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Thread: Can I edit tech the tree to let "barbarians" build paved roads?

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  1. #1

    Default Can I edit tech the tree to let "barbarians" build paved roads?

    Hi folks, and thank you for your splendid mod.

    I'd like to modify my RTR Platinum 1.8 install to let certain barbarian factions build paved roads instead of dirt roads. I'm hoping that I can do this by just editing a file in my install. If it's not too hard to do, would some kind soul give me a few pointers?

    [This is probably not realistic, but I've found that playing these factions in longer games (where they conquer substantial turf) can get a bit dull. So I will assume that my Thracians hired a few Greek engineers...]

  2. #2

    Default Re: Can I edit tech the tree to let "barbarians" build paved roads?

    in export_descr_buildings.txt change
    Code:
    paved_roads requires factions { carthaginian, eastern, parthia, egyptian, greek, roman, }
    to
    Code:
    paved_roads requires factions { barbarian, carthaginian, eastern, parthia, egyptian, greek, roman, }

  3. #3

    Default Re: Can I edit tech the tree to let "barbarians" build paved roads?

    That seems to do the job. I get the wrong picture (a barracks graphic) on the tech tree and the city browser, but the paved roads are on the ground and my cavalry can hurtle along them.

    Thanks.

  4. #4

    Default Re: Can I edit tech the tree to let "barbarians" build paved roads?

    To get correct picture you need to mess with UI files. Something like unpacking vanilla ui_1.pak and copying extracted
    Code:
    DATA\UI\ROMAN\BUILDINGS\#ROMAN_PAVED_ROADS.TGA
    DATA\UI\ROMAN\BUILDINGS\#ROMAN_PAVED_ROADS_CONSTRUCTED.TGA
    to
    Code:
    DATA\UI\BARBARIAN\BUILDINGS\#BARBARIAN_PAVED_ROADS.TGA
    DATA\UI\BARBARIAN\BUILDINGS\#BARBARIAN_PAVED_ROADS_CONSTRUCTED.TGA

  5. #5

    Default Re: Can I edit tech the tree to let "barbarians" build paved roads?

    That did it. I copied the two TGA files from the BI directory tree, and put them in:

    DATA\UI\BARBARIAN\BUILDINGS\
    DATA\UI\BARBARIAN\BUILDINGS\CONSTRUCTION

    That got them to show up in the tech tree and the city browser. Thanks!

  6. #6

    Default Re: Can I edit tech the tree to let "barbarians" build paved roads?

    Can someone tell me a bit more on the images? I'm running RTWPE, clearly things got moved.

    OK, I found the packs... I'm going to experiment...
    Last edited by GreySaber; April 16, 2007 at 03:43 AM.

  7. #7

    Default Re: Can I edit tech the tree to let "barbarians" build paved roads?

    Figured it out. Thanks all.

  8. #8
    Nikron's Avatar Senator
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    Default Re: Can I edit tech the tree to let "barbarians" build paved roads?

    Hey guys can i change the culture of the illyrians, from barbarian to greek?

  9. #9

    Default Re: Can I edit tech the tree to let "barbarians" build paved roads?

    Are you asking for permission or a guide?
    The culture itself is easily changeable by editing the descr_sm_factions text file that is in Rome - Total War/data. The illyrians are named britons in that file(they replaced that faction and they use its internal name). The problem might be that some units or buildings might use barbarian(culture) for ownership and also not a general greek(culture) for ownership. Instead they might have each/part of the greek culture factions listed there. So, your illyrians might lose the ownership for the respective unit/building unless you add them there. I am speaking theoretically. I don`t know now if there are cases like this.

  10. #10
    Nikron's Avatar Senator
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    Default Re: Can I edit tech the tree to let "barbarians" build paved roads?

    If is not good to change the culture, please can u tell me how to build stone walls, and some hellenistiko-romano buildings? For example their gods, the temples, or something like that coz in reality the culture of illyrians was not barbarian but similar to epeirotes ( who are illyrians ), makedonians and thrakianes. Im bored to see my illyrians as barbarian faction. This is an insult to my people .

  11. #11

    Default Re: Can I edit tech the tree to let "barbarians" build paved roads?

    If you want the actual buildings to look hellenistic you have to change the culture. I don`t know another way to have different looking walls then of the culture they belong to. I didn`t say it is not good to change the culture, but you have to pay attention to some details like the ones I said above. Anyway, it requires a bit of modding to achieve a change of cultures with proper descriptions for the temples and such. Modding RTW is not a very easy thing unfortunately. I mean it is easy once you get the hang of it, but for a beginner it surely is not user friendly.
    Last edited by florin80; April 29, 2007 at 11:51 AM.

  12. #12
    Nikron's Avatar Senator
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    Default Re: Can I edit tech the tree to let "barbarians" build paved roads?

    Thanx florin80, i changed the culture of the illyrians, and all the buildings were hellenistik, only Delmatia didn't changed the form ( is not with polygonales stone walls ). Do u know how to change the incomes in my cities? I dont want to be a poor faction...

  13. #13

    Default Re: Can I edit tech the tree to let "barbarians" build paved roads?

    To change the money with which the factions starts is very easy.
    Open the file descr_strat from Rome -Total War/data/world/maps/campaign/imperial_campaign and search for the name of the faction(britons in your case).
    Code:
    faction	britons, sailor mao
    denari	5000
    Change the red part to a larger sum if you want. Now, when you change things in descr_start you better delete the map.rwm file again before you start the game to be sure.

    The income on the other hand is influenced by a number of things. Like population, resources in that province, the existence of certain buildings and of course the level of taxation you have set.
    The population is changed in descr_strat. Search for the name of the region you want to edit. Only issue is that the name appearing there is the name the game`s engine uses and not the ingame name. And sometimes it differs. To be sure what is the name you want do a search for the ingame name in this file:
    imperial_campaign_regions_and_settlement_names
    from Rome - Total War/data/text
    The name appearing in the brackets is the one you want.

    The buildings you have to add again in descr_strat for the region you want. You can add a farm of a higher level or a temple or anything that you feel might help in keeping things productive. You have to compare a little and add them in the form you see there or else you get a CTD. Also, it is best to have the -show_err in place so that you may get an error message if a CTD occurs. It helps locating the problem. If you don`t know how to implement this check the pinned thread on solutions to common problems. It`s at the end.

    The resources you add in descr_regions which is in this location: Rome - Total War/data/world/maps/base
    Again you have to search for the name of the region and add a resource in the format said at the beginning of that file for the already existing resources. Now, after you add it you have to also place it on the map which means finding the location you want and adding the path at the beginning of descr_strat. After that you need to delete the map.rwm file again for the changes to take effect. There is a guide on adding new resource. It might be either here in the RTW modding section of twc or at the .org

    An advice. Make a backup of the files before you start messing with them.

    Of course, you can just add more money from the beginning as I said and will be able to build the necessary buildings that will increase the prosperity of the region.
    Last edited by florin80; April 30, 2007 at 12:37 PM.

  14. #14
    Nikron's Avatar Senator
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    Default Re: Can I edit tech the tree to let "barbarians" build paved roads?

    Thanx florin80 for the help and the time u spent with me. I dont think I'll do all this changes, coz im not an expert like u, and i have to get the hang of it.

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    Nikron's Avatar Senator
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    Default Re: Can I edit tech the tree to let "barbarians" build paved roads?

    Florin80, do u know any cheat who can recruit all the units like process_cq? And if u know can u tell me how to use it?

  16. #16
    King Ardumanish's Avatar Civis
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    Default Re: Can I edit tech the tree to let "barbarians" build paved roads?

    I'm no expert in modding but to change for example the income of a market you can do it in the export_descr_buildings.txt in the data folder.....
    there you have to change the following string under the
    building market
    !

    trade_base_income_bonus bonus 1
    here you have to change the 1 into 10 or 100 or in what you want..... but pay attention..... do it also at the higher classes of this building type or do you want that your market give you more money than your great forum??

    with this method you also can say that your barracks can recruit all units... and then you can do it so that the next level of the barracks (i don't know the correct spelling because I'm a german guy who play the german version of rtw, so i think my english isn't very well!) all units get an experience bonus of 1 or 2 or so..... here is a exaple:
    recruit "carthaginian city militia" 0 requires factions { spain, }
    recruit "barb infantry briton" 0 requires factions { britons, }
    recruit "barb infantry dacian" 0 requires factions { dacia, }
    recruit "barb infantry gaul" 0 requires factions { gauls, }
    recruit "warband spear german" 0 requires factions { germans, }
    recruit "barb horse archers scythian" 0 requires factions { scythia, }
    recruit "carthaginian city militia" 0 requires factions { carthage, }
    recruit "numidian javelinmen" 0 requires factions { numidia, }
    recruit "east infantry" 0 requires factions { eastern, }
    recruit "egyptian nubian spearmen" 0 requires factions { egyptian, }
    recruit "greek hoplite militia" 0 requires factions { greek, }
    recruit "roman city militia" 0 requires factions { roman, }
    the 0 after the strings of the units ist the experience bonus, the string in this {} brackets is the culture or faction whose can recruit it...... so you can change it in e.g. in this like i do it sometimes:

    recruit "carthaginian city militia" 0 requires factions { spain, }
    recruit "carthaginian infantry" 0 requires factions { spain, }
    recruit "spanish scutarii" 0 requires factions { spain, }
    recruit "barb infantry briton" 0 requires factions { britons, }
    recruit "barb infantry dacian" 0 requires factions { dacia, }
    recruit "barb infantry gaul" 0 requires factions { gauls, }
    recruit "warband spear german" 0 requires factions { germans, }
    recruit "barb horse archers scythian" 0 requires factions { scythia, }
    recruit "warband sword briton" 0 requires factions { britons, }
    recruit "warband sword gaul" 0 requires factions { gauls, }
    recruit "warband axe german" 0 requires factions { germans, }
    recruit "warband falx dacian" 0 requires factions { dacia, }
    recruit "barb warguard gaul" 0 requires factions { gauls, }
    recruit "barb warguard briton" 0 requires factions { britons, }
    recruit "barb warguard dacian" 0 requires factions { dacia, }
    recruit "warband dhaxe german" 0 requires factions { germans, }
    recruit "warband axe scythian" 1 requires factions { scythia, }
    recruit "carthaginian city militia" 0 requires factions { carthage, }
    recruit "numidian javelinmen" 0 requires factions { numidia, }
    recruit "carthaginian infantry" 0 requires factions { carthage, }
    recruit "numidian desert warriors" 1 requires factions { numidia, }
    recruit "carthaginian medium infantry" 0 requires factions { carthage, }
    recruit "carthaginian heavy infantry" 0 requires factions { carthage, }
    recruit "numidian legionaries" 0 requires factions { numidia, }
    recruit "east hillmen" 0 requires factions { eastern, }
    recruit "east infantry" 0 requires factions { eastern, }
    recruit "east heavy infantry" 0 requires factions { armenia, }
    recruit "east hoplite" 0 requires factions { pontus, }
    recruit "east hoplite brazen shield" 0 requires factions { pontus, }
    recruit "east legionary" 0 requires factions { armenia, }
    recruit "egyptian nubian spearmen" 0 requires factions { egyptian, }
    recruit "egyptian nile infantry" 0 requires factions { egyptian, }
    recruit "egyptian infantry" 0 requires factions { egyptian, }
    recruit "egyptian elite guards" 0 requires factions { egyptian, }
    recruit "greek hoplite militia" 0 requires factions { greek, }
    recruit "greek levy pikemen" 0 requires factions { seleucid, macedon, }
    recruit "warband falx thracian" 0 requires factions { thrace, }
    recruit "greek hoplite" 1 requires factions { greek_cities, }
    recruit "greek pikemen" 0 requires factions { thrace, seleucid, macedon, }
    recruit "greek hoplite elite" 0 requires factions { greek_cities, }
    recruit "greek royal pikemen" 0 requires factions { macedon, }
    recruit "greek silver shield pikemen" 0 requires factions { seleucid, }
    recruit "greek hoplite spartan" 0 requires factions { greek_cities, } and hidden_resource sparta
    recruit "greek bastarnae" 0 requires factions { thrace, }
    recruit "greek argyraspid" 0 requires factions { seleucid, }
    recruit "roman city militia" 0 requires factions { roman, }
    recruit "roman hastati" 0 requires factions { roman, } and not marian_reforms
    recruit "roman infantry auxillia" 0 requires factions { roman, } and marian_reforms
    recruit "roman princeps" 0 requires factions { roman, } and not marian_reforms
    recruit "roman legionary cohort i" 0 requires factions { roman, } and marian_reforms
    recruit "roman legionary first cohort i" 0 requires factions { roman, } and hidden_resource rome and marian_reforms
    recruit "roman triarii" 1 requires factions { roman, } and not marian_reforms
    recruit "roman legionary cohort ii" 0 requires factions { roman, } and marian_reforms
    recruit "roman legionary first cohort ii" 0 requires factions { roman, } and hidden_resource rome and marian_reforms
    recruit "roman praetorian cohort urban i" 9 requires factions { roman, } and marian_reforms
    recruit "roman praetorian cohort i" 9 requires factions { roman, } and marian_reforms
    you can see i changed very many... so i changed the experience of the praetorian cohorts from 0 to 9...... here you can also change the preconditions to recruit them which except from the barracks level... i mean the marian_reforms...... if you delete this part of the string you no longer need the marian reforms to recruit for example the legionary cohorts!!!



    so i hope you can understand me......

  17. #17
    Nikron's Avatar Senator
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    Default Re: Can I edit tech the tree to let "barbarians" build paved roads?

    Thanx King Ardumanish, now im going to try this. Regards to u my german friend! ! !

  18. #18
    Nikron's Avatar Senator
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    Default Re: Can I edit tech the tree to let "barbarians" build paved roads?

    Hey guys, can i create a new custom battle map? If is this possible, can u tell me how please?

  19. #19
    Nikron's Avatar Senator
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    Default Re: Can I edit tech the tree to let "barbarians" build paved roads?

    Why no one is answering my question? Can i create a custom battle map or not?

  20. #20

    Default Re: Can I edit tech the tree to let "barbarians" build paved roads?

    Quote Originally Posted by Nikron View Post
    Why no one is answering my question? Can i create a custom battle map or not?
    Also, for a better chance of a response, in the future you ought to post a question that is unrelated to the thread in a new thread of its own. Simple suggestion.
    Marcus Camillus


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