replaced with the name of the new faction.

    You can also add them victory conditions in descr_win_conditions.txt.


    2nd part
    Now, lets make the mongols playable from start.

    Open descr_strat.txt, add mongols to playable list, then search for this:
    Code:
    faction mongols, balanced smith
    ai_label default 
    dead_until_resurrected
    denari 10000
    denari_kings_purse 3000
    Delete the red line, so they are there from start. But they still need region(s), armies and family member(s).

    The next step is to search for a region in descr_strat, to give to them.
    Here is an example:
    Code:
    settlement castle
    {
     level town
     region Tbilisi_Province
     year_founded 0
     population 2500
     plan_set default_set
     faction_creator moors
     building
      {
      type core_building stone_wall
     }
     building
     {
      type barracks town_guard
     }
    }
    Now, copy that from its place, then put to your faction. It should look like this:

    Code:
    faction mongols, balanced smith
    ai_label default 
    denari 10000
    denari_kings_purse 3000
    settlement castle
    {
     level town
     region Tbilisi_Province
     year_founded 0
     population 2500
     plan_set default_set
     faction_creator moors
     building
      {
      type core_building stone_wall
     }
     building
     {
      type barracks town_guard
     }
    }
    When you done this, go back and delete Tbilisi from the rebels. Its very important, because a region can have only 1 owner.

    After that we will add an army with a faction leader, because if we don't, they will rebel when you start the campaign.

    First, check the coordinates of the castle we gave them. Since we dont know that, we must launch the game to check that.

    Note: Launch the game with the vanilla descr_strat.txt, otherwise you will get a crash, since we didnt remove the rebel armies from the castle.

    Type show_cursorstat when you pointed your mouse on Tbilisi.

    Spoiler Alert, click show to read: 


    Okay, we have the coordinates. Search for x 278, y 109 in the descr_strat.
    You will find this:

    Code:
    character sub_faction turks, Kuchuk Ilker, general, male, age 23, x 278, y 109 
    army
    unit  Turkish Archers    exp 0 armour 0 weapon_lvl 0
    unit  Turkish Archers    exp 0 armour 0 weapon_lvl 0
    unit  ME Town Militia    exp 0 armour 0 weapon_lvl 0
    unit  ME Town Militia    exp 0 armour 0 weapon_lvl 0
    Delete that!
    When done, go to your faction, and add this:

    character Genghis, named character, male, leader, age 40, x 278, y 109

    We are done with the family member part. Now make an army.
    Open campaign_script.txt, search for mongols and you will find their horde script.
    Scroll down until you find a part like this:

    Code:
     
       army
       unit  Mongol Bodyguard  exp 6 armour 0 weapon_lvl 0
       unit  Mongol Infantry   exp 6 armour 0 weapon_lvl 0
       unit  Mongol Infantry   exp 6 armour 0 weapon_lvl 0
       unit  Mongol Infantry   exp 6 armour 0 weapon_lvl 0
       unit  Mongol Infantry   exp 6 armour 0 weapon_lvl 0
       unit  Mongol Infantry   exp 6 armour 0 weapon_lvl 0
       unit  Mongol Foot Archers  exp 6 armour 0 weapon_lvl 0
       unit  Mongol Foot Archers  exp 6 armour 0 weapon_lvl 0
    Then copy some units to your faction leader.

    Important: Dont put names into descr_strat from campaign_script, or you will get crash!
    If you dont know any name for them, just write "Blabla", the game will just show a space if the name isnt on its list.
    It will look like this:

    Code:
    character Genghis, named character, male, leader, age 40, x 278, y 109
    army
       unit  Mongol Bodyguard  exp 6 armour 0 weapon_lvl 0
       unit  Mongol Infantry   exp 6 armour 0 weapon_lvl 0
       unit  Mongol Infantry   exp 6 armour 0 weapon_lvl 0
       unit  Mongol Infantry   exp 6 armour 0 weapon_lvl 0
       unit  Mongol Infantry   exp 6 armour 0 weapon_lvl 0
       unit  Mongol Infantry   exp 6 armour 0 weapon_lvl 0
    Okay, you are done! Go check your new stuff.

    Spoiler Alert, click show to read: 




    Conclusion
    Congrats, you have learned how to make an emergent faction playable from start.
    This can be done with any faction, for example timurids, you just have to put other units from the script.

    If you get CTD, or kick to menu, check your system.log, it tells where is the problem.



  2. #2
    Rougeman's Avatar Ducenarius
    Join Date
    Jan 2011
    Location
    Australia
    Posts
    979

    Default Re: How to make an emergent faction playable from start

    ahh!

    thanks so mucho!!

    rep for you!

  3. #3

    Default Re: How to make an emergent faction playable from start

    Master Supermoler, Followed your guide with reference to the Teutonic Order been placed in the Early era. Gave them Thorn, as a base,deleted both rebel army and ref to settlement.Gave Teutonic Order 2 armys. 1, in settlement 1 outside, both armys give generals names as "random_names" just to get things going.CTD only when I get to start the game ie after main menu,click options,click start followed by"MTW unspecific error!Sooo Q1. Is there a different way to install TO. Q2. Was it because the settlement "Thorn" has a Plugin in the buildings bit. Anyhoo all I want to do is have TO start early era. PS have used your guide for Mongols and not a prob at all. Please advise

  4. #4

    Default Re: How to make an emergent faction playable from start

    Which campaign or mod's descr_strat are you editing? Teutons arent available in the vanilla Medieval2 so that can be the problem.
    Also, You can always check the log file to see what is the problem.

  5. #5

    Default Re: How to make an emergent faction playable from start

    Quote Originally Posted by Supermoler View Post
    Which campaign or mod's descr_strat are you editing? Teutons arent available in the vanilla Medieval2 so that can be the problem.
    Also, You can always check the log file to see what is the problem.
    Sorry,Master Supermoler. I'm editing SS 6.4 Early era. descr_strat as follows.
    ; Custom campaign script generated by Romans Campaign Map Editor
    ; Modified by Meneth and Fair Prince as part of the Stainless Steel Names Overhaul Project (SSNOP)
    campaign imperial_campaign
    playable
    england
    france
    hre
    spain
    venice
    sicily
    milan
    scotland
    cumans
    byzantium
    russia
    moors
    turks
    egypt
    denmark
    portugal
    poland
    hungary
    jerusalem
    lithuania
    kievan_rus
    aragon
    norway
    teutonic_order
    kwarezm
    end
    unlockable
    end
    nonplayable
    timurids
    papal_states
    mongols
    slave
    end

    start_date 1100 winter
    end_date 1560 winter
    timescale 0.25

    followed by.
    faction mongols, balanced smith
    ai_label mongol
    dead_until_resurrected
    denari 150000
    denari_kings_purse 15000
    faction teutonic_order, balanced smith
    ai_label catholic
    denari 100000
    denari_kings_purse 3000
    settlement castle
    {
    level town
    region Thorn_Province
    year_founded 0
    population 2400
    plan_set default_set
    faction_creator poland
    building
    {
    type core_castle_building wooden_castle
    plugin c_hansa c_hansa
    }
    building
    {
    type castle_barracks mustering_hall
    }
    }
    character random_name, named character, age 20, x 211, y 228, label teuton4leader, family
    traits FactionleaderTO 1, MilitaryInclination 1 , Military_Edu 3 , NaturalMilitarySkill 2 , GoodCommander 3 , Bloodthirsty 2 , BattleDread 2 , StrategyDread 2 , PublicFaith 3 , ContentGeneral 3 , Prim 2 , ReligionStarter 1
    unit TO Bodyguard exp 5 armour 0 weapon_lvl 0
    unit Sword Brethren exp 2 armour 0 weapon_lvl 0
    unit Sword Brethren exp 2 armour 0 weapon_lvl 0
    unit Burgher Pikemen exp 4 armour 0 weapon_lvl 0
    unit Burgher Pikemen exp 3 armour 0 weapon_lvl 0
    unit Prussian Archers exp 3 armour 0 weapon_lvl 0
    unit Prussian Archers exp 3 armour 0 weapon_lvl 0
    unit Prussian Archers exp 3 armour 0 weapon_lvl 0
    unit Prussian Archers exp 4 armour 0 weapon_lvl 0
    unit Ritterbruder exp 3 armour 0 weapon_lvl 0
    unit Ritterbruder exp 2 armour 0 weapon_lvl 0

    Any ideas.
    I did notice this.type core_castle_building wooden_castle
    plugin c_hansa c_hansa

  6. #6

    Default Re: How to make an emergent faction playable from start

    No problem
    I have deleted that "plugin c_hansa c_hansa" as you said but I dont know the effect of that.

    Firstly, the game doesnt understand those units, so next time copy names from export_descr_units.txt located in SS6.4\data.
    Secondly, some stuff were missing from the leader's line. Because this, I copied an English faction leader's line and changed the coordinates to Thorn.

    Go ahead and try fixing it yourself. (patience and training makes the master)
    Feel free to ask if you dont understand something, I hope I can help

    I have attached the descr_strat which is working for me. Added some units, so its ready to play

  7. #7

    Default Re: How to make an emergent faction playable from start

    I have a little problem here, I don't get it to work, when I press start i get back to menu crash.

    Here is the modified text:
    Spoiler Alert, click show to read: 
    faction mongols, balanced smith
    ai_label default
    denari 10000
    denari_kings_purse 3000
    settlement castle
    {
    level town
    region Tbilisi_Province
    year_founded 0
    population 2500
    plan_set default_set
    faction_creator moors
    building
    {
    type core_building stone_wall
    }
    building
    {
    type barracks town_guard
    }
    }

    character Genghis, named character, male, leader, age 40, x 278, y 109
    army
    unit Mongol Bodyguard exp 6 armour 0 weapon_lvl 0
    unit Mongol Infantry exp 6 armour 0 weapon_lvl 0
    unit Mongol Infantry exp 6 armour 0 weapon_lvl 0
    unit Mongol Infantry exp 6 armour 0 weapon_lvl 0
    unit Mongol Infantry exp 6 armour 0 weapon_lvl 0
    unit Mongol Infantry exp 6 armour 0 weapon_lvl 0


    Can you see if you find my fails? Cause I can't find them, and I have had a look at system.log, no clue what to do

  8. #8

    Default Re: How to make an emergent faction playable from start

    Quote Originally Posted by Supermoler View Post
    No problem
    I have deleted that "plugin c_hansa c_hansa" as you said but I dont know the effect of that.

    Firstly, the game doesnt understand those units, so next time copy names from export_descr_units.txt located in SS6.4\data.
    Secondly, some stuff were missing from the leader's line. Because this, I copied an English faction leader's line and changed the coordinates to Thorn.

    Go ahead and try fixing it yourself. (patience and training makes the master)
    Feel free to ask if you dont understand something, I hope I can help

    I have attached the descr_strat which is working for me. Added some units, so its ready to play
    Been a bit slow in the reply my friend. I'm using "SS 6.4 with MSC 6.0 no castles add on" Thanks for the descr_strat file. What I will try and do is use your Thorn info and merg it with current descr_strat file. As for the bit on not understanding the units "Sword Bretheran & Prussian archers" i will take this bit as down to a building been present. I've messed about with these units for the TO in the Late campaign before and had no probs. Soo It must be another thing. Anyhoo, Can i still use the TO family tree mod still with the early campaign. And will i need to alter the CS for when the TO are emerging as normal. ie change army or location from which they will appear. Thanks alot Supermoler.

  9. #9
    boboav's Avatar Decanus
    Join Date
    Sep 2009
    Location
    Italy
    Posts
    532

    Default Re: How to make an emergent faction playable from start

    Yes, but I have already find how to make an emergent faction playeble, but AS HORDE

    http://www.twcenter.net/forums/showthread.php?t=465246
    Modder of "Bellum Crucis" and "De Bello Mundi"

  10. #10

    Default Re: How to make an emergent faction playable from start

    @ macue

    I dont know whats the problem, I checked but didnt find. When I get home I'll see it again. Until that, here is a completed descr_strat.txt with Mongols (works),
    so you can find the mistake yourself: http://www.twcenter.net/forums/attac...0&d=1283340178

    @ boboav

    Thanks for showing that. I'll try it too, because hording is fun sometimes

  11. #11

    Default Re: How to make an emergent faction playable from start

    Quote Originally Posted by Supermoler View Post
    @ macue

    I dont know whats the problem, I checked but didnt find. When I get home I'll see it again. Until that, here is a completed descr_strat.txt with Mongols (works),
    so you can find the mistake yourself: http://www.twcenter.net/forums/attac...0&d=1283340178

    Thanks man
    +rep

  12. #12

    Default Re: How to make an emergent faction playable from start

    just of interest, what will happen with the mongols in the descr_campaign_script.txt, will they still spawn?


  13. #13

    Default Re: How to make an emergent faction playable from start

    I think yes, they will spawn, because the script is just based on turn numbers. Someone should try reaching that event with this mod

  14. #14

    Icon5 Re: How to make an emergent faction playable from start

    Hi, I added Norway to the playable list in the descr text file every thing works fine except I cannot recruit any units.
    What other txt file do I have to change?
    Thanks.

  15. #15

    Default Re: How to make an emergent faction playable from start

    Quote Originally Posted by RGJ View Post
    Hi, I added Norway to the playable list in the descr text file every thing works fine except I cannot recruit any units.
    What other txt file do I have to change?
    Thanks.
    I'm sorry, I really can't help you in that, as far as I know, that needs unpacking the data of M2TW Teutonic folder and then adding recruitment/units to the faction. You should post a thread in here:
    http://www.twcenter.net/forums/forumdisplay.php?f=276

    Your question has nothing to do with emergent factions, and need upacking of data (that's why I don't make mods like that).

    Good luck

  16. #16

    Default Re: How to make an emergent faction playable from start

    damn i though this tutorial would get past the whole "need a region" thing, will it ever be possible to have something like Rome Barbarian Invasion?

    edit: is it possible to start with like 4 or 5 stacks in ships or on land and the player can start hit wherever he wishes? or does he have to have a capital somewhere?
    what i need is kind of like the Norman Invasion of england. they arrive as a horde and then start conquering territories as their new kingdom.
    Last edited by Toho; March 10, 2012 at 12:37 PM.

  17. #17

    Default Re: How to make an emergent faction playable from start

    I think there is a way to do that. Here is a tutorial for making land horde: http://www.twcenter.net/forums/showthread.php?t=465246

    So, I guess if you want to put them in ships, simply add to the script a new part like:
    Code:
     
    character Geiles, admiral, male, age 20, x 112, y 146 
    army
    unit cog exp 0 armour 0 weapon_lvl 0
    By spawning a fleet on the same position you spawn an army will place the army in the fleet.

  18. #18

    Default Re: How to make an emergent faction playable from start

    i'm trying to do this for 164 total war (adding trier) but i get a ctd when i try to play as them
    faction trier, balanced caesar
    ai_label catholic
    denari 10000
    denari_kings_purse 2500
    settlement
    {
    level large_city
    region Erzbistum_Trier

    year_founded 0
    population 5000
    plan_set default_set
    faction_creator trier
    building
    {
    type hinterland_wunder_05 porta_nigra
    }
    building
    {
    type core_building large_stone_wall
    }
    building
    {
    type hinterland_tower cannon_towers
    }
    building
    {
    type castle_port c_port
    }
    building
    {
    type hinterland_roads highways
    }
    building
    {
    type hinterland_temple_catholic church
    }
    building
    {
    type equestrian stables
    }
    building
    {
    type hinterland_roads roads
    }
    building
    {
    type hinterland_farms farms
    }
    }

    character Maximilian, Prinz-Bishof, male, age 20, x 74, y 161
    army
    unit 1648 Bodyguard exp 0 armour 0 weapon_lvl 0
    unit Pikeniere exp 1 armour 1 weapon_lvl 1
    unit Pikeniere exp 1 armour 1 weapon_lvl 1

  19. #19

    Default Re: How to make an emergent faction playable from start

    I tried this. But when I tried to launch the campaign it sent me back to the singleplayer menu. I checked the system log like you said and it said:

    19:13:16.446 [script.err] [error] Script Error in data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 2986, column 23
    could not create settlement at script line 2986.

    PS: This is my setting for the mongols in descr_strat.txt

    faction mongols, balanced smith
    ai_label default
    denari 10000
    denari_kings_purse 3000
    settlement castle
    {
    level town
    region Tbilisi_Province


    year_founded 0
    population 2500
    plan_set default_set
    faction_creator mongols
    building
    {
    type core_castle_building wooden_castle
    }
    building
    {
    type barracks garrison_quarters
    }


    }


    character Genghis, named character, male, leader, age 40, x 278, y 109
    traits Factionleader 1 , GoodCommander 2 , Energetic 1 , PublicFaith 2 , StrategyChivalry 4 , ReligionStarter 1
    ancillaries apothecary
    army
    unit Mongol Bodyguard exp 1 armour 0 weapon_lvl 0
    unit Mongol Foot Archers exp 0 armour 0 weapon_lvl 0
    unit Mongol Infantry exp 0 armour 0 weapon_lvl 0
    unit Mongol Infantry exp 0 armour 0 weapon_lvl 0
    unit Mongol Horse Archers exp 0 armour 0 weapon_lvl 0
    unit Mongol Horse Archers exp 0 armour 0 weapon_lvl 0
    unit Mongol Light Lancers exp 0 armour 0 weapon_lvl 0

  20. #20

    Default Re: How to make an emergent faction playable from start

    Quote Originally Posted by monterey99 View Post
    I tried this. But when I tried to launch the campaign it sent me back to the singleplayer menu. I checked the system log like you said and it said:

    19:13:16.446 [script.err] [error] Script Error in data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 2986, column 23
    could not create settlement at script line 2986.

    PS: This is my setting for the mongols in descr_strat.txt

    faction mongols, balanced smith
    ai_label default
    denari 10000
    denari_kings_purse 3000
    settlement castle
    {
    level town
    region Tbilisi_Province


    year_founded 0
    population 2500
    plan_set default_set
    faction_creator mongols
    building
    {
    type core_castle_building wooden_castle
    }
    building
    {
    type barracks garrison_quarters
    }


    }


    character Genghis, named character, male, leader, age 40, x 278, y 109
    traits Factionleader 1 , GoodCommander 2 , Energetic 1 , PublicFaith 2 , StrategyChivalry 4 , ReligionStarter 1
    ancillaries apothecary
    army
    unit Mongol Bodyguard exp 1 armour 0 weapon_lvl 0
    unit Mongol Foot Archers exp 0 armour 0 weapon_lvl 0
    unit Mongol Infantry exp 0 armour 0 weapon_lvl 0
    unit Mongol Infantry exp 0 armour 0 weapon_lvl 0
    unit Mongol Horse Archers exp 0 armour 0 weapon_lvl 0
    unit Mongol Horse Archers exp 0 armour 0 weapon_lvl 0
    unit Mongol Light Lancers exp 0 armour 0 weapon_lvl 0
    Never mind. I forgot to remove the rebel army in Tbilisi

Posting Permissions

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