Help with coding my troop tree.

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SoTAL

Sergeant at Arms
I've spent days finding just the right equipment and balancing my new troop tree. Once the player gets his own kingdom, I want him to recruit my empire_conscript instead of the standard vaegir/nord/khergit/rhodok/swadian. How would I go about doing that? If anyone could point me to the right script or help in any way, I'd be very happy.  :grin:
 
it's all in module_troops.py.  If you are asking how to balance the gear, you'd have to get familiar with each item.  No short cuts here.  This is the grunt work of any good mod.
 
You misunderstand. I've finished the troop tree. I wanna know how to code it so that you get my recruits when you get your own kingdom.
 
Alright, well, not sure if this will help you, because I doubt it will even work... But it's worth a shot, I guess. Tell me if it works.
Oh, and again, I doubt it's gonna work, but perhaps It'll point you to the right direction.

Should have instructions in every spoiler (instructions begin with #)
Code:
# Highlander made his Own Kingdom code, and we'll be using it ...
  ("change_culture",0,
   "Choose a culture:",
   "none",
   [],
    [
    ("swadian",
    [],"Swadian culture",
    [
	  (faction_set_slot, "fac_player_supporters_faction", slot_faction_culture, "fac_kingdom_1"),
          (try_for_range,":lord","trp_reserved_knight_1","trp_kingdom_1_pretender"),
            (troop_slot_eq, ":lord", slot_troop_occupation, slto_kingdom_hero),
            (troop_set_slot, ":lord", slot_troop_original_faction,"fac_kingdom_1"),
          (try_end),
          (jump_to_menu, "mnu_own_kingdom"),
    ]),
    ("vaegir",
    [],"Vaegir culture",
    [
	  (faction_set_slot, "fac_player_supporters_faction", slot_faction_culture, "fac_kingdom_2"),
          (try_for_range,":lord","trp_reserved_knight_1","trp_kingdom_1_pretender"),
            (troop_slot_eq, ":lord", slot_troop_occupation, slto_kingdom_hero),
            (troop_set_slot, ":lord", slot_troop_original_faction,"fac_kingdom_2"),
          (try_end),
          (jump_to_menu, "mnu_own_kingdom"),

    ]),
    ("kherdit",
    [],"Khergit culture",
    [
	  (faction_set_slot, "fac_player_supporters_faction", slot_faction_culture, "fac_kingdom_3"),
          (try_for_range,":lord","trp_reserved_knight_1","trp_kingdom_1_pretender"),
            (troop_slot_eq, ":lord", slot_troop_occupation, slto_kingdom_hero),
            (troop_set_slot, ":lord", slot_troop_original_faction,"fac_kingdom_3"),
          (try_end),
          (jump_to_menu, "mnu_own_kingdom"),

    ]),
    ("rhodok",
    [],"Rhodok culture",
    [
	  (faction_set_slot, "fac_player_supporters_faction", slot_faction_culture, "fac_kingdom_4"),
          (try_for_range,":lord","trp_reserved_knight_1","trp_kingdom_1_pretender"),
            (troop_slot_eq, ":lord", slot_troop_occupation, slto_kingdom_hero),
            (troop_set_slot, ":lord", slot_troop_original_faction,"fac_kingdom_4"),
          (try_end),
          (jump_to_menu, "mnu_own_kingdom"),

    ]),
    ("nord",
    [],"Nords culture",
    [
	  (faction_set_slot, "fac_player_supporters_faction", slot_faction_culture, "fac_kingdom_5"),
          (try_for_range,":lord","trp_reserved_knight_1","trp_kingdom_1_pretender"),
            (troop_slot_eq, ":lord", slot_troop_occupation, slto_kingdom_hero),
            (troop_set_slot, ":lord", slot_troop_original_faction,"fac_kingdom_5"),
          (try_end),
          (jump_to_menu, "mnu_own_kingdom"),

    ]),
    ]),
Code:
# Modified Own Kingdom, only edit this part ... no other... For the source of Highlanders Own Kingdom download Age of Machinery v4
# It has the source files with it
# Ok, this should work, but be warned, I haven't tested it
  ("change_culture",0,
   "Your factions culture.",
   "none",
   [],
    [
    ("sotal",
    [],"Sotal's Culture",
    [
	  (faction_set_slot, "fac_player_supporters_faction", slot_faction_culture, "fac_kingdom_sotal"),
          (try_for_range,":lord","trp_reserved_knight_1","trp_kingdom_1_pretender"),
            (troop_slot_eq, ":lord", slot_troop_occupation, slto_kingdom_hero),
            (troop_set_slot, ":lord", slot_troop_original_faction,"fac_kingdom_sotal"),
          (try_end),
          (jump_to_menu, "mnu_own_kingdom"),

    ]),
    ]),
Code:
# We're adding in our own culture "tiers" just below the fac_culture_5 in module_scripts.py!
# The tier troops are basically what troops you're gonna recruit from your villages. If your relationship is around 0 with the village,
# then you get trp_empire_conscript. If your relationship is like 50, then you get trp_placeholder instead.
# I think you must have all the tiers defined. Not sure about it though.
# Replace placeholder with your own trp_
# Replace fac_culter_sotal with your own fac_culture
      (faction_set_slot, "fac_culture_sotal", slot_faction_tier_1_troop, "trp_empire_conscript"),
      (faction_set_slot, "fac_culture_sotal", slot_faction_tier_2_troop, "placeholder"),
      (faction_set_slot, "fac_culture_sotal", slot_faction_tier_3_troop, "placeholder"),
      (faction_set_slot, "fac_culture_sotal", slot_faction_tier_4_troop, "placeholder"),
      (faction_set_slot, "fac_culture_sotal", slot_faction_tier_5_troop, "placeholder"),
Code:
# Here we define the culture. Put it right before the last line with the ]
# Replace culture_sotal with your own culture_
  ("culture_sotal",  "culture_sotal", 0, 0.9, [], []),
Code:
# And the kingdom.
# Put it right before the last line with the ]
  ("sotal","Sotal's Kingdom", 0, 0.5,[], []),
Code:
# Now this is the tricky part... I'm not sure how this will work... but it's worth a shot.
# Put it under the fac_kingdom_5 one...
      (faction_set_slot, "fac_kingdom_sotal",  slot_faction_culture, "fac_culture_sotal"),
      (faction_set_slot, "fac_kingdom_sotal",  slot_faction_leader, "trp_player"),
Code:
# Ok... put this under the fac_kingdom_5 one again...
      (else_try),
        (eq, ":faction_no", "fac_kingdom_sotal"),
        (assign, ":result", mtf_culture_sotal),
 
Nice! I already have Highlanders code, and that's what I was planning to base it on, so...good. :grin: I can use the player_supporters_faction as my faction, right?
 
You could always create an unused faction that the player joins and becomes the leader of it.  Might be cleaner, as somethings are tied to that existing faction.  Sorry I didn't understand the OP.
 
Hmpf, when I try to compile I get this error:

Code:
Initializing...
Traceback (most recent call last):
  File "process_global_variables.py", line 11, in <module>
    from process_operations import *
  File "Q:\Spill\Mount & Blade\Modules\SoTAL's Module\SoTAL's ModuleSystem\proce
ss_operations.py", line 20, in <module>
    from module_scripts import *
  File "Q:\Spill\Mount & Blade\Modules\SoTAL's Module\SoTAL's ModuleSystem\modul
e_scripts.py", line 20547, in <module>
    (assign, ":result", mtf_culture_empire),
NameError: name 'mtf_culture_empire' is not defined
Exporting strings...
Exporting skills...
Exporting tracks...
Exporting animations...
Exporting meshes...
Exporting sounds...
Exporting skins...
Traceback (most recent call last):
  File "process_map_icons.py", line 6, in <module>
    from process_operations import *
  File "Q:\Spill\Mount & Blade\Modules\SoTAL's Module\SoTAL's ModuleSystem\proce
ss_operations.py", line 20, in <module>
    from module_scripts import *
  File "Q:\Spill\Mount & Blade\Modules\SoTAL's Module\SoTAL's ModuleSystem\modul
e_scripts.py", line 20547, in <module>
    (assign, ":result", mtf_culture_empire),
NameError: name 'mtf_culture_empire' is not defined
Exporting faction data...
Exporting item data...
Traceback (most recent call last):
  File "process_items.py", line 59, in <module>
    from process_operations import *
  File "Q:\Spill\Mount & Blade\Modules\SoTAL's Module\SoTAL's ModuleSystem\proce
ss_operations.py", line 20, in <module>
    from module_scripts import *
  File "Q:\Spill\Mount & Blade\Modules\SoTAL's Module\SoTAL's ModuleSystem\modul
e_scripts.py", line 20547, in <module>
    (assign, ":result", mtf_culture_empire),
NameError: name 'mtf_culture_empire' is not defined
Exporting scene data...
Traceback (most recent call last):
  File "process_scenes.py", line 15, in <module>
    from process_operations import *
  File "Q:\Spill\Mount & Blade\Modules\SoTAL's Module\SoTAL's ModuleSystem\proce
ss_operations.py", line 20, in <module>
    from module_scripts import *
  File "Q:\Spill\Mount & Blade\Modules\SoTAL's Module\SoTAL's ModuleSystem\modul
e_scripts.py", line 20547, in <module>
    (assign, ":result", mtf_culture_empire),
NameError: name 'mtf_culture_empire' is not defined
Exporting troops data
Exporting particle data...
Traceback (most recent call last):
  File "process_scene_props.py", line 7, in <module>
    from process_operations import *
  File "Q:\Spill\Mount & Blade\Modules\SoTAL's Module\SoTAL's ModuleSystem\proce
ss_operations.py", line 20, in <module>
    from module_scripts import *
  File "Q:\Spill\Mount & Blade\Modules\SoTAL's Module\SoTAL's ModuleSystem\modul
e_scripts.py", line 20547, in <module>
    (assign, ":result", mtf_culture_empire),
NameError: name 'mtf_culture_empire' is not defined
Traceback (most recent call last):
  File "process_tableau_materials.py", line 8, in <module>
    from process_operations import *
  File "Q:\Spill\Mount & Blade\Modules\SoTAL's Module\SoTAL's ModuleSystem\proce
ss_operations.py", line 20, in <module>
    from module_scripts import *
  File "Q:\Spill\Mount & Blade\Modules\SoTAL's Module\SoTAL's ModuleSystem\modul
e_scripts.py", line 20547, in <module>
    (assign, ":result", mtf_culture_empire),
NameError: name 'mtf_culture_empire' is not defined
Traceback (most recent call last):
  File "process_presentations.py", line 8, in <module>
    from process_operations import *
  File "Q:\Spill\Mount & Blade\Modules\SoTAL's Module\SoTAL's ModuleSystem\proce
ss_operations.py", line 20, in <module>
    from module_scripts import *
  File "Q:\Spill\Mount & Blade\Modules\SoTAL's Module\SoTAL's ModuleSystem\modul
e_scripts.py", line 20547, in <module>
    (assign, ":result", mtf_culture_empire),
NameError: name 'mtf_culture_empire' is not defined
Exporting party_template data...
Traceback (most recent call last):
  File "process_parties.py", line 6, in <module>
    from process_operations import *
  File "Q:\Spill\Mount & Blade\Modules\SoTAL's Module\SoTAL's ModuleSystem\proce
ss_operations.py", line 20, in <module>
    from module_scripts import *
  File "Q:\Spill\Mount & Blade\Modules\SoTAL's Module\SoTAL's ModuleSystem\modul
e_scripts.py", line 20547, in <module>
    (assign, ":result", mtf_culture_empire),
NameError: name 'mtf_culture_empire' is not defined
Exporting quest data...
Traceback (most recent call last):
  File "process_scripts.py", line 4, in <module>
    from module_scripts import *
  File "Q:\Spill\Mount & Blade\Modules\SoTAL's Module\SoTAL's ModuleSystem\modul
e_scripts.py", line 20547, in <module>
    (assign, ":result", mtf_culture_empire),
NameError: name 'mtf_culture_empire' is not defined
Traceback (most recent call last):
  File "process_mission_tmps.py", line 8, in <module>
    from process_operations import *
  File "Q:\Spill\Mount & Blade\Modules\SoTAL's Module\SoTAL's ModuleSystem\proce
ss_operations.py", line 20, in <module>
    from module_scripts import *
  File "Q:\Spill\Mount & Blade\Modules\SoTAL's Module\SoTAL's ModuleSystem\modul
e_scripts.py", line 20547, in <module>
    (assign, ":result", mtf_culture_empire),
NameError: name 'mtf_culture_empire' is not defined
Traceback (most recent call last):
  File "process_game_menus.py", line 8, in <module>
    from process_operations import *
  File "Q:\Spill\Mount & Blade\Modules\SoTAL's Module\SoTAL's ModuleSystem\proce
ss_operations.py", line 20, in <module>
    from module_scripts import *
  File "Q:\Spill\Mount & Blade\Modules\SoTAL's Module\SoTAL's ModuleSystem\modul
e_scripts.py", line 20547, in <module>
    (assign, ":result", mtf_culture_empire),
NameError: name 'mtf_culture_empire' is not defined
Traceback (most recent call last):
  File "process_simple_triggers.py", line 5, in <module>
    from process_operations import *
  File "Q:\Spill\Mount & Blade\Modules\SoTAL's Module\SoTAL's ModuleSystem\proce
ss_operations.py", line 20, in <module>
    from module_scripts import *
  File "Q:\Spill\Mount & Blade\Modules\SoTAL's Module\SoTAL's ModuleSystem\modul
e_scripts.py", line 20547, in <module>
    (assign, ":result", mtf_culture_empire),
NameError: name 'mtf_culture_empire' is not defined
Traceback (most recent call last):
  File "process_dialogs.py", line 9, in <module>
    from process_operations import *
  File "Q:\Spill\Mount & Blade\Modules\SoTAL's Module\SoTAL's ModuleSystem\proce
ss_operations.py", line 20, in <module>
    from module_scripts import *
  File "Q:\Spill\Mount & Blade\Modules\SoTAL's Module\SoTAL's ModuleSystem\modul
e_scripts.py", line 20547, in <module>
    (assign, ":result", mtf_culture_empire),
NameError: name 'mtf_culture_empire' is not defined
Traceback (most recent call last):
  File "process_global_variables_unused.py", line 3, in <module>
    from process_operations import *
  File "Q:\Spill\Mount & Blade\Modules\SoTAL's Module\SoTAL's ModuleSystem\proce
ss_operations.py", line 20, in <module>
    from module_scripts import *
  File "Q:\Spill\Mount & Blade\Modules\SoTAL's Module\SoTAL's ModuleSystem\modul
e_scripts.py", line 20547, in <module>
    (assign, ":result", mtf_culture_empire),
NameError: name 'mtf_culture_empire' is not defined

______________________________

Script processing has ended.
Press any key to exit. . .

I don't quite know what's causing it... I've added everything where they should be.

I've added this to end of module_factions:

("empire","The Holy Empire", 0, 0.5,[], []),
("culture_empire",  "culture_empire", 0, 0.9, [], []),

I've also added this

(eq, ":faction_no", "fac_empire"),
(assign, ":result", mtf_culture_empire),

in module_scripts under the script ("get_culture_with_party_faction_for_music",

And of course all the other stuff.
 
Perhaps remove this?
(eq, ":faction_no", "fac_empire"),
(assign, ":result", mtf_culture_empire

Seems like it only needs it for the music...  If you look in module_music.py you'll see that mtf_ is used for linking the faction to the certain music files.
 
Hmm, I thought it used it for assigning cultures too...

EDIT: I removed that particular code, and now it compiled fine. Now I've gotta go conquer a castle so I can test it! And that's not gonna be a problem, as I'll just be cheap and assign myself 300 high tier troops from the start.  :twisted:
 
[quote author=SoTAL]Hmm, I thought it used it for assigning cultures too...[/quote]
Well, you said it yourself, it was under "get_culture_with_party_faction_for_music". Now looking at that scripts comments I saw the mtf_ was for assigning music to factions. So I opened module_music.py to be sure and vola, I was right.

You need to understand the basics of de-bugging ... well ... there isn't really anything to understand, it's just common sense..  :wink:
Does it work, btw?
 
Code:
("change_culture",0,
   "Choose a culture:",
   "none",
   [],
    [
    ("swadian",
    [],"Swadian culture",
    [
	  (faction_set_slot, "fac_player_supporters_faction", slot_faction_culture, "fac_kingdom_1"),
          (try_for_range,":lord","trp_reserved_knight_1","trp_kingdom_1_pretender"),
            (troop_slot_eq, ":lord", slot_troop_occupation, slto_kingdom_hero),
            (troop_set_slot, ":lord", slot_troop_original_faction,"fac_kingdom_1"),
          (try_end),
          (jump_to_menu, "mnu_own_kingdom"),
    ]),
    ("vaegir",
    [],"Vaegir culture",
    [
	  (faction_set_slot, "fac_player_supporters_faction", slot_faction_culture, "fac_kingdom_2"),
          (try_for_range,":lord","trp_reserved_knight_1","trp_kingdom_1_pretender"),
            (troop_slot_eq, ":lord", slot_troop_occupation, slto_kingdom_hero),
            (troop_set_slot, ":lord", slot_troop_original_faction,"fac_kingdom_2"),
          (try_end),
          (jump_to_menu, "mnu_own_kingdom"),
    ]),
	    
    ("empire",
    [],"Empire culture",
    [
	  (faction_set_slot, "fac_player_supporters_faction", slot_faction_culture, "fac_holy_empire"),
          (try_for_range,":lord","trp_reserved_knight_1","trp_kingdom_1_pretender"),
            (troop_slot_eq, ":lord", slot_troop_occupation, slto_kingdom_hero),
            (troop_set_slot, ":lord", slot_troop_original_faction,"fac_holy_empire"),
          (try_end),
          (jump_to_menu, "mnu_own_kingdom"),

    ]),
    ("kherdit",
    [],"Khergit culture",
    [
	  (faction_set_slot, "fac_player_supporters_faction", slot_faction_culture, "fac_kingdom_3"),
          (try_for_range,":lord","trp_reserved_knight_1","trp_kingdom_1_pretender"),
            (troop_slot_eq, ":lord", slot_troop_occupation, slto_kingdom_hero),
            (troop_set_slot, ":lord", slot_troop_original_faction,"fac_kingdom_3"),
          (try_end),
          (jump_to_menu, "mnu_own_kingdom"),

    ]),
    ("rhodok",
    [],"Rhodok culture",
    [
	  (faction_set_slot, "fac_player_supporters_faction", slot_faction_culture, "fac_kingdom_4"),
          (try_for_range,":lord","trp_reserved_knight_1","trp_kingdom_1_pretender"),
            (troop_slot_eq, ":lord", slot_troop_occupation, slto_kingdom_hero),
            (troop_set_slot, ":lord", slot_troop_original_faction,"fac_kingdom_4"),
          (try_end),
          (jump_to_menu, "mnu_own_kingdom"),

    ]),
    ("nord",
    [],"Nords culture",
    [
	  (faction_set_slot, "fac_player_supporters_faction", slot_faction_culture, "fac_kingdom_5"),
          (try_for_range,":lord","trp_reserved_knight_1","trp_kingdom_1_pretender"),
            (troop_slot_eq, ":lord", slot_troop_occupation, slto_kingdom_hero),
            (troop_set_slot, ":lord", slot_troop_original_faction,"fac_kingdom_5"),
          (try_end),
          (jump_to_menu, "mnu_own_kingdom"),

    ]),
    ]),

That's my own kingdom code in module_game_menus. It doesn't work, not even changing to, say nord or vaegir culture work anymore...
 
You may need to post your faction def. too.  It doesn't help to only see half of the work.
 
Good point there jik.

Here's the relevant faction info
Code:
("culture_1",  "culture_1", 0, 0.9, [], []),
  ("culture_2",  "culture_2", 0, 0.9, [], []),
  ("culture_3",  "culture_3", 0, 0.9, [], []),
  ("culture_4",  "culture_4", 0, 0.9, [], []),
  ("culture_5",  "culture_5", 0, 0.9, [], []),
  ("culture_empire",  "culture_empire", 0, 0.9, [], []),
 
#  ("swadian_caravans","Swadian Caravans", 0, 0.5,[("outlaws",-0.8), ("dark_knights",-0.2)], []),
#  ("vaegir_caravans","Vaegir Caravans", 0, 0.5,[("outlaws",-0.8), ("dark_knights",-0.2)], []),

  ("holy_empire","The Holy Empire", 0, 0.5,[], []),
  ("player_faction","Player Faction",0, 0.9, [], []),
  ("player_supporters_faction","Player Faction",0, 0.9, [("player_faction",1.00),("undeads",-0.9),("outlaws",-0.05),("peasant_rebels", -0.1),("deserters", -0.02),("mountain_bandits", -0.05),("forest_bandits", -0.05)], [], 0x4682B4),

The faction info in module_scripts

Code:
# Factions:
      (faction_set_slot, "fac_kingdom_1",  slot_faction_culture, "fac_culture_1"),
      (faction_set_slot, "fac_kingdom_1",  slot_faction_leader, "trp_kingdom_1_lord"),

      (faction_set_slot, "fac_kingdom_2",  slot_faction_culture, "fac_culture_2"),
      (faction_set_slot, "fac_kingdom_2",  slot_faction_leader, "trp_kingdom_2_lord"),

      (faction_set_slot, "fac_kingdom_3",  slot_faction_culture, "fac_culture_3"),
      (faction_set_slot, "fac_kingdom_3",  slot_faction_leader, "trp_kingdom_3_lord"),

      (faction_set_slot, "fac_kingdom_4",  slot_faction_culture, "fac_culture_4"),
      (faction_set_slot, "fac_kingdom_4",  slot_faction_leader, "trp_kingdom_4_lord"),

      (faction_set_slot, "fac_kingdom_5",  slot_faction_culture, "fac_culture_5"),
      (faction_set_slot, "fac_kingdom_5",  slot_faction_leader, "trp_kingdom_5_lord"),
	  
	  (faction_set_slot, "fac_holy_empire",  slot_faction_culture, "fac_culture_empire"),
      (faction_set_slot, "fac_holy_empire",  slot_faction_leader, "trp_player"),

#      (call_script, "script_diplomacy_start_war_between_kingdoms", "fac_kingdom_1", "fac_kingdom_2"),
#      (call_script, "script_diplomacy_start_war_between_kingdoms", "fac_kingdom_1", "fac_kingdom_5"),
#      (call_script, "script_diplomacy_start_war_between_kingdoms", "fac_kingdom_4", "fac_kingdom_2"),
#      (call_script, "script_diplomacy_start_war_between_kingdoms", "fac_kingdom_4", "fac_kingdom_1"),
#      (call_script, "script_diplomacy_start_war_between_kingdoms", "fac_kingdom_3", "fac_kingdom_2"),
#      (call_script, "script_diplomacy_start_war_between_kingdoms", "fac_kingdom_3", "fac_kingdom_5"),

The troops and culture

Code:
     (faction_set_slot, "fac_culture_4", slot_faction_tier_1_troop, "trp_nord_recruit"),
      (faction_set_slot, "fac_culture_4", slot_faction_tier_2_troop, "trp_nord_footman"),
      (faction_set_slot, "fac_culture_4", slot_faction_tier_3_troop, "trp_nord_trained_footman"),
      (faction_set_slot, "fac_culture_4", slot_faction_tier_4_troop, "trp_nord_warrior"),
      (faction_set_slot, "fac_culture_4", slot_faction_tier_5_troop, "trp_nord_veteran"),

      (faction_set_slot, "fac_culture_5", slot_faction_tier_1_troop, "trp_rhodok_tribesman"),
      (faction_set_slot, "fac_culture_5", slot_faction_tier_2_troop, "trp_rhodok_spearman"),
      (faction_set_slot, "fac_culture_5", slot_faction_tier_3_troop, "trp_rhodok_trained_spearman"),
      (faction_set_slot, "fac_culture_5", slot_faction_tier_4_troop, "trp_rhodok_veteran_spearman"),
      (faction_set_slot, "fac_culture_5", slot_faction_tier_5_troop, "trp_rhodok_sergeant"),
	  
	  (faction_set_slot, "fac_culture_empire", slot_faction_tier_1_troop, "trp_empire_conscript"),
      (faction_set_slot, "fac_culture_empire", slot_faction_tier_2_troop, "trp_empire_spearman"),
      (faction_set_slot, "fac_culture_empire", slot_faction_tier_3_troop, "trp_empire_footman"),
      (faction_set_slot, "fac_culture_empire", slot_faction_tier_4_troop, "trp_empire_infantry"),
      (faction_set_slot, "fac_culture_empire", slot_faction_tier_5_troop, "trp_empire_sergeant"),
	 
 
 
First off, I wouldn't assign the player as this new faction's leader, I would make a dummy troop and tie it to that.  You want to be able to grant the faction to the player when the conditions are met.

I'm not the best with cultures and factions, but it looks right.
 
Hmpf, now I've got another problem, which may or may not be related to this. Whenever I enter a battle that is going on between someone else, (like a lord versus bandits) it shows that they have exactly as many troops as I have. I entered a battle with me and a lord having like 200 men, versus their 100. We killed all of them with minimal casualties, but when I got out, I had lost as many men as they had! This makes battles unresolvable and generally just ****s up the game.

Any idea if this might be related to my faction-fiddling or anything else? I did apply one of tommylaw's tweaks and it might have something to do with that.
http://forums.taleworlds.com/index.php/topic,46290.msg1530222.html#msg1530222


Fixed it

EDIT: Hmm, the culture chooser still doesn't work... Perhaps we have missed some script or constant? What bothers me is that not even the original ones are working.
 
Well ... if it worked before, I suggest you restore from a backup (if you have) and try to re-do it all... See if it works then, if not, then it's definetly the fault of the new code.
 
I looked through the post briefly and I failed to notice anything about ID_factions.
I think that you have to add your faction to it.

fac_no_faction = 0
fac_commoners = 1
fac_outlaws = 2
fac_neutral = 3
fac_innocents = 4
fac_merchants = 5
fac_dark_knights = 6
fac_culture_1 = 7
fac_culture_2 = 8
fac_culture_3 = 9
fac_culture_4 = 10
fac_culture_5 = 11
fac_culture_6 = 12
fac_wild_animals = 13
fac_player_faction = 14
fac_player_supporters_faction = 15
fac_kingdom_1 = 16
fac_kingdom_2 = 17
fac_kingdom_3 = 18
fac_kingdom_4 = 19
fac_kingdom_5 = 20
fac_kingdom_6 = 21
fac_kingdoms_end = 22
fac_robber_knights = 23
fac_khergits = 24
fac_black_khergits = 25
fac_manhunters = 26
fac_deserters = 27
fac_mountain_bandits = 28
fac_forest_bandits = 29
fac_undeads = 30
fac_slavers = 31
fac_peasant_rebels = 32
fac_noble_refugees = 33


Normally you just use faction_6, because it's already there, but you used your own.
Perhaps this could have something to do with it?
Maybe you just need to add your stuff in here too?
 
Thanks for pointing that out, NaglFaar. Btw, I think fac_kingdom_6 is used for bandits and alike.
 
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