Adding new factions from existing cities:

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J Awesome

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Hi all,
The mod I'm working on currently is going to have 4-5 new factions (depending on how much of a pain the process is), but I'm not creating new cities and locations for these.  Instead I am divvying up the total cities in Warband, so that each faction has no more than two cities under their control.

I'm a beginning modder with only the basic knowledge of Python editing, but a good grasp of items/troops/troop trees with Morgh's Text Editor.  Here are my topics that I need some knowledge on, or have a guide pointed in my general direction:

-Actually adding the factions.  Do they interact once they are added, or does script have to be added for these new factions to interact with one another?
-How to assign towns and castles to a particular faction.  I found that you can rename them, but nothing in particular to who owns what
-Adding lords for said factions, and whether there's script to have them do what they do, or just copy-pasting another nation's lord and setting the faction can suffice?
-Once I create a new faction, will it create caravans and villagers on its own?
-Is this process too painful and complex for a newbie, and would I just be better off replacing the current ones with the new ones at my skill level?

Any response is super appreciated!  I'm trying to skim through all these topics to find answers, so I apologize if any of these questions are redundant.
 
Although it is certainly possible to add factions and assign the existing locations among them it might be easier to add 20 villages, 8 castles and 3 towns and leave the code alone. There is probably enough trouble ahead just adding one faction. Once you get it working you know all the places in the code that needs a change. Once you know about these places inside the code tweaking it might be a bit easier.
Well, just an idea because although there is a tutorial about adding factions it is not really complete. There is still stuff to figure out for you.
Anyway, there is no script that needs to be added to make new factions work but many places where you need to add entries inside existing scripts.

Adding factions is not too difficult actually but not too easy at the same time. It might be difficult if this is your first step on the modding road.

I suggest to start with tutorials and to get a better overview on the different parts of the modul system. You should be able to understand what a script is doing or you might end confused and frustrated because just asking inside this forum won't be the fastest way to get your mod done.  :razz:

But back to your questions most stuff is done by existing scripts. All the lords decide their actions because of a certain script. There is also a script for the townwalker to make 'em spawn and walk around and villagers and caravans are done automatically, too. All you would have to consider is the trade route.


 
Hmm, that does sound way over my head.  I've tried reading up on the scripting and it flew right over my head  :cry:  I might be better off just "reskinning" the factions as different ones.

Thank you for the input, I appreciate it much.
 
-Actually adding the factions.  Do they interact once they are added, or does script have to be added for these new factions to interact with one another?
Add new faction in module_factions before "kingdoms_end". Need to add new coresponding culture for them too. After that, fill the faction info (troop type, culture, reinforcement template,...). Most are in module_scripts and module_constants. Add new troops, add new lords or change lords' faction in module_troops. Most of these are covered in the tutorial.

-How to assign towns and castles to a particular faction.  I found that you can rename them, but nothing in particular to who owns what
In module_scripts, script "game_start". There is a part that give town/castle to faction/specific lord. These info should be in the tutorial.

-Adding lords for said factions, and whether there's script to have them do what they do, or just copy-pasting another nation's lord and setting the faction can suffice?
Lords have their faction set in module_troops. You can copy lords, but need to change their faction. Moreover, if you have more lords than fiefs (towns + castle + villages), that might be a game play problem.

-Once I create a new faction, will it create caravans and villagers on its own?
Yes, if the first step is done correctly.

-Is this process too painful and complex for a newbie, and would I just be better off replacing the current ones with the new ones at my skill level?
No.
If replacing a faction means renaming it, why bother?
 
J Awesome 说:
Hmm, that does sound way over my head.  I've tried reading up on the scripting and it flew right over my head  :cry:  I might be better off just "reskinning" the factions as different ones.

Thank you for the input, I appreciate it much.


Adding new factions is nothing that can't be done. It is in fact just a lot of copy & paste since all you need is already there and the only thing that needs to be changed (in most cases) is the faction number. It is still a thing that needs a lot of changes widespread over the module system so it would be better if you have a slight idea on what you currently are working on but I am sure just stick a bit with modding and soon it won't be much of a problem anymore.
 
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