Last edited by youneuoy; April 20, 2020 at 06:58 AM.
Vanilla has roughly 200 portraits for the more common cultures (EE = 201, Meso = 100, ME = 201, SE = 201) greek shares with EE, NE shares with SE.
The problem is always the number of available custom portraits, regardless of how you share them, eg what option is used (culture and\or religion) which makes it purely a modder's issue, not the application's.
To figure out how the algorithm is used you would need to set all factions to the same culture, remove all agents and then run through the log to see which numbers have been allocated. Loading screens always start with the middle number and go random from there, I suspect the same for portraits.
Maybe increasing the culture limit might fix these problems?
BTW, which things work or not work for greek and northern_european, so has to be redirected to southern_european, respectively eastern_european?
I know custom settlement models for battles have to be done this way, anything else? Portraits for example work fine for them indeed....
It's more a matter of convenience: portraits can be redirected via descr_cultures and other elements as well as individual building icons can be redirected via descr_ui_buildings**. Other culture dependent items like building models (battle and campaign) can be redirected to specific factions via 'faction_variant' sub directories (model_strat and blockset directories - see teutonic campaign).
**Cultures will get looked up as specified if a file cannot found, eg UI elements for the greek faction will be taken from the SE culture. Not sure how the look up for the battle stuff is handled here, the IWTE gurus (mak & Co) should know more.
The building look up comes handy if you would normally use the same picture for multiple building tree levels, like the base temples in RTW.
Well it shouldn't if your character keeps having babies. And if you get the adoption out of the way, the game should then prioritize character making babies. It will have to be tested for sure.
Oh that intrigues me, I'd also like to know how!
There's a possibility to bypass this limit, see here: https://www.twcenter.net/forums/show...1#post15853547
Araval's method requires 'dummy' factions as the use of 'sub_faction' will utilize the models and animations of the faction that got designated as sub_faction. The principle has been described in detail only recently so during the development of RotK it wasn't available. But then we used all 31 faction slots anyhow.
Basically you have the option of having (max) 310 strat models per agent in desr_character (except captains) which can be used by all faction through the sub_faction method. The slave faction has been making use of this since day one.
Wow- Thank you for making such a wonderful mod. Do you know whether it would be possible to increase the number of settlements that could be rebuilt? For example in Divide and Conquer, a sub-mod for M2TW, you can currently rebuild 4 I believe ( Annuminas, Fornost Erain, East and West Osgiliath).
Also you mention increasing the number of cultures and religions- but are there any material differences in what culture and religion does? To use DaC as our example- each faction has a certain culture - but only a few of them actually have a religion ( Mordor is christian for example so it can call a crusade). Finally, what would be the benefit of expanding the number of cultures/religions, i.e what would it allow you to do that cannot be done currently?
Anyway, thank you so much for putting in all this time and effort, I really look forward to seeing what you produce!
Hi youneuoy!
Currently armor upgrades can give a maximum of 3 points.
Can you possibly exceed this 3 points limit for updating armor?