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  1. #1

    Default How to add additional income to faction as faction_trait

    This tutorial was created, because someone asked how to do in another thread, perhaps someone can use this.

    Quote Originally Posted by Tomsie View Post
    Well I asked if you knew how, not if it was in the mod. Iv seen the 800 buff to Iberian, african and brit tribes, do you know how to add that to all factions? I'd like to try doubling that for majors, seems linked to cultural groups?
    As for AI build priorities, reducing squalor/food costs of military buildings should do it. I'm playing a campaign with food and squalor disabled, and enemy AI army composition is improved, and most regions have one form of military building. Maybe moving units one building down their recruitment chain could speed things up? Adding a higher tier barracks to the Major factions start region might help also.
    Regarding your question: Yes it is possible to add this buff to all factions.

    The way to do it:
    - Download PFM http://www.twcenter.net/forums/showt...v-replace-data
    - update it if needed,
    - open the data_rome2.pack
    - navigate to db ==> effect_bundles_to_effects_junctions_tables
    - extract the table
    - open the extracted table in PFM
    - Add a new row

    Now the hard work:
    1st: effect_bundle_key defines: what kind of effect you add, so you want to add the money constantly, itīs a faction trait
    add this: rom_faction_trait this entry alone will do nothing, because you have to specify wich faction should get the trait: example you will give the iceni the trait you have to add: rom_faction_trait_britannic_iceni

    2nd: effect_key: defines what the effect does, in our case the entry you have to add is this:
    rom_building_gdp_subsistence_faction_capital_hidden

    3rd: effect_scope: defines the "range" of the effect, you want the effect for the faction you definded in the entry under step 1, so add this:
    this_faction

    4th: value: the well value of the effect, in our case you will add denarii, so enter a value you like, standard for african, arabian and britannic factions (except iceni) is a value of 800, you want double it, so add 1600

    5th: advancement_stage: this defines when the effect shall trigger, the standard stage is: start_turn_round_completed
    I think you donīt have to change this, because the effect is a faction_trait and these are always active, so this is fine, no need to change this.

    [B]Summary: To add 1600 denarii per turn to the iceni it looks like this:

    under effect_bundle_key ==> entry: rom_faction_trait_britannic_iceni
    under effect_key ==> entry: rom_building_gdp_subsistence_faction_capital_hidden
    under effect_scope ==> entry: this_faction
    under value ==> entry: 1600
    under advancement_stage ==> entry: start_turn_round_completed or turn_completed

    important: start_turn_round_completed isnīt save game compatible BUT
    turn_completed is and there are no bad side effects using this!!!
    Thank you TuranianGhaz for testing this!


    if you did your entries, save the file as movie.pack or as mod.pack (I prefer mod.pack, but to activate it you have to use the mod manager created by mitch http://www.twcenter.net/forums/showt...36-Mod-Manager)
    and put it in your rome2 data directory.
    Oh and perhaps give your mod a unique name like: mod_economic_additional_income_allFactions (mod = itīs a mod, economic = your changes are related to the economy of the game, additiona_income = is what the mod does, allFactions: who will get it.) So you can see by the name of the file alone what it does, makes management easier if you will mod more in the future, but itīs just a suggestion.


    Rinse and repeat step 1 to 5 for all factions,
    a list with the faction names you need for the first entry is available under: db==>effect_bundles_tables==>effect_bundles

    sort the enties under key and look for the entries that start with: rom_faction_trait_(name of the faction)#
    example: rom_faction_trait_successors_egypt use this entry under step 1 to do the same for egypt, you can simply copy and paste.

    Good luck, hope this is what you were looking for.

    Edit:
    Herer is the list with all faction_traits you need for step 1
    Spoiler Alert, click show to read: 

    rom_faction_trait_successors_seleucid
    rom_faction_trait_successors_macedon
    rom_faction_trait_successors_egypt
    rom_faction_trait_successors
    rom_faction_trait_rome_junia
    rom_faction_trait_rome_julia
    rom_faction_trait_rome_cornelia
    rom_faction_trait_rome
    rom_faction_trait_nomadic
    rom_faction_trait_greek_sparta
    rom_faction_trait_greek_epirus
    rom_faction_trait_greek_athens
    rom_faction_trait_greek
    rom_faction_trait_germanic_suebi
    rom_faction_trait_germanic
    rom_faction_trait_gallic_arverni
    rom_faction_trait_gallic
    rom_faction_trait_etruscan
    rom_faction_trait_eastern_pontus
    rom_faction_trait_eastern_parthia
    rom_faction_trait_eastern
    rom_faction_trait_daco_thracian
    rom_faction_trait_celtic
    rom_faction_trait_celtiberian
    rom_faction_trait_carthage_magonid
    rom_faction_trait_carthage_hannonid
    rom_faction_trait_carthage_barcid
    rom_faction_trait_carthage
    rom_faction_trait_britannic_iceni
    rom_faction_trait_britannic
    rom_faction_trait_arabian
    rom_faction_trait_african
    rom_faction_republic_roman
    rom_faction_republic_carthaginian
    rom_faction_empire_roman
    rom_faction_empire_carthaginian
    Last edited by Andonai; September 23, 2013 at 07:27 PM.

  2. #2
    alhoon's Avatar Comes Rei Militaris
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    Default Re: How to add additional income to faction as faction_trait

    I believe this is not save compatible. You need to start a new campaign I think
    alhoon is not a member of the infamous Hoons: a (fictional) nazi-sympathizer KKK clan. Of course, no Hoon would openly admit affiliation to the uninitiated.
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  3. #3

    Default Re: How to add additional income to faction as faction_trait

    yeah, guess you need to start a new campaign, because itīs triggered with the start_turn_completed. But I think if you use turn_completed it should be save game compatible, didnīt tested it.

  4. #4
    TuranianGhazi's Avatar Biarchus
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    Default Re: How to add additional income to faction as faction_trait

    I would imagine turn_completed might unleash a can of worms, causing all sorts of hell... but then again might not... will give it a test.... I have a slew of 87 such effects that might break in a myriad funsie ways lol.... sighs




  5. #5
    TuranianGhazi's Avatar Biarchus
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    Default Re: How to add additional income to faction as faction_trait

    Good news guys!

    I tested "turn_completed" and it works. Very save compatible now. None of the 87 break.

    Even when I update the effect bundles effect numbers, graphics, and load up an earlier save with previous values, it works and updates! Awesome!

    So, definitely use "turn_completed" instead of the FAR TOO LIMITING "start_turn_completed" which only fires at the START or first turn. With "turn_completed", the effects fire EVERY turn, so at any turn in campaign, it gets updated with mod's values.

    Sweet!




  6. #6

    Default Re: How to add additional income to faction as faction_trait

    Quote Originally Posted by TuranianGhazi View Post
    Good news guys!

    I tested "turn_completed" and it works. Very save compatible now. None of the 87 break.

    Even when I update the effect bundles effect numbers, graphics, and load up an earlier save with previous values, it works and updates! Awesome!

    So, definitely use "turn_completed" instead of the FAR TOO LIMITING "start_turn_completed" which only fires at the START or first turn. With "turn_completed", the effects fire EVERY turn, so at any turn in campaign, it gets updated with mod's values.

    Sweet!
    Thanks for testing it!!!
    Indeed good news and if someone will rework the faction traits, this could become very handy! Good Job!
    Last edited by Andonai; September 23, 2013 at 07:32 PM.

  7. #7
    TuranianGhazi's Avatar Biarchus
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    Default Re: How to add additional income to faction as faction_trait

    Already reworked the faction traits with this change for AFP mod




  8. #8

    Default Re: How to add additional income to faction as faction_trait

    Quote Originally Posted by TuranianGhazi View Post
    Already reworked the faction traits with this change for AFP mod
    Oh, I had a complete rework in mind, but well, good to hear you can use it.
    Keep on the good work with AFP!

  9. #9

    Default Re: How to add additional income to faction as faction_trait

    yay i used this to help me make my new mod Sparta Re-Made:Brutal Edition so thanks and im sure ppl well curse your and my names when they see the Faction Traits for Sparta.

  10. #10
    Silven's Avatar Biarchus
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    Default Re: How to add additional income to faction as faction_trait

    Thanks for this!

    +Rep

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