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Thread: Making a non playable horde faction.

  1. #1
    leo.civil.uefs's Avatar É nóis que vôa bruxão!
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    Brazil
    Posts
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    Default Making a non playable horde faction.

    Im going to use Mongols as example.

    STEP 1: In descr_strat.txt, you need this:

    The bold line is actually the only mandatory one, you can edit the other ones the way you want
    Make sure there is no settlement or characters/armies in the section of this faction in this file, just the lines above, nothing more.

    Code:
    faction    mongols, balanced henry
    ai_label    default 
    dead_until_resurrected
    denari    10000
    denari_kings_purse    3000
    STEP 2: In descr_sm_factions.txt you need this:

    You need at least one horde_unit here, otherwise the game will keep showing a "faction destroyed" pop up every turn. If you dont want any unit to be spawed via the descr_events.txt (as explained in the next steps), set the values above in red to 1 at least, if you use 0 the log.txt file will warn you (though I dont know what are the real consequences of this).

    Code:
    faction                        mongols, spawned_on_event
    culture                        middle_eastern
    religion                    islam
    ........
    custom_battle_availability    yes
    horde_min_units                10
    horde_max_units                20
    horde_max_units_reduction_every_horde 10
    horde_unit_per_settlement_population    250
    horde_min_named_characters    2
    horde_max_percent_army_stack 80
    horde_disband_percent_on_settlement_capture    0
    horde_unit                    Mongol Infantry
    horde_unit                    Mongol Foot Archers
    horde_unit                    Mongol Heavy Archers
    horde_unit                    Mongol Heavy Lancers
    can_sap                        yes
    prefers_naval_invasions        no
    can_have_princess            no
    has_family_tree                yes
    WARNING: THE NEXT STEPS (3 AND 4) ARE NOT REALLY NECESSARY, AFTER STEPS 1 AND 2 ARE DONE YOU CAN SIMPLY SPAWN THE FACTION'S UNITS VIA CAMPAIGN_SCRIPT.TXT AND THIS WILL MAKE THE FACTION ALIVE. THE FOLLOWING STEPS ARE JUST ANOTHER WAY.

    STEP 3: In descr_events.txt you need this:

    Here you can edit the date freely and you need to choose a region from your mod.
    What the emergent_faction event does is to spawn several randomly named characters with some specific units in the target region. The number and unit types are determined by the entries in descr_sm_factions.txt (see next step).

    Code:
    event    emergent_faction    mongols
    date    1 3
    region     Name_Of_Province
    STEP 4: In historic_events.txt you need this:

    Code:
    {THE_MONGOLS_EMERGE_TITLE} Place any text you want here
    {THE_MONGOLS_EMERGE_BODY} Place any text you want here
    ------------------------------------------ THE END ---------------------------------------------

    Bonus info:

    You can now spawn units for this horde faction normally via campaign_script.

    If you want to spawn an unique character as the faction leader when the horde faction emerges (e.g. You want to spawn Timur as the faction leader of the Timurids), you shouldn't use the emergent_faction event since the first randomly named character spawned in the event will become the faction leader. See this

    PS: If the faction leader dies and there is no heir, the faction will be destroyed.
    Last edited by leo.civil.uefs; February 06, 2023 at 04:37 PM.

  2. #2
    Alondite's Avatar Semisalis
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    Default Re: Making a non playable horde faction.

    That's good stuff, makes things clear
    Last edited by Alondite; October 23, 2019 at 06:08 PM.

  3. #3
    Danya82's Avatar Tiro
    Join Date
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    Location
    Saint-Petersburg, Russia
    Posts
    227

    Default Re: Making a non playable horde faction.

    how this work? Or it's not, in many mods and i have mongols (or other) spawn in 2 or more regions?

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