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  1. #1
    djmarkydee's Avatar Civis
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    i want to include historical artificats to the game , i.e ark of the covenant, stone of destiny, spear of destiny to add a few that would give the factions small bonuses simaliar to the wonders found in RTW, is this possible? or would it require advanced scripting?

    thanks

    or does anyone know of any mods that contain any such mechanics already?
    Last edited by Ishan; February 24, 2012 at 04:52 PM. Reason: Double Post

  2. #2

    Default Re: Artifacts and Relics

    Well, the obvious reply would be to make it an ancillary but I'm assuming you want a global effect for whichever faction that controls the settlement. Unfortunately, I can't help you with that.

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    Aikanár's Avatar no vaseline
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    Default Re: Artifacts and Relics

    Quote Originally Posted by djmarkydee View Post
    i want to include historical artificats to the game , i.e ark of the covenant, stone of destiny, spear of destiny to add a few that would give the factions small bonuses simaliar to the wonders found in RTW, is this possible? or would it require advanced scripting?

    thanks

    or does anyone know of any mods that contain any such mechanics already?
    What always can be done is creating a faction, using it dead, designing strat models for captains, generals, agents and the such that look like the things described by you, and place them on the map. Since the faction is dead, they won't move.


    Son of Louis Lux, brother of MaxMazi, father of Squeaks, Makrell, Kaiser Leonidas, Iskar, Neadal, Sheridan, Bercor and HigoChumbo, house of Siblesz

    Not everything that counts can be counted, and not everything that can be counted counts.

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    djmarkydee's Avatar Civis
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    that might work, ill look into it further, i thought for a start i would create the models first then worry about how to intergrate them into the game

    also what kind of effects would the artifacts give, i.e the spear of destiny is supposed to enpower the owner with the destiny for all mankind good and evil, hitler possesed it and almost anniliahted europe, prehaps it could be prequiste to a super unit, the stone of destiny could provide an economic bonus, but would it be possible to intergrate these artifacts to trigger effects into the MTW scripting. i feel this would make a great addition to MTW and if i can make it work i will any help would be greatly appreciated guys

    i noticed that the "rule britania 1.5" mod has wonders like stoneage, prehaps using the same system they used could be applied, im going to message them and ask about there method
    [IMG][/IMG]

    ok think i might have figured out how to make this work, awaiting for a response from the guys at rule britannia mod to see if i can play about with there wonders bit to see if i can get mine to work, going to go research what artifacts and relics i would include

    cant seem to find a tutorial for adding wonders to the game
    Last edited by Ishan; February 25, 2012 at 07:59 AM. Reason: consecutive posting

  5. #5
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    Default Re: Artifacts and Relics

    Not surprising considering that 'wonders' is a made-up term for whatever you like.

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    makanyane's Avatar Praeses
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    Default Re: Artifacts and Relics

    Quote Originally Posted by Taiji View Post
    Not surprising considering that 'wonders' is a made-up term for whatever you like.
    I think people use that term because there were 'wonders' called Wonders... in RTW

    Quote Originally Posted by Aikanár View Post
    What always can be done is creating a faction, using it dead, designing strat models for captains, generals, agents and the such that look like the things described by you, and place them on the map. Since the faction is dead, they won't move.
    erm, not at all convinced about that - if faction is actually 'dead' then they'll either disappear or turn rebel... you could have a faction with inaccessible settlement somewhere and static characters on the map - but I think you may have difficulty getting them to look like static things, and you'd also have "spare-factions agent" type tooltips if you hover over them.

    'normal' method of doing wonders is to use a re-designed resource model (that takes one resource slot) place it in only one region, and give the holder of that region a bonus via EDB and hidden resource system.

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    Default Re: Artifacts and Relics

    Quote Originally Posted by makanyane View Post
    I think people use that term because there were 'wonders' called Wonders... in RTW
    Ah, my bad

    And we have those in DLV, so there's really no excuse
    Last edited by Taiji; February 25, 2012 at 08:49 AM.

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    djmarkydee's Avatar Civis
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    Default Re: Artifacts and Relics

    dont understand what you mean?
    how is it made up?

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    Aikanár's Avatar no vaseline
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    Default Re: Artifacts and Relics

    Ah you're right, dead until ressurected I meant
    The tooltip is editable though


    Son of Louis Lux, brother of MaxMazi, father of Squeaks, Makrell, Kaiser Leonidas, Iskar, Neadal, Sheridan, Bercor and HigoChumbo, house of Siblesz

    Not everything that counts can be counted, and not everything that can be counted counts.

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    djmarkydee's Avatar Civis
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    Default Re: Artifacts and Relics

    mmm the resource system is an awesome idea makanyane ill look into that the now

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    djmarkydee's Avatar Civis
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    Default Re: Artifacts and Relics

    it would work but then you would have to use a merchant to aquire the artifact, seems that it would be far to easy for other nations to aquire the artifacts, also how would you change the artifact from a finacial bonus to a say a special unit or a faction bonus??? mmmm requires some thought

  12. #12
    makanyane's Avatar Praeses
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    Default Re: Artifacts and Relics

    Quote Originally Posted by djmarkydee View Post
    it would work but then you would have to use a merchant to aquire the artifact, seems that it would be far to easy for other nations to aquire the artifacts, also how would you change the artifact from a finacial bonus to a say a special unit or a faction bonus??? mmmm requires some thought
    my suggestion about resources only works if you want the bonus to be related to who holds a specific static region... so you make a 'resource' that looks like Stonehenge etc and place in single region, the resource is only really used to get the model onto the strat map - you make it 0 trade value and/or block path to it so merchants don't use it, and give the bonus to whoever holds the region via script or EDB bonus for a building within the settlement.

    Bonuses related to moveable things would be a lot more complicated but fun, sounds like you're onto a good idea with the complex events.

  13. #13
    djmarkydee's Avatar Civis
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    Default Re: Artifacts and Relics

    finally some sucess it would appear it could be done using this method http://www.twcenter.net/forums/showthread.php?t=472792 is anyone willing to help me with the scripting ???

  14. #14
    djmarkydee's Avatar Civis
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    Default Re: Artifacts and Relics

    Section Four:
    EVENTS THAT UNLOCK UNITS


    These events are very similar to those used for buildings and affect the same files. Here is an example from my mod where Sir William Wallace asks his king to fund war gear for his rebels, resulting in the creation of two new units for Scotland: Chosen Swordsmen and Chosen Spearmen.

    {SIR_WILLIAM_BODY}Your Seneschal escorts in Sir William Wallace who bows gravely before you. "Sire, I am grateful you would see me. I know you have pressing business at hand."\n\nYou look him over with bemusement. It is hard to believe this quiet, self-deprecating man is the blue-faced demon you have heard such wild tales of. You then notice his infamous belt, supposedly made from the hide of an English tax collector, and cannot help but swallow.

    "As you know my men have had great success in battle and it is on their behalf that I presume to come here and ask your favor. They are fine lads all, and mighty fighters that all Scotland can be proud of, but they are the sons of farmers and sheep herders who can't afford proper war-gear. I have equipped them myself so far as my family's limited resources allow, but it just isn't enough. If you would grant me 15,000 florins I would put together for you a truly might force that will drive terror into the heart's of our enemies."

    Do you agree to give Sir William the funds? He is a proud man and surely will not ask you a second time.

    Code:

    ;--- Sir William's Chosen Men
    monitor_event FactionTurnStart FactionType scotland
    and FactionBuildingExists >= drill_square
    and I_CharacterExists wallace1
    and I_EventCounter sir_william_accepted = 0
    and I_EventCounter sir_william_declined = 0
    and Treasury > 35000
    historic_event sir_william true factions { scotland, }

    ;if AI random chance to accept
    if I_IsFactionAIControlled scotland

    generate_random_counter br_random_accept 0 2
    if I_EventCounter br_random_accept < 2
    set_event_counter sir_william_accepted 1
    end_if

    end_if
    terminate_monitor
    end_monitor
    monitor_conditions I_EventCounter sir_william_accepted = 1
    console_command add_money -15000
    terminate_monitor
    end_monitor
    The units are then added to the export_dscr_building file in the recruitment lines for all relevant buildings as follows (you'll need to scroll down a bit):


    Code:
    drill_square city requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, }
    {
    ;convert_to 1
    capability
    {
    recruit_pool "Billmen" 1 0.5 4 0 requires factions { england, }
    recruit_pool "Billmen" 1 0.5 4 0 requires factions { barons_alliance, }
    recruit_pool "Highland Pikemen" 1 0.5 4 0 requires factions { scotland, }
    recruit_pool "Norse Swordsmen" 1 0.5 4 0 requires factions { norway, denmark, }
    recruit_pool "Ulster Swordsmen" 1 0.4 3 0 requires factions { Ireland, }
    recruit_pool "Gwent Raiders" 1 0.4 3 0 requires factions { Wales, }
    recruit_pool "Gwent Raiders" 1 0.34 2 0 requires factions { ireland, } and event_counter ireland_union 1
    recruit_pool "Muire" 1 0.2 2 0 requires factions { Ireland, }
    recruit_pool "Morgannwg Swordsmen" 1 0.2 2 0 requires factions { Wales, } and event_counter wales_union 1
    recruit_pool "Morgannwg Spearmen" 1 0.2 2 0 requires factions { Wales, }
    recruit_pool "Dismounted Huscarls" 1 0.5 4 0 requires factions { norway, denmark, }
    recruit_pool "Levy Spearmen" 1 0.7 6 0 requires factions { england, }
    recruit_pool "Levy Spearmen" 1 0.7 6 0 requires factions { barons_alliance, }
    recruit_pool "Highlanders" 1 0.7 6 0 requires factions { scotland, }
    recruit_pool "Highlanders" 1 0.5 4 0 requires factions { norway, } and event_counter norway_union 1
    recruit_pool "Highlander Swordsmen" 1 0.7 6 0 requires factions { scotland, }
    recruit_pool "Highlander Swordsmen" 1 0.5 4 0 requires factions { norway, } and event_counter norway_union 1
    recruit_pool "Gaelic Clan Swordsmen" 1 0.4 3 0 requires factions { ireland, }
    recruit_pool "Gaelic Clan Swordsmen" 1 0.34 2 0 requires factions { wales, } and event_counter wales_union 1
    recruit_pool "Viking Raiders" 1 0.7 6 0 requires factions { norway, denmark, }
    recruit_pool "Viking Raiders" 1 0.4 3 0 requires factions { scotland, } and event_counter scotland_union 1
    recruit_pool "Ostmen" 1 0.7 6 0 requires factions { Ireland, }
    recruit_pool "Peasants" 1 0.7 6 0 requires factions { england, }
    recruit_pool "Peasants" 1 0.7 6 0 requires factions { barons_alliance, }
    recruit_pool "Highland Rabble" 1 0.7 6 0 requires factions { scotland, }
    recruit_pool "Peasants" 1 0.7 6 0 requires factions { norway, denmark, }
    recruit_pool "Clan Militia" 0 0.7 6 0 requires factions { Ireland, }
    recruit_pool "Peasants" 1 0.7 6 0 requires factions { Wales, }
    recruit_pool "Armored Swordsmen" 1 0.4 3 0 requires factions { england, }
    recruit_pool "Armored Swordsmen" 1 0.4 3 0 requires factions { barons_alliance, }
    recruit_pool "Highland Nobles" 1 0.4 3 0 requires factions { scotland, }
    recruit_pool "Chosen Spearmen" 1 0.2 2 0 requires factions { scotland, } and hidden_resource scotland and event_counter sir_william_accepted 1
    recruit_pool "Chosen Swordsmen" 1 0.2 2 0 requires factions { scotland, } and hidden_resource scotland and event_counter sir_william_accepted 1
    recruit_pool "Sami Axemen" 1 0.4 3 0 requires factions { norway, }
    recruit_pool "Gae Bolga" 1 0.25 3 0 requires factions { ireland, }
    recruit_pool "Fianna Eireann" 1 0.2 1 0 requires factions { Ireland, } and hidden_resource ireland ;and building_present_min_level temple_nemed nemed_altar
    recruit_pool "Highland Javelins" 1 0.25 2 0 requires factions { scotland, }
    }
    material wooden
    construction 6
    cost 2400
    settlement_min large_town
    upgrades
    {
    barracks
    }
    }
    NOTE: These sorts of counters are fine for recruitment lines because once they are set they remain set. It is only re-setting counters that cannot be used in conjunction with unit recruitment.


    USING THIS METHOD IT WOULD BE POSSIBLE TO HAVE AN ARTIFACT OR RELIC TRIGGER THE UNIT UNLOCK, NOT VERY GOOD WITH SCRIPTING THOUGH SO ANY HELP WOULD BE GREATLY APPRECIATED

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