Page 1 of 2 12 LastLast
Results 1 to 20 of 38

Thread: [Tutorial] How to Make Startpos Sub-mods for DeI

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Icon3 [Tutorial] How to Make Startpos Sub-mods for DeI

    This is currently WIP as so many things have changed. For 1.2 I am planning on having a kit export pack for easy use for submodders and scenario creation.
    Last edited by Dresden; July 04, 2016 at 03:07 PM.

    ----> Website -- Patreon -- Steam -- Forums -- Youtube -- Facebook <----

  2. #2
    Hetairos's Avatar Roma Surrectum II
    Join Date
    Jan 2014
    Location
    Serdika
    Posts
    1,511

    Default Re: [Tutorial] How to Make Startpos Sub-mods for DeI


  3. #3
    Maetharin's Avatar Senator
    Join Date
    Oct 2013
    Location
    Austria
    Posts
    1,483

    Default Re: [Tutorial] How to Make Startpos Sub-mods for DeI

    Thanks dude, really appreciate that!

    Edit: Haha i keep failing, but I´m still trying and having fun^^
    Thanks again
    Last edited by Maetharin; April 02, 2014 at 02:53 AM.

  4. #4

    Default Re: [Tutorial] How to Make Startpos Sub-mods for DeI

    If BOB crashes while compiling the startpos, make sure you have the steam.txt file deleted from the assembly kit binaries folder.

    If BOB still crashes, it means you made a change in a table that references something else that didn't get changed (if that makes any sense). For example, if you change region ownership you have to set the capital value to false, each faction can only have 1 capital.

    ----> Website -- Patreon -- Steam -- Forums -- Youtube -- Facebook <----

  5. #5
    UMCenturion's Avatar Ducenarius
    Join Date
    Nov 2007
    Location
    Atlanta
    Posts
    914

    Default Re: [Tutorial] How to Make Startpos Sub-mods for DeI

    Quote Originally Posted by Dresden View Post
    The startpos can be found under campaigns/main_rome/startpos.esf (for the main campaign). This file determines many aspects of the starting situation for any new campaign. It is basically like a save game file that is loaded (save games do not use the startpos, they are their own startpos - that is why startpos changes are not save compatible).

    If you want to create a sub-mod that changes any of the starting aspects of a campaign, you will need to edit the DeI startpos or create your own. These changes include starting army units/sizes, starting region ownerships, starting diplomacy, starting buildings, turns per year, faction cultures, region resource tags for AoR, faction-specific military recruitment priorities, starting money, starting characters, the start date, etc. As you can see, many things are decided in the startpos, and DeI does some very heavy startpos editing. You have two basic options - edit the DeI startpos or create a new one.

    *These directions assume a knowledge of startpos editing and modding in general. If you need help on those issues, check out the Rome Workshop.

    Editing the DeI Startpos
    - This method is recommended because it is the easier of the two. However, some changes are much more difficult. Specifically, changing region ownerships is an unbelievable mess if you directly edit the startpos.
    - However, if you are doing almost anything other than region ownerships, I highly recommend simply using PFM or EditSF to manually edit your changes into the existing DeI startpos. You will find tutorials in the Rome 2 Workshop area on how to do many of these things, from starting unit sizes to editing faction characteristics. If you have a specific question on how to make a certain change, post here and I will try to answer it.

    Creating a Startpos From Scratch - This is very, very time consuming
    - If you choose to create a startpos from scratch, then head on over to my basic tutorial on how to use the Assembly Kit to make a startpos. That tutorial includes region changes and new armies.
    - Some things that aren't included in that tutorial but you may want to do for region changes are:
    • If you remove a faction, you will want to remove their diplomacy entries. You can do this either in the starting positions Form or in the start_pos_diplomacy table editor.
    • You will want to change post-reform units to pre-reform, specifically Cel_Heavy_Horse to Cel_Light_Horse. This can be done in the start_pos_land_units table editor.
    • You may want to change the starting cultures of some of the regions you altered. Other changes I make include Cimmeria and Mesopotamia being more Hellenic. You can make these changes in the start_pos_region_religions table editor. Note: Provincial culture is determined by the numbers in the capital region. Changing numbers in any of the minor regions will cause a crash.
    • Although it isn't in the startpos, changing the start_pos_past_events table to remove any factions you deleted may be a good idea. This will have to be included as a db table in the pack.
    • You will want to make DeI's minor factions playable (and any other factions you want to make playable). Simply go to start_pos_factions and change their "playable" column to "True". If you add any new minor factions that DeI doesn't have, make sure to include political parties for them in your db files.
    • In the starting_positions form under the main_rome campaign area, you can change the turns per year. You can also change what season the campaign begins on here.

    - Once you have made your changes, you need to follow the tutorial I linked and export your startpos.esf file using BOB. You will find your new startpos under the assembly kit/working data/campaigns folder.
    - Take that startpos and either put it in a pack and edit it with PFM or use EditSF to directly edit the file. We are going to make more changes that the kit can't do very well.
    - There are 3 main changes that take awhile to do - unit sizes, Meaningful resources, and the region unit resource tags for area of recruitment.
    • Unit sizes - You can choose to not make this change. If you don't all the starting units and garrisons will be smaller than the proper DeI unit size. If you choose to make this change, it is very time consuming. You will need to go into the FACTION ARRAY - ARMY ARRAY - UNIT CONTAINER areas and look at each force. I recommend doing this only for the playable factions, otherwise it would take forever. Under each UNIT entry, change the 2nd and 3rd numbers to match the DeI unit sizes from our main_units table. You have to do this for every land army and garrison. Note: Do not change garrison unit types or it will cause a crash.
    • Region Resource Tags - These tags are for our custom area of recruitment. In order to know which areas need which tags, open up our normal DeI startpos. Go into REGION MANAGER/REGION ARRAY and look at each Region's entry. On Row 18 you will see a few different entries like Auxilia_Roman, etc. The one that says DEI_X (e.g. DEI_Provence for Provincia regions) is our custom tag. You need to go into every region and add that tag.
    • Meaningful Resources - We have changed various building entries. Use the Meaningful Resources main thread to know which buildings to change. The changes are listed under the Spoiler tag beneath "startpos changes for modders." In order to edit the buildings, you will want to go into the REGION SLOT MANAGER for the various listed regions and change the BUILDING MANAGER's first entry. For example, to add the horses resource you would change rom_EASTERN_city_minor_township_1 to rom_EASTERN_city_minor_horse_1. To know the proper building names, look in the DeI main pack under building cultural variants.


    Victory Conditions
    - The major problem currently with using the Kit is that it is missing victory conditions in a created startpos. The only way to currently add them in is to use a 3rd party program. You unpack the vanilla startpos, take the victory conditions from that, and insert them into an unpacked version of your startpos. Then, you repack it. The process for setting up this third party program is somewhat complicated. Here is a tutorial for ESF to XML.
    - Once you have unpacked the vanilla startpos, you will find a file called info-main_rome under compressed_data/preopen_map_info. You want to copy that file over into your unpacked startpos in the same location, then repack your startpos.
    - Once you have the vanilla Victory Conditions in your startpos, you will want to add ones for the minor playable factions as well. The easiest way to do this is to identify a faction that is near and similar to that faction. Simply right click on that faction's Victory Conditions entry (under Compressed data - Preopen Map info) and hit Duplicate. Then change the faction name to the new faction.
    You are awesome Dresden! Now I can simulate the 2nd Punic wars from the start on the main campaign. Can't thank you and the team enough.

    Mod Lead - UI/2D Art - Custom Map Editing

  6. #6
    Hetairos's Avatar Roma Surrectum II
    Join Date
    Jan 2014
    Location
    Serdika
    Posts
    1,511

    Default Re: [Tutorial] How to Make Startpos Sub-mods for DeI

    Hi Dresden,

    What about adding new / more units to an existing army? I haven't read about that in your post and neither in the entire mod section of TWC. My tries were not successful as well (blackscreen). Whats the deal with adding more units, does it not work?

    Cheers

  7. #7

    Default Re: [Tutorial] How to Make Startpos Sub-mods for DeI

    Yes, you can add units to existing armies. Use the starting_positions Form and find the main_rome campaign. Use the arrows to find the faction and then find the character you want to edit.

    Under that character will be his army entry. You can click Add there and choose a unit. Make sure you set the number next to them to 100.

    ----> Website -- Patreon -- Steam -- Forums -- Youtube -- Facebook <----

  8. #8
    Hetairos's Avatar Roma Surrectum II
    Join Date
    Jan 2014
    Location
    Serdika
    Posts
    1,511

    Default Re: [Tutorial] How to Make Startpos Sub-mods for DeI

    Allright, thanks. I will try again, previously I got the famous black screen with BoB. So I will be more careful to not miss any step.

  9. #9

    Default Re: [Tutorial] How to Make Startpos Sub-mods for DeI

    This is so difficult and I have honestly spend more than 4 hours with trying to make my startpos.esf file work as I wanted to but I still find myself in the starting line . I've been trying to make late roman empire starting positions (from 161 A.D and so on) like a Pax romana made by Ragnar Lodbrok but for DeI.

  10. #10

    Default Re: [Tutorial] How to Make Startpos Sub-mods for DeI

    Hi, i would like to, either change the name of existing Generals, or adding several ones to a faction.
    I think i understood how i could extract the DEI startpos and edit it with TWeak to change the starting characters, however i can't choose a new name (just choose one from the existing ones).
    What i should i do to make an easy fix ?
    Is the only solution adding the names i want in the names_hellenistic (i want to edit Athens for an AAR) with the risk of having them be used for others characters too ?
    Maybe i should create a new file for my names, used only for the generals i will create ?
    Last edited by Keyser; July 20, 2014 at 07:32 AM.

  11. #11

    Default Re: [Tutorial] How to Make Startpos Sub-mods for DeI

    Ok,

    I've finally understood how to do it to the vanilla startpos, i am still trying to figure how i can play on DEI startpos without making the game fail when creating the new one.
    I will try with ESF.

    Edit

    Ok i've found a tutorial you did...

    http://www.twcenter.net/forums/showt...campaign-start
    Last edited by Keyser; July 20, 2014 at 01:05 PM.

  12. #12

    Default Re: [Tutorial] How to Make Startpos Sub-mods for DeI

    You can edit the existing DeI startpos and change the names of the generals. You can find them under the FACTION ARRAY - CHARACTER ARRAY area. Their names will be a long number that corresponds to the text file names.loc.

    ----> Website -- Patreon -- Steam -- Forums -- Youtube -- Facebook <----

  13. #13

    Default Re: [Tutorial] How to Make Startpos Sub-mods for DeI

    Is there a nice easy way of editing the faction names?

    For instance, if I want change the Macedonian faction's name to "Makedonia".

  14. #14

    Default Re: [Tutorial] How to Make Startpos Sub-mods for DeI

    Yes, that is not a startpos change. Simply open the mod pack using PFM. Go to the text/db section. Find Dei_factions.loc and change the name.

    ----> Website -- Patreon -- Steam -- Forums -- Youtube -- Facebook <----

  15. #15

    Default Re: [Tutorial] How to Make Startpos Sub-mods for DeI

    So how would I add the "AoR" mercenary units?

  16. #16

    Default Re: [Tutorial] How to Make Startpos Sub-mods for DeI

    Hey Dresden, after using that Satrapies to Vassal mod that quaz601 made. I wanted to try and change some factions relationships' to start off as a vassal state. I followed your advice very carefully in your tutorial and a thread you answered but I'm still getting nowhere lol. First I tried making Bactria a vassal state of Seleucid again but it did not work. I changed the 2nd row under Bactria to 6, changed the entry for Seleucid (Value 6) in Baktria's diplomatic manager from neutral to master, and Seleucids entry for Baktria (Value 7) from neutral to vassal. You also mentioned something about changing "Parthia to Seleucid" in that thread so I changed "Bactria" to "Seleucidmain" for testing and it also didn't work. I then tried to further test it by using doing the same steps for Arveni and Pictones and it didn't work either. I never got a crash while loading DEI with the changes so I'm guessing I'm just missing something.

    Do you remember possibly what you guys did to stop making Pergamon a Seleucid satrap? I think my answer might lie there but unfortunately the oldest version of DEI I have on my PC is .85e.
    Last edited by lnrd907; August 08, 2014 at 02:03 PM.

  17. #17

    Default Re: [Tutorial] How to Make Startpos Sub-mods for DeI

    The main parts you have to change are the diplomatic settings in each entry and then add the factions to the list at the bottom of the Seleucid entry.

    Also, for the Diplomacy Managers, the value you are looking for (that determines the faction) is the number on the right panel when you click on an array, not the Array number itself.
    Last edited by Dresden; August 08, 2014 at 05:46 PM.

    ----> Website -- Patreon -- Steam -- Forums -- Youtube -- Facebook <----

  18. #18

    Default Re: [Tutorial] How to Make Startpos Sub-mods for DeI

    I got it working. I did everything correct as far as changes the 1st time but I just forgot that all factions playable official submod came with a startpos which loads before the .95 pack (which I was editing). So I just edited the startpos for AFP. thanks again

  19. #19

    Default Re: [Tutorial] How to Make Startpos Sub-mods for DeI

    I'm running into errors I'm trying to make Parthvara start as a vassal of Parthia and increase their diplomatic standing with Parthia so they don't get destroyed in the first 25 turns I've managed to make Parthia the master but on the diplomacy screen its says Parthvara is a still a vassal of Seleucid, when I point to it on the overworld map its says its my vassal, when I open diplomacy screen its say we are military allies. No idea what I did wrong.

  20. #20

    Default Re: [Tutorial] How to Make Startpos Sub-mods for DeI

    Did you change the Seleucid entry for Parthava from master to neutral? Also take rom_Parthava off the list located at the bottom of Seleucid's faction info. Also you need to change that 6 in Parthava faction info to Parthia's value number. Those are just a couple of ideas.

Page 1 of 2 12 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •