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Thread: How to add strat map character levels & change battle models

  1. #1

    Default How to add strat map character levels & change battle models

    This has been asked in the mod workshop many times so i thought why not make a clear & detailed tutorial over it.
    Our Goal In this tutorial we will learn how to add unique 3D models for faction heir and faction leader on both campaign and battle map. In addition after reading this tutorial you will be able to add upto 10 levels of 3D model variants on strat characters that can have traits.

    Hardcoded limits: You can add only 10 levels for a character on strat map because a trait can only have 10 levels, 11th level won’t cause a CTD but it won’t be recognized either. On battle map, you can change the battle model for only heir and leader, the battle model for faction’s general (family member or otherwise) always remains the same throughout the game.


    Files Required You would have to mod the following files:
    • Descr_character.txt (In data folder)
    • Descr_model_strat.txt (In data folder)
    • Export_descr_character_traits.txt (In data folder)
    • Export_vnvs.txt (In data\text folder)
    • Expanded.txt (In data\text folder)
    • Battle_models.modeldb (In data\unit_models folder)
    • Campaign_script.txt (In data\world\maps\campaign\imperial_campaign folder)



    Part I: Adding unique strat models for Faction Heir and Faction Leader on campaign map
    Step 1 Open descr_character.txt file and modify the “named character” entry for this file (in this case england) & add the following changes\levels into this entry as shown below:
    Code:
    type			named character
    
    actions			moving_normal, moving_quickmarch, garrison, assault, attack, besiege, entrench, ambush, diplomacy, bribe, exchange, building_fort, building_watchtower
    wage_base		200
    starting_action_points	80
    faction			england
    dictionary		2
    strat_model		northern_general			;faction general (level 0)
    strat_model		northern_heir				;faction heir (level 1)
    strat_model		northern_generic_king			;faction leader (level 2)
    battle_model	Northern_General
    battle_equip	gladius, chainmail shirt helmet and rectangular shield
    In the above entry “northern_heir” & “northern_generic_king” are the names of the model entries which are referenced in the descr_model_strat.txt file so make sure that they’re same in both the files. Repeat these steps for all the named character entries, faction wise, thereby adding 2 levels as intended. Save changes to this file (hotkey Ctrl+S) & exit.


    Step 2 After that open the descr_model_strat.txt file in order to add the 3D models for these newly introduced levels, as the game requires a 3D model and its relevant textures to display them on the campaign map that are meant for your faction heir and leader (or newly added levels for your generals).
    For the sake of neatness make these entries where the entry of northern_general lies. Add the following entries for heir and leader respectively:
    For Heir:
    Code:
    type				northern_heir
    skeleton			strat_named_with_army
    scale				0.7
    indiv_range			40
    texture				ireland, models_strat/textures/northern_heir_ireland.tga
    texture				spain, models_strat/textures/northern_heir_spain.tga
    texture				portugal, models_strat/textures/northern_heir_portugal.tga
    texture				sicily, models_strat/textures/northern_heir_sicily.tga
    texture				norway, models_strat/textures/northern_heir_norway.tga
    texture				denmark, models_strat/textures/northern_heir_denmark.tga
    texture				scotland, models_strat/textures/northern_heir_scotland.tga
    texture				france, models_strat/textures/northern_heir_france.tga
    texture				hre, models_strat/textures/northern_heir_hre.tga
    texture				england, models_strat/textures/northern_heir_england.tga
    model_flexi_m			models_strat/northern_heir.CAS, max
    shadow_model_flexi		models_strat/shadow_sword.CAS, max
    For Leader:
    Code:
    type				northern_generic_king
    skeleton			strat_named_with_army
    scale				0.7
    indiv_range			40
    texture				ireland, models_strat/textures/northern_generic_king_ireland.tga
    texture				spain, models_strat/textures/northern_generic_king_spain.tga
    texture				portugal, models_strat/textures/northern_generic_king_portugal.tga
    texture				sicily, models_strat/textures/northern_generic_king_sicily.tga
    texture				norway, models_strat/textures/northern_generic_king_norway.tga
    texture				denmark, models_strat/textures/northern_generic_king_denmark.tga
    texture				scotland, models_strat/textures/northern_generic_king_scotland.tga
    texture				france, models_strat/textures/northern_generic_king_france.tga
    texture				hre, models_strat/textures/northern_generic_king_hre.tga
    texture				england, models_strat/textures/northern_generic_king_england.tga
    model_flexi_m			models_strat/northern_generic_king.CAS, max
    shadow_model_flexi		models_strat/shadow_sword.CAS, max
    I’ll explain some of the things in this file, so as we understand what we are doing in it. “type” refers to the entry which as I said earlier should be same as mentioned in descr_character.txt. “skeleton” refers to the animation entry which should be same as in descr_skeleton.txt, this entry will provide the animations that the character will use on the map. “texture” refers the texture the model will use for every faction mentioned, it shows the path of the directory also, where one has to store the texture. In our case it is “models_strat\textures folder”, .tga is the file format of your texture.

    Kingdoms.exe can directly access and apply .tga file types so no need to use .dds type file formats like in medieval2.exe. “model_flexi_m” tells us which 3D model we are using, it has to be in .CAS format, make sure the name of the .CAS file you have put in models_strat folder and the one you have mentioned in this file are same to avoid CTDs.
    “shadow_model_flexi” refers to the shadow for the 3D model it will use, it use the default .CAS file from the vanilla packs so no need to put this file (shadow_sword.CAS) in your mod.

    Another 2 important things to remember are:
    1. That every .CAS model has a default texture, in case a texture for a particular faction is unavailable, it will use the default texture. Whether original texture is available or not it will always require the default texture otherwise you will get a CTD. You can check the default texture for any .CAS model by opening it with a notepad and then scrolling at the bottom of the file, it will show you some gibberish but the noticeable part is clearly visible in English. Like in our 3D model “northern_generic_king.CAS” the default texture given in this file, which is highlighted in red is:

      So make sure you have placed “northern_generic_king_ireland.tga” file in the models_strat\textures folder to avoid CTD.
    2. As you may know that certain characters turn rebel (not heir & leader though), characters like priest, captain, general (family member or otherwise) etc. So if you’re adding levels to them then make sure you also provide a texture path for the slave faction otherwise you will get CTD. Sometimes modders forget it and keep on wondering why their mod is crashing in mid-campaign, so always add a slave texture to characters that can turn rebel on campaign map.


    Anyways save changes to this file and exit the file as we are done here.


    Step 3 Now open the export_descr_character_traits.txt file, this is the file that is actually responsible for the change of 3D model on campaign map. For this you would have to add a new trait that will do it, however in our case we already have one for heir and leader so it’s not necessary. If you’re not familiar with how to create new traits then I suggest you read these tutorials beforehand.

    Whilst this file open in notepad, press Ctrl+F to open the search box and then type “heir” (without quotations of course) to directly skip to the trait that we’re going to modify. The traits are the following:
    Code:
    ;------------------------------------------
    Trait Factionleader
        Characters family
        AntiTraits Factionheir
    
        Level Faction_Leader
            Description Faction_Leader_desc
            EffectsDescription Faction_Leader_effects_desc
            Threshold  1 
    
            Effect Command  1 
            Effect Authority  2 
            Effect PersonalSecurity  3 
            Effect Level 2
    
    
    
    ;------------------------------------------
    Trait Factionheir
        Characters family
        AntiTraits Exheir
    
        Level Heir_Apparent
            Description Heir_Apparent_desc
            EffectsDescription Heir_Apparent_effects_desc
            Threshold  1 
    
            Effect Command  1 
            Effect Authority  1 
            Effect PersonalSecurity  2
            Effect Level 1
    Add an additional effect in these traits like shown above (highlighted in blue). Level 1 for heir and Level 2 for leader. Every trait has its trigger that fire on certain condition(s) and gives these traits, these triggers are already mentioned in this file but still I will mention and show them here:
    Code:
    ;------------------------------------------
    Trigger factionleader
        WhenToTest BecomesFactionLeader
    
    
        Affects Factionleader  1  Chance  100 
    
    ;------------------------------------------
    Trigger becomesheir
        WhenToTest BecomesFactionHeir
    
    
        Affects Factionheir  1  Chance  100 
    
    ;------------------------------------------
    We are finished here also, save your changes and now exit this file as well. As you may have learned by now that this trait file has 2 section, one part contains the actual trait, listing its effects & at the bottom it contains the trigger for that trait, which contains a set of conditions upon which that trait type is granted to that particular character\agent type mentioned in trigger.


    Step 4 Now since what we did in our previous step is that we only added an additional effect on pre-existing traits, so we don’t have to modify Export_vnvs.txt file. But if you have added a new trait from scratch then you would have to modify this file as well. What this file actually has is textual info that we see on campaign for that trait. This file displays 3 things:
    • Actual name of the trait in the character info panel.
    • The effects of that trait type when we scroll over the trait with our mouse.
    • And description of the trait when we scroll over the trait with our mouse.

    Like for our already existing traits the entries in this file are:
    Quote Originally Posted by export_vnvs.txt
    {Faction_Leader}Faction Leader
    {Faction_Leader_desc}This man is the leader of one of the world's major powers, and commands respect and obedience as a result.
    {Faction_Leader_effects_desc}+1 Command, +2 Authority, +3 to personal security (improves the chances of detecting and foiling assassination attempts)

    {Heir_Apparent}Heir Apparent
    {Heir_Apparent_desc}As the next leader of his people, this man is already an individual of immense importance.
    {Heir_Apparent_effects_desc}+1 Command, +1 Authority, +2 to personal security (improves the chances of detecting and foiling assassination attempts)
    All of this regarding the traits would be clear to you by now if you have read the traits tutorials I linked above. What you have actually learned is that the actual cause of the change in campaign 3D model is an additional effect mentioned in the trait called “Level x”, where x represents the numeric value from 0-10, as I said only 10 levels can be given through a single trait as it can have only 10 sub levels.

    Step 5 Now comes expanded.txt file, here again since faction heir and faction leader are already placed by default in game, you don’t have to modify anything in this file, however if you are adding additional levels then you would have to modify this file otherwise you will see a default internal game name if you scroll over that character. For example if you have added 3 more levels for your general, then you would have to modify this entry for every faction type:
    Code:
    {EMT_FRANCE_NAMED_GENERAL}French General
    {EMT_FRANCE_NAMED_GENERAL_3}Your Custom Entry
    {EMT_FRANCE_NAMED_GENERAL_4} Your Custom Entry
    {EMT_FRANCE_NAMED_GENERAL_5} Your Custom Entry
    ^Similarly for all factions. As you can see “..._NAMED_GENERAL_1” & “..._NAMED_GENERAL_2” are not mentioned because heir and leader have already taken that spot and have their own unique entries, which are:
    Code:
    {EMT_FRANCE_FACTION_LEADER}French Faction Leader
    {EMT_FRANCE_FACTION_HEIR}French Faction Heir
    Another example to explain this is the priest type that vanilla uses. As a player you might remember that from cathedrals we can recruit “bishops”. Bishops are again a priest type with an upgraded level. He also is upgraded via a trait. Its entry in expanded.txt is:
    {EMT_FRANCE_PRIEST}French Priest
    {EMT_FRANCE_PRIEST_1}French Bishop <--- Upgraded when recruited through a cathedral and the priest has a trait called “Bishop”.
    {EMT_FRANCE_PRIEST_2}French Cardinal <--- Upgraded when pope promotes a priest and the priest has a trait called “Cardinal”.
    Now everything regarding our strat models are done. Launch the game to find the heir and leader with unique 3D models like this:



    Part II: Adding unique battle models for Faction Heir and Faction Leader on battle map
    Step 1 This only works on kingdoms.exe based mods & is fairly easy if you have already added units on battle map, if you haven’t then I urge you to read and understand this tutorial before you continue. In this step we would be modifying only 2 files, after which we can see unique battle models for our faction heir and faction leader.
    First open the battle_models.modeldb file with notepad and add the following entry at the bottom or in between 2 units.
    For faction leader add the following entry:
    Code:
    13 northern_king
    1 4 
    74 unit_models/_Generals_and_Captains/Northern_Kings/northern_kings_lod0.mesh 121 
    74 unit_models/_Generals_and_Captains/Northern_Kings/northern_kings_lod1.mesh 900 
    74 unit_models/_Generals_and_Captains/Northern_Kings/northern_kings_lod2.mesh 2500 
    74 unit_models/_Generals_and_Captains/Northern_Kings/northern_kings_lod3.mesh 6400 
    5
    7 england 
    80 unit_models/_Generals_and_Captains/Northern_Kings/textures/royal_england.texture 
    87 unit_models/_Generals_and_Captains/Northern_Kings/textures/royal_england_normal.texture 0
    6 france 
    79 unit_models/_Generals_and_Captains/Northern_Kings/textures/royal_france.texture 
    86 unit_models/_Generals_and_Captains/Northern_Kings/textures/royal_france_normal.texture 0
    3 hre 
    76 unit_models/_Generals_and_Captains/Northern_Kings/textures/royal_hre.texture 
    83 unit_models/_Generals_and_Captains/Northern_Kings/textures/royal_hre_normal.texture 0
    8 scotland 
    81 unit_models/_Generals_and_Captains/Northern_Kings/textures/royal_scotland.texture 
    88 unit_models/_Generals_and_Captains/Northern_Kings/textures/royal_scotland_normal.texture 0
    6 sicily
    79 unit_models/_Generals_and_Captains/Northern_Kings/textures/royal_sicily.texture 
    88 unit_models/_Generals_and_Captains/Northern_Kings/textures/royal_scotland_normal.texture 0
    5
    7 england 
    61 unit_models/AttachmentSets/Final General_england_diff.texture 
    61 unit_models/AttachmentSets/Final General_england_norm.texture 0
    6 france 
    60 unit_models/AttachmentSets/Final General_france_diff.texture 
    60 unit_models/AttachmentSets/Final General_france_norm.texture 0
    3 hre
    57 unit_models/AttachmentSets/Final General_hre_diff.texture 
    57 unit_models/AttachmentSets/Final General_hre_norm.texture 0
    8 scotland
    62 unit_models/AttachmentSets/Final General_scotland_diff.texture 
    62 unit_models/AttachmentSets/Final General_scotland_norm.texture 0
    6 sicily
    60 unit_models/AttachmentSets/Final General_sicily_diff.texture 
    60 unit_models/AttachmentSets/Final General_sicily_norm.texture 0
    4 
    4 None 
    14 MTW2_Swordsman 0  
    1 
    18 MTW2_Sword_Primary 
    0 
    5 horse 
    18 MTW2_HR_Non_Shield 0  
    1 
    18 MTW2_Sword_Primary 
    0 
    8 elephant 
    18 MTW2_Elephant_Crew 0  
    1 
    18 MTW2_Sword_Primary 
    0 
    5 camel 
    18 MTW2_HR_Non_Shield 0  
    1 
    18 MTW2_Sword_Primary 
    0 -1 0 0 0 0 0 0
    After this increment the serialization value at the top in your BMDB (modeldb) file by +1, save and exit the file. Then place the .mesh (3D battle model) file and its relevant textures in the directories\path mentioned in the BMDB entry you just added, if the files are not in the right location you will get a CTD, while trying to load a battle using your leader\heir. Do the same for faction heir also.

    Step 2
    Lastly open the campaign_script.txt file, where you would be placing the script. Which is responsible and thus will replace the default battle model with the one you added.
    Put the following script anywhere in between, like this:
    Code:
    script
    
    (Your script here)
    
    	wait_monitors
    end_script
    The script is as follows:
    For Leader:
    Code:
    monitor_conditions I_TurnNumber = 0
    	change_battle_model sicily leader Northern_king
    	change_battle_model england leader Northern_king
    	change_battle_model scotland leader Northern_king
    	change_battle_model france leader Northern_king
    	change_battle_model hre leader Northern_king
    terminate_monitor
    end_monitor
    
    monitor_event BecomesFactionLeader FactionType sicily
    	change_battle_model sicily leader Northern_king
    	end_monitor
    
    monitor_event BecomesFactionLeader FactionType england
    	change_battle_model sicily leader Northern_king
    	end_monitor
    
    monitor_event BecomesFactionLeader FactionType scotland
    	change_battle_model sicily leader Northern_king
    	end_monitor
    
    monitor_event BecomesFactionLeader FactionType france
    	change_battle_model sicily leader Northern_king
    	end_monitor
    
    monitor_event BecomesFactionLeader FactionType hre
    	change_battle_model sicily leader Northern_king
    	end_monitor
    For Heir:
    Code:
    monitor_conditions I_TurnNumber = 0
    	change_battle_model sicily heir Northern_prince
    	change_battle_model england heir Northern_prince
    	change_battle_model scotland heir Northern_prince
    	change_battle_model france heir Northern_prince
    	change_battle_model hre heir Northern_prince
    terminate_monitor
    end_monitor
    
    monitor_event BecomesFactionHeir FactionType sicily
    	change_battle_model sicily heir Northern_prince
    end_monitor
    
    monitor_event BecomesFactionHeir FactionType england
    	change_battle_model sicily heir Northern_prince
    end_monitor
    
    monitor_event BecomesFactionHeir FactionType scotland
    	change_battle_model sicily heir Northern_prince
    end_monitor
    
    monitor_event BecomesFactionHeir FactionType france
    	change_battle_model sicily heir Northern_prince
    end_monitor
    
    monitor_event BecomesFactionHeir FactionType hre
    	change_battle_model sicily heir Northern_prince
    end_monitor
    Save changes to this file and exit. Launch the game now in campaign mode and try out a battle with your leader and you will find the intended 3D model assigned to him, something like this:

    On another note you can have 2 types of battle models for your leader\heir depending upon his age; it adds more reality if the face of model is visible so it makes sense to use 2 models, young and old. In it you just have to add another condition of age like this:
    Code:
    monitor_event BecomesFactionLeader FactionType byzantium
    	and CharacterAge > 75
    	change_battle_model byzantium leader Byzantium_oldking
    	end_monitor
    
    monitor_event BecomesFactionLeader FactionType byzantium
    	and CharacterAge < 75
    	change_battle_model byzantium leader Byzantium_youngking
    	end_monitor
    And that’s it; hope this tutorial is somewhat helpful to the novices. If anyone has a question regarding this or has a problem understanding something, then please free to ask it here.

    Last edited by Ishan; January 30, 2012 at 01:45 AM.

  2. #2

    Default Re: How to add strat map character levels & change battle models

    This is great! I'd rep you, if I didn't have to spread some rep before.

  3. #3
    Moon's Avatar Centenarius
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    Default Re: How to add strat map character levels & change battle models

    Impressive, easy to read and implement.

  4. #4

    Default Re: How to add strat map character levels & change battle models

    Thanks guys.

  5. #5
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: How to add strat map character levels & change battle models

    At last someone took the time to put this into proper form. Extra pat on the back for mentioning all the pitfalls. This goes into my collection of links.










  6. #6
    Amaranth's Avatar Ordinarius
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    Default Re: How to add strat map character levels & change battle models

    I want to change the battle model of a general at the start of the campaign, I have the model and texture files ready, I want the changes to apply specificly to that general and not the others. I suppose I need to change modelDB and descr_strat and point the general to the correct textures and model. Which parts I need to edit for that ? (Mod: TATW 3.1)
    Next Heir Ancillary (NHA) Sub-Mod for Stainless Steel & Third Age Total War




  7. #7

    Default Re: How to add strat map character levels & change battle models

    To change his start model you have to give him a unique trait and that trait should correspond to a particular level aimed in the descr_chracter.txt, this is well explained in the tutorial.
    To change his battle model, just add the named of the battle model in front of its entry in the descr_strat.txt file.
    For eg:
    Code:
    character	Manuel Comnenus, named character, male, leader, age 46, x 32, y 132,  battle_model Andronicus

  8. #8
    hochmeister devin's Avatar Senator
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    Default Re: How to add strat map character levels & change battle models

    Is that 10 strat map levels per faction, per culture or total?
    My mods
    -Mod Leader for the Wheel Of Time This is not the beginning, but it is a beginning
    -Mod Leader for Shogun 2: Foreign Invasion if you want a mod with alot of units this is for you, not only is there the 40 units CA made theres planned to be atleast 177 NEW units when its done.
    -Modder in the World War I and Shogun II project. The only full scale mod for FOTS and it plays nothing like FOTS. FOTS may have Gatling guns, WW1&S2 has tekidanto samurai, SNLF, MGs, kisho snipers, assault infantry(shotguns) just to name a few.

  9. #9

    Default Re: How to add strat map character levels & change battle models

    Like i said in the OP, levels depends on traits and thus on characters that can have them. So per faction that has that character. Like in the example i showed:
    Code:
    type			named character
    
    actions			moving_normal, moving_quickmarch, garrison, assault, attack, besiege, entrench, ambush, diplomacy, bribe, exchange, building_fort, building_watchtower
    wage_base		200
    starting_action_points	80
    faction			england
    dictionary		2
    strat_model		northern_general			;faction general (level 0)
    strat_model		northern_heir				;faction heir (level 1)
    strat_model		northern_generic_king			;faction leader (level 2)
    battle_model	Northern_General
    battle_equip	gladius, chainmail shirt helmet and rectangular shield
    ^Where red being the character (named character means general while general means captain in this descr_character.txt file). Blue its faction and 3 levels it has which i highlighted in black.

  10. #10
    hochmeister devin's Avatar Senator
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    Default Re: How to add strat map character levels & change battle models

    So if I make the traits right I can have 10 levels per faction, that's good to know.
    My mods
    -Mod Leader for the Wheel Of Time This is not the beginning, but it is a beginning
    -Mod Leader for Shogun 2: Foreign Invasion if you want a mod with alot of units this is for you, not only is there the 40 units CA made theres planned to be atleast 177 NEW units when its done.
    -Modder in the World War I and Shogun II project. The only full scale mod for FOTS and it plays nothing like FOTS. FOTS may have Gatling guns, WW1&S2 has tekidanto samurai, SNLF, MGs, kisho snipers, assault infantry(shotguns) just to name a few.

  11. #11
    XIIICaesar's Avatar Senator
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    Icon14 Re: How to add strat map character levels & change battle models

    Ishan, I would like to express extreme gratitude for this. I had been trying to replace my campaign map models for quite some time and wanted to say thanks a gazillion times over. +REP. With your tutorial I figured out every single mistake along the way and goit it happening.

  12. #12
    ButtSwag's Avatar Decanus
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    Default Re: How to add strat map character levels & change battle models

    Hi, I;m trying to change the strat skin of a general I have made in the king of rivers and hills submod, I'm positive I've done everything but when I start the game he has the default skin with no traits or retinue at all
    what have I done worng?

  13. #13
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: How to add strat map character levels & change battle models

    Has the model worked before? (change the skin)
    No traits or revenue - is he entered correcly in descr_strat










  14. #14

    Default Re: How to add strat map character levels & change battle models

    This is pretty simple really, read the tutorial again and check every step & make sure you're launching your game with IO command or using a mod folder.

  15. #15
    ButtSwag's Avatar Decanus
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    Default Re: How to add strat map character levels & change battle models

    Yes the model does work, and I have followed this and even copied what the mod creators have done. I'm assuming it has something to do with the trait itself because when I remove the trait from he character in descr_strat , all his other traits and stuff come back.
    Does that help find what the cause is? thanks

    EDIT: oh my this is embarrasing, it turns out there was a spelling mistake in the character traits file, it's all fixed now
    Last edited by ButtSwag; September 16, 2012 at 02:48 AM.

  16. #16

    Default Re: How to add strat map character levels & change battle models

    No problem, happens to everyone, glad you got it fixed.

  17. #17
    Kahvipannu's Avatar Bring me Solo & wookie
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    Default Re: How to add strat map character levels & change battle models

    Ishan, if character gets transfered from one faction to other, will the strat-model change to the one new faction has, or is there a way to keep the old faction one? If there is, I was wondering maybe there could be possibility to have a "fake faction" that you could use for spawns of one more set of unique models, and give them away straight away to new factions to have more than 10 unique ones. Or will the model always revert to the one the new faction has?

  18. #18
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: How to add strat map character levels & change battle models

    Never thought of the bribing possibilities, they usually revert to the receiving faction's texture. Not sure which would happen to a custom model without the required texture:

    • The game continues using the existing texture
    • The game crashes due to a lack of texture similar to the 'out of video' error










  19. #19

    Default Re: How to add strat map character levels & change battle models

    oops
    Last edited by Yelü Dashi; January 26, 2013 at 07:55 AM.

  20. #20

    Default Re: How to add strat map character levels & change battle models

    I remember many many moons ago when Kingdoms first came out I managed to bribe William Wallace in the vanilla game playing as England, his texture disappeared and I was left with a silver version of him on the battle map (ironically this incident was one of the first to pique my interest in modding).

    I guess the way around this, and to address the problem of bribing named characters to your side, is by simply making them available to all factions in the game in the bmdb, just like you would for any shared units that more one faction could produce. You'd do the same in the descr_model_strat.txt by listing all factions and texture address.

    Logically that should work ? Just loads more lines of text.

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