So, I've finally figured out what my missing ingredient was to adding new factions to the DB (it's always a dumb little mistake)
I would recommend doing it through the Assembly Kit with its automatically generated ID numbers. You need to modify or add your faction to the:
1. factions_table
2. faction_banners_table
3. faction_rebellion_units_junctions_table
4. faction_to_mercenary_set_junctions table
5. faction_uniform_colours_table
6. commander_unit_permissions_table
I would recommend copying and pasting the info related to units based on a faction with the same military group type (column in the factions_table). So, if you made a faction that had the roman military_group, just copy Rome's info for the commander_unit_permissions and faction_rebellion_units_junctions (Rome doesn't have mercenary sets, but the same logic applies, though I don't think it's as rigid as the others). This has gotten my new factions working, but you also want to match the faction up to a group in the faction_to_faction_group_table, and it should be possible to create civil war factions for fully playable minors now by linking a new faction to the playable faction in the faction_civil_wars_setup_table (you would also need to create the political parties.
On the commander_unit_permissions, most factions will need them, but it depends on the subculture. Carthaginian, Germanic, Britannic, and Gallic (note - not Celtic) subcultures are defined at the subculture level and don't need to be done. But the other subcultures all need to be defined at the factional level (the faction column) and those are the ones you will need to add in.
Then add your faction into the start_pos as normal, and follow the rest of this tutorial to tweak your faction in other ways (icons, effect bundles etc.):
http://www.twcenter.net/forums/showt...ly-Kit-and-PFM
I will try to repeat the process in Attila, but I would imagine it will be very similar.
Hope this is spurs on some creative modders and overhauls to try new things.




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