Can we start game at later date? e.g. When aztecs are playable! Then perhaps just add them to playable in desc_strat file?
Can we generally start at a later date e.g. so as to emulate old style 'late era'?
.
Can we start game at later date? e.g. When aztecs are playable! Then perhaps just add them to playable in desc_strat file?
Can we generally start at a later date e.g. so as to emulate old style 'late era'?
.
Formerly quetzalcoatl. Proud leader of STW3 and member of the RTR, FATW and QNS teams.
Moved to the Text Editing and Scripting sub-forum.
Joining the same question...
maybe try and change the start date in the descr_strat file?
see if that works, if you will have late period units availible.
btw when do the high and late periods begin :hmmm: ?
i dont think there are high and late periods...
I have started the game at a later date [200 years later] as the moors and it was fine, but you still have to build buildings as from the normal start.
Haven't tried starting as aztecs yet.
Formerly quetzalcoatl. Proud leader of STW3 and member of the RTR, FATW and QNS teams.
You could add a few buildings to the settlements. It may be a little tricky but I wouldn't find it so strange to add maybe 3 buildings or so to each settlement, just getting the correct name might be a little tricky.
There might be some mod that might come which will give us access to the factions that are currently non-playable. High and late period are possible but it just depends on what event or time you'd like to set as the start of each.
Starting later will do nothing. The events are scheduled by turn, not by year.
To play with aztecs:
changes in the campaign_script:
--> include
; ---------------------
; start up
restrict_strat_radar false
unfreeze_faction_ai aztecs
;----------------------
; monitors
changes in desrc_strat.txt:
-->aztecs from unplayable to playable
delete the line "undiscovered" in:
faction aztecs, balanced smith
undiscovered
ai_label default
denari 50000
now you can choose and play the aztecs, but
- you can't build any buildings because they have not a detailed techtree
- you can recruit and move your troops on your little island
- so you have to wait and drink some tea or play "Lost" until the europeans will arrive
maybe you can give them some big boats for sailing
repman
Last edited by repman; November 15, 2006 at 12:12 PM.
BareBonesWars 8.1 for RTW 1.5
Integration Mod which combines unique strategic challenges due to a 4 Season scripted campaign from 280 BC - 180 AD on several big/small maps and with an ruthless AI on the battlefield.
Deus lo Vult DLV 6.2 for MTW II Kingdoms
Norway+Ireland+Flanders+Kiev+Lithuania+Teutonic_Order+Armenia+Crusader+Georgia,1y2t script, army field costs, Ultimate AI 1.6, big map, military career, economic system, age simulation, heraldic system, new factions, garrison script, Crowns + Swords, Trait bugfixer, religion dependent recruiting, ancillary enhancements, darth battle mechanics
how do get it where that little bar to the left is gone on the first turn and how to get them by the shores and how to recruit carracks to go to the old world i really need help pleassssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssseeeeeeeeee
If you want to play with the aztecs, go to descr_strat and search the aztec's entry, then erase this line:
If you want to see aztecs in Europe, go to descr_mercenaries (found in Data/world/maps/imperial_campaign), search the entry for the Mexico's recuitment zone and type this:Code:faction aztecs, balanced smith ai_label default undiscovered denari 50000 denari_kings_purse 10000 settlement
You will be able to recruit caravels in Mexico and then, arrive to Europe, but you will not be able for recruit troops there. If you ask to me, maybe I think to make a tutorial for adding units to aztecs.Code:pool Mexico regions Tlaxcala_Province Cholula_Province Tenochtitlan_Province unit Tlaxcalan Mercenaries exp 0 cost 400 replenish 0.36 - 1.0 max 12 initial 4 unit Native Mercenaries exp 0 cost 300 replenish 0.36 - 1.0 max unit caravel exp 0 cost 1000 replenish 0.02 - 0.10 max 1 initial 1
Anyway, good luck;
Last edited by Polpolgio; February 23, 2009 at 01:05 PM.
-Cooleader, codder, scripter and researcher for Reconquista (Spanish project)
*Bull corridas minimod for M2TW
Check out my tutorials
Tutorial for adding emergent factions with Alliance des Barons script
Tutorial for make a complex religion change script
Tutorial for asign more than two names to a specific settlement depending who conquers it.
I eresed that line undiscoverd but still no.
@Quetzalcoatl
I have played the aztecs with the above mentioned method
They have only a very basic techtree and no new buildings to build.
They can't build ships, so they can't invade europe
repman
BareBonesWars 8.1 for RTW 1.5
Integration Mod which combines unique strategic challenges due to a 4 Season scripted campaign from 280 BC - 180 AD on several big/small maps and with an ruthless AI on the battlefield.
Deus lo Vult DLV 6.2 for MTW II Kingdoms
Norway+Ireland+Flanders+Kiev+Lithuania+Teutonic_Order+Armenia+Crusader+Georgia,1y2t script, army field costs, Ultimate AI 1.6, big map, military career, economic system, age simulation, heraldic system, new factions, garrison script, Crowns + Swords, Trait bugfixer, religion dependent recruiting, ancillary enhancements, darth battle mechanics
The undiscovered tag... that's what I was missing, should have guessed.
Thanks a bunch, repman![]()
Have incorporated that, given the Aztecs some ocean-going ships as mercs and cleaned up some of the redundant scripting and put it into an Aztec Invasion mod.
What if we want to trigger the world_is_round event earlier? So that we can travel there when we build the naval drydock in one of our cities, rather than waiting till turn 161 then building a drydock?
Would we edit the script? or?
Thanks![]()
Yeah just change the line in the descr_events.txt in imperial_campaign dir
where it says world_is_round
to
date 1 2
it should happen right after the start of your campaign. Other method is to remove the deep ocean dark red colours from the groundtypes map in base and replace them with shallow water red. No need for drydocks then, any ship can cross.
Wow, I cant believe I am so retarded and missed that, here I was trying to change it through the campaign_script file!
Thanks soo much!
I just feel that the aztecs are such a late role, where you've basically conquered the map! =O
Thanks again![]()
If your willing to wait about a week I have an Expanded Americas mod very near completion, Aztecs are fully playable, with all buildings from Americas mod plus a few extra. There are 20+ provinces in the Americas as well as many other features that make the mod both more challenging and best of all fun.
[IMG][/IMG]
@Edit
Expanded America's released Today!
Last edited by Eothese; August 16, 2008 at 08:51 AM.
It should work correctly, send me the game log.
-Cooleader, codder, scripter and researcher for Reconquista (Spanish project)
*Bull corridas minimod for M2TW
Check out my tutorials
Tutorial for adding emergent factions with Alliance des Barons script
Tutorial for make a complex religion change script
Tutorial for asign more than two names to a specific settlement depending who conquers it.