Just found out that you cannot start the army on a water tile, eg in a ship. At least one named character has to start on land.
Edit: this can be solved simply by placing the army on land and at game start move it onto a spawned ship via script.
Just found out that you cannot start the army on a water tile, eg in a ship. At least one named character has to start on land.
Edit: this can be solved simply by placing the army on land and at game start move it onto a spawned ship via script.
If possible someone can help me do this for Teutonic Order? I've been trying for hours but when I launch the campaign it just goes back to main menu.
Is it possible if someone can send the files? I'm super noob at M2TW modding lol
Thanks and sorry for the ressurection of this post thread
The return to menu means you have an issue in the descr_strat file. Check the log for [error] entries, the last one should be your fatal error.
1. Did you implement the faction yourself or was it already present in descr_strat?
2. If it was already present (eg teutonic campaign) did you remove the faction's garrisons in all their former cities?
3. Compress your log and attach\upload it for me to have a look
Wow, thanks for the fast reply! Wasn't expecting. Anyways, I mostly just switched a few things from the Mongol Tutorial.
Added this full line replacing what was already preset for teutonic order in descr_strat
faction teutonic_order, balanced smith
ai_label default
denari 100000
denari_kings_purse 25000
settlement
{
level large_town
region York_Province
year_founded 0
population 2600
plan_set default_set
faction_creator england
building
{
type core_building wooden_wall
}
building
{
type barracks town_watch
}
building
{
type missiles bowyer
}
building
{
type hinterland_roads roads
}
building
{
type temple_catholic small_church
}
building
{
type guild_masons_guild masons_guild
}
}
character Yeager, named character, male, age 30, x 344, y 234, portrait gen
traits GoodCommander 2 , Bloodthirsty 2 , BattleDread 4 , StrategyDread 2 , PublicFaith 1 , Loyal 2 , ContentGeneral 3, Membro_Orda 1, GoodTaxman 3, CaptorDread 4, FactionKiller 4, Genocide 3, VictorVirtue 3
army
unit Ritterbrüders exp 9 armour 0 weapon_lvl 0
unit Foot Ritterbrüders exp 6 armour 0 weapon_lvl 0
Then, I made the exact same thing for the campaign_script and descr_sm_factions: Just replacing unit name (Ritterbrügers), character made up name (Yeager), faction (teutonic_order).
I do not know how to give you error logs, I've been searching how but no success. I know a few things about W2TW modding but never did anything on M2TW. So yeah I'm a rookie lol
1. The character Yeager has to be outside the settlement
2. A garrison from another faction has to be inside the settlement
3. The log can be found in the root folder of the game, it's called system.log.txt
4. Please confirm if the teutonic order faction was already present before you started editing
Follow up on these points:
- Moved the mongols entry in descr_strat from unplayable to the bottom of the playable section (see reason here)
- Made sure the faction details further down were at the bottom of descr_strat just before the slave faction (again same reason)
How to establish co-ordinates: while in the game move the cursor to the position you wish to query. Then pull down the console by pressing the ~ button - it's underneath the esc button. Now type show_cursorstat and press return - that will give you the required information.
i´ve come across an issue with a hordefactions.
an emerging horde faction (pechenegs), which emerge after about 90 turns. as soon as i want to look at them in the campaign map the game ctd. i´ve found a missing line in the expanded.txt EMT_VICTORY_PECHENEGS and checked the rest - was ok + added the missing line + created a new expanded.string.bin. the ctd still was ingame (reload save) but as soon as the horde is a settled faction, the map ctd is gone and i can scroll over there regions and look at the armies.
maybe i just need to restart a new campaign, but are there other known issues with horde factions or things to look at?
The Great Conflicts 872-1071
public alpha II + patch 001 09.03.2021
GoRR 0.1 beta - Glory of Rome Remastered
I have got a template for 'expanded' text entries here. Also check if the other file entries are present, eg descr_lbc_db.txt and descr_offmap_models.txt
Hi,
How can I made Norway a horde faction?
I have this problem
https://www.twcenter.net/forums/show...1#post15839748
It's not necessary that will be playable, but it need to stay in certain areas or Targeting certain objectives..
Last edited by nadalio; October 16, 2019 at 03:14 AM.
@nadalio I'm not quite sure where Leo got stuck...
If you don't want them playable then a lot of this tutorial is not going to help! See if this helps instead;
https://wiki.twcenter.net/index.php?...actions_-_M2TW
Visit Total War Center Wiki for:
Total War Mods - Modding Portal - Total War Series
M2TW Modding - Battle Map Buildings - Techtrees - worldpkgdesc
Rome Remastered Modding - New Campaign Map
IWTE functions for RR - Unit models in RR
Ah, I forgot that sacked settlements revert back to the rebels and hence the horde doesnt cease to be a horde, pretty cool
So the horde keeps only settlements that get occupied or exterminated?
Hordes can only sack or occupie
i think they go for rregions with the "horde_target" attribut
The Great Conflicts 872-1071
public alpha II + patch 001 09.03.2021
GoRR 0.1 beta - Glory of Rome Remastered
Curious, have anyone ever tried creating a horde shadow faction?
With the basic shadow faction set up (re-emergent + dead_untill_resurected in faction's header in descr_strat), a shadow faction gets emerged atomatically each time a settlement of a "parent faction" (the one that is being shadowed) revolts.... It obviously doesnt emerge when only a character revolts, as the faction needs a settlement to live...
However, if the shadow faction was also a horde faction, it should theoretically get emerged each time a character from the parent faction revolts, and immediately went to a horde mode... this could be quite an interesting feature for some mods I think (if it works...)
Last edited by Jadli; August 20, 2021 at 07:21 AM.
Setting up a shadow faction as horde in descr_sm_factions should work in the sense that it will revert to horde when defeated, but as you mentioned so far it looks that only a settlement revolt triggers the shadow faction.
Trying to trigger a shadow faction emergence will be a pain in the butt - doesn't it require the faction_emerge script command to start with?
No, as I said, I meant "natural" emergence, i.e., when the shadow faction is dead, parent faction settlement revolts, and thus the shadow faction is emerged in the settlement automatically (its automatic only if use the lines in descr_strat that I mentioned). Doesnt require a single script. So just curious if making the shadow faction a horde would make this happen for revolting characters as well
Yea, tested it, seems to be the case
When the faction is dead in the moment, a rebelling character doesnt emerge it (as a horde).
Though, when the faction is a horde in the moment, the rebelling character joins the faction, so at least that works fine.
Found an interesting feature though. When the faction is being a horde in the moment, and a settlement revolts to the faction, the faction keep the city and dont cease to be a horde. I assume thats because they dont get to choose occupy/sack, i.e., whether they keep it or abandon it.
Last edited by Jadli; August 22, 2021 at 04:33 AM.