Results 1 to 9 of 9

Thread: Kalmar Union questions

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    AJStoner's Avatar Lord of Entropy
    Join Date
    Dec 2010
    Location
    Currently exiled to Florida
    Posts
    1,746

    Default Kalmar Union questions

    Hey guys,

    I want to include a script that will allow the Baron's Alliance to become "England" if they overpower the English. I am using the "Normans" as a base for this since they use the same banner as England and are basically set-up already. I have used kalmar union scripts for turning over regions & units before but haven't used the banner change yet and wanted to ask some questions I had about it.

    1) UNITS: I noticed there are no "Kalmar Union" units in the batmod db and only the general's bodyguard has them in EDU. Does this mean I don't need to make/assign any new units for my new Norman/England faction--They will just keep using the BA ones? Or am I missing a step some place.

    2) DESCR_STRAT: Kalmar_Union is listed as unplayable, should I set-up the Normans as such then? Also, the entry for the KU is as follows:

    KU descr_strat entry:
    faction kalmar_union, balanced smith
    ai_label default
    dead_until_resurrected
    denari 0
    denari_kings_purse 0

    faction slave, balanced smith
    ai_label slave_faction
    denari 3000
    denari_kings_purse 500


    settlement
    {
    level large_town
    region L_vov_Region

    year_founded 0
    population 6000
    plan_set default_set
    faction_creator lithuania
    building
    {
    type core_building wooden_wall
    }
    building
    {
    type barracks town_guard
    }
    building
    {
    type market market
    }
    }


    settlement
    {
    level large_town
    region Kalmar_Region

    year_founded 0
    population 2500
    plan_set default_set
    faction_creator teutonic_order
    building
    {
    type core_building wooden_wall
    }
    building
    {
    type barracks town_guard
    }
    building
    {
    type market market
    }
    building
    {
    type hinterland_roads roads
    }
    building
    {
    type port port
    }
    }

    settlement
    {
    level town
    region Stralsund_Region

    year_founded 0
    population 1000
    plan_set default_set
    faction_creator teutonic_order
    building
    {
    type core_building wooden_pallisade
    }
    building
    {
    type barracks town_watch
    }
    }

    settlement
    {
    level town
    region Potsdam_Region

    year_founded 0
    population 895
    plan_set default_set
    faction_creator teutonic_order
    building
    {
    type core_building wooden_pallisade
    }
    building
    {
    type barracks town_watch
    }
    }

    settlement
    {
    level city
    region Gotland

    year_founded 0
    population 7000
    plan_set default_set
    faction_creator denmark
    building
    {
    type core_building stone_wall
    }
    building
    {
    type temple_catholic abbey
    }
    building
    {
    type market corn_exchange
    }
    building
    {
    type barracks town_guard
    }
    building
    {
    type port port
    }
    }

    settlement
    {
    level city
    region Central_Sweden

    year_founded 0
    population 6000
    plan_set default_set
    faction_creator denmark
    building
    {
    type core_building stone_wall
    }
    building
    {
    type barracks town_guard
    }
    building
    {
    type market market
    }
    building
    {
    type hinterland_roads roads
    }
    building
    {
    type temple_catholic church
    }
    }

    settlement
    {
    level large_city
    region Finland_Region

    year_founded 0
    population 13000
    plan_set default_set
    faction_creator denmark
    building
    {
    type core_building large_stone_wall
    }
    building
    {
    type barracks militia_drill_square
    }
    building
    {
    type smith leather_tanner
    }
    building
    {
    type market market
    }
    building
    {
    type hinterland_farms farms
    }
    }

    settlement
    {
    level town
    region Southern_Sweden

    year_founded 0
    population 1300
    plan_set default_set
    faction_creator denmark
    building
    {
    type core_building wooden_pallisade
    }
    building
    {
    type barracks town_watch
    }
    }

    settlement
    {
    level village
    region Tingvalla_Region

    year_founded 0
    population 718
    plan_set default_set
    faction_creator denmark
    }


    These are the required regions for the KU to form but for my mod there will be only London as a requirement and a certain set number of other regions.

    Do I set-up the Norman/England faction with JUST London then? Would all the regions the possess besides those listed be lost or would it transfer them over without additional scripting? I have no way of knowing in advance exact what regions they will control when the change happens besides London itself.

    *MEMBER OF THE HOUSE OF HADER* *UNDER THE CRUEL & MERCILESS PATRONAGE OF y2day*

  2. #2

    Default Re: Kalmar Union questions

    Well do you want the KU script to continue firing, i.e. a new BA can form afterwards?
    The shadow/shadowed link comes in pairs. From my understanding, this means that each faction can have only one shadow faction and vice versa- I'd just stick with England/BA. As the BA will always be AI and a defeated player won't continue the campaign, turning England over to the BA (give everything to faction true- that last part gives the faction defeated message) then banner change from BA to england possibly with a historic event "the Baron's alliance has deposed the monarchy" or something to that effect. then the cycle just starts over; a new BA can form from the respawned england and succeed/fail against the English crown.
    This is all conjecture extrapolated from the docudemons and vanilla scripts, so I have no idea if it would work.
    A well informed opinion is a well formed opinion.

  3. #3
    Vegas_Bear's Avatar Biarchus
    Join Date
    Sep 2005
    Location
    Las Vegas, NV
    Posts
    605

    Default Re: Kalmar Union questions

    The Kalmar Union script from TO only switches over the banner. Denmark uses the Kamlar Union one, it doesn't switch units.
    1)
    Spoiler Alert, click show to read: 
    Code:
    	monitor_event FactionTurnStart FactionType barons_alliance
    		and I_TurnNumber > 2
    		and I_NumberOfSettlements england = 0
    		if I_SettlementOwner London barons_alliance
    			and I_SettlementOwner ... barons_alliance
    			and I_SettlementOwner ... barons_alliance
    			and I_SettlementOwner ... barons_alliance
    				historic_event New_England_Question true factions { barons_alliance, }
    			terminate_monitor
    		end_if
    	end_monitor
    
    	monitor_conditions I_EventCounter New_England_question_accepted = 1
    		set_faction_banner
    			faction barons_alliance
    			banner normans
    		end_set_faction_banner
    		terminate_monitor
    	end_monitor


    2)
    descr_strat

    Code:
    nonplayable
    	normans
    Code:
    faction	normans, balanced smith
    ai_label	default 
    dead_until_resurrected
    denari	0
    denari_kings_purse	0

    descr_sm_factions

    Spoiler Alert, click show to read: 
    Code:
    faction		                normans
    culture				northern_european
    religion			catholic
    symbol				models_strat/symbol_england.CAS
    rebel_symbol			models_strat/symbol_rebels.CAS
    primary_colour			red 215, green 0, blue 0
    secondary_colour		red 255, green 210, blue 0
    loading_logo			loading_screen/symbols/symbol128_england.tga
    standard_index			12
    logo_index			FACTION_LOGO_ENGLAND
    small_logo_index		SMALL_FACTION_LOGO_ENGLAND
    triumph_value			5
    custom_battle_availability	no
    can_sap				no
    prefers_naval_invasions		no
    can_have_princess		yes
    has_family_tree			yes


    VB

  4. #4

    Icon1 Re: Kalmar Union questions

    AJStoner: I could be wrong, but I think that the baron’s alliance and the Norman factions would need to share the same units or the units won't be transferred over.

    I think you would set up the Norman faction in the descr_strat and descr_sm_factions files like this:

    descr_strat:
    Spoiler Alert, click show to read: 
    Code:
    ;#################################################################
    ;##########################  ARNOR  #############################
    ;################################################################# 
    faction	byzantium, balanced smith
    ai_label	default 
    dead_until_resurrected
    denari	5000
    denari_kings_purse	500

    descr_sm_factions:
    Spoiler Alert, click show to read: 
    Code:
    faction						byzantium, spawned_on_event
    culture						northern_european
    religion					northmen
    symbol						models_strat/symbol_byzantium.CAS
    rebel_symbol				models_strat/symbol_rebels.CAS
    primary_colour				red 9, green 9, blue 9
    secondary_colour			red 255, green 204, blue 51
    loading_logo				loading_screen/symbols/symbol128_byzantium.tga
    standard_index				15
    logo_index					FACTION_LOGO_BYZANTIUM
    small_logo_index			SMALL_FACTION_LOGO_BYZANTIUM
    triumph_value				5
    intro_movie					faction/minor_intro.bik
    victory_movie				faction/minor_win.bik
    defeat_movie				faction/minor_lose.bik
    death_movie					faction/minor_lose.bik
    custom_battle_availability	yes
    can_sap						no
    prefers_naval_invasions		no
    can_have_princess			no
    has_family_tree				yes

    The ‘give_everything_to_faction’ command will transfer all the units and regions, but you will still need to spawn in some generals to form the new faction’s Royal family:
    Spoiler Alert, click show to read: 
    Code:
    	;;; MONGOL INVASION 1 SCRIPT
    		spawn_army 
    			faction mongols
    			character	Jebe, named character, age 30, x 292, y 166, family	;command 8, dread 9, loyalty 7, piety 1
    			traits EasternWarlord 3 , GoodCommander 2 , Bloodthirsty 2 , BattleDread 4 , StrategyDread 2 , PublicFaith 1 , Loyal 2 , ContentGeneral 3	;command 8, dread 9, loyalty 7, piety 1
    			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
    			unit		Mongol Foot Archers		exp 6 armour 0 weapon_lvl 0
    			unit		Mongol Foot Archers		exp 6 armour 0 weapon_lvl 0
    			unit		Mongol Heavy Archers	exp 6 armour 0 weapon_lvl 0
    			unit		Mongol Heavy Archers	exp 6 armour 0 weapon_lvl 0
    			unit		Mongol Heavy Archers	exp 6 armour 0 weapon_lvl 0
    			unit		Mongol Heavy Archers	exp 6 armour 0 weapon_lvl 0
    			unit		Mongol Heavy Archers	exp 6 armour 0 weapon_lvl 0
    			unit		Mongol Heavy Lancers	exp 6 armour 0 weapon_lvl 0
    			unit		Mongol Heavy Lancers	exp 6 armour 0 weapon_lvl 0
    			unit		Mongol Heavy Lancers	exp 6 armour 0 weapon_lvl 0
    			unit		Mongol Heavy Lancers	exp 6 armour 0 weapon_lvl 0
    			unit		Mongol Heavy Lancers	exp 6 armour 0 weapon_lvl 0
    		end

  5. #5
    AJStoner's Avatar Lord of Entropy
    Join Date
    Dec 2010
    Location
    Currently exiled to Florida
    Posts
    1,746

    Default Re: Kalmar Union questions

    I should mention, the BA in my mod is now a normal playable faction and no longer shadows England unless it is itself destroyed. BA can re-emerge through the normal scripts if the first instance is eliminated.

    *MEMBER OF THE HOUSE OF HADER* *UNDER THE CRUEL & MERCILESS PATRONAGE OF y2day*

  6. #6

    Default Re: Kalmar Union questions

    One question: I've heard that the banner change script doesn't affect the internal names of player factions.
    Is this true? If not, great, if so, is there a workaround?
    A true civil war could actually be possible if the shadow faction can become the normal faction internally as well as aesthetically. If human factions can be the same, then the player might even be able to side with the rebels and depose the current king.
    A well informed opinion is a well formed opinion.

  7. #7
    AJStoner's Avatar Lord of Entropy
    Join Date
    Dec 2010
    Location
    Currently exiled to Florida
    Posts
    1,746

    Default Re: Kalmar Union questions

    Quote Originally Posted by Carle View Post
    One question: I've heard that the banner change script doesn't affect the internal names of player factions.
    Is this true? If not, great, if so, is there a workaround?
    A true civil war could actually be possible if the shadow faction can become the normal faction internally as well as aesthetically. If human factions can be the same, then the player might even be able to side with the rebels and depose the current king.
    That would explain why Kalmar doesn't have its own units, though I wonder why they need a unique General's Bodyguard then. This would save much time and effort; anyone know what the situation is here?

    *MEMBER OF THE HOUSE OF HADER* *UNDER THE CRUEL & MERCILESS PATRONAGE OF y2day*

  8. #8

    Default Re: Kalmar Union questions

    I did wonder about that. Kalmar Union is only listed in the general's bodyguard unit, for obvious reasons I'd like the change to be internal for everything else too.
    IIRC the TATW script used the banner change if the faction in question was AI, but I can't be certain.
    A well informed opinion is a well formed opinion.

  9. #9

    Default Re: Kalmar Union questions

    Quote Originally Posted by Carle View Post
    I did wonder about that. Kalmar Union is only listed in the general's bodyguard unit, for obvious reasons I'd like the change to be internal for everything else too.
    IIRC the TATW script used the banner change if the faction in question was AI, but I can't be certain.

    i wonder if this is to do with, as most of the factions general bodyguards units in the kingdoms expansions, have a different battlemap model for the faction leaders, from what i've noticed anyway!
    Last edited by danny X; October 06, 2011 at 02:28 PM.


Posting Permissions

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