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  1. #1

    Default Switch Faction?

    OK, i never would have thought this possible until i saw that in new rome multiplayer campaign a human player can take over an AI faction. I'm pretty sure this is different but there is maybe a glimmer of hope.

    Is it possible to switch factions mid way through a campaign in RTW? (As in take over an AI players faction and the AI takes over yours). A scripted thing or something i don't know. While i ask this i know the answer is no but it would be awesome if you could. I don't know much about modding so i dare say that this is a limit to what modders can do.

  2. #2

    Default Re: Switch Faction?

    As far as I am aware it is not possible (maybe with rebels though) to take over a faction in campaign games, if it is it would have to be a console "cheat" command to do it so I am afraid as far as I know it isnt possible!

    -Marcvs

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  3. #3

  4. #4

    Default Re: Switch Faction?

    I've had a look at those pages and i'm not a lot closer to achieving this. It sounds possible now, but beyond me unfortunately.

    If this is possible could anyone give me a few hinters on what to do???

    Thanks

  5. #5
    Stuie's Avatar Laudir Agus Mir
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    Default Re: Switch Faction?

    Ok - here's exactly what you need to do:

    1. In the Data folder, add this to the export_descr_advice.txt file:

    Code:
    ;Add at the top of the file
    ;------------------------------------------ Switch_Factions		
    AdviceThread Switch_Factions_Thread		
    	GameArea Campaign	
    
    	Item Switch_Factions_Text_01	
    		Uninhibitable
    		Verbosity  0 
    		Threshold  1  
    		Attitude Normal
    		Presentation Default
    		Title Switch_Factions_Text_01_Title
         	Script scripts\show_me\Switch_Factions.txt	
    		Text Switch_Factions_Text_01_Text1
    
    ;Add at the bottom of the file
    ;------------------------------------------ Switch_Factions
    
    Trigger Switch_Factions_Thread_Trigger
        WhenToTest SettlementSelected
    
        AdviceThread Switch_Factions_Thread  0
    2. In the Data\Text folder, add this to the export_advice.txt file:

    Code:
    ¬***********************************************************
    ¬Add at the bottom of the file
    {Switch_Factions_Text_01_Title}	Switch Factions
    
    {Switch_Factions_Text_01_Text1}	Click the 'Show Me How' button to switch factions.
    3. Create a new file named "Switch_Factions.txt" in the Data\Scripts\ShowMe folder, and paste this into the file:

    Code:
    ;Change the faction based on which one you want to play
    ;For reference:
    ;romans_julii
    ;romans_brutii
    ;romans_scipii
    ;romans_senate
    ;macedon
    ;egypt
    ;seleucid
    ;carthage
    ;parthia
    ;pontus
    ;gauls
    ;germans
    ;britons
    ;armenia
    ;dacia
    ;greek_cities
    ;numidia
    ;scythia
    ;spain
    ;thrace
    
    script
    
    console_command control greek_cities
    
    end_script
    Now you just need to change the "console_command control greek_cities" line to whichever faction you want to switch to prior to starting the game. Then start the game, click on any of your current faction's settlement and the advisor will pop-up:



    Click on her face and you will see this:



    Click the Show Me How button, and you will be switched to your new faction (Greek Cities in my example):


  6. #6
    Legionary Jezza's Avatar Praefectus
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    Default Re: Switch Faction?

    Quote Originally Posted by Stuie
    Ok - here's exactly what you need to do:

    1. In the Data folder, add this to the export_descr_advice.txt file:

    Code:
    ;Add at the top of the file
    ;------------------------------------------ Switch_Factions		
    AdviceThread Switch_Factions_Thread		
    	GameArea Campaign	
    
    	Item Switch_Factions_Text_01	
    		Uninhibitable
    		Verbosity  0 
    		Threshold  1  
    		Attitude Normal
    		Presentation Default
    		Title Switch_Factions_Text_01_Title
         	Script scripts\show_me\Switch_Factions.txt	
    		Text Switch_Factions_Text_01_Text1
    
    ;Add at the bottom of the file
    ;------------------------------------------ Switch_Factions
    
    Trigger Switch_Factions_Thread_Trigger
        WhenToTest SettlementSelected
    
        AdviceThread Switch_Factions_Thread  0
    2. In the Data\Text folder, add this to the export_advice.txt file:

    Code:
    ¬***********************************************************
    ¬Add at the bottom of the file
    {Switch_Factions_Text_01_Title}	Switch Factions
    
    {Switch_Factions_Text_01_Text1}	Click the 'Show Me How' button to switch factions.
    3. Create a new file named "Switch_Factions.txt" in the Data\Scripts\ShowMe folder, and paste this into the file:

    Code:
    ;Change the faction based on which one you want to play
    ;For reference:
    ;romans_julii
    ;romans_brutii
    ;romans_scipii
    ;romans_senate
    ;macedon
    ;egypt
    ;seleucid
    ;carthage
    ;parthia
    ;pontus
    ;gauls
    ;germans
    ;britons
    ;armenia
    ;dacia
    ;greek_cities
    ;numidia
    ;scythia
    ;spain
    ;thrace
    
    script
    
    console_command control greek_cities
    
    end_script
    Now you just need to change the "console_command control greek_cities" line to whichever faction you want to switch to prior to starting the game. Then start the game, click on any of your current faction's settlement and the advisor will pop-up:



    Click on her face and you will see this:



    Click the Show Me How button, and you will be switched to your new faction (Greek Cities in my example):

    Very well done.

  7. #7

    Default Re: Switch Faction?

    Thanks very much for that. A great, easy to follow tutorial. I can't wait to give this a go so i can take on a superpower i built myself

    P.S. i can play this for a few years before i switch factions right? And what faction will i be after loading a saved game?

    Thanks again.

    EDIT: I tried it out and it worked. I sent a roman army to greece and then next go i was playing as the greeks. Great i thought, all is swell. Unfortunatley, i tried a test that failed miserably. I tried to save it and load that save. I saved it fine. Clicked load and it came up with the loading screen (and a white box where the faction symbol should be) and then CTD. Is there any way around it so i can save/load. Maybe if i swap back to the original faction somehow then save. Damn, i'm gutted about that.
    Last edited by Hannibal Barca; June 10, 2006 at 06:47 PM.

  8. #8

  9. #9

    Default Re: Switch Faction?

    I can't believe i pulled this off. I know nothing about this rubbish but i thought that if i changed back to the romans (after being greeks for a while) then it would save and load ok. So i made a second script. Basically i completely ripped off the Switch_Factions. I made duplicates of the text i had added for Switch_Factions and changed the duplicate to Switch_Factions_Back. So basically i just added a back at the end of this duplicate. The only other thing i did was change the trigger (i used the F1 trigger from that link Stuie posted - thanks Epistolary Richard). So i played as the greeks for a while, then changed back to the romans and saved it. Loaded fine.

    I realise this is probably easy as pie to most people (well modders) but this was a real achievement for me lol.

  10. #10
    Stuie's Avatar Laudir Agus Mir
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    Default Re: Switch Faction?

    Quote Originally Posted by Hannibal Barca
    I realise this is probably easy as pie to most people (well modders) but this was a real achievement for me lol.
    Nice job!

    I have to admit that I didn't test my stuff beyond switching to the new faction. Sorry I didn't catch the save/load problem.

  11. #11

    Default Re: Switch Faction?

    I've adapted ER's faction switching script in one of his mods to change factions mid-campaign before. There are a few minor drawbacks though. For Roman factions, you don't get all the information about the Senate's stance towards other factions. Also battles end as soon as the last enemy unit routs so you don't get the option to continue the battle. I think there may be a couple of other minor issues, but it's a been a few months since I last played a faction-switched campaign so I can't recall them all. Regardless of the issues, it can be fun to switch factions towards the end of a current campaign. I had a partially modded campaign where I was controlling a horde of 50,000-60,000 Germans ready to storm and pillage the mediterranean. I switched to the Julii (and a very weak Julii at that) and had to hastily repel the Spanish and Britons (and their veteran units) before the AI controlled Germans landed on my shores. It was hectic stuff!
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  12. #12

    Default Re: Switch Faction?

    Quote Originally Posted by professorspatula
    Regardless of the issues, it can be fun to switch factions towards the end of a current campaign. I had a partially modded campaign where I was controlling a horde of 50,000-60,000 Germans ready to storm and pillage the mediterranean. I switched to the Julii (and a very weak Julii at that) and had to hastily repel the Spanish and Britons (and their veteran units) before the AI controlled Germans landed on my shores. It was hectic stuff!
    Thats exactly what i want this for. Should be really challanging. I realise there are a few drawbacks but i think i can put up with them.

    Thanks to everyone that helped

  13. #13

    Default Re: Switch Faction?

    I believe another known issue with switching factions is that if your original faction is subsequently destroyed you can no longer save the game.

  14. #14

    Default Re: Switch Faction?

    Ok, i finally got down to using this mod and it's working fine and i'm having a great campaign. I made started as carthage, switched to scipii and made them very powerful (also weakening carthage), and the switched back to a rather weak carthage. because i switched back to the original faction their are no problems. I can save fine, continue battles (slaughter routers) and so basically their are no problems.

    The thing that is annoying me is that everytime i click on a settlement, the advisor pops up and asks if i want to change factions.

    The trigger i'm using is this:
    Code:
    Trigger Switch_Factions_Thread_Trigger
        WhenToTest SettlementSelected
    
        AdviceThread Switch_Factions_Thread  0
    And i'm also using the F1 trigger for the second script. Could anyone suggest a different trigger that would cause the advisor to pop up less. I have looked for a list of triggers but i just can't find one. I was thinking maybe if the trigger was clicking on the faction details button or something like that (i don't check that very often). Also, if you could show me what the exact trigger should be for my mod that would be great. Thanks.

  15. #15
    Stuie's Avatar Laudir Agus Mir
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    Default Re: Switch Faction?

    How about the construction button? Do you use that?

    Code:
    Factions_Thread_Trigger
        WhenToTest ButtonPressed
    
        Condition ButtonPressed construction_button
    
        AdviceThread Switch_Factions_Thread  0
    I'll try to find the list of button possibilities...

  16. #16

    Default Re: Switch Faction?

    Thanks for the quick reply, but i'm not actually sure what the construction button is. Therefore its either something i use all the time and i'm overlooking it or its something i rarely use.

  17. #17
    Stuie's Avatar Laudir Agus Mir
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    Default Re: Switch Faction?

    Quote Originally Posted by Hannibal Barca
    Thanks for the quick reply, but i'm not actually sure what the construction button is. Therefore its either something i use all the time and i'm overlooking it or its something i rarely use.
    It's the one you click to build forts/watchtowers in the open and shows building progress in settlements. It is right above the mercenary/unit recruitment button.

    Edit: Here's a list of the UI Elements:

    strat_ui
    campaign_hud
    radar
    radar_zoom_in_button
    radar_zoom_out_button
    hud_show_units_tab
    hud_show_buildings_tab
    hud_show_agents_tab
    hud_show_passengers_tab
    recruitment_button
    construction_button
    hud_select_prev_item_cycle
    strat_prev_card
    hud_select_next_item_cycle
    strat_next_card
    character_ap_bar
    faction_button
    faction_turn_display
    hud_money_string
    hud_date_string
    season_icon
    end_turn
    end_game_scroll
    file_requester_scroll
    file_io_result_scroll
    audio_options_scroll
    accept_audio_changes_button
    gfx_options_scroll
    accept_visual_changes_button
    overwrite_confirmation_scroll
    campaign_options_scroll
    accept_campaign_options_button
    null
    null
    file_delete_confirmation_scroll
    confirm_quit_scroll
    diplomacy_scroll
    diplomacy_ok_button
    diplomacy_cancel_offer_button
    diplomacy_accept_offer_button
    diplomacy_decline_offer_button
    diplomacy_counter_offer_button
    diplomacy_offer_button
    diplomacy_gift_button
    diplomacy_inform_button
    post_battle_stats_scroll
    post_battle_stats_show_results_button
    ally_attack_warning_scroll
    field_construction_scroll
    help_scroll
    post_battle_scroll
    post_battle_show_stats_button
    exchange_scroll
    null
    null
    merge_selected_button
    prebattle_scroll
    prebattle_fight_button
    prebattle_auto_resolve_button
    prebattle_withdraw_button
    settlement_listview
    settlement_listview
    enemy_settlement_info_scroll
    garrison_info_zoom_to_button
    enemy_garrison_display
    enemy_agents_display
    settlement_status_icons_group
    settlement_state_icon_revolting
    settlement_state_icon_under_siege
    settlement_state_icon_plague
    enemy_buildings_display
    own_settlement_info_scroll
    null
    own_settlement_governor_info_panel
    decrease_taxation_gadget
    increase_taxation_gadget
    governor_policy_inc_gadget
    governor_policy_dec_gadget
    games_policy_dec_gadget
    games_policy_inc_gadget
    show_construction_advice_button
    settlement_stats_button
    building_browser_button
    garrison_info_zoom_to_button
    settlement_info_prev_item_cycle
    strat_prev_card
    settlement_info_next_item_cycle
    strat_next_card
    settlement_status_icons_group
    settlement_state_icon_revolting
    settlement_state_icon_under_siege
    settlement_state_icon_plague
    available_construction_options
    null
    construction_queue
    available_training_options
    null
    recruitment_queue
    settlement_info_construction_tab
    settlement_info_construction_tab
    settlement_info_construction_tab
    settlement_info_construction_tab
    null
    character_listview
    character_listview
    enemy_character_info_scroll
    null
    character_info_scroll_character_panel
    null
    enemy_character_siege_equipment_display
    character_info_zoom_to_button
    show_bodygaurd_unit_button
    enemy_army_unit_display_1
    enemy_army_unit_display_2
    enemy_army_unit_display_3
    null
    null
    own_character_scroll_character_panel
    available_training_options
    null
    recruitment_queue
    character_info_prev_item_cycle
    strat_prev_card
    character_info_next_item_cycle
    strat_next_card
    set_rally_point_button
    remove_rally_point_button
    toggle_unit_recruit_button
    hire_mercenaries_button
    show_recruitment_advice_button
    garrison_info_zoom_to_button
    show_bodygaurd_unit_button
    garrison_buildings_button
    garrison_stats_button
    army_listview
    army_listview
    fort_info_scroll
    garrison_info_zoom_to_button
    enemy_garrison_display
    enemy_agents_display
    building_info_scroll
    destroy_building_button
    garrison_info_zoom_to_button
    seige_scroll
    available_siege_equipment_options
    null
    siege_equipment_queue
    siege_end_button
    siege_assault_button
    siege_maintain_button
    unit_info_scroll
    unit_info_zoom_to_button
    disband_unit_button
    faction_events_scroll
    events_listview
    trade_summary_scroll
    trade_summary_scroll
    senate_office_listview
    senate_office_listview
    family_tree_scroll
    family_tree_zoom_to_button
    set_heir_button
    agent_info_scroll
    mission_target_listview
    mission_target_listview
    perform_assassination_button
    perform_sabotage_button
    mission_scroll_assassinate_tab
    mission_scroll_sabotage_tab
    request_assistance_scroll
    faction_ranking_scroll
    null
    null
    null
    end_campaign_scroll
    null
    loot_settlement_scroll
    loot_settlement_occupy_button
    loot_settlement_enslave_button
    loot_settlement_extermintate_button
    advanced_settlement_info_scroll
    advanced_stats_show_trade_button
    advanced_stats_set_as_capital_button
    zoom_to_settlement_button
    null
    settlement_details_population_stats
    null
    settlement_details_puplic_order_stats
    null
    settlement_details_income_stats
    building_browser_scroll
    building_browser_scroll
    building_browser_select_prev_city_cycle
    strat_prev_card
    building_browser_select_next_city_cycle
    strat_next_card
    landmark_info_scroll
    break_siege_confirmation_scroll
    combined_overview_scroll
    family_tree_button
    faction_ranking_button
    show_senate_offices_button
    combined_scroll_senate_tab
    combined_scroll_diplomacy_tab
    combined_scroll_finances_tab
    combined_scroll_faction_tab
    advisor_speech_bubble
    advisor_hide_bubble_button
    advisor_show_me_button
    advisor_dismiss_button
    advisor_zoom_to_button
    message_show_me_more_button
    message_zoom_to_button

  18. #18

    Default Re: Switch Faction?

    Ah yea of course

    Hmmm, yea that should be fine. I don't use it much and certainly not as much as my settlements. Thanks again.


    Edit: Ah that list is great thanks. I never use the agent info scroll so i think i'll use that. Would the code be:

    Code:
    Trigger Switch_Factions_Thread_Trigger
        WhenToTest ButtonPressed
    
        Condition ButtonPressed agent_info_scroll
    
        AdviceThread Switch_Factions_Thread  0
    Last edited by Hannibal Barca; June 30, 2006 at 07:46 AM.

  19. #19

  20. #20

    Default Re: Switch Faction?

    Quote Originally Posted by Stuie
    Not sure - you'd have to try it and see. :original:
    Well i did and i couldn't actually get that one to work (although i think i know where the trigger is now i have deleted it). So i changed to the family_tree_zoom_button one. And that works fine

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