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June 27, 2016, 02:00 PM
#1
Civis
Faction vs Subfaction [Playable Crooked Moon Goblins]
I've got a mod in progress that allows the Crooked Moon Goblins to be played. By default they are a Greenskins army and follow all of the rules set in place for the Greenskins. However, I am wanting to remove all Orc units from the army, and add in a few new units. In doing so, I also want to shuffle units and buildings around. I've got most of the units done, and I'm working on finishing up some new unit effects, projectiles, and adding a new poison, and adding in a few more lord and hero selections. However, I have a question about faction vs subfaction.
If I'm going to be removing Orcs from buildings, adding new buildings, and modifying buildings, should I look at creating a new faction completely, or do I look into making them work as a subfaction? I know Savage Orcs as a subfaction only have Savage Orc units, which is why I'm looking at keeping Crooked Moon a subfaction; and I really don't want to have to mess with all of the diplomacy and all that. But with the amount of changes I'm looking at, I'm not sure if making a completely new faction would be better or not.
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June 28, 2016, 01:48 AM
#2
Re: Faction vs Subfaction [Playable Crooked Moon Goblins]
You could just change their military_grouping and repopulate it from scratch with what you want.
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June 28, 2016, 07:43 AM
#3
Civis
Re: Faction vs Subfaction [Playable Crooked Moon Goblins]
Interesting idea, and definitely not something I would have thought about. I'll look into that tonight, once I figure out what I broke when trying to add a new poison type.
Thanks!
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July 14, 2016, 08:12 AM
#4
Civis
Re: Faction vs Subfaction [Playable Crooked Moon Goblins]
So I finally got around to looking at this, and adding a groupings_military worked like a champ. Once added, I just needed to modify factions and units_to_groupings_military_permissions. This gets all of the basic units set up for the new faction (of course, you need to have the units themselves set up). However, it does not get the Agents, as that seems to be an effect applied to a building. I'll delve into that a bit more tonight.
The other issue is trying to replace the buildings. It looks like building_culture_variants is one of the main files to hit, as well as building_upgrades_junction. Then you set your starting buildings in start_pos_settlements, and then everything falls apart.
I've a feeling I'm missing something, or not setting something up right.
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July 14, 2016, 11:51 PM
#5
Civis
Re: Faction vs Subfaction [Playable Crooked Moon Goblins]
Started making some progress on this. Got a second Military Recruitment building to show up, and I could set units to it instead of the greenskins one, but I could not remove the greenskins version. Tried quite a few things, ended up breaking everything a few times and then reverted everything back to where I was before I started. LOL
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July 16, 2016, 12:39 PM
#6
Civis
Re: Faction vs Subfaction [Playable Crooked Moon Goblins]
I'm still having issues getting buildings to work. Here is everything I am modifying (in the order in which I modified them):
armed_citizenry_unit_groups
armed_citizenry_units_to_unit_groups_junctions
building_chain_availability_set_ids
building_superchains
building_chains
building_chain_availability_sets
cultures_subcultures
building_instances
building_levels
building_short_description_texts
building_flavour_texts
building_culture_variants
building_downgrade_junctions
building_effects_junction
building_level_armed_citizenry_junctions
building_levels_campaign_bmd_layer_group_junctions
building_sets
building_set_to_building_junctions
building_units_allowed
building_upgrades_junction
cai_construction_system_building_values
campaign_settlement_display_building_ids
factions
faction_to_faction_groups_junctions
provincial_initiatives_to_subculture_junctions
slot_templates
slot_template_to_building_superchain_junctions
Everything above appears as if it should work, and I'm not crashing. However, none of the buildings are showing up at Karak Eight Peaks.
Once I modify start_pos_settlements and replace the buildings at Karak Eight Peaks with the new new buildings, the game crashes loading into the campaign. I've even tried changing the subculture in start_pos_regions for Karak Eight Peaks, to no avail.
Anyone able to point out what I'm missing?
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July 23, 2016, 08:04 AM
#7
Laetus
Re: Faction vs Subfaction [Playable Crooked Moon Goblins]
Cant really help you, but just wanted to drop in and say I really appreciate your continued updates on progress and actions. Im planning to do something similar later, and I am learning useful things from this thread.
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July 23, 2016, 09:46 AM
#8
Civis
Re: Faction vs Subfaction [Playable Crooked Moon Goblins]
So close I can taste it. I had everything set up and right, but I was missing the Monsters chain in one or two tables, as I wasn't sure if I was going to keep them or not. Once I added them, it started working, mostly. Everything looks right on the building chain screen, but the Settlement chain is missing. However, the main settlement is correct, since it is being pulled from the start_pos_settlements. I also modified the start_pos_region_slot_templates.
I also realized I should probably make some new building icons as well.
Last edited by Cyclone Jack; July 23, 2016 at 01:48 PM.
Reason: Added image for clarification.
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July 27, 2016, 06:02 PM
#9
Civis
Re: Faction vs Subfaction [Playable Crooked Moon Goblins]
FINALLY figured this out, and I can't believe it took so long to find it. I was missing the Settlement Ruins entries in building_culture_variants. I had them in all of the other files, but I missed them here. Now I can properly upgrade my Settlements. I need to test to make sure I can Occupy a Ruined Settlement, and I'm still having issues when taking over Dwarven Settlements (haven't tried any other settlements), but one step at a time.
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