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  1. #1

    Default Changing the capital of a province?

    I was looking to make Sicily Syracuse the capital of it's province but I'm clueless how. I saw a thread on it when I search the forum but have lost the link.

    Also, would I be able to make it a city instead of a village to match it being a capital?

  2. #2

    Default Re: Changing the capital of a province?

    Long story short - this is basically a waste of time to do, if you intend to open building slots. It won't provide more.

    You can get the battle map to have walls, but in Attila one of the positive features is the ability to assign battle maps to campaign slots.

    Regardless, what you need to do is go into the startpos with PFM/ESF, into the world and then region arrays. Find Syracuse (it will be all out of order, I don't believe there's a list for Attila). Once you found it, though, you open up the first building slot (numbered zero) and have to change its building. It will right now have a minor Roman city. You want to change it to the major city building line. Then you have to test the battle map it provides in game to make sure it works right.

    Syracuse won't really be the 'capital' of the province in terms of building slots, but it will have walls.


  3. #3
    Linke's Avatar Hazarapatish
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    Default Re: Changing the capital of a province?

    open startpos in esf editor, Compressed Data/ Campaign Env / Campagin Model / Campaign Map Data / Provinces Data.
    There is a number for every province, find the right one. You wil have two fields, one with province name (rom_italia for example) and one with province capital name (rom_rome). Change the later to any city in the province that you want to make the capital.

    You will still have to change main building for it to get walls

  4. #4

    Default Re: Changing the capital of a province?

    Thanks, I'll let you guys know the results.

  5. #5

    Default Re: Changing the capital of a province?

    So I was able to make it the capital of the province and give it all 6 slots but not sure how to change it's building chain.

    I had set it to major while setting Tarentum to minor so I'm not sure what else to do.

    I want it to be a city with walls, any ideas?

  6. #6

    Default Re: Changing the capital of a province?


  7. #7

    Default Re: Changing the capital of a province?

    I did it!


  8. #8
    Karnil Vark Khaitan's Avatar Praepositus
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    Default Re: Changing the capital of a province?

    Just a quick drop in.
    But Holy thats some good news, but what about the walls, expanding the city and how does Tarentum look?

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  9. #9

    Default Re: Changing the capital of a province?

    Quote Originally Posted by Karnil Vark Khaitan View Post
    Just a quick drop in.
    But Holy thats some good news, but what about the walls, expanding the city and how does Tarentum look?
    No walls around Syracusae and Tarentum on the campaign map. Even though Syracuse has a city building chain it didnt have walls in-game. Though after capturing and converting the settlement I don't know if that might make a difference.

    Having trouble adding building slot to Syracuse because every time I do the game will crash.

  10. #10

    Default Re: Changing the capital of a province?

    The UI will expand to show as if there are extra slots, but you won't be able to build anything. The building slots are physically on the campaign map and have animations that go along with them. The game UI is designed to expand for the capital province and only the capital province, but that doesn't mean building slots will work.

    I did a lot of work on this issue along with another modder. If there's anyway to get it to work, it would require some sort of disconnect from the animation process so that a building constructed does not have to appear on the map (which isn't possible unless you can decompile a startpos), or somehow duplicating the whole city expansion and creating a slot on the map (which would involve other files besides the startpos and DB tables).

    I have created extra slots in settlements that don't crash the game, but alls you can do is place a building in it. It can't be upgraded, damaged, or downgraded/deconstructed without CTD. For some reason, such buildings could be razed (as in wiped out upon conquest).

    So, if anyone can create a working building slot, it would require a lot of work and experience, honestly.


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