what is the change i need to make to enable the Captains be asked much more often to be members of the familly after a victory ?
what is the change i need to make to enable the Captains be asked much more often to be members of the familly after a victory ?
You can't, its hardcoded.
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.
so then, when is this happening ? it is not happening when you have a heroic victory either, so what is it ?
It depends on how many family members you have. (this is guess work as this is all hardcoded). If you conquer a lot of provinces but have no new family members for a while, and a captain wins a good victory the man of the hour box appears so you have another family member so you have more governors. There is no way to make it happen more often.
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.
is it possible to enable recruit general like in BI ?
I might be wrong be there are adoption triggers in export_descr_character_traits which could be edited but any changes made here would also have effect on AI factions.
before doing any editing to "chances" please make sure you BACK UP original file;------------------------------------------
Trigger worthy_of_adoption_1
WhenToTest OfferedForAdoption
Affects Divorced 1 Chance 100
Affects GoodCommander 1 Chance 22
Affects GoodAttacker 1 Chance 18
Affects GoodDefender 1 Chance 18
Affects GoodSiegeAttacker 1 Chance 8
Affects Brave 1 Chance 4
;------------------------------------------
Trigger worthy_of_marriage_1
WhenToTest OfferedForMarriage
Affects GoodCommander 1 Chance 20
Affects GoodAttacker 1 Chance 9
Affects GoodDefender 1 Chance 9
Affects Brave 1 Chance 4
Affects Miserly 1 Chance 5
;------------------------------------------
Last edited by Hans Kloss; August 09, 2006 at 12:14 PM.
There are adoption triggers, but those triggers are for the traits the adoptee gets, notice the triggers are tested when someone is offered for adoption.
filip_bre, yes you can have recruitable generals in RTw if you have 1.3 or 1.5, but like in BI they will not count towards your family.
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.
ok, it doesnt matter if they are not members of the familly; please tell me how to enable that ?
Hi!!!
This one is easy.![]()
1.You need 1.3/1.5 patch for Rome Total War.
2.Next you need to open a file called "export_descr_buildings.txt"(it's in:"Rome Total War/Data" folder,in that file you find a building from which you want to be able to recruit generals.For exemple i wanted to have them from start(in any city),and I edited the governers buildings like this:
building core_building
{
levels governors_house governors_villa governors_palace proconsuls_palace imperial_palace
{
governors_house requires factions { barbarian, carthaginian, eastern, parthia, egyptian, greek, roman, }
{
capability
{
recruit "carthaginian peasant" 0 requires factions { spain, }
recruit "barb peasant briton" 0 requires factions { britons, }
recruit "barb peasant dacian" 0 requires factions { dacia, }
recruit "barb peasant gaul" 0 requires factions { gauls, }
recruit "barb peasant german" 0 requires factions { germans, }
recruit "barb peasant scythian" 0 requires factions { scythia, }
recruit "carthaginian peasant" 0 requires factions { carthaginian, }
recruit "east peasant" 0 requires factions { eastern, }
recruit "egyptian peasant" 0 requires factions { egyptian, }
recruit "greek peasant" 0 requires factions { greek, }
recruit "roman peasant" 0 requires factions { roman, }
recruit "roman generals guard cavalry early" 0 requires factions { roman, } and not marian_reforms
recruit "roman generals guard cavalry" 0 requires factions { roman, } and marian_reforms
}
*Last 2 lines is what I added,and that is the trick.One for each before and after marian reforms:
recruit "roman generals guard cavalry early" 0 requires factions { roman, } and not marian_reforms
recruit "roman generals guard cavalry" 0 requires factions { roman, } and marian_reforms
3.You need to do this for all factions(if you want),for example:
recruit "barb chieftain cavalry early dacian" 0 requires factions { dacia,} and not marian_reforms
recruit "barb chieftain cavalry dacian" 0 requires factions { dacia,} and marian_reforms
That is it!!!This is only for governers house(but when you edit that one you just copy/paste for all the others(I mean for all the levels of that building)!
I hope this help,and ALLWAYS MAKE BACK UP BEFORE EDITING!!!![]()
Last edited by Munjaman; August 14, 2006 at 12:26 PM.