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  1. #1
    Daruwind's Avatar Citizen
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    Default Re: Victory Conditions

    Ok so for future generations. It is really easy.

    For quick setup I used excellent mod http://steamcommunity.com/sharedfile.../?id=308666552 (Hope the author wonīt mind this ) with aim to add Rhodos some victory conditions...

    Simply duplicate victory condition array,change name to particular faction and apply all the changes you want. In this case I just changed military victory conditions to be 111 instead of 85 settlements.
    (Of course descriptions, chapters, secondary missions would require changes to mission.txt, local_en files...)
    **Of course donīt forget to modify both locations for victory conditions as you want to changes selection screen and in-game conditions too.

    Checking Rhodos is showing lower things
    Spoiler Alert, click show to read: 





    So little playing
    Spoiler Alert, click show to read: 


    And now in-game check is showing
    Spoiler Alert, click show to read: 



    DMR: (R2) (Attila) (ToB) (Wh1/2) (3K) (Troy)

  2. #2

    Default Re: Victory Conditions

    Quote Originally Posted by Fluke View Post
    Update: Blackie42 has figured out that one needs to make the changes mentioned below to two sections of the startpos.esf, the startpos.esf. campaign_startpos\campaign_preopen_map_info and the campaign_startpos\compressed_data\campaign_preopen_map_info sections. The changes to both sections must be the same. So now that we know how to do this I hope some of you out there come up with some interesting campaigns for us to play through.

    I really wanted victory conditions that were more manageable in terms of the time it took to complete a campaign. I simply don't have the time, nor the patience, to totally dominate the map, especially when playing the non-Roman factions. Here is a resource that shows where in the startpos.esf you can find the various victory conditions for the various factions. I expanded out the set for the Suebi faction as an example. As to the specific settings, some are simple, while others I haven't been able to figure out yet (which of the 6 specific provinces need to be controlled for example). So have fun using this to create your own set of unique victory conditions. Hopefully we'll see a lot of custom user-made victory conditions for us to download and play.

    CAMPAIGN_STARTPOS =>
    CAMPAIGN_PREOPEN_MAP_INFO =>
    VICTORY_MISSION_OPTIONS =>
    VICTORY_MISSION_OPTIONS-0 => (Rome)
    VICTORY_MISSION_OPTIONS-1 => (Ptolemaics)
    VICTORY_MISSION_OPTIONS-2 => (Carthage)
    VICTORY_MISSION_OPTIONS-3 => (Macedon)
    VICTORY_MISSION_OPTIONS-4 => (Parthia)
    VICTORY_MISSION_OPTIONS-5 => (Arverni)
    VICTORY_MISSION_OPTIONS-6 => (Iceni)
    VICTORY_MISSION_OPTIONS-7 => (Suebi)
    VICTORY_MISSIONS_BY_TYPE_BLOCK =>
    VICTORY_MISSIONS_BY_TYPE_BLOCK-0 =>
    VICTORY_MISSIONS_BLOCK =>
    VICTORY_MISSIONS_BLOCK-0 => (Military)
    CAMPAIGN_MISSION_DEFINITION =>
    CAMPAIGN_MISSION_OBJECTIVES_AND_PAYLOAD =>
    OBJECTIVES =>
    OBJECTIVES-0 => (# of Regions Held)
    OBJECTIVES-1 => (# of Regions Sacked)
    OBJECTIVES-2 => (6 Specific Provinces Controlled)
    OBJECTIVES-3 => (# of Deployed Units)
    VICTORY_MISSIONS_BLOCK-1 => (Cultural)
    CAMPAIGN_MISSION_DEFINITION =>
    CAMPAIGN_MISSION_OBJECTIVES_AND_PAYLOAD =>
    OBJECTIVES =>
    OBJECTIVES-0 => (6 Specific Provinces Controlled)
    OBJECTIVES-1 => (Construct Faction Unique Building)
    OBJECTIVES-2 => (Cultural Dominance)
    VICTORY_MISSIONS_BLOCK-2 => (Economic)
    CAMPAIGN_MISSION_DEFINITION =>
    CAMPAIGN_MISSION_OBJECTIVES_AND_PAYLOAD =>
    OBJECTIVES =>
    OBJECTIVES-0 => (# of Regions Held)
    OBJECTIVES-1 => (# of Regions Sacked)
    OBJECTIVES-2 => (6 Specific Provinces Controlled)
    OBJECTIVES-3 => (# of Trade Partners)
    OBJECTIVES-4 => (# of Resources)
    OBJECTIVES-5 => (# of Income/Turn)
    OBJECTIVES-6 => (# of Money in Bank)
    OBJECTIVES-7 => (# of Deployed Units)
    VICTORY_MISSION_OPTIONS-8 => (Pontus)
    VICTORY_MISSION_OPTIONS-9 => (Epirus)
    VICTORY_MISSION_OPTIONS-10 => (Athens)
    VICTORY_MISSION_OPTIONS-11 => (Sparta)
    I just wanted to say you're badass man... I love you!! +rep.
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  3. #3

    Default Re: Victory Conditions

    So I changed the victory conditions in both locations and saved the file, but I'm not sure why it isn't showing up in game. Do I need to make .pack, or did I simply not save it in the right place?... I'm a little lost

  4. #4

    Default Re: Victory Conditions

    Quote Originally Posted by WhatThe.... View Post
    So I changed the victory conditions in both locations and saved the file, but I'm not sure why it isn't showing up in game. Do I need to make .pack, or did I simply not save it in the right place?... I'm a little lost
    Extract stratpos.esf with pfm. Do your changes. Save it in .pack format and check it on the mod manager to work.

  5. #5

    Default Re: Victory Conditions

    I can't seem to extract stratpos.esf with pfm.

  6. #6

    Default Re: Victory Conditions

    Never mind I figured it out, thanks.

  7. #7

    Default Re: Victory Conditions

    I have a question for more experienced people. I'm trying to change the "Hold X settlements" condition to "Control X settlements either by direct ownership or military allies...". So far I've discovered that "Hold x settlements" has a value 33 in startpos while the second one has a value of 23. But even if I change 33 to 23, in-game conditions don't reflect that. What am I doing wrong?

  8. #8
    Gyan-Avspar's Avatar Foederatus
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    Default Re: Victory Conditions

    Just as useful as others,thanks.

  9. #9
    Morticia Iunia Bruti's Avatar Praeses
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    Default Re: Victory Conditions

    After i have found out by myself, how to add victory conditions to made playable factions, i found this tutorial.

    I will only add, that after adding victory conditions Autosave work for the made playable factions.
    In the black night you called my name
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    Thunder cracked, then came the rain
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