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  1. #1

    Default Victory Conditions Provincial Campaigns

    Regarding Rome 1.5
    Changing victory conditions in the file descr_win_conditions.txt in the imperial campaign is no problem. Changes are shown on the first entry screen of the campaign and are effective in the game.
    Changes in the victory conditions in a provincial campaign (hold_regions....) in my mod are not shown and I think they are not effective in the game. Has someone had the same experiences (with other mods ??) ?
    Or do I need to change something beside the file descr_win_conditions.txt ?

    repman

    BareBonesWars 8.1 for RTW 1.5
    Integration Mod which combines unique strategic challenges due to a 4 Season scripted campaign from 280 BC - 180 AD on several big/small maps and with an ruthless AI on the battlefield.
    Deus lo Vult DLV 6.2 for MTW II Kingdoms
    Norway+Ireland+Flanders+Kiev+Lithuania+Teutonic_Order+Armenia+Crusader+Georgia,1y2t script, army field costs, Ultimate AI 1.6, big map, military career, economic system, age simulation, heraldic system, new factions, garrison script, Crowns + Swords, Trait bugfixer, religion dependent recruiting, ancillary enhancements, darth battle mechanics

  2. #2
    Lusted's Avatar Look to the stars
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    Default Re: Victory Conditions Provincial Campaigns

    No, in version 3 of my mod i had the imperial campaign and provincial campaign, and i had a descr_win_conditions.txt in eavh folder, and it worked fine, there were some problems with them being shown ingame and with short campaigns but they worked.
    Creator of:
    Lands to Conquer Gold for Medieval II: Kingdoms
    Terrae Expugnandae Gold Open Beta for RTW 1.5
    Proud ex-Moderator and ex-Administrator of TWC from Jan 06 to June 07
    Awarded the Rank of Opifex for outstanding contributions to the TW mod community.
    Awarded the Rank of Divus for oustanding work during my times as Administrator.

  3. #3

    Default Re: Victory Conditions Provincial Campaigns

    @lusted
    so they are not shown but effective ?

    repman

    BareBonesWars 8.1 for RTW 1.5
    Integration Mod which combines unique strategic challenges due to a 4 Season scripted campaign from 280 BC - 180 AD on several big/small maps and with an ruthless AI on the battlefield.
    Deus lo Vult DLV 6.2 for MTW II Kingdoms
    Norway+Ireland+Flanders+Kiev+Lithuania+Teutonic_Order+Armenia+Crusader+Georgia,1y2t script, army field costs, Ultimate AI 1.6, big map, military career, economic system, age simulation, heraldic system, new factions, garrison script, Crowns + Swords, Trait bugfixer, religion dependent recruiting, ancillary enhancements, darth battle mechanics

  4. #4
    Lusted's Avatar Look to the stars
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    Default Re: Victory Conditions Provincial Campaigns

    They were effective, i cannot remembe rif they were shown or not as this was a while ago, but i think they weren't shown in the provincial campaign.
    Creator of:
    Lands to Conquer Gold for Medieval II: Kingdoms
    Terrae Expugnandae Gold Open Beta for RTW 1.5
    Proud ex-Moderator and ex-Administrator of TWC from Jan 06 to June 07
    Awarded the Rank of Opifex for outstanding contributions to the TW mod community.
    Awarded the Rank of Divus for oustanding work during my times as Administrator.

  5. #5

    Default Re: Victory Conditions Provincial Campaigns

    I'm having trouble getting my new win conditions shown ingame for the imperial campaign

    romans_julii
    take_regions 70
    short_campaign outlive_factions
    gauls

    In the game it just says "Victory Conditions" but there is nothing underneath it?, Your saying it still works even if it doesn't show on the screen & will it take effect in the middle of a campaign?

  6. #6

    Default Re: Victory Conditions Provincial Campaigns

    delete the map.rwm in your campaign folder and try to load again it will works. But plz tell me im not sure because i do that also in my campaign and i have trouble with my superfaction "the senate". So play your campaign for a while and then check out if you can be outlawed. Notify me plz about that. Because I think when we changed the win_conditions on another else as imperator (hardcoded) then senate dont work properly anymore (dont scare) is only my oppinion . I have this bug it crashes every time i try to be outlawed.( in every form i tried it). But it can also come from another source.

  7. #7

    Default Re: Victory Conditions Provincial Campaigns

    I deleted the MAP.RWR file & load a new campaign but the new victory conditions are still not showing up but the Senate is still giving me missions, I should also mention that i got rid of the Brutii & Scipii families & just play with the Julii

  8. #8
    Lusted's Avatar Look to the stars
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    Default Re: Victory Conditions Provincial Campaigns

    Those aren't valid victory conditions. You need both the hold_region and take_regions victory conditions for it to work. So you need to assign some regions for the faction to take.
    Creator of:
    Lands to Conquer Gold for Medieval II: Kingdoms
    Terrae Expugnandae Gold Open Beta for RTW 1.5
    Proud ex-Moderator and ex-Administrator of TWC from Jan 06 to June 07
    Awarded the Rank of Opifex for outstanding contributions to the TW mod community.
    Awarded the Rank of Divus for oustanding work during my times as Administrator.

  9. #9
    sik1977's Avatar Foederatus
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    Default Re: Victory Conditions Provincial Campaigns

    1. I was wondering if its possible to introduce or change victory conditions during an ongoing campaign, i.e., from a saved game. I am in the middle of a Provincial Campaign, which unfortunately was started without the descr_win_conditions.txt in the relevent folder, hence without any victory conditions. I have added the descr_win_conditions.txt file to the directory but it seems to only effect new campaigns. I did try deleting the map.rwm file after adding the descr_win_conditions.txt file, but that doesnt seem to effect the saved game.

    2. A related question about the map.rwm file, which I am curious about. I believe that the descr_strat.txt file is only read by the game at the start of the campaign, but is it possible to make the saved game read a edited descr_strat.txt file if you delete the map.rwm file? and what other uses the map.rwm file has?

    3. Whats the map_heights.hgt file for? its only in the \Data\world\maps\base folder along with the map_heights.tga but my provincial campaign folder only has the map_heights.tga file (for its own map of course) but no map_heights.hgt file.

    Thanks a lot for the help.

    P.s' I decided to add numbers before my paras to make it easier to answer the queries.

  10. #10

    Default Re: Victory Conditions Provincial Campaigns

    ad 1) Changes almost never affect savegames. You canīt change the unit size in mid-campaign as well.
    ad 2) No idea. I suppose itīs a sort of compilation of crucial campaign data for faster reading, since you have to delete it whenever you make any changes to your campaign.
    ad 3) I believe up to 1.2 heights.hgt was superfluous, the height data was taken from height.tga. Since 1.3 to the best of my knowledge itīs vice versa, so in order to change the heights in your game you have to create a new height.hgt (thereīs a converter tool done by alpaca)
    Life is a sequence of missed opportunities

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