Adding in NEW FACTIONS to Rome Remastered
We now have a possibility to add brand new factions to Rome Remastered. There is no limit, but the memory requirements will grow with each faction expotentially. Total Conquest at present has 51 factions with no problem.
Steps:
- Add all ownership entries in export_descr_unit. Minimum one unit.
- Add entires to export_descr_buildings
- Add entry to descr_standard (if new symbol). This might involve creating a new symbol file if you’ve run out of space. There are 4 per image here.
- New sounds (not explored by me) probably need to be added in the soundbank if you’re using a new culture
- Descr_sm_factions_difficulty.json contains faction difficulties
- Fill out a new entry in descr_sm_factions. If making a new faction banner, you can copy an existing cas and edit the texture by editing the file in a text editor. In my personal experience I had to scale it down though. Notepad++ is just fine, even if the texture name is of a different length than the original.
- Descr_sm_faction_logos.txt needs a new entry
- Descr_character.txt needs entries for all character types for new faction
- New entry required in descr_banners. These paths will also point you to files you need to change for the faction battle banners
- UI folder: faction_icons, and various unit info as well as captain banners (alive, rebels and dead). Game can ignore missing captain portraits.
- Text in campaign_description
- Text in expanded_bi. I like to prepare all entries at the bottom of the file for each faction
- Faction symbols in menu\symbols\fe_buttons_feral
- Add the faction to descr_faction_groups
- Add win conditions to descr_win_conditions.txt
- Descr strat :)
- You should have descr_sounds.txt and vanilla's (or edited) sounds folder in your mod
- Run the game with a command "snd_save_events". This will create music states. Otherwise you'll crash on custom battle.
You'll need to add an admiral texture as well, otherwise the ship will be transparent.
Descr_event_images < or something like that needs update to switch statements. Just add new ids where eliminated videos are.
Re: Adding in NEW FACTIONS to Rome Remastered
In Descr_event_images.txt the switch statement refers to a number:
Code:
switch {
case 0
{
movie center 320 240 data/fmv/lose/julii_eliminated.mov
}
case 1
{
movie center 320 240 data/fmv/lose/brutii_eliminated.mov
}
Which number is the integer after "case" referring to?
Re: Adding in NEW FACTIONS to Rome Remastered
Quote:
Originally Posted by
Ocyalos
In Descr_event_images.txt the switch statement refers to a number:
Code:
switch {
case 0
{
movie center 320 240 data/fmv/lose/julii_eliminated.mov
}
case 1
{
movie center 320 240 data/fmv/lose/brutii_eliminated.mov
}
Which number is the integer after "case" referring to?
In all honesty I didn't check these yet. I imagine `case`refers to faction ID, but I have a feeling that the `lose` video is actually described somewhere else. I'll look into it in the future and update the guide wtih any findings.
Re: Adding in NEW FACTIONS to Rome Remastered
It is appreciated your work Komisarek. In adding factions, please be mindful of the starting dates of such Kingdoms, as some did not exist at the RTW start date.
Re: Adding in NEW FACTIONS to Rome Remastered
Quote:
Originally Posted by
Kylan271
It is appreciated your work Komisarek. In adding factions, please be mindful of the starting dates of such Kingdoms, as some did not exist at the RTW start date.
Mods are a way to express creativity - if I want to add a Skeleton Horde invading from the Scottish Highlands, I will ;)
Re: Adding in NEW FACTIONS to Rome Remastered
Quote:
Originally Posted by
komisarek
Mods are a way to express creativity - if I want to add a Skeleton Horde invading from the Scottish Highlands, I will ;)
There was a German mod I think that had Indian mythos monsters including skeletons, and a huge snake Kali and Monkey monster. My files were lost due to exHD crash.. so I am trying to go by memory. I used them before with HR Taxilia etc in the eastern map. It was in a Russian mod site.
Re: Adding in NEW FACTIONS to Rome Remastered
In descr_event_images.txt, the faction destroyed videos have the following case-statement:
Quote:
case default{
movie center 320 240 data/fmv/lose/rebels_eliminated.mov
}
Apparently, it means you don't have to update the file if you add a new faction as long as you dont care to see a rebels flag when that faction is destroyed.
Re: Adding in NEW FACTIONS to Rome Remastered
After adding a new faction (syracuse), I get the following messages in log, does anyone know what I have to do to get rid of them?
Quote:
faction 'syracuse' has no general unit not tied to a major event in the classic unit list!
faction 'syracuse' has no general unit not tied to a major event in the rebalance unit list!
I added the two general units of the greeks for syracuse:
export_descr_units.txt
Code:
type greek general's guard cavalry
dictionary greek_generals_guard_cavalry ; General's Armoured Bodyguard
category cavalry
class heavy
voice_type Heavy_1
voice_indexes 0 1 2
soldier greek_heavy_cavalry, 12, 0, 1.0
mount generals horse
mount_effect elephant -8, camel -4
attributes sea_faring, general_unit, hide_forest, hardy, general_unit_upgrade "marian_reforms"
formation 1.5, 4, 3, 6, 3, square
stat_health 2, 0
stat_pri 10, 9, no, 0, 0, melee, blade, piercing, spear, 25 ,1
stat_pri_attr no
stat_sec 12, 5, no, 0, 0, melee, simple, piercing, sword, 25 ,1
stat_sec_attr no
stat_pri_armour 11, 6, 0, metal
stat_sec_armour 0, 1, flesh
stat_heat 2
stat_ground 0, 0, -6, 0
stat_mental 10, disciplined, highly_trained
stat_charge_dist 40
stat_fire_delay 0
stat_food 60, 300
stat_cost 1, 1020, 130, 110, 160, 1020
ownership greek_cities, seleucid, macedon, syracuse
ethnicity greek_cities, Rhodos
ethnicity seleucid, Babylonia
ethnicity macedon, Macedonia
ethnicity syracuse, Sicilia_Graecus
type greek general's guard cavalry early
dictionary greek_generals_guard_cavalry_early ; General's Bodyguard
category cavalry
class heavy
voice_type Heavy_1
voice_indexes 0 1 2
soldier greek_medium_cavalry, 12, 0, 1.0
mount generals horse
mount_effect elephant -8, camel -4
attributes sea_faring, general_unit, hide_forest, hardy
formation 1.5, 4, 3, 6, 3, square
stat_health 2, 0
stat_pri 11, 6, no, 0, 0, melee, simple, piercing, spear, 25 ,1
stat_pri_attr no
stat_sec 0, 0, no, 0, 0, no, no, no, none, 25 ,1
stat_sec_attr no
stat_pri_armour 3, 7, 0, leather
stat_sec_armour 0, 0, flesh
stat_heat 1
stat_ground 0, 0, -6, 0
stat_mental 10, disciplined, highly_trained
stat_charge_dist 40
stat_fire_delay 0
stat_food 60, 300
stat_cost 1, 690, 130, 70, 110, 690
ownership greek_cities, seleucid, macedon, slave, syracuse
ethnicity greek_cities, Rhodos
ethnicity seleucid, Babylonia
ethnicity macedon, Macedonia
ethnicity slave, Hyperboria
ethnicity syracuse, Sicilia_Graecus
Edit: I just now noticed that the new faction also does not get these general units to be selected in custom battles. For some reason it does not get ownership of them even though I added syracuse to ownership? What is going on here?
Edit2: Nevermind, I named my export_descr_unit.txt wrong (export_descr_units.txt) so thats why my changes never had any effect...
Re: Adding in NEW FACTIONS to Rome Remastered
Quote:
Originally Posted by
komisarek
You'll need to add an admiral texture as well, otherwise the ship will be transparent.
Where do I have to add it? I can't find the file nor folder. My navies are invisible on strat map, only their faction style sail is visible.
Re: Adding in NEW FACTIONS to Rome Remastered
Quote:
Originally Posted by
Ocyalos
Where do I have to add it? I can't find the file nor folder. My navies are invisible on strat map, only their faction style sail is visible.
descr_character.txt might be what you need to look at. Not sure though: never added a faction before. It's terra incognita.
Re: Adding in NEW FACTIONS to Rome Remastered
Unfortunately, no. The only reference to navies/admirals in descr_character.txt are the following:
Code:
...
type admiral
actions moving_nortmal, quick_sail, bockade, disembark, exchange
wage_base 50
faction romans_julii
dictionary 15
start_card data/ui/roman/agents/temp_admiral.tga
strat_model julii_admiral
faction romans_brutii
dictionary 15
start_card data/ui/roman/agents/temp_admiral.tga
strat_model brutii_admiral
...
Adding or changing these strat_models seems to have no effect, for old factions as well as for new factions. There even seem to be no [factionid]_admiral file anywhere.
Edit: I found it! data/descr_model_strat.txt
Each of the admiral types needs texture lines for each faction that uses them. I solved it like that for my mod:
descr_character.txt has set strat_model for all admirals of all factions to slave_admiral:
Code:
type admiral
actions moving_normal, quick_sail, blockade, disembark, exchange
wage_base 100
(repeat for every faction, replacing FACTIONID accordingly)
{
faction FACTIONID
dictionary 1
strat_card data/ui/roman/agents/temp_admiral.tga
strat_model slave_admiral
}
descr_model_strat.txt
Code:
type slave_admiral
skeleton strat_navy
male
(repeat for every faction, replacing FACTIONID accordingly) {
pbr_texture FACTIONID, data/models_strat/textures/boat_05_pbr.tga
texture FACTIONID, data/models_strat/textures/boat_05_base_rebels.tga
}
Re: Adding in NEW FACTIONS to Rome Remastered
I went through steps and crashes during the splash screen. I thought I was doing everything rite. I'm using the vanilla Egyptian logo for the time being. Here's the contents from the scripting_log:
Error in descr file Q:\Feral\Steam\Workshop\2720073057/data/descr_sm_factions.txt, line 1707::12: "Expected ':' after key ''"
Script Error in Q:\Feral\Steam\Workshop\2720073057/data/descr_sm_factions.txt, at line 1707, column 12. DATABASE_TABLE error found : error reading record from file
Missing faction menu icon piece menu/symbols/fe_buttons_feral/symbol128_azania.tga!
Missing faction menu icon piece menu/symbols/fe_buttons_feral/symbol128_azania_grey.tga!
Missing faction menu icon piece menu/symbols/fe_buttons_feral/symbol128_azania_roll.tga!
Missing faction menu icon piece menu/symbols/fe_buttons_feral/symbol128_azania_select.tga!
Here's the descr_sm_factions entry:
"azania":
{
;;name and description
"string": "AZANIA",
"description": "AZANIA_DESCR",
;;culture and (default?) character ethnicity
"culture": "egyptian",
"ethnicity": "egyptian",
;;tags for faction groups
"tags": [ "fgroup_fertility_temple", "fgroup_fun_temple", "fgroup_justice_temple", "fgroup_law_temple", "fgroup_healing_temple", ],
;;namelists
"namelists":
{
"men": "egypt_men",
"women": "egypt_women",
"surnames": "egypt_surnames",
},
"logos":
{
;;logo to use in the loading screens (seperate as sprite sheets aren't loaded at that point)
"loading screen icon": "data/ui/faction_icons/egypt.tga",
;;standard index as declared in descr_standards (4 per page)
"standard index": 5,
"rebel standard index": 24,
;;logo index as declared in descr_sm_faction_logos (1 per page)
"logo index": 5,
"rebel logo index": 20, ;24,
;;flag models to be used on the strat map when a settlement is unoccupied
"strat symbol model": "data/models_strat/symbol_egypt.CAS",
"strat rebel symbol model": "data/models_strat/symbol_egypt_rebel.CAS",
},
;;faction colours (some base game factions may have hardcoded overrides)
"colours":
{
"primary": [ 255, 255, 140, ],
"secondary": [ 0, 0, 0, ],
"family tree":
{
"background": [ 154, 117, 57, ],
"font": [ 255, 255, 255, ],
"selected line": [ 255, 255, 255, ],
"unselected line": [ 200, 187, 187, ],
},
},
"movies":
{
;;movie to play when starting a campaign
"intro": "data/fmv/intros/egyptian_intro_1080p.wmv",
;;movie to play when this faction wins or is defeated, respectively
"victory": "data/fmv/victory/egyptian_outro.wmv",
"defeat": "data/fmv/lose/egyptians_eliminated.wmv",
},
"available in custom battles": true,
"prefer naval invasions": false,
"default battle ai personality": "default_personality",
;;allow this faction to have a functioning family tree
"allow reproduction": true,
},
I'm using the TWRR Vanilla Modpack as the base of my mod. I can send you the files So you can have a look at it yourself
Re: Adding in NEW FACTIONS to Rome Remastered
It says right here:
Error in descr file Q:\Feral\Steam\Workshop\2720073057/data/descr_sm_factions.txt, line 1707::12: "Expected ':' after key ''"
Look in your desc_sm_faction.txt at line 1707, the 12th character from left to right. There is a ":" (without the quotes) missing.
If you use Notepad++ or god have mercy Windows Notepad, just use CTRL + G and type in 1707 to jump to the line.
Re: Adding in NEW FACTIONS to Rome Remastered
Now it works. Many thanks!
Re: Adding in NEW FACTIONS to Rome Remastered
this guide has helped my much, I have a question. If a faction is playable in campaign but when I want to play a battle, it crashes, does anyone know how to fix it?
Re: Adding in NEW FACTIONS to Rome Remastered
Quote:
Originally Posted by
Son_of_Kalev
this guide has helped my much, I have a question. If a faction is playable in campaign but when I want to play a battle, it crashes, does anyone know how to fix it?
Did you do this step?
- Run the game with a command "snd_save_events". This will create music states. Otherwise you'll crash on custom battle.
Re: Adding in NEW FACTIONS to Rome Remastered
It crashes when I load a battle (campaign and custom) with most of the new factions I created. I do have the command line snd_saved_events in the advanced options. Is there a way to solve this issue?
Re: Adding in NEW FACTIONS to Rome Remastered
It crashes when I load a battle (campaign and custom) with most of the new factions I created. I do have the command line snd_saved_events in the advanced options. Is there a way to solve this issue?
Re: Adding in NEW FACTIONS to Rome Remastered
Sorry for the second post. There was a weird glitch when I replied
Re: Adding in NEW FACTIONS to Rome Remastered
Quote:
Originally Posted by
The_Duluthian
It crashes when I load a battle (campaign and custom) with most of the new factions I created. I do have the command line snd_saved_events in the advanced options. Is there a way to solve this issue?
you also need to put the unpacked soundfolder into your mod an regenerate the soundfiles anew