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	<id>https://wiki.twcenter.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=81.174.251.71</id>
	<title>TWC Wiki - User contributions [en]</title>
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	<updated>2026-06-20T22:22:57Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Opifex&amp;diff=30381</id>
		<title>Opifex</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Opifex&amp;diff=30381"/>
		<updated>2010-08-27T20:18:55Z</updated>

		<summary type="html">&lt;p&gt;81.174.251.71: /* Individual Members */  added strelac and miraj&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Opifex medal is granted to those who contribute to the [[Total War Center]] forums in an exceptional way - usually for work on modifications for the total war series of games.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Opifex was previously counted as a rank on TWC, subsequent to an amendment made in July 2007 the award is now regarded as part of the [[:Category:Community Medals|Community Medals]] section of the [[TWC_Official:Constitution|constitution]].&lt;br /&gt;
&lt;br /&gt;
Members of TWC who have been awarded the Opifex medal are currently identified on the forum by wearing the following badge (if they choose to display it in place of other ranks):&lt;br /&gt;
&lt;br /&gt;
[[Image:Opifex_large.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
In November 2008, the badge was replaced by a medal in the side bar of the user panel.&lt;br /&gt;
&lt;br /&gt;
== Current Membership ==&lt;br /&gt;
=== Individual Members ===&lt;br /&gt;
*[[Aradan]]&lt;br /&gt;
&lt;br /&gt;
*[[B. Ward]]&lt;br /&gt;
&lt;br /&gt;
*[[DARTH VADER]]&lt;br /&gt;
&lt;br /&gt;
*[[Dvk901]]&lt;br /&gt;
&lt;br /&gt;
*[[General Sun]]&lt;br /&gt;
&lt;br /&gt;
*[[Horsearcher]]&lt;br /&gt;
&lt;br /&gt;
*[[Lord Rahl]]&lt;br /&gt;
&lt;br /&gt;
*[[lt1956]]&lt;br /&gt;
&lt;br /&gt;
*[[Lusted]]&lt;br /&gt;
&lt;br /&gt;
*[[Miraj]]&lt;br /&gt;
&lt;br /&gt;
*[[Nero666]]&lt;br /&gt;
&lt;br /&gt;
*[[Seleukos]]&lt;br /&gt;
&lt;br /&gt;
*[[Spartan]]&lt;br /&gt;
&lt;br /&gt;
*[[Strelac]]&lt;br /&gt;
&lt;br /&gt;
*[[Vercingetorix]]&lt;br /&gt;
&lt;br /&gt;
*[[webbird]]&lt;br /&gt;
&lt;br /&gt;
*[[Wild Bill Kelso]]&lt;br /&gt;
&lt;br /&gt;
*[[Halie Satanus]]&lt;br /&gt;
&lt;br /&gt;
*[[Uranos]]&lt;br /&gt;
&lt;br /&gt;
*[[Garbarsardar]]&lt;br /&gt;
&lt;br /&gt;
*[[Zephrelial]]&lt;br /&gt;
&lt;br /&gt;
*[[tone]]&lt;br /&gt;
&lt;br /&gt;
*[[DisgruntledGoat]]&lt;br /&gt;
&lt;br /&gt;
=== Modding Teams ===&lt;br /&gt;
&lt;br /&gt;
==== [[The Fourth Age: Total War]] Team: ====&lt;br /&gt;
*[[Amroth]]&lt;br /&gt;
*[[Arakorn-eir]]&lt;br /&gt;
*[[Balbor]]&lt;br /&gt;
*[[MasterOfNone]]&lt;br /&gt;
*[[Tittils]]&lt;br /&gt;
*[[Professor420]]&lt;br /&gt;
&lt;br /&gt;
==== [[Arthurian Total War]] Team: ====&lt;br /&gt;
*[[Agraes]]&lt;br /&gt;
*[[Swabian]]&lt;br /&gt;
*[[The Border Reiver]]&lt;br /&gt;
*[[Antagonist]]&lt;br /&gt;
*[[Ranika]]&lt;br /&gt;
*[[Anthony]]&lt;br /&gt;
&lt;br /&gt;
====[[Chivalry: Total War]] Team:====&lt;br /&gt;
*[[Adherbal]]&lt;br /&gt;
*[[alpaca]]&lt;br /&gt;
*[[Atterdag]]&lt;br /&gt;
*[[DaVinci]]&lt;br /&gt;
*[[Dirty Peasant]]&lt;br /&gt;
*[[drak10687]]&lt;br /&gt;
*[[militiaman]]&lt;br /&gt;
*[[SicilianVespers]]&lt;br /&gt;
*[[BNS]]&lt;br /&gt;
*[[dragases1453]]&lt;br /&gt;
&lt;br /&gt;
====[[Invasio Barbarorum]] Team:====&lt;br /&gt;
*[[Ramon Gonzales y Garcia]]&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[Curia|The Curia]]&lt;br /&gt;
*[[Syntagma|The Syntagma]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Total War Center Information]]&lt;/div&gt;</summary>
		<author><name>81.174.251.71</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Mirage41&amp;diff=12918</id>
		<title>Mirage41</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Mirage41&amp;diff=12918"/>
		<updated>2007-11-09T11:06:43Z</updated>

		<summary type="html">&lt;p&gt;81.174.251.71: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{member|name=Mirage41|avatarimagelocation=Mirageav.gif|mainrank=Member|ranks=N/A|patron=N/A|patronof=N/A}}&lt;br /&gt;
&lt;br /&gt;
Mirage41 is a member of [[TWC]], registered on June 28, 2006.&lt;br /&gt;
&lt;br /&gt;
He is the founder and co-leader of the [[Broken Crescent]] modification, author if its map and scripts. &lt;br /&gt;
&lt;br /&gt;
He is also renowned for his hot body and his ability of getting lots of women to have sex with him (AKA an orgy).  He is further renowned for his vivid immagination.&lt;br /&gt;
&lt;br /&gt;
===External Links===&lt;br /&gt;
*[http://www.twcenter.net/forums/member.php?u=12888 Mirage41&#039;s Profile]&lt;br /&gt;
*[http://www.twcenter.net/forums/forumdisplay.php?f=346 Broken Crescent Forum]&lt;br /&gt;
&lt;br /&gt;
[[Category:People]]&lt;/div&gt;</summary>
		<author><name>81.174.251.71</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Descr_strat.txt&amp;diff=12840</id>
		<title>Descr strat.txt</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Descr_strat.txt&amp;diff=12840"/>
		<updated>2007-11-02T18:45:51Z</updated>

		<summary type="html">&lt;p&gt;81.174.251.71: just curious - reverted....&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Location==&lt;br /&gt;
&lt;br /&gt;
Descr_strat.txt is one of the core files in both [[Rome: Total War]] and [[Medieval II: Total War]]. It can be found at [Install location]\data\world\maps\campaign\imperial_campaign\descr_strat.txt, depending on what game it is (by default the folder name would be Rome - Total War or Medieval II - Total War) and which campaign it is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
*In [[Medieval II: Total War]] the descr_strat.txt is set to read only. To fix this, right click the file, select properties and uncheck &#039;read-only&#039;. Press OK and you are good to go.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&lt;br /&gt;
The Descr_strat.txt contains all info about the beginning of every campaign. It controls simple things such as the starting date, end date and playable factions. Furthermore it also contains info about the different resources. Most of the file however consists of info for all of the factions, such as diplomacy relations, starting money, settlement level and buildings, armies and agents and family relations.&lt;br /&gt;
&lt;br /&gt;
==Modding==&lt;br /&gt;
&lt;br /&gt;
Descr_strat.txt is argueably one of the easiest files to edit. It can also be quite difficult for a novice modder to get into. Here are some examples of what can be done with it:&lt;br /&gt;
&lt;br /&gt;
===Setting all factions as playable===&lt;br /&gt;
&lt;br /&gt;
This is the [[vanilla]] (unmodded) version of the [[Medieval II: Total War]] descr_strat.txt. At the very beginning of the file, you should see this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
playable&lt;br /&gt;
	england&lt;br /&gt;
	france&lt;br /&gt;
	hre&lt;br /&gt;
	spain&lt;br /&gt;
	venice&lt;br /&gt;
end&lt;br /&gt;
unlockable&lt;br /&gt;
	sicily&lt;br /&gt;
	milan&lt;br /&gt;
	scotland&lt;br /&gt;
	byzantium&lt;br /&gt;
	russia&lt;br /&gt;
	moors&lt;br /&gt;
	turks&lt;br /&gt;
	egypt&lt;br /&gt;
	denmark&lt;br /&gt;
	portugal&lt;br /&gt;
	poland&lt;br /&gt;
	hungary&lt;br /&gt;
end&lt;br /&gt;
nonplayable&lt;br /&gt;
	papal_states&lt;br /&gt;
	aztecs&lt;br /&gt;
	mongols&lt;br /&gt;
	timurids&lt;br /&gt;
	slave&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now, if say, you want to make the [[Turks]] playable, you need to move it to the playable section. The easiest way to do this is to highlight &amp;quot;turks&amp;quot;, right click it and select &#039;cut&#039;. Then, after &amp;quot;venice&amp;quot; press enter (to make a new line), make a single tab (this doesn&#039;t really mean anything, it&#039;s just cleaner this way), and then paste &amp;quot;turks&amp;quot; there. Now if you load up the game the Turks should be playable. If you just want to make every faction playable, highlight all of them, cut and paste in the playable section. Same goes for [[Rome: Total War]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTES:&#039;&#039;&#039;&lt;br /&gt;
*You can also make nonplayable factions playable, but beware. There is a reason for not having them playable by default. Factions such as the [[Mongols]] and [[Timurids]] only appear after some turns, so you don&#039;t want to play as them (unless you make them playable from the beginning, something which isn&#039;t covered in this article). The [[Papal States]] and the [[Senate]] ([[SPQR]]) from [[Rome: Total War| RTW]] will probably generate alot of crashes, as they have some special coding attached to them that makes them issue missions to you, amongst other things. (For example when playing as SPQR in [[Rome: Total War| RTW]] and opening up the [[senate-scroll]], you will have an immediate crash).&lt;br /&gt;
&lt;br /&gt;
*In [[Rome: Total War| RTW]] alot of factions that are normal factions are nonplayable. Basically what you can do here is to make all factions except the [[rebels]] (slave) and the SPQR playable. The nonplayable factions don&#039;t have any descriptions, intro videos or faction leader portraits though.&lt;br /&gt;
&lt;br /&gt;
*After the [1.3]-patch for [[Rome: Total War]], making all factions weren&#039;t that simple anymore. You also had to add some starting maps, leader portraits etc to the faction. This is easiest by just copying another factions files, renaming them while keeping the content the same. (This will be inaccurate, but an easy way of making them playable).&lt;br /&gt;
&lt;br /&gt;
*In [[Medieval II: Total War]], there is an even easier way of making all factions (except the [[Papal States]], [[Aztecs]], [[Mongols]], [[Timurids]] and [[Rebels]]) playable. This is done by adding two lines of text to the preference file:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[misc]&lt;br /&gt;
unlock_campaign = true&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The result is the same, but some may find this method easier.&lt;br /&gt;
&lt;br /&gt;
===Adding Money to a Faction===&lt;br /&gt;
&lt;br /&gt;
Adding money to a faction is a very simple operation. Here&#039;s how to do it:&lt;br /&gt;
&lt;br /&gt;
Scroll down to the factions section. It can be found easiest by pressing &#039;ctrl&#039;+&#039;F&#039;, and then type in the faction you want to add money to. (Sometimes the first hit it gives you is the faction name in the playable-/nonplayablefactions-section. To avoid this click with your mouse someplace after this.) Let&#039;s take the [[Gaul]]s in [[Rome: Total War| RTW]] as an example. Once you have scrolled down you should see this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
faction	gauls, religious smith&lt;br /&gt;
denari	5000&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After it there is a list of every settlement the [[Gaul]]s has, but just ignore it.&lt;br /&gt;
Anyway, simple change the number after denari, and when loading up the game the [[Gaul]]s will have more or less money than in [[vanilla]], depending on what you set it to!&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]][[Category:Map Modification]]&lt;/div&gt;</summary>
		<author><name>81.174.251.71</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Descr_strat.txt&amp;diff=12839</id>
		<title>Descr strat.txt</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Descr_strat.txt&amp;diff=12839"/>
		<updated>2007-11-02T18:45:29Z</updated>

		<summary type="html">&lt;p&gt;81.174.251.71: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;testeringishblurgh&lt;br /&gt;
==Location==&lt;br /&gt;
&lt;br /&gt;
Descr_strat.txt is one of the core files in both [[Rome: Total War]] and [[Medieval II: Total War]]. It can be found at [Install location]\data\world\maps\campaign\imperial_campaign\descr_strat.txt, depending on what game it is (by default the folder name would be Rome - Total War or Medieval II - Total War) and which campaign it is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
*In [[Medieval II: Total War]] the descr_strat.txt is set to read only. To fix this, right click the file, select properties and uncheck &#039;read-only&#039;. Press OK and you are good to go.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&lt;br /&gt;
The Descr_strat.txt contains all info about the beginning of every campaign. It controls simple things such as the starting date, end date and playable factions. Furthermore it also contains info about the different resources. Most of the file however consists of info for all of the factions, such as diplomacy relations, starting money, settlement level and buildings, armies and agents and family relations.&lt;br /&gt;
&lt;br /&gt;
==Modding==&lt;br /&gt;
&lt;br /&gt;
Descr_strat.txt is argueably one of the easiest files to edit. It can also be quite difficult for a novice modder to get into. Here are some examples of what can be done with it:&lt;br /&gt;
&lt;br /&gt;
===Setting all factions as playable===&lt;br /&gt;
&lt;br /&gt;
This is the [[vanilla]] (unmodded) version of the [[Medieval II: Total War]] descr_strat.txt. At the very beginning of the file, you should see this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
playable&lt;br /&gt;
	england&lt;br /&gt;
	france&lt;br /&gt;
	hre&lt;br /&gt;
	spain&lt;br /&gt;
	venice&lt;br /&gt;
end&lt;br /&gt;
unlockable&lt;br /&gt;
	sicily&lt;br /&gt;
	milan&lt;br /&gt;
	scotland&lt;br /&gt;
	byzantium&lt;br /&gt;
	russia&lt;br /&gt;
	moors&lt;br /&gt;
	turks&lt;br /&gt;
	egypt&lt;br /&gt;
	denmark&lt;br /&gt;
	portugal&lt;br /&gt;
	poland&lt;br /&gt;
	hungary&lt;br /&gt;
end&lt;br /&gt;
nonplayable&lt;br /&gt;
	papal_states&lt;br /&gt;
	aztecs&lt;br /&gt;
	mongols&lt;br /&gt;
	timurids&lt;br /&gt;
	slave&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now, if say, you want to make the [[Turks]] playable, you need to move it to the playable section. The easiest way to do this is to highlight &amp;quot;turks&amp;quot;, right click it and select &#039;cut&#039;. Then, after &amp;quot;venice&amp;quot; press enter (to make a new line), make a single tab (this doesn&#039;t really mean anything, it&#039;s just cleaner this way), and then paste &amp;quot;turks&amp;quot; there. Now if you load up the game the Turks should be playable. If you just want to make every faction playable, highlight all of them, cut and paste in the playable section. Same goes for [[Rome: Total War]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTES:&#039;&#039;&#039;&lt;br /&gt;
*You can also make nonplayable factions playable, but beware. There is a reason for not having them playable by default. Factions such as the [[Mongols]] and [[Timurids]] only appear after some turns, so you don&#039;t want to play as them (unless you make them playable from the beginning, something which isn&#039;t covered in this article). The [[Papal States]] and the [[Senate]] ([[SPQR]]) from [[Rome: Total War| RTW]] will probably generate alot of crashes, as they have some special coding attached to them that makes them issue missions to you, amongst other things. (For example when playing as SPQR in [[Rome: Total War| RTW]] and opening up the [[senate-scroll]], you will have an immediate crash).&lt;br /&gt;
&lt;br /&gt;
*In [[Rome: Total War| RTW]] alot of factions that are normal factions are nonplayable. Basically what you can do here is to make all factions except the [[rebels]] (slave) and the SPQR playable. The nonplayable factions don&#039;t have any descriptions, intro videos or faction leader portraits though.&lt;br /&gt;
&lt;br /&gt;
*After the [1.3]-patch for [[Rome: Total War]], making all factions weren&#039;t that simple anymore. You also had to add some starting maps, leader portraits etc to the faction. This is easiest by just copying another factions files, renaming them while keeping the content the same. (This will be inaccurate, but an easy way of making them playable).&lt;br /&gt;
&lt;br /&gt;
*In [[Medieval II: Total War]], there is an even easier way of making all factions (except the [[Papal States]], [[Aztecs]], [[Mongols]], [[Timurids]] and [[Rebels]]) playable. This is done by adding two lines of text to the preference file:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[misc]&lt;br /&gt;
unlock_campaign = true&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The result is the same, but some may find this method easier.&lt;br /&gt;
&lt;br /&gt;
===Adding Money to a Faction===&lt;br /&gt;
&lt;br /&gt;
Adding money to a faction is a very simple operation. Here&#039;s how to do it:&lt;br /&gt;
&lt;br /&gt;
Scroll down to the factions section. It can be found easiest by pressing &#039;ctrl&#039;+&#039;F&#039;, and then type in the faction you want to add money to. (Sometimes the first hit it gives you is the faction name in the playable-/nonplayablefactions-section. To avoid this click with your mouse someplace after this.) Let&#039;s take the [[Gaul]]s in [[Rome: Total War| RTW]] as an example. Once you have scrolled down you should see this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
faction	gauls, religious smith&lt;br /&gt;
denari	5000&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After it there is a list of every settlement the [[Gaul]]s has, but just ignore it.&lt;br /&gt;
Anyway, simple change the number after denari, and when loading up the game the [[Gaul]]s will have more or less money than in [[vanilla]], depending on what you set it to!&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]][[Category:Map Modification]]&lt;/div&gt;</summary>
		<author><name>81.174.251.71</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Wonders_-_Modding_Info_for_RTW&amp;diff=9575</id>
		<title>Wonders - Modding Info for RTW</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Wonders_-_Modding_Info_for_RTW&amp;diff=9575"/>
		<updated>2007-08-13T08:15:40Z</updated>

		<summary type="html">&lt;p&gt;81.174.251.71: correcting whats probably mis-information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The model and tga paths for wonders are defined in descr_sm_landmarks.txt, no separate path is given for the model texture but if model is placed in models_strat and its default texture (set by the 3D max modelling program) is placed in models_strat/textures, the game finds the default texture.&lt;br /&gt;
&lt;br /&gt;
All seven wonders are used in Rome Total War.  Only the Pyramids and Mausoleum are used in vanilla BI, but others can be added by modding descr_strat.txt - their effects in BI need checking.&lt;br /&gt;
&lt;br /&gt;
== Wonder Effects ==&lt;br /&gt;
&lt;br /&gt;
The effects of wonders are hard coded, however some effects can be negated by giving faction wide negative bonuses to a building in the same region, similarly other effects can be added by giving faction wide positive bonuses to a building that only exists in the same region, or by making those bonuses dependent on a hidden resource only present in that region.&lt;br /&gt;
:See [http://forums.totalwar.org/vb/showthread.php?t=50433 How to negate and replace the wonder effects] by [[Dol Guldur]]&lt;br /&gt;
&lt;br /&gt;
===Hard-coded Effects===&lt;br /&gt;
The intended effects may be found be looking up the text description in data/text/landmarks.txt&lt;br /&gt;
for convenience they are summarised below.  Effects apply only to faction that owns region containing wonder.  It may need confirmation to see if all effects actually work as listed.&lt;br /&gt;
&lt;br /&gt;
Rome Total War Wonders:&lt;br /&gt;
*&#039;&#039;&#039;Temple of Artemis at Ephesus&#039;&#039;&#039; - &#039;&#039;internal name&#039;&#039; = temple&lt;br /&gt;
:reduces the cost of new religious buildings by 30% &lt;br /&gt;
*&#039;&#039;&#039;Mausoleum at Halicarnassus&#039;&#039;&#039; - &#039;&#039;internal name&#039;&#039; = mausoleum&lt;br /&gt;
:reduces building construction times reduced by 20% for buildings that take less than 5 turns to complete&lt;br /&gt;
*&#039;&#039;&#039;The Great Pyramid and Sphinx of Giza&#039;&#039;&#039; - &#039;&#039;internal name&#039;&#039; = pyramids_and_sphinx&lt;br /&gt;
:&amp;quot;increases the loyalty of Egyptians to the owning faction, regardless of culture&amp;quot; - &#039;&#039;not sure on effects of this if used in BI!&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Pharos at Alexandria&#039;&#039;&#039; - &#039;&#039;internal name&#039;&#039; = pharos&lt;br /&gt;
:halves the chance of nearby ships at sea sinking and increases naval movement allowances&lt;br /&gt;
*&#039;&#039;&#039;Colossus of Rhodes&#039;&#039;&#039; - &#039;&#039;internal name&#039;&#039; = colossus&lt;br /&gt;
:increases naval trade by 40%&lt;br /&gt;
*&#039;&#039;&#039;Statue of Zeus at Olympia&#039;&#039;&#039; - &#039;&#039;internal name&#039;&#039; = statue&lt;br /&gt;
:gives a +4 bonus to population loyalty in all settlements&lt;br /&gt;
*&#039;&#039;&#039;Hanging Gardens of Babylon&#039;&#039;&#039; - &#039;&#039;internal name&#039;&#039; = gardens&lt;br /&gt;
:give a 20% bonus to farming income in all settlements&lt;br /&gt;
&lt;br /&gt;
====Using Wonders in Barbarian Invasion====&lt;br /&gt;
Wonders appear to have no effect in BI, except for the basic happiness bonus associated with owning a wonder, see [http://forums.totalwar.org/vb/showthread.php?t=55809 this thread] for discussion.&lt;br /&gt;
&lt;br /&gt;
===Position on Map===&lt;br /&gt;
The location of the wonders is set in the descr_strat.txt file just under the pirate_spawn_value and above the resources section, format is:&lt;br /&gt;
 landmark	pyramids_and_sphinx	181,	12&lt;br /&gt;
 landmark	mausoleum	160,	50&lt;br /&gt;
&lt;br /&gt;
====Position Conflicts====&lt;br /&gt;
Strangely you can place a wonder directly over a city. Troops that start or are built in the city can leave it but no troops can enter the city or besiege it.  Am sure this information should have some useful purpose but don&#039;t know what at the moment!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: RTWModding]]&lt;/div&gt;</summary>
		<author><name>81.174.251.71</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Descr_skydome.txt&amp;diff=9032</id>
		<title>Descr skydome.txt</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Descr_skydome.txt&amp;diff=9032"/>
		<updated>2007-07-30T17:02:18Z</updated>

		<summary type="html">&lt;p&gt;81.174.251.71: zenith note changed following experimentation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;WIP article currently based on research on RTW/BI only, please add information on M2TW and remove this note&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Descr_skydome.txt simply contains the colours used to tint the sky at various times of day for spring, autumn, summer and winter.&lt;br /&gt;
&lt;br /&gt;
An example from the file is:&lt;br /&gt;
 ; sunrise - from 67.5 degrees to 90 degrees (likely not yet peeking over the hills)&lt;br /&gt;
 &lt;br /&gt;
 0.984		0.929		0.709			;	sunrise_horiz&lt;br /&gt;
 0.70		0.749		0.756			;	sunrise_mid&lt;br /&gt;
 0.509		0.572		0.631			;	sunrise_zen&lt;br /&gt;
 &lt;br /&gt;
 ; mid morning - from 90 degrees to 112.5 degrees (likely sun just over hills)&lt;br /&gt;
 &lt;br /&gt;
 0.556		1		1			;	sunrise_horiz&lt;br /&gt;
 0.70		0.749		0.756			;	sunrise_mid&lt;br /&gt;
 0.364		0.607		0.909			;	sunrise_zen&lt;br /&gt;
Note that the sunrise and mid morning lines are comments only as are the sunrise_horiz notes at the ends of the lines.  This means the order of the entries is hard coded, you can not for instance change the time (degrees of elevation of sun) that the mid morning section starts.&lt;br /&gt;
The colour values represent proportion of red, green and blue applied to the sky, max value is 1&lt;br /&gt;
&lt;br /&gt;
Changing the relevent segment to extremes shows which areas are effected using&lt;br /&gt;
 0.999		0.001		0.001			;	sunrise_horiz&lt;br /&gt;
 0.001		0.999		0.001			;	sunrise_mid&lt;br /&gt;
 0.001		0.001		0.999			;	sunrise_zen&lt;br /&gt;
gives the following result: &amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:Skydome_RGB.jpg]]&amp;lt;br&amp;gt;&lt;br /&gt;
you can see the red clearly in the lower part of the sky, it becoming yellow where the green is added (the colours working here as in additive colour mixing, with red and green making yellow).&lt;br /&gt;
The blue colour specified for the zenith seems to have little effect.&lt;br /&gt;
&lt;br /&gt;
Changing the zenith colour to red, eg:&lt;br /&gt;
 0.999		0.001		0.001			;	sunrise_horiz&lt;br /&gt;
 0.001		0.999		0.001			;	sunrise_mid&lt;br /&gt;
 0.999		0.001		0.001			;	sunrise_zen&lt;br /&gt;
gives a similar effect: &amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:Skydome_RGR.jpg ]]&amp;lt;br&amp;gt;&lt;br /&gt;
None of the sky colours are having much influence on the unit/ground colouring.  That appears to be determined more by the sunlight colour in [[descr_daytypes.txt]]&lt;br /&gt;
&lt;br /&gt;
==Note about descr_pallete.txt==&lt;br /&gt;
descr_pallete.txt exists in the RTW/data folder and has a very similar layout to descr_skydome.txt  This file appears to be completely redundant, alterations to it have no effect on in-game colouring and it can be deleted from the data folder altogether with no ill effects.&lt;/div&gt;</summary>
		<author><name>81.174.251.71</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Unpacking_Files_Step-By-Step&amp;diff=8767</id>
		<title>Unpacking Files Step-By-Step</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Unpacking_Files_Step-By-Step&amp;diff=8767"/>
		<updated>2007-07-24T06:02:05Z</updated>

		<summary type="html">&lt;p&gt;81.174.251.71: added to modding category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Vercingetorex&#039;s &amp;quot;xpak&amp;quot; program allows us to change many of the 2D aspects of RTW which we normally could not. While there are instructions included in his readme, I have seen enough people post asking for directions in this process that it warrants a walkthrough. And now, we begin:&lt;br /&gt;
&lt;br /&gt;
1) Download &#039;&#039;&#039;[http://www.twcenter.net/forums/downloads.php?do=file&amp;amp;id=43 XPAK]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
2) Extract these files (Right Click, extract).&lt;br /&gt;
&lt;br /&gt;
3) Open &#039;&#039;&#039;extracted&#039;&#039;&#039; files&lt;br /&gt;
&lt;br /&gt;
http://img249.imageshack.us/img249/9738/desktop6di.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4) Create a New Folder here&lt;br /&gt;
&lt;br /&gt;
http://img255.imageshack.us/img255/617/desktop5cb.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5) Go to your C:\Program Files\Activision\Rome - Total War\Data\Packs folder. Find the file that is titled &amp;quot;ui_1.pak&amp;quot; and copy it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
6) Paste this file into the New Folder which you created earlier.&lt;br /&gt;
&lt;br /&gt;
http://img142.imageshack.us/img142/5430/desktop8tl.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
7) Copy the two files shown below&lt;br /&gt;
&lt;br /&gt;
http://img142.imageshack.us/img142/3576/desktop4wt.jpg&lt;br /&gt;
&lt;br /&gt;
and paste them into the New Folder you created before&lt;br /&gt;
&lt;br /&gt;
http://img272.imageshack.us/img272/5158/desktop5gt.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
8) Double click on the icon shown below&lt;br /&gt;
&lt;br /&gt;
http://img142.imageshack.us/img142/7868/desktop1fe.jpg&lt;br /&gt;
&lt;br /&gt;
When this is complete a folder &amp;quot;DATA&amp;quot; should appear. Copy this and paste it into C:\Program Files\Activision\Rome - Total War. Click &amp;quot;Yes to All&amp;quot; If it asks you to overwrite.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
9) Return to the C:\Program Files\Activision\Rome - Total War\Data\Packs folder. Create a new text file (right-click, new, text document) and name it &amp;quot;ui_1.pak&amp;quot; Leave it empty&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
10) Find the file named ui_1.pak here and delete it (Always remember to back-up files!!!). Now you should be left with just a text file (highlighted) which has the same name as the original .pak file&lt;br /&gt;
&lt;br /&gt;
http://img170.imageshack.us/img170/476/desktop7kn.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
11) You have successfully unpacked files! Go to C:\Program Files\Activision\Rome - Total War\Data\UI and you will see all of the files now available for you to change. In the folder entitled &amp;quot;Unit_Info&amp;quot; you will find the larger unit information cards for each faction. In the &amp;quot;Units&amp;quot; file you will find the smaller unit cards for each faction.&lt;br /&gt;
&lt;br /&gt;
http://img134.imageshack.us/img134/432/desktop7ll.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enjoy!&lt;br /&gt;
&lt;br /&gt;
{{imported|link location=[http://www.twcenter.net/forums/showthread.php?t=49498 TWC Tutorial]|Name=[[Publius]]}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Scriptorium - Tutorials &amp;amp; Walkthroughs]]&lt;br /&gt;
[[category:RTWModding]]&lt;br /&gt;
[[category:RTW Modding Tutorials]]&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>81.174.251.71</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Category:RTW_Information&amp;diff=8478</id>
		<title>Category:RTW Information</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Category:RTW_Information&amp;diff=8478"/>
		<updated>2007-07-16T10:31:25Z</updated>

		<summary type="html">&lt;p&gt;81.174.251.71: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Category for articles or sub categories giving information on [[Rome: Total War and Expansions]].&lt;br /&gt;
&lt;br /&gt;
Articles in this category relate primarily to the [[vanilla]] game.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[:Category:RTWModding|RTW Modding]] for modding information.&lt;br /&gt;
*[[:Category:RTW Mods| RTW Mods]] for mods for all RTW games.&lt;/div&gt;</summary>
		<author><name>81.174.251.71</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Category:RTW_Information&amp;diff=8477</id>
		<title>Category:RTW Information</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Category:RTW_Information&amp;diff=8477"/>
		<updated>2007-07-16T10:31:00Z</updated>

		<summary type="html">&lt;p&gt;81.174.251.71: New page: Category for articles or sub categories giving information on Rome: Total War and Expansions articles in this category relate primarily to the vanilla game.  ==See also== *[[:Categ...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Category for articles or sub categories giving information on [[Rome: Total War and Expansions]]&lt;br /&gt;
articles in this category relate primarily to the [[vanilla]] game.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[:Category:RTWModding|RTW Modding]] for modding information.&lt;br /&gt;
*[[:Category:RTW Mods| RTW Mods]] for mods for all RTW games.&lt;/div&gt;</summary>
		<author><name>81.174.251.71</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Rome:_Total_War&amp;diff=8475</id>
		<title>Rome: Total War</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Rome:_Total_War&amp;diff=8475"/>
		<updated>2007-07-16T10:24:24Z</updated>

		<summary type="html">&lt;p&gt;81.174.251.71: forgot to fix links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Cleanup}}&lt;br /&gt;
{{Total War}}&lt;br /&gt;
&#039;&#039;&#039;Rome: Total War&#039;&#039;&#039; (sometimes abbreviated here to &#039;&#039;&#039;RTW&#039;&#039;&#039;) is a popular computer game in the [[:Category:Total War Series|Total War Series]] which combines turned based strategic play on a campaign map with real time battles which can include thousands of troops.  The game was developed by [[Creative Assembly]] and released on September 22, 2004.&lt;br /&gt;
&lt;br /&gt;
Imperial Campaign play starts in 270 BC and is set on a map including Europe, the Mediterranean part of Africa and the Middle East.  &lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
See [[Rome: Total War and Expansions]] for game-play considerations common to [[Rome: Total War]], [[Barbarian Invasion]] and [[Alexander]].&lt;br /&gt;
&lt;br /&gt;
===Campaign Play===&lt;br /&gt;
The Player takes control of one of the many factions, and attempts to emulate or exceed the historic achievements of the faction.  &lt;br /&gt;
&lt;br /&gt;
====Factions====&lt;br /&gt;
:&#039;&#039;*See main article:[[Factions in RTW]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Initial play is restricted to the three playable Roman factions, the [[Julii (RTW Faction)|Julii]], [[Scipii (RTW Faction)|Scipii]] and [[Brutii (RTW Faction)|Brutii]] with other factions becoming accessible after successful completion of a campaign.  The three playable Roman factions are allied to each other and the [[Senate (RTW Faction)|Senate]].  The Senate issues missions to each of the Roman factions, successful completion of [[Senate missions]] improves your factions standing with the Senate.  A high popularity level is necessary to be able to initiate a civil war against one of the other Roman factions.&lt;br /&gt;
&lt;br /&gt;
Other factions designed to be played after successful completion of your first campaign are:&lt;br /&gt;
[[Egypt (RTW Faction)|Egypt]], [[Seleucid Empire (RTW Faction)|Seleucid Empire]], [[Carthage (RTW Faction)|Carthage]], [[Parthia (RTW Faction)|Parthia]], [[Gaul (RTW Faction)|Gaul]], [[Germania  (RTW Faction)|Germania ]], [[Britannia (RTW Faction)|Britannia]] and the [[Greek Cities (RTW Faction)|Greek Cities]].&lt;br /&gt;
&lt;br /&gt;
====The Campaign Map====&lt;br /&gt;
[[Image:Radar_map1.jpg|Extent of Imperial Campaign Map]]&lt;br /&gt;
&lt;br /&gt;
The map for the imperial campaign includes Europe, the Mediterranean part of Africa and the Middle East, see the above image of the radar map from the game.  &lt;br /&gt;
&lt;br /&gt;
[[Image:RTW campaign map.jpg|Screen shot of RTW Campaign Map]]&lt;br /&gt;
&lt;br /&gt;
The above screen-shot shows a number of the features of campaign map play, settlements, ports, campaign map characters etc.  The area to the top of the screen-shot is dark because Fog of War is enabled by default in the game.  Fog of War means you can not see what is happening in neighbouring areas unless they are in one of your campaign map characters line of sight.  &lt;br /&gt;
&lt;br /&gt;
===Battle Play===&lt;br /&gt;
Battles in Rome: Total War can be epic events containing thousands of individual soldiers.&lt;br /&gt;
:&#039;&#039;*See [[Rome:_Total_War_and_Expansions#Battle_Map_Play|Rome: Total War and Expansions]] for details of the battle play common to all three games.&lt;br /&gt;
&lt;br /&gt;
==Historic Accuracy==&lt;br /&gt;
Various criticisms have been levelled at the game in regards to historical inaccuracies see:&lt;br /&gt;
:[http://en.wikipedia.org/wiki/Rome:_Total_War#Historical_inaccuracy  Wikipedia article]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Reviews==&lt;br /&gt;
* &#039;&#039;&#039;Gamespot&#039;&#039;&#039; - Score 9.1 - Editors Choice Award &#039;&#039;&amp;quot;The results are nothing short of spectacular, helping make Rome: Total War the very definition of an epic strategy game....&amp;quot;&#039;&#039; [http://uk.gamespot.com/pc/strategy/rometotalwar/review.html read more]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Gamespy&#039;&#039;&#039; - &#039;&#039;&amp;quot;Pros: Incredibly deep, addictive strategy with a historically authentic feel. Tons of gameplay modes. Cons: Less than stellar AI can get on your nerves....&amp;quot;&#039;&#039; [http://uk.pc.gamespy.com/pc/rome-total-war/550385p1.html read more]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;IGN&#039;&#039;&#039; - Score 9.4 - Editors Choice Award &#039;&#039;&amp;quot;Personally, I&#039;ve never given a score this high before but Rome Total War is without a doubt one of the best games I&#039;ve ever played. The combination of subject matter, game mechanics, and outstanding visuals add up to one of the best experiences you&#039;ll have on the PC....&amp;quot;&#039;&#039; [http://uk.pc.ign.com/articles/550/550373p1.html read more]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Expansions==&lt;br /&gt;
*[[Barbarian Invasion]] released on September 27, 2005.&lt;br /&gt;
*[[Alexander]] released on June 19, 2006 - initially available by download only, but subsequently included in the [[Total War: Eras]] combined pack.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Rome: Total War Portal]]&lt;br /&gt;
* [[Rome Total Realism]]&lt;br /&gt;
* [[Europa Barbarorum]]&lt;br /&gt;
&lt;br /&gt;
===External Links===&lt;br /&gt;
* [http://www.totalwar.com/ Official Game Website]&lt;br /&gt;
* [http://www.totalwar.com/microsites/en/alexander/index.htm Official Alexander expansion site]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Total War Series]]&lt;br /&gt;
[[Category:RTW Information]]&lt;/div&gt;</summary>
		<author><name>81.174.251.71</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=TWC_Wiki:Pub&amp;diff=7850</id>
		<title>TWC Wiki:Pub</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=TWC_Wiki:Pub&amp;diff=7850"/>
		<updated>2007-07-07T05:53:01Z</updated>

		<summary type="html">&lt;p&gt;81.174.251.71: left out all pages stage of instruction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;TWC Wiki Pub&#039;&#039;&#039; is intended to be the central meeting place for users and contributors interested in policy and technical matters concerning the TWC Wiki.  &lt;br /&gt;
&lt;br /&gt;
Whether you assume &#039;Pub&#039; stands for &#039;&#039;&#039;Pub&#039;&#039;&#039;lic Discussion Area or &#039;&#039;&#039;Pub&#039;&#039;&#039;lic House may depend upon your age,  inclination and nationality.  Unfortunately drinks are not served and spam is not welcome but please feel free to raise any TWC Wiki related issue here.  If a discussion is going on in an individual talk page or policy area that you think more people should be aware of please also link to it here.&lt;br /&gt;
&lt;br /&gt;
==TWC Wiki News==&lt;br /&gt;
:&#039;&#039;Changes to be aware of:&#039;&#039;&lt;br /&gt;
[[User:Simetrical|Simetrical]] has been adding some useful information to policy area concerning such things as what [[TWC Wiki:Administrators|Sysops]] actually are and are meant to do.&lt;br /&gt;
&lt;br /&gt;
You can view all articles in the policy area by going to &#039;Special Pages&#039; (in left hand side bar) then selecting &#039;All Pages&#039; then &#039;&#039;&#039;&#039;TWC Wiki&#039;&#039;&#039;&#039; in drop down box.   &#039;&#039;(If anyone can figure out how to get the Mak&#039;s Playpen listing out of there, that got in whilst experimenting with moving pages it would be appreciated....)&lt;br /&gt;
&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some items have also been moved to the &#039;&#039;&#039;&#039;Help:&#039;&#039;&#039;&#039; namespace which is also recently created.&lt;br /&gt;
&lt;br /&gt;
==Discussion Area==&lt;br /&gt;
:&#039;&#039;please edit in your comment under the appropriate heading, use : at the beginning of paragraph to indent, and use &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; to sign your comment.&#039;&#039;&lt;br /&gt;
===New Skin===&lt;br /&gt;
There is a new TWC (default) skin in operation now (thanks [[User:Simetrical|Simetrical]])- unless you have pre-set something different you should be seeing this page currently in TWC style candy colour (or beige, depending on your colour perception).  Main skins we intend to design for in the future are TWC (default) and MonoBook, so switch around between those and report any things that don&#039;t work well in either one.&lt;br /&gt;
&lt;br /&gt;
As skin can be varied according to namespace. I would personally like to propose discussion on whether we should vary between namespaces, so for instance the main area with TW, mods and modding info could be more like typical Wikipedia white colouring (to make it more intuitive that it is a freely edited area) - and that the TWC: (official docs area) is TWC coloured in all skins (to mark it as something separate and controlled).  If the scriptorium uses its own namespace that would be another area that could have either a separate or more TWC like design.--[[User:Makanyane|Makanyane]] 17:23, 6 July 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Namespaces===&lt;br /&gt;
As noted we do have some new namespaces already - if you are not familiar with the concept think &#039;sub-forum&#039;.  Namespaces start with a different prefix, like this one &#039;&#039;&#039;TWC Wiki:&#039;&#039;&#039; which is for project policy pages.  They can have a different design controlled via the CSS (Cascading Style Sheet), different default protection settings, and they when you use most search functions you can select to view only certain namespaces.  For instance if you want to look after a certain area selecting &#039;Recent changes&#039; then &#039;TWC Wiki&#039; from the drop down box will let you view only the changes to the policy pages.&lt;br /&gt;
&lt;br /&gt;
Namespaces are likely to develop further - current status is on [[TWC_Wiki:Namespaces]] please refer to talk page for discussion of possible changes.   Things still to be decided are if we should create new namespaces to move the Scriptorium articles, and Registry forms to (to give separate type of protection / control), and if we should make a Member namespace for forum user biogs etc. (advantage would be reduction in confusion when naming pages)--[[User:Makanyane|Makanyane]] 17:23, 6 July 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
===CSS===&lt;br /&gt;
The Cascading Style Sheets that control the appearance of this Wiki are now actually hosted on it.  We are not encouraging any sysops to try and amend them unless they are absolutely sure they know what they are doing, as obviously they control the appearance of the whole Wiki.  If you have any comments about how they / the currently available [[Help:CSS_Classes| classes]] are behaving please discuss here;&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous===&lt;/div&gt;</summary>
		<author><name>81.174.251.71</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Megas_Alexandros&amp;diff=7707</id>
		<title>Megas Alexandros</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Megas_Alexandros&amp;diff=7707"/>
		<updated>2007-07-02T05:57:38Z</updated>

		<summary type="html">&lt;p&gt;81.174.251.71: tidying image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{mod|mod=Megas Alexandros|modscreenshot=Megas_Alexandros_sig.jpg |platform=[[Rome:_Total_War|Rome: Total War - Alexander Expansion 1.9]]|era=4th century BC|leader=[[Roman_Man#3]] }}&lt;br /&gt;
==Overview==&lt;br /&gt;
It is the year 336bc. King Philip has just been assassinated. Although not directly involved, many are sure that it was Persian gold that moved the hand of this Pausanias of Orestis. Alexander, age 20, as Philip&#039;s only heir, has become King. Although inheriting an experienced and professional army, Alexander has also received enemies in the form of Philip&#039;s former subject states who feel a 20 year old boy is not capable enough to rule his father&#039;s kingdom effectively and who want their full independence, thinking that the turmoil following Philip&#039;s death will cause Alexander to react foolishly....&lt;br /&gt;
Alexander plans to carry out Philip&#039;s long planned conquest of Persia, and with Parmenios and a Makedonian expeditionary force already in Asia Minor, Alexander will have to move quickly if he is to quell the rebellions in Southern Greece and secure his border in the north, the area that the troublesome Thracians and Illyrians call home. This is a time of bloodshed, death, conquest, defeat and victory. This is Total War.... &lt;br /&gt;
==Features==&lt;br /&gt;
The mod will cover the years 336 b.c. when Alexander became King of Macedon aged 20, to either 323 b.c. when he died or 320 b.c., which would allow for an alternative history edge. I will be using a 12tpy script in my mod, so Alexander should not die of old age, and which will increase the amount of turns, which will be necessary given how im hoping the map will look&lt;br /&gt;
&lt;br /&gt;
The aim for this mod is to improve the Alexander gaming experience. It will try and make the add-on a great gameplay experience, a real challenge getting across the feel of Alexanders campaign. It will be mostly historically accurate, but artistic license will be used in some places. It will feature:&lt;br /&gt;
&lt;br /&gt;
* A brand new map&lt;br /&gt;
* New models and skins&lt;br /&gt;
* Historical unit names&lt;br /&gt;
* New traits and ancillaries&lt;br /&gt;
* A new recruitment system&lt;br /&gt;
* New GUI&lt;br /&gt;
* New custom battle maps&lt;br /&gt;
* Longer, more balanced battles&lt;br /&gt;
* New formations, possibly modifying existing Darth&#039;s Formations Mod formations.&lt;br /&gt;
* New faction banners&lt;br /&gt;
&lt;br /&gt;
=====Map=====&lt;br /&gt;
This is the area covered by the map, everything right of the black line.&lt;br /&gt;
&lt;br /&gt;
[http://img249.imageshack.us/my.php?image=macedonempirehd9.jpg http://img249.imageshack.us/img249/8491/macedonempirehd9.th.jpg]&lt;br /&gt;
&lt;br /&gt;
=====Battle System=====&lt;br /&gt;
A brand new battle system is being developed to balance gameplay, &lt;br /&gt;
[http://www.twcenter.net/forums/showthread.php?t=100237/ read about it here].&lt;br /&gt;
&lt;br /&gt;
=====Side Note=====&lt;br /&gt;
The mod will only have Macedon playable for 1 big important reason: the AI will never do an Alexander. I am aiming for this mod to try and get across the feel of Alexanders campaign, I am going to make it s you can only recruit Macedonian troops in certain provinces, and so you must assemble an army and go campaigning, sending reinforcements whenever you can, getting across the feel of Alexander marching across the Persian empire with only few reinforcements.&lt;br /&gt;
&lt;br /&gt;
==Team==&lt;br /&gt;
Leader [[Roman_Man#3]]&lt;br /&gt;
==External Links==&lt;br /&gt;
Megas Alexandros [http://www.twcenter.net/forums/forumdisplay.php?f=408/ home forums].&lt;br /&gt;
&lt;br /&gt;
[[Category:TWC Hosted Modifications]]&lt;br /&gt;
[[Category:RTW Mods]]&lt;/div&gt;</summary>
		<author><name>81.174.251.71</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Talk:Main_Page&amp;diff=7491</id>
		<title>Talk:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Talk:Main_Page&amp;diff=7491"/>
		<updated>2007-06-25T07:46:10Z</updated>

		<summary type="html">&lt;p&gt;81.174.251.71: test edit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Mod Spotlights Discussion==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Currently the main page requires a fresh mod spotlight approximately every two weeks. Please discuss suggestions for this below.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===May 2007===&lt;br /&gt;
Time for a new one, suggestions? --[[User:Jp26991|Jp26991]] 15:14, 12 May 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
:Anybody? Nobody...dust! --[[User:Jp26991|Jp26991]] 11:06, 15 May 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
::how about deus lo vult or scicillian vespers? move things away from the holy land kinda thing [[User:Jebus|Jebus]]&lt;br /&gt;
&lt;br /&gt;
:::They need a &#039;decent&#039; wiki article with at least one picture. I&#039;m away for a few days now so I&#039;ll see if there are any suitable articles or suggestions when I get back. --[[User:Jp26991|Jp26991]] 11:18, 16 May 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
::::Neither of those has pages at the moment Sicilian Vespers forum doesn&#039;t look that easy to &#039;borrow&#039; stuff from to make a page - but deus lo vult has some pretty pics and fairly clear info we could use (were you volunteering Jebus?)  I did start of page for [[Stainless_Steel]] which might not be too bad - and if anyone wants something a little unholy I&#039;m about to try and update EoD&#039;s!  &lt;br /&gt;
&lt;br /&gt;
:::::I know it would get a bit long but could we keep list on this page of which mods were featured and when - I&#039;m already forgetting who&#039;s been there recently! --[[User:Makanyane|Makanyane]] 05:53, 17 May 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
::::::So far we have had: [[Rise of Persia]], [[FATW]], [[Broken Crescent]], and now [[The Long Road]]. After that we can have [[Stainless Steel]]. --[[User:Jp26991|Jp26991]] 05:27, 20 May 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===June 2007===&lt;br /&gt;
&lt;br /&gt;
As The Long Road has been on since 20th do you think we should change at the weekend, to Stainless Steel as suggested?  Two weeks in spotlight seems reasonable.  --[[User:Makanyane|Makanyane]] 10:58, 1 June 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
:I agree the stainless steel would look good in the spotlight -- [[User:Leonidas The Lion|Leonidas The Lion]] 13:50, 2 June 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
OK, need new mod spotlight suggestion for next weekends change over - could someone suggest a good one we haven&#039;t had so far (or make new page for something) thanks --[[User:Makanyane|Makanyane]] 13:33, 11 June 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
:I was sure i already posted this, apparently not though. In any case, I&#039;ve always liked [[Blood Broads &amp;amp; Bastards]], a mod for Medieval 2. Its a fairly new article so it&#039;s quite small, but the point of the spotlight is to show off the best mods rather than the best articles i think.--[[User:Spiff|Spiff]] 17:31, 11 June 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
::OK, also probably good idea to have one that isn&#039;t in hosted section.  Pinched their sig, added template and links into page, if you know it well and can think of anything else to add (or to do the guys profiles) that would be good.--[[User:Makanyane|Makanyane]] 18:37, 11 June 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
Who&#039;s idea was it to rotate mod spotlight every two weeks?!  anyone got any preferences for next one? &lt;br /&gt;
I did do page for [[The Sicilian Vespers]] which was mentioned earlier.  Page isn&#039;t that wonderful though! --[[User:Makanyane|Makanyane]] 08:38, 23 June 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== General Updates Discussion ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Post your suggestions here, please avoid making large changes to the front page without first gaining permission of the Wiki Editor, or a general consensus of contributors.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Someone mentioned to me that the week commencing date on the front page should be commencing from a Sunday not a Monday - anyone have any objection to it changing to that system? &lt;br /&gt;
&lt;br /&gt;
Also if anyone doesn&#039;t fancy doing DIY editing of front page could they dump ideas for news changes etc. in here? --[[User:Makanyane|Makanyane]] 11:03, 1 June 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== A New Style? ==&lt;br /&gt;
&lt;br /&gt;
I was considering the portal style templates used on the [[Modding_Portal]] page, perhaps it would be a good idea to use this format for information &lt;br /&gt;
on the front page? Essentially we could have 2, one which replicates the current table which was recently added with regard to modding tools etc, and another below it regarding the Total War community. -Spiff&lt;br /&gt;
&lt;br /&gt;
:As purely personal opinion I think idea could work, would you be able to do bit of draft using the Modding Portal page? so more complete version can be seen - also wasn&#039;t sure about that one in terms of colour / style as it seems a bit alien from rest of wiki pages and side bars atm, would you propose changing that? -Mak.&lt;br /&gt;
&lt;br /&gt;
::Well since i was up late tonight anyway, i wrote up and half finished a possible new outline over at [[Spiff_test]] - let me know what you think. It doesn&#039;t use the modding portal template, i borrowed the style from another wiki (first one i found on google that looked good). On the plus side, it is easy to edit/understand. -Spiff&lt;br /&gt;
&lt;br /&gt;
:::Good to see it implemented. A thread should be pinned in the Medieval2 Mod Workshop forum (or somewhere similar) saying that the wiki is a good place to start for tutorials and such --[[User:Spiff|Spiff]] 10:26, 17 April 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
::::I did add a note in the Tutorial section http://www.twcenter.net/forums/showthread.php?t=92488. under Trajan&#039;s pin so we shouldn&#039;t do any-more spamming in that specific section.  Could try in the workshop as well but don&#039;t overstate the case, we&#039;re still rather light on content, so need balance between advice to look here and appeal for help adding content. [[User:Makanyane|Makanyane]] 11:05, 17 April 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== General talk/off topic ==&lt;br /&gt;
&lt;br /&gt;
Oh my god... You have any forums left professor? I heard that you were banned from SCC as well... What are you going to do? &lt;br /&gt;
&lt;br /&gt;
:Also stupid as I am, who is Besin and what exactly is ogres. Is it like EZboard? Also does anyone rank above Besim?-Angmar nite&lt;br /&gt;
&lt;br /&gt;
::Yes, I was banned from SCC in similar circumstances.  An administrator that was extremely detached from the community, who refused to listen to his members, and was destroying his site.  And where is SCC now?  Its lost its hosted mods and its lost its moderators and many of its members.  Before you speak you should have an idea what you are talking about.&lt;br /&gt;
&lt;br /&gt;
:::Amir created a duplicate account and claimed it was mine, and banned me.  Can I be at fault for my permaban when the cause was something I didn&#039;t even do?  Its what he had to do to get rid of me, because I had the support of almost all of the top 20 posters on the site, he couldn&#039;t just say &#039;I banned him because I didn&#039;t like him.&amp;quot;  Now shush. -Professor420&lt;br /&gt;
&lt;br /&gt;
::::Holy poo diss bring out the burnage machine!&lt;br /&gt;
-.Socrates&lt;br /&gt;
&lt;br /&gt;
Hi guys,&lt;br /&gt;
I found so much useful things here.&lt;br /&gt;
Thank you.&lt;br /&gt;
&lt;br /&gt;
most of this talk doesn&#039;t seem to belong to this page anymore - could it be deleted / moved?&lt;br /&gt;
&lt;br /&gt;
Why can&#039;t I be a sysop? :( - Livia&lt;/div&gt;</summary>
		<author><name>81.174.251.71</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Introduction_to_City_Editing&amp;diff=7394</id>
		<title>Introduction to City Editing</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Introduction_to_City_Editing&amp;diff=7394"/>
		<updated>2007-06-23T21:31:07Z</updated>

		<summary type="html">&lt;p&gt;81.174.251.71: category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Link to [http://www.twcenter.net/forums/showthread.php?t=26436 original post at TWC] by SigniferOne&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Beginning==&lt;br /&gt;
I had always wanted to see realistic cities in RTW, much like many other people; Some of the original game trailers had non-flat rising and towering cities, but in the game we basically got a town with a few roads and a huge central square that took a lot of space within an already small city. So I was dissatisfied. There have been some attempts before to try and figure out how cities work and how to edit them, but they didn&#039;t get too far. Then, one day Webbird made a nice discovery concerning settlement plans for forts (he basically discovered a hidden and unused settlement_plan for a Roman fort which was much bigger and better than the one in vanilla). I got curious and decided to get into this area of modding help him capitalize on that discovery; then, one day, I happened upon this picture:&lt;br /&gt;
&lt;br /&gt;
http://img94.echo.cx/img94/4616/230005c0rj.jpg&lt;br /&gt;
&lt;br /&gt;
As the Greeks might say, my passions were completely inflamed. You see, I always wanted to see how Rome would look like in real life, how the hills would look like, but there were no 3d representations of it, and I could never get accurate information (unlike Athens, for example, which has a very simple topography, relatively). So when I saw that picture, I could not believe my eyes because finally what I&#039;ve been dreaming about was right there before my eyes -- what that picture shows is a model of Republican Rome in a museum in Italy, this model being a brother to the much bigger and more famous Imperial Rome model; the Imperial Rome model is famous, &amp;quot;Plastico d&#039;Urba&amp;quot; or something like that, but I never cared for Imperial Rome and always had a tender fondness for the Republic. After finding that picture I discovered the lesser known Republican model in that very same museum, and was FINALLY able to visualize the great city before my eyes, as it looked when Scipio Africanus, Fabius Maximus, T. Quntus Cincinnatus, and L. Junius Brutus walked its streets; my passions became &#039;&#039;completely&#039;&#039; inflamed to do it in the game.&lt;br /&gt;
&lt;br /&gt;
The task would be hard, I realized that, but no matter how much time I would spend on it, this would be, as Thucydides put it, &amp;quot;a posession for all time&amp;quot;, finally a first and interactive 3d representation of Rome as it was in the Republic. In short, if we look of RTW as more than just a game but a potential and valuable tool for studying the classics, a more accurate Rome would be a crucial part of it. It would not just be something that would be used and discarded with the needs of gamers but something that would needed by everyone yet found by no one (until now), and would be used for learning and understanding the Classics long after the game itself would be outdated -- in short, &amp;quot;a possession for all time&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
With this passionate motivation in mind, I set my mind on recreating the city in the game.&lt;br /&gt;
&lt;br /&gt;
I determined that a settlement plan mainly consisted of three files: the underlay and overlay files, which I didn&#039;t know what they did, and the settlement plan file which determined where the tents would be, where the walls, and in general where all buildings would be located. &lt;br /&gt;
&lt;br /&gt;
For simplicity&#039;s sake, I decided to work on a barbarian town because it has a very simple topography, just one hill, and yet that&#039;s already more than what I had in the Roman cities. I knew that to make Rome a reality, I would have to change the very ground of the city, and that I could not be satisfied with simply having a plain level ground with just some new fancy buildings or a different floor plan. I knew I had to work with those strange underlay/overlay files if I wanted to achieve anything. The two files in question are [[data/settlement_plan/underlays/barb_large_town_underlay.cas]] and [[data/settlement_plan/overlays/barb_large_town_overlay.cas]], and both of them are openable with Vercingetorix&#039; CAS tool:&lt;br /&gt;
&lt;br /&gt;
http://img226.echo.cx/img226/1395/barbtown8oy.jpg&lt;br /&gt;
http://img226.echo.cx/img226/3555/barbtown13hs.jpg&lt;br /&gt;
&lt;br /&gt;
Clearly something in these pictures has to do with the ground topography of barbarian towns, since all other candidates are excluded. Now, since these are CAS files, importing them worked so now I tried exporting them. The overlay worked just fine, but when exporting the underlay I got the following error:&lt;br /&gt;
&lt;br /&gt;
http://img226.echo.cx/img226/5808/barbtown27xs.jpg&lt;br /&gt;
&lt;br /&gt;
This is as far as others have gone, I imagine, and I was very stumped at this point myself. I think I even PMed [[Vercingetorix]] asking if this could be fixed. This really stumped me for a long time, and I didn&#039;t know what to do, waiting for a solution. Finally, I could not be stopped, even by a very arcane looking script, even to my Computer Science major eyes, so I decided to try and decode it and figure out what was going wrong. Very long story short, there&#039;s a function called Write(), and within it is contained the following code:&lt;br /&gt;
&lt;br /&gt;
http://img226.echo.cx/img226/748/code14mw.jpg&lt;br /&gt;
&lt;br /&gt;
The red box highlights the section of the code which causes the error when exporting an underlay. I decided to be very blunt about it, and to simply REMOVE the trouble code, hoping that this would still somehow allow the program to work and export things successfully. I did not remove the entire for() loop, only the last three lines, the if() statements, getting the following as a result:&lt;br /&gt;
&lt;br /&gt;
http://img226.echo.cx/img226/4215/code28hb.jpg&lt;br /&gt;
&lt;br /&gt;
I did some tests and the script actually worked! I was guardedly optimistic at this point. Then I changed the original underlay file to the following (a simple moving of four vertices):&lt;br /&gt;
&lt;br /&gt;
http://img226.echo.cx/img226/3429/code33ul.jpg&lt;br /&gt;
&lt;br /&gt;
Having backed up the original [[barb_large_town_underlay.cas]], I overwrote it with my new version in the data/settlement plan/underlays folder. Then, I changed the line in [[barbarian_large_town.txt]] from &lt;br /&gt;
&lt;br /&gt;
 &amp;quot;floor		barbarian_large_town_underlay.CAS barbarian_large_town_overlay.CAS&amp;quot;&lt;br /&gt;
&lt;br /&gt;
to&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;floor		barb_large_town_underlay.CAS barb_large_town_overlay.CAS&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Then I restarted the game (it has to be restarted when text files are changed, for them to take effect), and, having my fingers crossed, loaded it up in the Battle Editor:&lt;br /&gt;
&lt;br /&gt;
http://img230.echo.cx/img230/6682/success7hn.jpg&lt;br /&gt;
&lt;br /&gt;
SUCCESS !!!&lt;br /&gt;
&lt;br /&gt;
I had done it!! The principle was discovered, and the rest was only a matter of details. :)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How to replicate what I did==&lt;br /&gt;
&lt;br /&gt;
1) You will need to create two versions of Vercingetorix&#039; CAS script -- one for exporting overlays, and another for exporting underlays. As I said above, you will have to modify the original script in order to export the underlays. So go ahead and make a copy.&lt;br /&gt;
&lt;br /&gt;
2) Open the script designated for underlays, find the following section in the code:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 for i=1 to numVerts do(&lt;br /&gt;
 	ttVert = point3 0.0 0.0 0.0&lt;br /&gt;
 	for k=1 to numFaces do(&lt;br /&gt;
 	tface = getFace tmpMesh k&lt;br /&gt;
 	if tface.x==i then ttVert = gettvert tmpMesh (getTVFace tmpMesh k).x&lt;br /&gt;
 	else if tface.y==i then ttVert = gettvert tmpMesh (getTVFace tmpMesh k).y&lt;br /&gt;
 	else if tface.z==i then ttVert = gettvert tmpMesh (getTVFace tmpMesh k).z&lt;br /&gt;
&lt;br /&gt;
 	)&lt;br /&gt;
&lt;br /&gt;
 	--ttVert = gettvert tmpMesh i&lt;br /&gt;
 	WriteFloat fp ttVert.x&lt;br /&gt;
 	WriteFloat fp (1.0-ttVert.y)&lt;br /&gt;
 )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
and change it to&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 for i=1 to numVerts do(&lt;br /&gt;
 	ttVert = point3 0.0 0.0 0.0&lt;br /&gt;
 	for k=1 to numFaces do(&lt;br /&gt;
 	tface = getFace tmpMesh k&lt;br /&gt;
 	)&lt;br /&gt;
&lt;br /&gt;
 	--ttVert = gettvert tmpMesh i&lt;br /&gt;
 	WriteFloat fp ttVert.x&lt;br /&gt;
 	WriteFloat fp (1.0-ttVert.y)&lt;br /&gt;
 )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) Change barbarian_large_town.txt data/settlement plan folder so that it points to the barb_large_town_underlay/overlay CAS files (see above).&lt;br /&gt;
&lt;br /&gt;
4) Open the underlay file in 3dsmax. As you&#039;ll find out, it has three objects: the underlay mesh, the outline mesh, and the Scene Root. Select the underlay mesh, make whatever modifications you wish. Then run the script designated for underlays, and from there export what you have done.&lt;br /&gt;
&lt;br /&gt;
5) Backup the original file and overwrite it with the one you made. Start it up in the game and have fun.&lt;br /&gt;
&lt;br /&gt;
There you go!! This is only an introductory tutorial, because really there is a lot more to be said. But even with this much, a lot can be done already. For example, check out the Roman fort that started it all, the one newly discovered by Webbird (found [http://www.twcenter.net/forums/index.php?showtopic=26866&amp;amp;st=0 here]). It already looks great, but it needs some level ground inside the palisades, so that archers and othe skirmishers can stand on flat ground while shooting, instead of on an incline as they do now, which looks silly. This will be a great introductory project, you guys can practice this tutorial AND get something done that will be useful ever since.&lt;br /&gt;
&lt;br /&gt;
More tutorials, on other aspects of editing settlement_plans, will be written in the future.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Modding]][[Category: RTWModding]][[Category:RTW_Modding_Tutorials]]&lt;br /&gt;
[[Category:3D Modelling]]&lt;br /&gt;
[[Category: Scriptorium - Miscellaneous]]&lt;/div&gt;</summary>
		<author><name>81.174.251.71</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=TWC_Wiki:Scriptorium_Permissions_Requested&amp;diff=7388</id>
		<title>TWC Wiki:Scriptorium Permissions Requested</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=TWC_Wiki:Scriptorium_Permissions_Requested&amp;diff=7388"/>
		<updated>2007-06-23T17:17:25Z</updated>

		<summary type="html">&lt;p&gt;81.174.251.71: can&amp;#039;t spell&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This possibly should be on talk page but thought it would be good idea to keep log of where we are on this, please edit as it gets revised.&lt;br /&gt;
&lt;br /&gt;
List of articles that would be destined to be imported under Scriptorium with permission status or other notes added:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NB: Please don&#039;t request permission from Org only posters until most TWC content is added as example&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Category:Scriptorium - Modding Tools &amp;amp; Resources==&lt;br /&gt;
list for anything below this level:&lt;br /&gt;
===Modding Tools===&lt;br /&gt;
*[[PAK Extractor]] &#039;&#039;- was only download link - explanatory article text added&#039;&#039;&lt;br /&gt;
*[[Mod switcher program]] &lt;br /&gt;
*[[export_descr_buildings.txt modification tool (Excel spreadsheet)]]  &lt;br /&gt;
*[[Caligula and Hadrian, unit and building editors]] &lt;br /&gt;
*[[TiME Map Editor]] &lt;br /&gt;
*[[XIDX Animation/IDX editor]] &lt;br /&gt;
*[[Settlement Plan Editor]]&lt;br /&gt;
*[[Another Settlement Plan Editor]] &lt;br /&gt;
*[[Zhanguo TW Settlement Plan Editor]] &lt;br /&gt;
*[[TGA-HGT Converter for BI 1.4 and RTW 1.3]] &lt;br /&gt;
*[[BrandonM&#039;s descr_strat editor]] &lt;br /&gt;
*[[Photoshop DDS plugin]] &lt;br /&gt;
*[[Fileparser for XPAK]] &lt;br /&gt;
*[[The Lordz Public Modding Tools*]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Modding Guides===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Map/Starting Conditions====&lt;br /&gt;
&lt;br /&gt;
*[[How to make an entirely new campaign map]] summary put in temporarily - OP by Myrddraal (org)&lt;br /&gt;
*[[How to change the starting diplomatic stance of factions]] Myrddraal (org)&lt;br /&gt;
*[[How to edit a resource]] Myrddraal (org)&lt;br /&gt;
*[[How to change the starting owner of a province]] Myrddraal (org)&lt;br /&gt;
*[[How to assign starting generals different bodyguards]] Epistolary Richard (org) - scriptorium link goes to file on adding standard bearer not bodyguard!&lt;br /&gt;
*[[How i made my maps]] - bdh pm&#039;d&lt;br /&gt;
*[[How to make gloss files]]  ---this should really be in units section&lt;br /&gt;
*[[How to add a province/change settlement names]] - Seleukos pm&#039;d - permission granted - to be entered&lt;br /&gt;
*[[Guide to Battlemap Modification*]] Muizer - permission granted - done&lt;br /&gt;
*[[How to make character traits]] - Spartan pm&#039;d -permission granted for this and any other content by him - to be entered&lt;br /&gt;
&lt;br /&gt;
====Units and Buildings====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[[A complete breakdown of export_descr_building.txt]] &#039;&#039;- Dol Guldur - permission granted for Org version to be imported - import done&#039;&#039;&lt;br /&gt;
*[[How to add and edit buildings]] TDarksword (TWC)- not on forum since 2005&lt;br /&gt;
*[[How to add and edit units]] Ungar the Ugly (TWC) - not on forum since 2005&lt;br /&gt;
*[[How to make province-specific units]] Myrddraal (org)&lt;br /&gt;
*[[Multiple Bodyguard Units]] MasterOfNone/Dol Guldur - general permission given - check for org (up-to-date) version though&lt;br /&gt;
*[[How to add officers to mounted units]] Epistolary Richard (org)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Text====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[[How to change faction names]] Myrddraal (org)&lt;br /&gt;
*[[How to give city rebels different names]] Monkwarrior&lt;br /&gt;
*[[How to edit unit names]] Myrddraal (org)&lt;br /&gt;
*[[How to edit faction names]] should be titled character names - Myrddraal (org)&lt;br /&gt;
*[[How to give different factions different building descriptions]] Dol Guldur - general permission given&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Aesthetics====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[[Making Unit Cards with GIMP]] Hader - general permission given &lt;br /&gt;
*[[Photoshop Skinning Tutorials]] &#039;&#039;- Halie Satanus - permission granted - import done&#039;&#039;  &lt;br /&gt;
*[[How to edit unit cards]] Myrddraal (org) &lt;br /&gt;
*[[How to edit faction banners and symbols]] [] &lt;br /&gt;
*[[How to edit game music and unit voices*]] [] &lt;br /&gt;
*[[Basic modeling tutorials]] [] &lt;br /&gt;
*[[RTW-specific modeling tutorial (for experienced modelers)]] [] &lt;br /&gt;
*[[RTW modelling tutorials]] [] &lt;br /&gt;
*[[Adding Custom Music]] [] &lt;br /&gt;
*[[Night Battles for RTW 1.5]] [] &lt;br /&gt;
*[[How to create new skins using GIMP]] [] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Miscellaneous====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[[How to Make a Useful RTW Shortcut]] [] &lt;br /&gt;
*[[Guide to Command Line Switches]] [] &lt;br /&gt;
*[[How to change strategic unit speeds universally]] [] &lt;br /&gt;
*[[How to change strategic movement speeds for ships and agent types]] [] &lt;br /&gt;
*[[How to edit city battle-map layouts]] [] &lt;br /&gt;
*[[List of hardcoded limits]] [] &lt;br /&gt;
*[[List of common modding errors]] [] &lt;br /&gt;
*[[How to change AI construction tendencies*]] [] &lt;br /&gt;
*[[How to create a new culture in Barbarian Invasion (and 1.3/1.5)]] &#039;&#039;- Dol Guldur - permission granted for Org version to be imported - import done&#039;&#039; &lt;br /&gt;
*[[General Guide to Mod Development Management]] [] &lt;br /&gt;
*[[Deleting Alpha Channel parts in 3dsMax renders]] [] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Tutorials &amp;amp; Walkthroughs====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[[Basics of Gimp: A short guide to get you started]] [] &lt;br /&gt;
*[[How to: The Battle Editor, Movie Cam, Show err, Unlock all factions]] [] &lt;br /&gt;
*[[Tutorial: Making Unit Cards with Gimp]] [] &lt;br /&gt;
*[[Unpaking Files:Step-by-Step]] imported - permission requested retroactively, Publius pm&#039;d &lt;br /&gt;
*[[Quick Guide to taking Great Screenshots]] [] &lt;br /&gt;
*[[Tutorial: a basic guide to the UVW modifier(s)]] [] &lt;br /&gt;
*[[Rendering in 3DS Max]] [] &lt;br /&gt;
*[[3DSMax and tool tutorials]] [] &lt;br /&gt;
*[[How to make an Animated Text Signature (with Photoshop)]] []&lt;br /&gt;
&lt;br /&gt;
====Other Compilations of Tutorials====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[[The Guild: Scriptorium]] []&lt;br /&gt;
*[[Total War Center: Tools, Tutorials, and Resources]] []&lt;/div&gt;</summary>
		<author><name>81.174.251.71</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=TWC_Wiki:Scriptorium_Permissions_Requested&amp;diff=7387</id>
		<title>TWC Wiki:Scriptorium Permissions Requested</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=TWC_Wiki:Scriptorium_Permissions_Requested&amp;diff=7387"/>
		<updated>2007-06-23T17:16:27Z</updated>

		<summary type="html">&lt;p&gt;81.174.251.71: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This possibly should be on talk page but thought it would be good idea to keep log of where we are on this, please edit as it gets revised.&lt;br /&gt;
&lt;br /&gt;
List of articles that would be destined to be imported under Scriptorium with permission status or other notes added:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NB: Please don&#039;t request permission from Org only posters until most TWC content is added as example&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Category:Scriptorium - Modding Tools &amp;amp; Resources==&lt;br /&gt;
list for anything below this level:&lt;br /&gt;
===Modding Tools===&lt;br /&gt;
*[[PAK Extractor]] &#039;&#039;- was only download link - explanatory article text added&#039;&#039;&lt;br /&gt;
*[[Mod switcher program]] &lt;br /&gt;
*[[export_descr_buildings.txt modification tool (Excel spreadsheet)]]  &lt;br /&gt;
*[[Caligula and Hadrian, unit and building editors]] &lt;br /&gt;
*[[TiME Map Editor]] &lt;br /&gt;
*[[XIDX Animation/IDX editor]] &lt;br /&gt;
*[[Settlement Plan Editor]]&lt;br /&gt;
*[[Another Settlement Plan Editor]] &lt;br /&gt;
*[[Zhanguo TW Settlement Plan Editor]] &lt;br /&gt;
*[[TGA-HGT Converter for BI 1.4 and RTW 1.3]] &lt;br /&gt;
*[[BrandonM&#039;s descr_strat editor]] &lt;br /&gt;
*[[Photoshop DDS plugin]] &lt;br /&gt;
*[[Fileparser for XPAK]] &lt;br /&gt;
*[[The Lordz Public Modding Tools*]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Modding Guides===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Map/Starting Conditions====&lt;br /&gt;
&lt;br /&gt;
*[[How to make an entirely new campaign map]] summary put in temporarily - OP by Myrddraal (org)&lt;br /&gt;
*[[How to change the starting diplomatic stance of factions]] Myrddraal (org)&lt;br /&gt;
*[[How to edit a resource]] Myrddraal (org)&lt;br /&gt;
*[[How to change the starting owner of a province]] Myrddraal (org)&lt;br /&gt;
*[[How to assign starting generals different bodyguards]] Epistolery Richard (org) - scriptorium link goes to file on adding standard bearer not bodyguard!&lt;br /&gt;
*[[How i made my maps]] - bdh pm&#039;d&lt;br /&gt;
*[[How to make gloss files]]  ---this should really be in units section&lt;br /&gt;
*[[How to add a province/change settlement names]] - Seleukos pm&#039;d - permission granted - to be entered&lt;br /&gt;
*[[Guide to Battlemap Modification*]] Muizer - permission granted - done&lt;br /&gt;
*[[How to make character traits]] - Spartan pm&#039;d -permission granted for this and any other content by him - to be entered&lt;br /&gt;
&lt;br /&gt;
====Units and Buildings====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[[A complete breakdown of export_descr_building.txt]] &#039;&#039;- Dol Guldur - permission granted for Org version to be imported - import done&#039;&#039;&lt;br /&gt;
*[[How to add and edit buildings]] TDarksword (TWC)- not on forum since 2005&lt;br /&gt;
*[[How to add and edit units]] Ungar the Ugly (TWC) - not on forum since 2005&lt;br /&gt;
*[[How to make province-specific units]] Myrddraal (org)&lt;br /&gt;
*[[Multiple Bodyguard Units]] MasterOfNone/Dol Guldur - general permission given - check for org (up-to-date) version though&lt;br /&gt;
*[[How to add officers to mounted units]] Epistolery Richard (org)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Text====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[[How to change faction names]] Myrddraal (org)&lt;br /&gt;
*[[How to give city rebels different names]] Monkwarrior&lt;br /&gt;
*[[How to edit unit names]] Myrddraal (org)&lt;br /&gt;
*[[How to edit faction names]] should be titled character names - Myrddraal (org)&lt;br /&gt;
*[[How to give different factions different building descriptions]] Dol Guldur - general permission given&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Aesthetics====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[[Making Unit Cards with GIMP]] Hader - general permission given &lt;br /&gt;
*[[Photoshop Skinning Tutorials]] &#039;&#039;- Halie Satanus - permission granted - import done&#039;&#039;  &lt;br /&gt;
*[[How to edit unit cards]] Myrddraal (org) &lt;br /&gt;
*[[How to edit faction banners and symbols]] [] &lt;br /&gt;
*[[How to edit game music and unit voices*]] [] &lt;br /&gt;
*[[Basic modeling tutorials]] [] &lt;br /&gt;
*[[RTW-specific modeling tutorial (for experienced modelers)]] [] &lt;br /&gt;
*[[RTW modelling tutorials]] [] &lt;br /&gt;
*[[Adding Custom Music]] [] &lt;br /&gt;
*[[Night Battles for RTW 1.5]] [] &lt;br /&gt;
*[[How to create new skins using GIMP]] [] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Miscellaneous====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[[How to Make a Useful RTW Shortcut]] [] &lt;br /&gt;
*[[Guide to Command Line Switches]] [] &lt;br /&gt;
*[[How to change strategic unit speeds universally]] [] &lt;br /&gt;
*[[How to change strategic movement speeds for ships and agent types]] [] &lt;br /&gt;
*[[How to edit city battle-map layouts]] [] &lt;br /&gt;
*[[List of hardcoded limits]] [] &lt;br /&gt;
*[[List of common modding errors]] [] &lt;br /&gt;
*[[How to change AI construction tendencies*]] [] &lt;br /&gt;
*[[How to create a new culture in Barbarian Invasion (and 1.3/1.5)]] &#039;&#039;- Dol Guldur - permission granted for Org version to be imported - import done&#039;&#039; &lt;br /&gt;
*[[General Guide to Mod Development Management]] [] &lt;br /&gt;
*[[Deleting Alpha Channel parts in 3dsMax renders]] [] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Tutorials &amp;amp; Walkthroughs====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[[Basics of Gimp: A short guide to get you started]] [] &lt;br /&gt;
*[[How to: The Battle Editor, Movie Cam, Show err, Unlock all factions]] [] &lt;br /&gt;
*[[Tutorial: Making Unit Cards with Gimp]] [] &lt;br /&gt;
*[[Unpaking Files:Step-by-Step]] imported - permission requested retroactively, Publius pm&#039;d &lt;br /&gt;
*[[Quick Guide to taking Great Screenshots]] [] &lt;br /&gt;
*[[Tutorial: a basic guide to the UVW modifier(s)]] [] &lt;br /&gt;
*[[Rendering in 3DS Max]] [] &lt;br /&gt;
*[[3DSMax and tool tutorials]] [] &lt;br /&gt;
*[[How to make an Animated Text Signature (with Photoshop)]] []&lt;br /&gt;
&lt;br /&gt;
====Other Compilations of Tutorials====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[[The Guild: Scriptorium]] []&lt;br /&gt;
*[[Total War Center: Tools, Tutorials, and Resources]] []&lt;/div&gt;</summary>
		<author><name>81.174.251.71</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=TWC_Wiki:Scriptorium_Permissions_Requested&amp;diff=7385</id>
		<title>TWC Wiki:Scriptorium Permissions Requested</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=TWC_Wiki:Scriptorium_Permissions_Requested&amp;diff=7385"/>
		<updated>2007-06-23T06:05:41Z</updated>

		<summary type="html">&lt;p&gt;81.174.251.71: /* Map/Starting Conditions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This possibly should be on talk page but thought it would be good idea to keep log of where we are on this, please edit as it gets revised.&lt;br /&gt;
&lt;br /&gt;
List of articles that would be destined to be imported under Scriptorium with permission status or other notes added:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NB: Please don&#039;t request permission from Org only posters until most TWC content is added as example&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Category:Scriptorium - Modding Tools &amp;amp; Resources==&lt;br /&gt;
list for anything below this level:&lt;br /&gt;
===Modding Tools===&lt;br /&gt;
*[[PAK Extractor]] &#039;&#039;- was only download link - explanatory article text added&#039;&#039;&lt;br /&gt;
*[[Mod switcher program]] &lt;br /&gt;
*[[export_descr_buildings.txt modification tool (Excel spreadsheet)]]  &lt;br /&gt;
*[[Caligula and Hadrian, unit and building editors]] &lt;br /&gt;
*[[TiME Map Editor]] &lt;br /&gt;
*[[XIDX Animation/IDX editor]] &lt;br /&gt;
*[[Settlement Plan Editor]]&lt;br /&gt;
*[[Another Settlement Plan Editor]] &lt;br /&gt;
*[[Zhanguo TW Settlement Plan Editor]] &lt;br /&gt;
*[[TGA-HGT Converter for BI 1.4 and RTW 1.3]] &lt;br /&gt;
*[[BrandonM&#039;s descr_strat editor]] &lt;br /&gt;
*[[Photoshop DDS plugin]] &lt;br /&gt;
*[[Fileparser for XPAK]] &lt;br /&gt;
*[[The Lordz Public Modding Tools*]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Modding Guides===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Map/Starting Conditions====&lt;br /&gt;
&lt;br /&gt;
*[[How to make an entirely new campaign map]] []&lt;br /&gt;
*[[How to change the starting diplomatic stance of factions]] []&lt;br /&gt;
*[[How to edit a resource]] []&lt;br /&gt;
*[[How to change the starting owner of a province]] []&lt;br /&gt;
*[[How to assign starting generals different bodyguards]] []&lt;br /&gt;
*[[How i made my maps]] - bdh pm&#039;d&lt;br /&gt;
*[[How to make gloss files]]  ---this should really be in units section&lt;br /&gt;
*[[How to add a province/change settlement names]] - Seleukos pm&#039;d - permission granted - to be entered&lt;br /&gt;
*[[Guide to Battlemap Modification*]] Muizer - permission granted - done&lt;br /&gt;
*[[How to make character traits]] - Spartan pm&#039;d -permission granted for this and any other content by him - to be entered&lt;br /&gt;
&lt;br /&gt;
====Units and Buildings====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[[A complete breakdown of export_descr_building.txt]] &#039;&#039;- Dol Guldur - permission granted for Org version to be imported - import done&#039;&#039;&lt;br /&gt;
*[[How to add and edit buildings]] []&lt;br /&gt;
*[[How to add and edit units]] []&lt;br /&gt;
*[[How to make province-specific units]] []&lt;br /&gt;
*[[Multiple Bodyguard Units]] []&lt;br /&gt;
*[[How to add officers to mounted units]] []&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Text====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[[How to change faction names]] []&lt;br /&gt;
*[[How to give city rebels different names]] []&lt;br /&gt;
*[[How to edit unit names]] []&lt;br /&gt;
*[[How to edit faction names]] []&lt;br /&gt;
*[[How to give different factions different building descriptions]] []&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Aesthetics====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[[Making Unit Cards with GIMP]] [] &lt;br /&gt;
*[[Photoshop Skinning Tutorials]] &#039;&#039;- Halie Satanus - permission granted - import done&#039;&#039;  &lt;br /&gt;
*[[How to edit unit cards]] [] &lt;br /&gt;
*[[How to edit faction banners and symbols]] [] &lt;br /&gt;
*[[How to edit game music and unit voices*]] [] &lt;br /&gt;
*[[Basic modeling tutorials]] [] &lt;br /&gt;
*[[RTW-specific modeling tutorial (for experienced modelers)]] [] &lt;br /&gt;
*[[RTW modelling tutorials]] [] &lt;br /&gt;
*[[Adding Custom Music]] [] &lt;br /&gt;
*[[Night Battles for RTW 1.5]] [] &lt;br /&gt;
*[[How to create new skins using GIMP]] [] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Miscellaneous====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[[How to Make a Useful RTW Shortcut]] [] &lt;br /&gt;
*[[Guide to Command Line Switches]] [] &lt;br /&gt;
*[[How to change strategic unit speeds universally]] [] &lt;br /&gt;
*[[How to change strategic movement speeds for ships and agent types]] [] &lt;br /&gt;
*[[How to edit city battle-map layouts]] [] &lt;br /&gt;
*[[List of hardcoded limits]] [] &lt;br /&gt;
*[[List of common modding errors]] [] &lt;br /&gt;
*[[How to change AI construction tendencies*]] [] &lt;br /&gt;
*[[How to create a new culture in Barbarian Invasion (and 1.3/1.5)]] &#039;&#039;- Dol Guldur - permission granted for Org version to be imported - import done&#039;&#039; &lt;br /&gt;
*[[General Guide to Mod Development Management]] [] &lt;br /&gt;
*[[Deleting Alpha Channel parts in 3dsMax renders]] [] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Tutorials &amp;amp; Walkthroughs====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[[Basics of Gimp: A short guide to get you started]] [] &lt;br /&gt;
*[[How to: The Battle Editor, Movie Cam, Show err, Unlock all factions]] [] &lt;br /&gt;
*[[Tutorial: Making Unit Cards with Gimp]] [] &lt;br /&gt;
*[[Unpaking Files:Step-by-Step]] imported - permission requested retroactively, Publius pm&#039;d &lt;br /&gt;
*[[Quick Guide to taking Great Screenshots]] [] &lt;br /&gt;
*[[Tutorial: a basic guide to the UVW modifier(s)]] [] &lt;br /&gt;
*[[Rendering in 3DS Max]] [] &lt;br /&gt;
*[[3DSMax and tool tutorials]] [] &lt;br /&gt;
*[[How to make an Animated Text Signature (with Photoshop)]] []&lt;br /&gt;
&lt;br /&gt;
====Other Compilations of Tutorials====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[[The Guild: Scriptorium]] []&lt;br /&gt;
*[[Total War Center: Tools, Tutorials, and Resources]] []&lt;/div&gt;</summary>
		<author><name>81.174.251.71</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Talk:Main_Page&amp;diff=7351</id>
		<title>Talk:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Talk:Main_Page&amp;diff=7351"/>
		<updated>2007-06-22T15:17:07Z</updated>

		<summary type="html">&lt;p&gt;81.174.251.71: reverting spam&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Mod Spotlights Discussion==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Currently the main page requires a fresh mod spotlight approximately every two weeks. Please discuss suggestions for this below.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===May 2007===&lt;br /&gt;
Time for a new one, suggestions? --[[User:Jp26991|Jp26991]] 15:14, 12 May 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
:Anybody? Nobody...dust! --[[User:Jp26991|Jp26991]] 11:06, 15 May 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
::how about deus lo vult or scicillian vespers? move things away from the holy land kinda thing [[User:Jebus|Jebus]]&lt;br /&gt;
&lt;br /&gt;
:::They need a &#039;decent&#039; wiki article with at least one picture. I&#039;m away for a few days now so I&#039;ll see if there are any suitable articles or suggestions when I get back. --[[User:Jp26991|Jp26991]] 11:18, 16 May 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
::::Neither of those has pages at the moment Sicilian Vespers forum doesn&#039;t look that easy to &#039;borrow&#039; stuff from to make a page - but deus lo vult has some pretty pics and fairly clear info we could use (were you volunteering Jebus?)  I did start of page for [[Stainless_Steel]] which might not be too bad - and if anyone wants something a little unholy I&#039;m about to try and update EoD&#039;s!  &lt;br /&gt;
&lt;br /&gt;
:::::I know it would get a bit long but could we keep list on this page of which mods were featured and when - I&#039;m already forgetting who&#039;s been there recently! --[[User:Makanyane|Makanyane]] 05:53, 17 May 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
::::::So far we have had: [[Rise of Persia]], [[FATW]], [[Broken Crescent]], and now [[The Long Road]]. After that we can have [[Stainless Steel]]. --[[User:Jp26991|Jp26991]] 05:27, 20 May 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===June 2007===&lt;br /&gt;
&lt;br /&gt;
As The Long Road has been on since 20th do you think we should change at the weekend, to Stainless Steel as suggested?  Two weeks in spotlight seems reasonable.  --[[User:Makanyane|Makanyane]] 10:58, 1 June 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
:I agree the stainless steel would look good in the spotlight -- [[User:Leonidas The Lion|Leonidas The Lion]] 13:50, 2 June 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
OK, need new mod spotlight suggestion for next weekends change over - could someone suggest a good one we haven&#039;t had so far (or make new page for something) thanks --[[User:Makanyane|Makanyane]] 13:33, 11 June 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
:I was sure i already posted this, apparently not though. In any case, I&#039;ve always liked [[Blood Broads &amp;amp; Bastards]], a mod for Medieval 2. Its a fairly new article so it&#039;s quite small, but the point of the spotlight is to show off the best mods rather than the best articles i think.--[[User:Spiff|Spiff]] 17:31, 11 June 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
::OK, also probably good idea to have one that isn&#039;t in hosted section.  Pinched their sig, added template and links into page, if you know it well and can think of anything else to add (or to do the guys profiles) that would be good.--[[User:Makanyane|Makanyane]] 18:37, 11 June 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
== General Updates Discussion ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Post your suggestions here, please avoid making large changes to the front page without first gaining permission of the Wiki Editor, or a general consensus of contributors.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Someone mentioned to me that the week commencing date on the front page should be commencing from a Sunday not a Monday - anyone have any objection to it changing to that system? &lt;br /&gt;
&lt;br /&gt;
Also if anyone doesn&#039;t fancy doing DIY editing of front page could they dump ideas for news changes etc. in here? --[[User:Makanyane|Makanyane]] 11:03, 1 June 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== A New Style? ==&lt;br /&gt;
&lt;br /&gt;
I was considering the portal style templates used on the [[Modding_Portal]] page, perhaps it would be a good idea to use this format for information &lt;br /&gt;
on the front page? Essentially we could have 2, one which replicates the current table which was recently added with regard to modding tools etc, and another below it regarding the Total War community. -Spiff&lt;br /&gt;
&lt;br /&gt;
:As purely personal opinion I think idea could work, would you be able to do bit of draft using the Modding Portal page? so more complete version can be seen - also wasn&#039;t sure about that one in terms of colour / style as it seems a bit alien from rest of wiki pages and side bars atm, would you propose changing that? -Mak.&lt;br /&gt;
&lt;br /&gt;
::Well since i was up late tonight anyway, i wrote up and half finished a possible new outline over at [[Spiff_test]] - let me know what you think. It doesn&#039;t use the modding portal template, i borrowed the style from another wiki (first one i found on google that looked good). On the plus side, it is easy to edit/understand. -Spiff&lt;br /&gt;
&lt;br /&gt;
:::Good to see it implemented. A thread should be pinned in the Medieval2 Mod Workshop forum (or somewhere similar) saying that the wiki is a good place to start for tutorials and such --[[User:Spiff|Spiff]] 10:26, 17 April 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
::::I did add a note in the Tutorial section http://www.twcenter.net/forums/showthread.php?t=92488. under Trajan&#039;s pin so we shouldn&#039;t do any-more spamming in that specific section.  Could try in the workshop as well but don&#039;t overstate the case, we&#039;re still rather light on content, so need balance between advice to look here and appeal for help adding content. [[User:Makanyane|Makanyane]] 11:05, 17 April 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== General talk/off topic ==&lt;br /&gt;
&lt;br /&gt;
Oh my god... You have any forums left professor? I heard that you were banned from SCC as well... What are you going to do? &lt;br /&gt;
&lt;br /&gt;
:Also stupid as I am, who is Besin and what exactly is ogres. Is it like EZboard? Also does anyone rank above Besim?-Angmar nite&lt;br /&gt;
&lt;br /&gt;
::Yes, I was banned from SCC in similar circumstances.  An administrator that was extremely detached from the community, who refused to listen to his members, and was destroying his site.  And where is SCC now?  Its lost its hosted mods and its lost its moderators and many of its members.  Before you speak you should have an idea what you are talking about.&lt;br /&gt;
&lt;br /&gt;
:::Amir created a duplicate account and claimed it was mine, and banned me.  Can I be at fault for my permaban when the cause was something I didn&#039;t even do?  Its what he had to do to get rid of me, because I had the support of almost all of the top 20 posters on the site, he couldn&#039;t just say &#039;I banned him because I didn&#039;t like him.&amp;quot;  Now shush. -Professor420&lt;br /&gt;
&lt;br /&gt;
::::Holy poo diss bring out the burnage machine!&lt;br /&gt;
-.Socrates&lt;br /&gt;
&lt;br /&gt;
Hi guys,&lt;br /&gt;
I found so much useful things here.&lt;br /&gt;
Thank you.&lt;br /&gt;
&lt;br /&gt;
most of this talk doesn&#039;t seem to belong to this page anymore - could it be deleted / moved?&lt;br /&gt;
&lt;br /&gt;
Why can&#039;t I be a sysop? :( - Livia&lt;/div&gt;</summary>
		<author><name>81.174.251.71</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Export_descr_buildings.txt_(RTW_Modding)&amp;diff=7339</id>
		<title>Export descr buildings.txt (RTW Modding)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Export_descr_buildings.txt_(RTW_Modding)&amp;diff=7339"/>
		<updated>2007-06-21T17:40:41Z</updated>

		<summary type="html">&lt;p&gt;81.174.251.71: asterix fixed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Summary== &lt;br /&gt;
&lt;br /&gt;
This article is based on [http://forums.totalwar.org/vb/showthread.php?t=50439 The Complete EDB Guide for Rome:Total War] the original article was written by [[Dol Guldur]] and imported with his permission as part of the [[:Category:Scriptorium|Scriptorium]] project.  The article may have been altered since import - please refer to the history page for details of changes, or reference the original document.&lt;br /&gt;
&lt;br /&gt;
This is an in-depth explanation of the export_descr_buildings.txt file, which is the primary base for modding buildings and determining which units can be recruited from them.&lt;br /&gt;
&lt;br /&gt;
[[Dol Guldur]] put the original article together for his own reference, but decided to open it up to all, with the request that they also aid in improving and adding to it. If you are not at all familiar with the basics of the EDB file then you should become so before reading this. The file works alongside a good few other files and may not have the desired effect if these associated files are not modded. &lt;br /&gt;
&lt;br /&gt;
Please help make this the one-stop source for EDB-related information. This Wiki article can be updated to include further information but please also post your comments, corrections and additions in the general forum of the Org RTW Workshop in [http://forums.totalwar.org/vb/showthread.php?p=828635#post828635 this discussion thread]. &lt;br /&gt;
&lt;br /&gt;
==Hidden resources==&lt;br /&gt;
&lt;br /&gt;
The file begins proper with a declaration of the hidden resources. You may have up to 64 of these. They should all be listed here. The file seems to accept both space- and comma-separated lists. Do not use a hidden_resource in the EDB file and forget to declare it as this will result in a crash to desktop (CTD). It is reported that the rome hidden resource must be kept as the game uses it when checking victory conditions. These hidden resources can be assigned to regions in the descr_regions.txt file.&lt;br /&gt;
&lt;br /&gt;
==Building Trees==&lt;br /&gt;
&lt;br /&gt;
You will then find listed in the EDB file the building tree for each building type complete with a block of code for each building. You may have up to 64 such trees with a maximum of 9 levels (buildings) each though spread over a maximum of 5 settlement levels (though buildings attached to villages will not show up on the building browser). You can read more about this in the thread initiated by Black Crow at http://forums.totalwar.org/vb/showthread.php?t=56549&lt;br /&gt;
&lt;br /&gt;
The tree initiates with a declaration of the building type. Here&#039;s the beginning of the tree that lists buildings which provide archers and other missile units...&lt;br /&gt;
&lt;br /&gt;
  building missiles &lt;br /&gt;
  { &lt;br /&gt;
  levels practice_field archery_range catapult_range siege_engineer &lt;br /&gt;
  {&lt;br /&gt;
&lt;br /&gt;
the first line is the building type. After the opening curly bracket the levels of that building type are listed (space-delimited and with &amp;quot;levels&amp;quot; preceeding).&lt;br /&gt;
&lt;br /&gt;
You can designate your own names for the building type should you wish to not make them universally available to all factions/cultures. However, core_buildings (aka government buildings), walls and hinterland buildings (roads, mines, and farms) cannot be factionally or culturally designated (though some of their levels may be excluded from certain cultures/factions).&lt;br /&gt;
&lt;br /&gt;
For example, you could have:&lt;br /&gt;
&lt;br /&gt;
  building missiles_roman &lt;br /&gt;
  { &lt;br /&gt;
  levels practice_field archery_range catapult_range siege_engineer &lt;br /&gt;
  {&lt;br /&gt;
&lt;br /&gt;
Which of course could be used to specify a purely roman tree of such buildings. Remember not to change the names of the levels (though you may choose to not use some or allow only certain roman factions their use).&lt;br /&gt;
&lt;br /&gt;
===Building Blocks - Requirements===&lt;br /&gt;
&lt;br /&gt;
The tree then lists a block of code for each building (i.e. each of the levels declared). Continuing from our example above we will look at the first level of the &amp;quot;building missiles&amp;quot; tree, the practice_field:&lt;br /&gt;
&lt;br /&gt;
  practice_field requires factions { barbarian, ct_carthage, eastern, parthia, egyptian, greek, roman, }&lt;br /&gt;
  {&lt;br /&gt;
&lt;br /&gt;
The first line states the requirements necessary to be satisfied in order for the building to be available for construction. All factions reside within the 6 hard-coded cultures, and so this particular building can be built by all factions. Any combination of factions/cultures can be listed. Both visible and hidden resources can be used as requirements as may &amp;quot;building_present_min_level x y&amp;quot; where x is the building type and y the level of that building type. This latter simply requires a certain minimum level of building of a building type to be present in that settlement before the practice_field can become available for construction. The connector &amp;quot;and&amp;quot; can be used to compound requirements, for example:&lt;br /&gt;
&lt;br /&gt;
  practice_field requires factions { barbarian, roman, } and resource iron and hidden_resource woodland &lt;br /&gt;
  and building_present_min_level market trader&lt;br /&gt;
  {&lt;br /&gt;
&lt;br /&gt;
====Full List of Requirements====&lt;br /&gt;
&lt;br /&gt;
resource&lt;br /&gt;
hidden_resource&lt;br /&gt;
building_present &#039;&#039;(as building_present_min_level except that it tests for the buidling type only - e.g. building_present barracks)&#039;&#039;&lt;br /&gt;
building_present_min_level&lt;br /&gt;
marian_reforms&lt;br /&gt;
factions { x, }&lt;br /&gt;
&lt;br /&gt;
The connectors &amp;quot;or&amp;quot; and &amp;quot;not&amp;quot; can also be used in addition to &amp;quot;and&amp;quot;. X represents a faction, culture, a list of the same - or all (&amp;quot;all,&amp;quot;). To find out more about how to use requirements and connectors take look at this thread: http://forums.totalwar.org/vb/showth...?postid=642173&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note 1:&#039;&#039;&#039; Not conditionals (even if true) and positive conditionals that result false seem to break the culture/faction for the slave faction if those buildings are placed at game start - see this thread: http://forums.totalwar.org/vb/showthread.php?t=81322&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note 2:&#039;&#039;&#039; All of the above can be used as capability requirements too though the building_present/building_present_min_level should not be used for recruitment lines as it will cause a CTD when the player uses the right-click feature added in later versions of RTW.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Building Blocks - Capability===&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
  capability&lt;br /&gt;
  {&lt;br /&gt;
  recruit &amp;quot;carthaginian peltast&amp;quot; 0 requires factions { spain, }&lt;br /&gt;
  recruit &amp;quot;barb peltast gaul&amp;quot; 0 requires factions { gauls, }&lt;br /&gt;
  recruit &amp;quot;barb peltast german&amp;quot; 0 requires factions { germans, }&lt;br /&gt;
  recruit &amp;quot;barb slinger briton&amp;quot; 0 requires factions { britons, }&lt;br /&gt;
  recruit &amp;quot;barb archer dacian&amp;quot; 0 requires factions { dacia, }&lt;br /&gt;
  recruit &amp;quot;barb archer scythian&amp;quot; 0 requires factions { scythia, }&lt;br /&gt;
  recruit &amp;quot;carthaginian peltast&amp;quot; 0 requires factions { carthage, }&lt;br /&gt;
  recruit &amp;quot;carthaginian archer&amp;quot; 0 requires factions { numidia, }&lt;br /&gt;
  recruit &amp;quot;east peltast&amp;quot; 0 requires factions { armenia, pontus, }&lt;br /&gt;
  recruit &amp;quot;east slinger&amp;quot; 0 requires factions { parthia, }&lt;br /&gt;
  recruit &amp;quot;egyptian peltast&amp;quot; 0 requires factions { egyptian, }&lt;br /&gt;
  recruit &amp;quot;egyptian slingers&amp;quot; 0 requires factions { egyptian, }&lt;br /&gt;
  recruit &amp;quot;greek peltast&amp;quot; 0 requires factions { greek, }&lt;br /&gt;
  recruit &amp;quot;roman velite&amp;quot; 0 requires factions { roman, }&lt;br /&gt;
  recruit &amp;quot;roman light infantry auxillia&amp;quot; 0 requires factions { roman, } and hidden_resource gondor&lt;br /&gt;
  recruits_morale_bonus bonus 1 requires factions { dacia, }&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
The Capability section lists the capabilities (i.e. the recruitment capability and building effects) of any given settlement which contains this building. The pool of potential requirements that can be attached to both recruitment and effect lines are basically the same as those used for the building&#039;s construction requirement (see above).&lt;br /&gt;
&lt;br /&gt;
Note that if you use the marian_reform requirement then it has been reported that it needs to go at the end.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;0&amp;quot; listed with recruits refers to the level of Experience the unit begins with when first recruited. It can of course be any number between 0 and 9.&lt;br /&gt;
&lt;br /&gt;
====Capability requirements====&lt;br /&gt;
&lt;br /&gt;
Much the same as the building requirements listed above. The following one, however, can only be used in the capability lines though it does not seem to work properly anyway:&lt;br /&gt;
&lt;br /&gt;
building_factions { x, } (does not seem to work but is supposed to test if the building was originally built by faction/s x - read more about the testing in the EDB discussion thread)&lt;br /&gt;
&lt;br /&gt;
I here list all known capability effects (which I sort by approx. category for your convenience):&lt;br /&gt;
&lt;br /&gt;
====Full List of Building Effects====&lt;br /&gt;
&lt;br /&gt;
*happiness_bonus (public order due to happiness) 1-x (5-x%)&lt;br /&gt;
*population_growth_bonus (pop. growth) 1-25 (0.5-12.5%)&lt;br /&gt;
*law_bonus (public order bonus due to law) 1-x (5-x%)&lt;br /&gt;
*population_health_bonus (public health) 1-x (5-x%)&lt;br /&gt;
*trade_base_income_bonus (increases trade goods) 1-5 (1-5) [5] - adds 10% to base value of land trade &amp;amp; sea exports&lt;br /&gt;
*farming_level (farms) (farms and food pruduction improvement) 1-5 (1-5) [5]&lt;br /&gt;
*population_fire_risk_bonus (reduces risk of fire) *&lt;br /&gt;
*taxable_income_bonus (tax income bonus) *&lt;br /&gt;
*trade_level_bonus (increase in trade) - affects land trade only&lt;br /&gt;
*population_loyalty_bonus (public order) - does not appear to work&lt;br /&gt;
&lt;br /&gt;
*recruits_morale_bonus (increases morale of units recruited) 1-4 (1-4)&lt;br /&gt;
*recruits_exp_bonus (upgrades XP of units recruited) 1-5 (1-5)&lt;br /&gt;
&lt;br /&gt;
*armour (armour upgrade) 1 (1)&lt;br /&gt;
*weapon_simple (upgrades melee (light) weapons) 1 (1)&lt;br /&gt;
*weapon_bladed (upgrades bladed (heavy) weapons) 1 (1)&lt;br /&gt;
*weapon_missile (upgrades missile weapons) 1-5 (1-5)&lt;br /&gt;
*weapon_siege (upgrades siege weapons) *&lt;br /&gt;
*weapons_other (?) *&lt;br /&gt;
*bodyguard (improves general&#039;s bodyguard) ? * (comes into effect only after Marian Reforms)&lt;br /&gt;
&lt;br /&gt;
*trade_fleet (trade fleets) 1-3 (1-3) [5] - reportedly has no effect&lt;br /&gt;
*mine_resource (income from mining) 1-4 (1-4) [5]&lt;br /&gt;
*road_level (improved roads and trade) 0-2 (0-2) [5]&lt;br /&gt;
&lt;br /&gt;
*gate_strength (gates) 1-2 (reinforced, iron-bound)[1] [see also 4]&lt;br /&gt;
*gate_defences (gate defence) 0 (scorched sand/boiling oil)[2] [see also 4]&lt;br /&gt;
*tower_level (towers) 1-2 (arrow, ballista)[3] [see also 4]&lt;br /&gt;
*wall_level (walls) 0-4 (palisade, wooden, stone, large stone, epic stone) [4]&lt;br /&gt;
&lt;br /&gt;
*stage_games (allows gladiatorial games) 1-3 (1-3) [5]&lt;br /&gt;
*stage_races (allows races) 1-2 (1-2) [5]&lt;br /&gt;
&lt;br /&gt;
*religious_belief [pagan/zoroastrian/christianity] 1-x (5-x%)&lt;br /&gt;
&lt;br /&gt;
*construction_cost_bonus_military (percentile cost reduction for recruitment buildings but does not seem to work) 1-100 (1-100%)&lt;br /&gt;
*construction_cost_bonus_religious (percentile cost reduction for temples) 1-100 (1-100%)&lt;br /&gt;
*construction_cost_bonus_defensive (percentile cost reduction for walls) 1-100 (1-100%)&lt;br /&gt;
*construction_cost_bonus_other (percentile cost reduction for civil buildings but seems to apply to all buildings except religious ones) 1-100 (1-100%)&lt;br /&gt;
*construction_time_bonus_military (percentile time reduction for constructing recruitment buildings but does not seem to work) 1-100 (1-100%)&lt;br /&gt;
*construction_time_bonus_religious (percentile time reduction for constructing temples) 1-100 (1-100%)&lt;br /&gt;
*construction_time_bonus_defensive (percentile time reduction for constructing walls) 1-100 (1-100%)&lt;br /&gt;
*construction_time_bonus_other (percentile time reduction for constructing civil buildings but also seems to apply to all buildings except religious ones) 1-100 (1-100%)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Notes on above list...&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:[1] wooden are default though not explicitly stated&lt;br /&gt;
:[2] does not appear to work; stone walls of any kind come with scorched sand/boiling oil&lt;br /&gt;
:[3] default towers are watchtowers though not explicitly stated&lt;br /&gt;
:[4] defensive capabilities seems to come with the wall_level regardless of what value they are given! See note below.&lt;br /&gt;
:[5] see Quietus&#039;s A Comprehensive Rome: Total War Guide (Tools &amp;amp; Other Resources) at the end of this Guide.&lt;br /&gt;
&lt;br /&gt;
: * untested or unknown use&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Notes on format...&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Effects containing the &amp;quot;_bonus&amp;quot; element in their name should be coded with a stand-alone &amp;quot;bonus&amp;quot; added before the integer even when there is a &amp;quot;bonus&amp;quot; in the effect&#039;s name itself. E.G. population_growth_bonus bonus 1. However, population_growth_bonus bonus +1 also works. Sometimes omitting the &amp;quot;bonus&amp;quot; does work but can cause problems - for example, the building scroll may not display the actual bonus (even though it works), and no negative number can be introduced because the engine looks for either an integer (not a number with a &amp;quot;+&amp;quot; or &amp;quot;-&amp;quot; before it in this case) or the word &amp;quot;bonus&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
In the original file farming_level, armour and the various weapon effects sometimes carry the stand-alone &amp;quot;bonus&amp;quot; and sometimes do not. It would seem that the cumulative and desired effect would necessitate &amp;quot;bonus&amp;quot; in each usage, but I do not know why this is not the case in the original file. &amp;quot;Armour 1&amp;quot; (for example) seems to ensure the armour attribute of the unit is 1 above the EDU-stated armour but is not cumulative (however, it does not seem to reduce higher armour so it is not setting the armour variable to &amp;quot;1&amp;quot;). So it also seems sensible to always use the &amp;quot;bonus&amp;quot; before integers for this grouping of effects.&lt;br /&gt;
&lt;br /&gt;
Trade_fleet, mine_resource, road_level, and the games, races and the four defensive effects carry no stand-alone &amp;quot;bonus&amp;quot; in the EDB file.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Negative effects...&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
population_growth_bonus bonus -5 displayed the expected -2.5 in the building scroll but seemed not to affect the settlement population growth indicator on the settlement scroll. The same seems true for law_bonus and happiness_bonus. religious_belief , however, does seem to work in the negative (this needs more testing).&lt;br /&gt;
&lt;br /&gt;
Notes on (hardcoded?) defensive effects...&lt;br /&gt;
&lt;br /&gt;
The following defensive buildings (walls) seem to entail the following effects:&lt;br /&gt;
&lt;br /&gt;
Palisade - wooden gate - arrow towers&lt;br /&gt;
&lt;br /&gt;
Wooden wall - reinforced gate - arrow towers&lt;br /&gt;
&lt;br /&gt;
Stone wall - reinforced gate - arrow towers (incendiary ability) - boiling oil&lt;br /&gt;
&lt;br /&gt;
Large stone wall - iron gates - arrow towers (incendiary ability) - boiling oil&lt;br /&gt;
&lt;br /&gt;
Epic stone wall - iron gates - ballista towers (incendiary ability) - boiling oil&lt;br /&gt;
&lt;br /&gt;
Building Blocks - Faction_Capability&lt;br /&gt;
&lt;br /&gt;
These are similar to capabilities except they are applied faction-wide rather than just in one settlement (regional). For example, inserting:&lt;br /&gt;
&lt;br /&gt;
  faction_capability&lt;br /&gt;
  {&lt;br /&gt;
  construction_time_bonus_defensive bonus 50 requires factions { parthia, }&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
after the Capabilty block of a building (and before the construction line) will, when such a building is built by Parthia, reduce building times of defensive structures (i.e. walls) by half in all Parthian settlements.&lt;br /&gt;
&lt;br /&gt;
===Building Blocks - End===&lt;br /&gt;
&lt;br /&gt;
The end of each building block comprises the construction time (in turns), the cost, the minimum level of settlement necessary for the building in question to be built, and upgrades (if any). Note that the latter is quite correct to be in the plural - you can list more than one upgrade (top-level buildings should of course have no upgrade listed).&lt;br /&gt;
&lt;br /&gt;
  construction 3 &lt;br /&gt;
  cost 1200 &lt;br /&gt;
  settlement_min large_town &lt;br /&gt;
  upgrades &lt;br /&gt;
  { &lt;br /&gt;
  archery_range &lt;br /&gt;
  } &lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You will find &amp;quot;plugins&amp;quot; at the very end of the building trees - ignore these, they cannot be implemented.&lt;br /&gt;
&lt;br /&gt;
==Note on Barbarian Building Trees==&lt;br /&gt;
&lt;br /&gt;
Although factions in the barbarian culture apparently can be designated 4th and 5th level settlements at game start there seems no mechanism for triggering upgrading past a third level settlement in the game itself. In other words the Barbarian culture is limited in its upgrades to (from a village) town - large town - city. It cannot upgrade to large or huge cities. You can read more about this in this thread: http://forums.totalwar.org/vb/showthread.php?t=49691 Of course, in BI this has all changed and all cultures may upgrade through all five government buildings.&lt;br /&gt;
&lt;br /&gt;
==Note on Building Names &amp;amp; Descriptions==&lt;br /&gt;
&lt;br /&gt;
The names and textual descriptions of all buildings (inc. the universal ones such as core_buildings) can all be specified per faction (as can building requirements, capabilities and faction capabilities of course). [[Dol Guldur]] has written a tutorial on this at http://forums.totalwar.org/vb/showpo...2&amp;amp;postcount=56&lt;br /&gt;
&lt;br /&gt;
==Note on Multiple Temples &amp;amp; Indestructibility of Buildings==&lt;br /&gt;
&lt;br /&gt;
Although some modders have reported that it is the initial prefix of the temple buildings (levels) that allows these buildings to be built in the same settlement as temples, other research shows that removing the prefix in just the tree name will bring the same result (but without having to change all the other files associated with advice, traits, ancillaries, sound etc.)&lt;br /&gt;
&lt;br /&gt;
Following this same logic we can now add the &amp;quot;hinterland_&amp;quot; prefix to building tree names to make previously destructible buildings indestructible - that is, it will disable the hammer button in the building scroll.&lt;br /&gt;
&lt;br /&gt;
==Note on Associated Files==&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;data\[[export_buildings.txt]]&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This file lists the in-game textual description of the building name, the building description, and a short version of the building description. It should match the code name in the EDB.&lt;br /&gt;
&lt;br /&gt;
This file also contains the &amp;quot;_name&amp;quot; elements which provide the text for the building thread summaries (i.e. the text for each building type in the in-game Building Browser).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;data\text\export_descr_buildings_enums.txt&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This file enumerates the tags for the textual descriptions of the building names and descriptions (long and short). It seems to be an obsolete file.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;data\descr_ui_buildings.txt&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;From discussion thread (thanks to [[Nikolai1962]]):&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 1px solid grey; padding: .4em .9em .9em; background-color: #f2f2f2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|bunch of lines in this file of the form&lt;br /&gt;
&lt;br /&gt;
temple_of_battle_shrine shrine&lt;br /&gt;
temple_of_battle_temple temple&lt;br /&gt;
temple_of_battle_large_temple large_temple&lt;br /&gt;
temple_of_battle_awesome_temple awesome_temple&lt;br /&gt;
temple_of_battle_pantheon pantheon&lt;br /&gt;
temple_of_farming_shrine shrine&lt;br /&gt;
&lt;br /&gt;
what these all do is give the game an alternative name to look for when loading a building graphic. so in vanilla in tells the game for all the different temple buildings all the shrine level ones load the shrine graphic etc.&lt;br /&gt;
&lt;br /&gt;
This can save on the number of graphics you have to keep track of, rename etc. For example if you had modded the game to have seperate barracks for each of the barb factions called brit_barracks, gaul_barracks etc, instead of having a separate graphic for each one you could write&lt;br /&gt;
&lt;br /&gt;
brit_barracks barracks&lt;br /&gt;
gaul_barracks barracks&lt;br /&gt;
etc.&lt;br /&gt;
&lt;br /&gt;
in this file and the game will look for the graphic called &amp;quot;#barbarian_barracks&amp;quot; in the UI folder/pak file.&lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Nero666]] reports that deleting either of the lines referencing Carthaginian near the start of the list in the DUB file will overcome the problem of not being able to add that culture to new buildings without causing an error. For more information please see link below:&lt;br /&gt;
LINK: http://www.twcenter.net/forums/showthread.php?t=13734&lt;br /&gt;
&lt;br /&gt;
==Tools &amp;amp; Other Resources==&lt;br /&gt;
&lt;br /&gt;
Required programmes: Notepad (or other text editor)&lt;br /&gt;
&lt;br /&gt;
Optional tools: Hadrian building editor, Excel macro for recruit lines&lt;br /&gt;
&lt;br /&gt;
EDB Recruit Lines Excel Macro by Godless Graham&lt;br /&gt;
http://forums.totalwar.org/vb/showthread.php?t=49448&lt;br /&gt;
&lt;br /&gt;
Hadrian building editor by GodsPetMonkey&lt;br /&gt;
http://www.twcenter.net/downloads/db/?mod=245&lt;br /&gt;
&lt;br /&gt;
Quietus&#039;s A Comprehensive Rome: Total War Guide (visit Economic section to read how buildings affect trade)&lt;br /&gt;
http://forums.totalwar.org/vb/showthread.php?t=45315&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==External Links== &lt;br /&gt;
Related Posts:&lt;br /&gt;
*[http://forums.totalwar.org/vb/showthread.php?t=39925 Complex conditionals for recruiting and building]&lt;br /&gt;
*[http://forums.totalwar.org/vb/showthread.php?t=43442 A quick question from a modding newbie]&lt;br /&gt;
*[http://forums.totalwar.org/vb/showthread.php?t=43462 Additional capabilities and requirements for buildings]&lt;br /&gt;
&lt;br /&gt;
{{imported|link location=[http://forums.totalwar.org/vb/showthread.php?t=50439 Org Scriptorium Article]|Name=[[Dol Guldur]]}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Scriptorium - Units and Buildings]]&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>81.174.251.71</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=00Jebus&amp;diff=5696</id>
		<title>00Jebus</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=00Jebus&amp;diff=5696"/>
		<updated>2007-05-20T19:58:47Z</updated>

		<summary type="html">&lt;p&gt;81.174.251.71: swear filter :)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Jebus comes from the small IGN kingdom, instead of the massive TWC Empire or the org. confedaracy.&lt;br /&gt;
to proove how small the kingdom is, he&#039;s 3rd in charge of it.. you may find such a kingdom, by searching google for &amp;quot;IGN boards MTW&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This user is not American&lt;br /&gt;
...and unabashedly proud of it. &lt;br /&gt;
But he&#039;s not saying where he is from in case &lt;br /&gt;
y&#039;all come and bomb the hell out of it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
this user is a communist (and is currently working on his stalin &#039;tash)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Turn ons&#039;&#039;&#039;&lt;br /&gt;
kitten huffing&lt;br /&gt;
Technology &lt;br /&gt;
communism&lt;br /&gt;
oscar wilde (in a manly hetrosexual way)&lt;br /&gt;
jessica alba (in a manly... you dont need to know this...)&lt;br /&gt;
when girls I know like Iron Maiden/Slayer/Queens of the Stone Age&lt;br /&gt;
tomboys :P&lt;br /&gt;
1337 sp34k n00bs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Turn Offs&#039;&#039;&#039;&lt;br /&gt;
evil bloodsucking capatalists&lt;br /&gt;
your mum&lt;br /&gt;
wikipedia&lt;br /&gt;
thacher (pronounced ****)&lt;br /&gt;
emo&lt;br /&gt;
not including uncyclopedia references on your user page&lt;br /&gt;
most relegions (exceptions, pastafarinism, buddhism, taoism, confusism)&lt;br /&gt;
NOT getting tickets to download&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I get awarded lots of cookies...&lt;br /&gt;
now go play in the traffic&lt;/div&gt;</summary>
		<author><name>81.174.251.71</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Descr_terrain.txt&amp;diff=5575</id>
		<title>Descr terrain.txt</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Descr_terrain.txt&amp;diff=5575"/>
		<updated>2007-05-19T09:37:43Z</updated>

		<summary type="html">&lt;p&gt;81.174.251.71: New page: Descr_terrain.txt will be found in the &amp;#039;&amp;#039;data/world/maps/base&amp;#039;&amp;#039; folder of a vanilla installation, it may also be placed in the &amp;#039;&amp;#039;data/world/maps/campaign/campaign_name&amp;#039;&amp;#039; folder if the ...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Descr_terrain.txt will be found in the &#039;&#039;data/world/maps/base&#039;&#039; folder of a [[vanilla]] installation, it may also be placed in the &#039;&#039;data/world/maps/campaign/campaign_name&#039;&#039; folder if the other map files are copied there as well.  &lt;br /&gt;
&lt;br /&gt;
This is a very small text file that controls some overall functions for the entire campaign and battle map system.&lt;br /&gt;
&lt;br /&gt;
  dimensions&lt;br /&gt;
  {&lt;br /&gt;
      width  255&lt;br /&gt;
      height  156&lt;br /&gt;
  }&lt;br /&gt;
The dimensions given in the first section must be the size in pixels of the [[map_regions.tga]]&lt;br /&gt;
  heights&lt;br /&gt;
  {&lt;br /&gt;
      min_sea_height  -3122.256&lt;br /&gt;
      max_land_height  7511.272&lt;br /&gt;
  }&lt;br /&gt;
Altering the max_land_height figure increases or decreases the scale of the heights on the map, so with the same map_heights.tga you can get a much steeper or flatter effect.  Note that changes made to this figure effect the slopes on the battle map as well as on the campaign map.&lt;br /&gt;
&lt;br /&gt;
Changes to the min_sea_height do not have such an immediate visual effect but they do have an effect on some bits of fine detail around the coast line.  The sea in map_heights.tga can have a &#039;depth&#039; set by using different intensities of pure blue hue RGB 0,0,250 or 0,0,253 etc which effects the angle of slope where the coast emerges from the sea - changing the min_sea_height effects that.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Descr_terrain.txt also has values for &#039;roughness&#039; &#039;fractal&#039; and &#039;lattitude&#039; an explanation of the effects of those values is needed.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:RTWModding]]&lt;br /&gt;
[[Category:MTW2Modding]]&lt;br /&gt;
[[Category:Map_Modification]]&lt;/div&gt;</summary>
		<author><name>81.174.251.71</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=End_of_Days&amp;diff=5487</id>
		<title>End of Days</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=End_of_Days&amp;diff=5487"/>
		<updated>2007-05-17T20:58:17Z</updated>

		<summary type="html">&lt;p&gt;81.174.251.71: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{mod|mod=End of Days|modscreenshot=End_of_days.jpg|platform=[[Barbarian Invasion|Rome: Total War - Barbarian Invasion 1.6]]|era=Dark Ages!|leader=[[Halie Satanus]], }}&lt;br /&gt;
&lt;br /&gt;
End of days is a publicly released full conversion modification for [[Barbarian Invasion]] 1.6.&lt;br /&gt;
Chronicling the rise of the Satanic nation of Magog, End of Days will transport you into an alternative history of darkness and evil.  There are seven playable factions including; the Kingdom of Albion, the Nation of Islam, Francia, Germanicae, the Shambhala (Buddhist warrior monks), Hispania and the Satanae. The action starts in 666ad as the Dark Lords begin to gather their forces to bring darkness to the world and pave the way for the Anti-Christ.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
End of Days is contained within its own mod-folder (with the only exception of the intro video) - so vanilla BI and any other mod-folder only mods remain playable.&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.paintedwolf.co.uk/EOD/crosses.htm http://www.paintedwolf.co.uk/EOD/images/crossesik4.th.jpg]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.paintedwolf.co.uk/EOD/lucifer.htm http://www.paintedwolf.co.uk/EOD/images/luciferkw1zr3.th.jpg]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.paintedwolf.co.uk/EOD/blackguard.htm http://www.paintedwolf.co.uk/EOD/images/blackguardte4.th.jpg]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Team==&lt;br /&gt;
&lt;br /&gt;
*[[Halie Satanus]] - Concept, unit models, textures and unit cards, 2D graphics and descriptions.&lt;br /&gt;
*[[Makanyane]] - Coding and map alterations.&lt;br /&gt;
With additional units contributed by Shogo.&lt;br /&gt;
&lt;br /&gt;
==Releases==&lt;br /&gt;
&lt;br /&gt;
End of Days was released in this [http://www.twcenter.net/forums/showthread.php?t=84314 thread] at [[TWC]] on February 18, 2007. A link to the download can be found in the thread.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
*Total conversion fantasy modification&lt;br /&gt;
*Seven playable factions&lt;br /&gt;
*All factions, mercenaries and rebels have entirely new units throughout&lt;br /&gt;
*New strat map character models for all factions&lt;br /&gt;
*Revised and extended campaign map&lt;br /&gt;
*Extensive alterations to religious system&lt;br /&gt;
*Completely re-designed &#039;darker&#039; user interface&lt;br /&gt;
&lt;br /&gt;
==Faction Overview==&lt;br /&gt;
&lt;br /&gt;
===Satanae===&lt;br /&gt;
{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.paintedwolf.co.uk/EOD/images/satanaeunits.jpg http://www.paintedwolf.co.uk/EOD/images/satanaeunitssmall.jpg] &lt;br /&gt;
|}&lt;br /&gt;
The year is 666ad. The dark shadow of war has crossed the earth. The holy fathers have called all good Christian nations to wage crusades on the men of the east, after years of fighting, losses on both sides have taken a great toll on the people and the land, in the darkness something stirs. A new threat is rising, a nation of evil! Dark Lords have called the outcasts the unclean and the Godless to join them in a war against the nations of light, allied with the Vampyric tribes of the Carpathians they will form a powerful force in the coming war. Here you can command those dark forces and extinguish the light from the world!&lt;br /&gt;
&lt;br /&gt;
===Hispania===&lt;br /&gt;
{| align=&amp;quot;left&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.paintedwolf.co.uk/EOD/images/hispaniaunits.jpg http://www.paintedwolf.co.uk/EOD/images/hispaniaunitssmall.jpg] &lt;br /&gt;
|}&lt;br /&gt;
The Kings of Hispania have embraced the growing Christian religion with open arms and their borders with the fledgling Islamic nation have been peaceful for almost twenty years. Their attempts to take the Holy Lands has failed and their best armies have been forced to make homes in far off lands. News has reached the Kings that a new threat has risen and the call to war must once again be made across their weakened nation.&lt;br /&gt;
&lt;br /&gt;
There is a good variety of units available to a Hispanic general from the versatile militia spear men and dependable Tangier Men at Arms to the Caballeros de la Inquisicion and Caballeros de la Cruz (Knights of the Cross). The Hispanic nation will have to face a choice early on, whether to stay loyal to the Christian alliance and face the Islamic nation alone or to strike at the heart of Europe to gather riches enough to become the ultimate power after the End of Days.&lt;br /&gt;
&lt;br /&gt;
===The Kingdom of Albion===&lt;br /&gt;
{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.paintedwolf.co.uk/EOD/images/albionunits.jpg http://www.paintedwolf.co.uk/EOD/images/albionunitssmall.jpg] &lt;br /&gt;
|}&lt;br /&gt;
Albion the home of chivalry, of honour, and of legends. With the exodus of the heirs to Rome the land plunged into a time of darkness, old religions began to surface and even the Druids of old began once again to hold sway over the people.  Uther, a wise and noble king has embraced the &#039;word&#039; and rid his lands of the blasphemers and heretics once more. But in his heart Uther believes that his rightful place is as ruler of the lands once held by the legions of Rome, he believes that it is his legacy as the last direct descendent of the last emperor to bring the once great empire back to its former glory.&lt;br /&gt;
&lt;br /&gt;
Albion can be a powerful nation in the End of Days with fanatical Templar armies and the longbows of Wales, you can also command the unwavering Kingsmen and axemen units who will not falter under a good general. You will have to make a choice though, whether to stay loyal to the Holy Fathers and protect Rome from the forces of evil, or to follow the heart of Uther and take the crown of Rome for yourself.&lt;br /&gt;
&lt;br /&gt;
===Francia===&lt;br /&gt;
{| align=&amp;quot;left&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.paintedwolf.co.uk/EOD/images/franciaunits.jpg http://www.paintedwolf.co.uk/EOD/images/franciaunitssmall.jpg] &lt;br /&gt;
|}&lt;br /&gt;
Francia was a wild and rebellious nation which was less than eager to fully embrace Christian doctrine, now with word from the east of the gathering of dark forces her Kings have joined together to protect Rome in what may be the ultimate battle for the souls of men, with their armies weakened by many of their best men going to the Holy Lands as mercenaries, the Kings of Francia know they face not only the coming threat of the Satanic nation but the tenuous alliance with their Christian neighbours.&lt;br /&gt;
&lt;br /&gt;
The Kings of Francia have a difficult time ahead of them with their forces spread far apart and their position between Rome and any force that wishes to take the holy city as a prize. But these men are not faint hearted fools nor weak of virtue and strength, the same can be said of their forces.&lt;br /&gt;
&lt;br /&gt;
===Shambhala===&lt;br /&gt;
{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.paintedwolf.co.uk/EOD/images/shambhalaunits.jpg http://www.paintedwolf.co.uk/EOD/images/shambhalaunitssmall.jpg] &lt;br /&gt;
|}&lt;br /&gt;
King Manjushri Yashas gathered the religious leaders of Shambhala, specifically the brahman wise men to give them predictions and a warning. Eight hundred years in the future, in 624 AD, a non-Indic religion will arise in Mecca, this nation would be a threat to the Shambhala and their peaceful Buddhist beliefs and the darkness of war would follow this nation into their lands. Now the time of this prediction has passed and the Warlords of the Shambhala have sought the blessings of their holy men to raise armies to defend against these invaders.&lt;br /&gt;
&lt;br /&gt;
The Shambhala will have a tough time in the coming wars, they are a warrior people but years of peaceful meditation have have left them ill prepared for the more tactically war-like nations they will face, that said do not think they are going to be anyone&#039;s whipping boys, there is a tactical key to the Shambhala but finding it in the face of overwhelming enemies is not for the faint hearted.&lt;br /&gt;
&lt;br /&gt;
===The Nation of Islam===&lt;br /&gt;
{| align=&amp;quot;left&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.paintedwolf.co.uk/EOD/images/islamunits.jpg http://www.paintedwolf.co.uk/EOD/images/islamunitssmall.jpg] &lt;br /&gt;
|}&lt;br /&gt;
The Nation of Islam is on the rise, for too long they have suffered occupation of the holy lands by the Kings of Europe but no more. New leaders and powerful generals have sworn to lead their mighty armies in a holy war to rid their lands of the infidel and so far they have been very successful, but now a new threat has come to their doorstep a new foe has invaded their lands.&lt;br /&gt;
&lt;br /&gt;
The nation of Islam will be the first nation to face the Satanae might and will find themselves besieged on all sides by enemies old and new. But Islam has been at war for a long time and has a variety of experienced units to face the coming wars.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Germanicae===&lt;br /&gt;
{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.paintedwolf.co.uk/EOD/images/germanicaeunits.jpg http://www.paintedwolf.co.uk/EOD/images/germanicaeunitssmall.jpg] &lt;br /&gt;
|}&lt;br /&gt;
These men are still the wild and untamed warriors of the north they have always been. War and death are a way of life and the hardships that come with them are more a test of strength than a hardship. The religious fever that has gripped their neighbours has been slow to take hold in the cold forbidding lands of the north but the promise of a good fight and plenty of riches will bring these men to war quicker than the promise of a roasted boar and a flagon of hot ale.&lt;br /&gt;
&lt;br /&gt;
The Germanic Kings love a good fight and have many warriors who will follow them to war. The rise of the Teutonic order is in it&#039;s infancy but is gathering momentum and their well armed Knights will be a devastating force to be reckoned with in the coming conflict.&lt;br /&gt;
&lt;br /&gt;
===Papal Seal===&lt;br /&gt;
{| align=&amp;quot;left&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.paintedwolf.co.uk/EOD/images/papalunits.jpg http://www.paintedwolf.co.uk/EOD/images/papalunitssmall.jpg] &lt;br /&gt;
|}&lt;br /&gt;
The guardians of Rome;  this faction is unplayable but as they possess some of the strongest units in the game and hold one of the most desired regions they cannot be ignored!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
They also possess huge inspirational crosses that are carried to battle with their siege equipment!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Campaign Map==&lt;br /&gt;
{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|http://www.paintedwolf.co.uk/EOD/images/EOD_map_FE.jpg&lt;br /&gt;
|}&lt;br /&gt;
The campaign map for End of Days is based on the original Barbarian Invasion map with additional regions, islands and other alterations to suit the factions starting positions.  The map extends further to the east than the vanilla map to accommodate the Shambhala - this extension to the map is based on part of the [[Invasio_Barbarorum| IBFD]] map, with their kind permission.&lt;br /&gt;
&lt;br /&gt;
Regions are re-named to suit the time period and some mythological factors.&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
&lt;br /&gt;
*[http://www.twcenter.net/forums/forumdisplay.php?f=199 End of Days on TWC]&lt;br /&gt;
&lt;br /&gt;
[[Category:TWC Hosted Modifications]]&lt;br /&gt;
[[Category:RTW Mods]]&lt;br /&gt;
[[Category:BI_Mods_%28Released%29]]&lt;/div&gt;</summary>
		<author><name>81.174.251.71</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Category:MTW2_Modding_Tutorials&amp;diff=3893</id>
		<title>Category:MTW2 Modding Tutorials</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Category:MTW2_Modding_Tutorials&amp;diff=3893"/>
		<updated>2007-04-11T18:08:39Z</updated>

		<summary type="html">&lt;p&gt;81.174.251.71: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Links to tutorials and useful answers to common modding questions, divided by category.&lt;br /&gt;
&lt;br /&gt;
For modding tools (eg model exporters) see [[:Category:MTW2 Modding Tools| MTW2 Modding Tools]]&lt;br /&gt;
==General Set-up Information==&lt;br /&gt;
&lt;br /&gt;
*Tutorial - [http://forums.totalwar.org/vb/showthread.php?t=76289 How to Set up MTW2 for modding] by &#039;&#039;&#039;Alpaca&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Download - [http://forums.totalwar.org/vb/showthread.php?t=76099 Mod Folder Installer] by &#039;&#039;&#039;Alpaca&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
*Tutorial - [http://www.twcenter.net/forums/showthread.php?t=74945 Adding Other Factions Units to New Faction] by &#039;&#039;&#039;M3rcury15&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*Tutorial - [http://www.twcenter.net/forums/showthread.php?t=78236 Creating Dismounted Version of Existing Unit] by &#039;&#039;&#039;Zorgrath&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Tutorial - [http://www.twcenter.net/forums/showthread.php?t=90969 Creating ZoR (Zone of Recruitment) and Recruiting Mercenaries from Buildings] by &#039;&#039;&#039;Sabre657&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Tutorial - [http://www.twcenter.net/forums/showthread.php?t=91969 Changing Mount Type of Cavalry Unit] by &#039;&#039;&#039;AliAS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Tutorial - [http://forums.totalwar.org/vb/showthread.php?t=75706 Adding a New Unit] by &#039;&#039;&#039;Musashi&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Tutorial - [http://forums.totalwar.org/vb/showthread.php?t=79455 Guide to Formatted modeldb File and Syntax Checker] by &#039;&#039;&#039;KnightErrant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Tutorial - [http://forums.totalwar.org/vb/showthread.php?t=79007 Enabling War Wagons and Wagon Walls] by &#039;&#039;&#039;DukeofSerbia&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Unit Cards===&lt;br /&gt;
&lt;br /&gt;
===Models===&lt;br /&gt;
*Tutorial - [http://www.twcenter.net/forums/downloads.php?do=file&amp;amp;id=1283 Mesh to MS3D basic tutorial] by &#039;&#039;&#039;zxiang1983&#039;&#039;&#039; (requires Milkshape 3D v1.8 and [http://www.twcenter.net/forums/downloads.php?do=file&amp;amp;id=1276 Mesh 2 ms3d beta 0.18] by GrumpyOldMan)&lt;br /&gt;
&lt;br /&gt;
===Textures===&lt;br /&gt;
*Tutorial - [http://www.twcenter.net/forums/showthread.php?t=83515 How to Edit Unit Textures] by &#039;&#039;&#039;Sir Lancelot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Tutorial - [http://www.twcenter.net/forums/showthread.php?t=55689 PhotoShop Skinning Tutorial] by &#039;&#039;&#039;Halie Satanus&#039;&#039;&#039; - (written for RTW but principles relevant)&lt;br /&gt;
&lt;br /&gt;
===Statistics===&lt;br /&gt;
===Formations===&lt;br /&gt;
==Buildings==&lt;br /&gt;
*Resource - [http://forums.totalwar.org/vb/showthread.php?t=73978 Building Effects New to M2TW] supplied by &#039;&#039;&#039;CA&#039;&#039;&#039;, posted by &#039;&#039;&#039;Epistolary Richard&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Mapping==&lt;br /&gt;
===Campaign Map===&lt;br /&gt;
*Tutorial - [http://forums.totalwar.org/vb/showthread.php?t=50437 Making a New Campaign Map] by Myrddraal (written for RTW but mostly applicable for M2TW)&lt;br /&gt;
&lt;br /&gt;
*Tutorial - [http://www.twcenter.net/forums/showthread.php?t=73660 Adding a New Region] by &#039;&#039;&#039;Xerces&#039;&#039;&#039;&lt;br /&gt;
*Tutorial - [http://www.twcenter.net/forums/showthread.php?t=91758 Changing the Appearance of Cities] by Ralendil&lt;br /&gt;
&lt;br /&gt;
*Download - [http://forums.totalwar.org/vb/showthread.php?t=81780 Stripped Down Map] by &#039;&#039;&#039;Alpaca&#039;&#039;&#039;&lt;br /&gt;
===Battle Map===&lt;br /&gt;
&lt;br /&gt;
==Factions==&lt;br /&gt;
&lt;br /&gt;
*Tutorial - [http://www.twcenter.net/forums/showthread.php?t=76202 Creating a New Faction using Saxons and Normans] by &#039;&#039;&#039;selenius4tsd&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Tutorial - [http://www.twcenter.net/forums/showthread.php?t=79274 Adding a New Faction from Nothing - Step by Step Guide] by &#039;&#039;&#039;DukeofSerbia&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Diplomacy===&lt;br /&gt;
===AI behaviour===&lt;br /&gt;
==Characters==&lt;br /&gt;
===Traits &amp;amp; Ancillaries===&lt;br /&gt;
*Tutorial - [http://forums.totalwar.org/vb/showthread.php?t=77176 Beginners Guide to Coding Traits] by &#039;&#039;&#039;Alpaca&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Tutorial - [http://forums.totalwar.org/vb/showthread.php?t=77177 Beginners Guide to Triggers &amp;amp; Monitors] by &#039;&#039;&#039;Alpaca&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Resource - [http://forums.totalwar.org/vb/showthread.php?t=73974 List of Character Attributes] supplied by &#039;&#039;&#039;CA&#039;&#039;&#039;, posted by &#039;&#039;&#039;Epistolary Richard&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Scripting===&lt;br /&gt;
&lt;br /&gt;
*Resource - [http://forums.totalwar.org/vb/showthread.php?t=73016 List of Events, Commands and Conditions] supplied by &#039;&#039;&#039;CA&#039;&#039;&#039;, posted by &#039;&#039;&#039;Epistolary Richard&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Names===&lt;br /&gt;
*Tutorial - [http://www.twcenter.net/forums/showthread.php?p=1526725#post1526725 Guide to Modding Character Names] by &#039;&#039;&#039;deRougemont&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Download - [http://www.twcenter.net/forums/showthread.php?t=85734 Name Verifier] by &#039;&#039;&#039;tornnight&#039;&#039;&#039;&lt;br /&gt;
==Sounds==&lt;br /&gt;
===Music===&lt;br /&gt;
*Tutorial - [http://www.twcenter.net/forums/showthread.php?t=77905 How to Add Your Own Music] by &#039;&#039;&#039;Trajan&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==2D Graphics==&lt;br /&gt;
&lt;br /&gt;
*Tutorial - [http://forums.totalwar.org/vb/showthread.php?t=81326 Adding a New Faction Symbol] by &#039;&#039;&#039;Alpaca&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Tutorial - [http://forums.totalwar.org/vb/showthread.php?t=81050 &#039;Eyecandy&#039; (loading screens and menu)] by &#039;&#039;&#039;Alletun&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Tutorial - [http://forums.totalwar.org/vb/showthread.php?t=79810 Changing Faction Icon] by &#039;&#039;&#039;AliAS&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
*Tutorial - [http://www.twcenter.net/forums/showthread.php?t=77577 Guide to Guilds] by &#039;&#039;&#039;DarkKnight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Modding]][[Category: MTW2Modding]]&lt;/div&gt;</summary>
		<author><name>81.174.251.71</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Category:MTW2_Modding_Tutorials&amp;diff=3886</id>
		<title>Category:MTW2 Modding Tutorials</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Category:MTW2_Modding_Tutorials&amp;diff=3886"/>
		<updated>2007-04-11T18:02:02Z</updated>

		<summary type="html">&lt;p&gt;81.174.251.71: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Links to tutorials and useful answers to common modding questions, divided by category.&lt;br /&gt;
&lt;br /&gt;
For modding tools (eg model exporters) see [[:Category:MTW2 Modding Tools| MTW2 Modding Tools]]&lt;br /&gt;
==General Set-up Information==&lt;br /&gt;
&lt;br /&gt;
*Tutorial - [http://forums.totalwar.org/vb/showthread.php?t=76289 How to Set up MTW2 for modding] by &#039;&#039;&#039;Alpaca&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Download - [http://forums.totalwar.org/vb/showthread.php?t=76099 Mod Folder Installer] by &#039;&#039;&#039;Alpaca&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
*Tutorial - [http://www.twcenter.net/forums/showthread.php?t=74945 Adding Other Factions Units to New Faction] by &#039;&#039;&#039;M3rcury15&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*Tutorial - [http://www.twcenter.net/forums/showthread.php?t=78236 Creating Dismounted Version of Existing Unit] by &#039;&#039;&#039;Zorgrath&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Tutorial - [http://www.twcenter.net/forums/showthread.php?t=90969 Creating ZoR (Zone of Recruitment) and Recruiting Mercenaries from Buildings] by &#039;&#039;&#039;Sabre657&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Tutorial - [http://www.twcenter.net/forums/showthread.php?t=91969 Changing Mount Type of Cavalry Unit] by &#039;&#039;&#039;AliAS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Tutorial - [http://forums.totalwar.org/vb/showthread.php?t=75706 Adding a New Unit] by &#039;&#039;&#039;Musashi&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Tutorial - [http://forums.totalwar.org/vb/showthread.php?t=79455 Guide to Formatted modeldb File and Syntax Checker] by &#039;&#039;&#039;KnightErrant&#039;&#039;&#039;&lt;br /&gt;
===Unit Cards===&lt;br /&gt;
===Models===&lt;br /&gt;
*Tutorial - [http://www.twcenter.net/forums/downloads.php?do=file&amp;amp;id=1283 Mesh to MS3D basic tutorial] by &#039;&#039;&#039;zxiang1983&#039;&#039;&#039; (requires Milkshape 3D v1.8 and [http://www.twcenter.net/forums/downloads.php?do=file&amp;amp;id=1276 Mesh 2 ms3d beta 0.18] by GrumpyOldMan)&lt;br /&gt;
===Textures===&lt;br /&gt;
*Tutorial - [http://www.twcenter.net/forums/showthread.php?t=83515 How to Edit Unit Textures] by &#039;&#039;&#039;Sir Lancelot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Tutorial - [http://www.twcenter.net/forums/showthread.php?t=55689 PhotoShop Skinning Tutorial] by &#039;&#039;&#039;Halie Satanus&#039;&#039;&#039; - (written for RTW but principles relevant)&lt;br /&gt;
===Statistics===&lt;br /&gt;
===Formations===&lt;br /&gt;
==Buildings==&lt;br /&gt;
*Resource - [http://forums.totalwar.org/vb/showthread.php?t=73978 Building Effects new to M2TW] supplied by &#039;&#039;&#039;CA&#039;&#039;&#039;, posted by &#039;&#039;&#039;Epistolary Richard&#039;&#039;&#039;&lt;br /&gt;
==Mapping==&lt;br /&gt;
===Campaign Map===&lt;br /&gt;
*Tutorial - [http://www.twcenter.net/forums/showthread.php?t=73660 Adding a New Region] by &#039;&#039;&#039;Xerces&#039;&#039;&#039;&lt;br /&gt;
*Tutorial - [http://www.twcenter.net/forums/showthread.php?t=91758 Changing the Appearance of Cities] by Ralendil&lt;br /&gt;
&lt;br /&gt;
*Download - [http://forums.totalwar.org/vb/showthread.php?t=81780 Stripped Down Map] by &#039;&#039;&#039;Alpaca&#039;&#039;&#039;&lt;br /&gt;
===Battle Map===&lt;br /&gt;
==Factions==&lt;br /&gt;
&lt;br /&gt;
*Tutorial - [http://www.twcenter.net/forums/showthread.php?t=76202 Creating a New Faction using Saxons and Normans] by &#039;&#039;&#039;selenius4tsd&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Tutorial - [http://www.twcenter.net/forums/showthread.php?t=79274 Adding a New Faction from Nothing - Step by Step Guide] by &#039;&#039;&#039;DukeofSerbia&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Diplomacy===&lt;br /&gt;
===AI behaviour===&lt;br /&gt;
==Characters==&lt;br /&gt;
===Traits &amp;amp; Ancillaries===&lt;br /&gt;
*Tutorial - [http://forums.totalwar.org/vb/showthread.php?t=77176 Beginners Guide to Coding Traits] by &#039;&#039;&#039;Alpaca&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Tutorial - [http://forums.totalwar.org/vb/showthread.php?t=77177 Beginners Guide to Triggers &amp;amp; Monitors] by &#039;&#039;&#039;Alpaca&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Resource - [http://forums.totalwar.org/vb/showthread.php?t=73974 List of Character Attributes] supplied by &#039;&#039;&#039;CA&#039;&#039;&#039;, posted by &#039;&#039;&#039;Epistolary Richard&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Scripting===&lt;br /&gt;
&lt;br /&gt;
*Resource - [http://forums.totalwar.org/vb/showthread.php?t=73016 List of Events, Commands and Conditions] supplied by &#039;&#039;&#039;CA&#039;&#039;&#039;, posted by &#039;&#039;&#039;Epistolary Richard&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Names===&lt;br /&gt;
*Tutorial - [http://www.twcenter.net/forums/showthread.php?p=1526725#post1526725 Guide to Modding Character Names] by &#039;&#039;&#039;deRougemont&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Download - [http://www.twcenter.net/forums/showthread.php?t=85734 Name Verifier] by &#039;&#039;&#039;tornnight&#039;&#039;&#039;&lt;br /&gt;
==Sounds==&lt;br /&gt;
===Music===&lt;br /&gt;
*Tutorial - [http://www.twcenter.net/forums/showthread.php?t=77905 How to Add Your Own Music] by &#039;&#039;&#039;Trajan&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==2D Graphics==&lt;br /&gt;
&lt;br /&gt;
*Tutorial - [http://forums.totalwar.org/vb/showthread.php?t=81326 Adding a New Faction Symbol] by &#039;&#039;&#039;Alpaca&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Tutorial - [http://forums.totalwar.org/vb/showthread.php?t=81050 &#039;Eyecandy&#039; (loading screens and menu)] by &#039;&#039;&#039;Alletun&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Tutorial - [http://forums.totalwar.org/vb/showthread.php?t=79810 Changing Faction Icon] by AliAS&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
*Tutorial - [http://www.twcenter.net/forums/showthread.php?t=77577 Guide to Guilds] by &#039;&#039;&#039;DarkKnight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Modding]][[Category: MTW2Modding]]&lt;/div&gt;</summary>
		<author><name>81.174.251.71</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Category:MTW2_Modding_Tools&amp;diff=3882</id>
		<title>Category:MTW2 Modding Tools</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Category:MTW2_Modding_Tools&amp;diff=3882"/>
		<updated>2007-04-11T17:55:30Z</updated>

		<summary type="html">&lt;p&gt;81.174.251.71: /* Tools for Editing Text Files */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Some modding tools from Rome - Total War may also be useful for Medieval II - Total War, see [[:Category:Mod_Tools| here]] for list of RTW tools.&lt;br /&gt;
&lt;br /&gt;
Many aspects of the file structure for Medieval II are different from previous games and have required separate tools to be developed.  A list of tools and related downloads which are specifically for Medieval II - Total War follows.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;When adding tools please also link to any tutorials or primary discussion threads.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Modding Tools for Medieval II - Total War==&lt;br /&gt;
===Tools for Editing Units===&lt;br /&gt;
&lt;br /&gt;
*[http://forums.totalwar.org/vb/showthread.php?t=75726 .texture to .dds and .dds to .texture converter] by &#039;&#039;&#039;Alpaca&#039;&#039;&#039; &lt;br /&gt;
:converts the .texture files used for unit skins etc. to .dds files - also converts .dds back to .texture format.&lt;br /&gt;
:[http://developer.nvidia.com/object/photoshop_dds_plugins.html Nvidia plug-in] required to edit .dds files in PhotoShop etc.&lt;br /&gt;
&lt;br /&gt;
*[http://www.twcenter.net/forums/downloads.php?do=file&amp;amp;id=961 .texture to .dds converter] by &#039;&#039;&#039;iamnew&#039;&#039;&#039;&lt;br /&gt;
:converter from texture file to .dds only&lt;br /&gt;
&lt;br /&gt;
*[http://www.twcenter.net/forums/downloads.php?do=file&amp;amp;id=977 .dds to .texture converter] by &#039;&#039;&#039;iamnew&#039;&#039;&#039;&lt;br /&gt;
:reverse converter from .dds to texture file - might need original texture file present to work - &#039;&#039;needs confirmation&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[http://www.twcenter.net/forums/downloads.php?do=file&amp;amp;id=1111 .cas exporter for 3DS Max] supplied by &#039;&#039;&#039;CA&#039;&#039;&#039; [http://www.twcenter.net/forums/showthread.php?t=73692 discussion thread]&lt;br /&gt;
:this tool only works for battle map and strat map animations and strat map models (not battle map models)&lt;br /&gt;
:also required to use this tool [http://www.twcenter.net/forums/downloads.php?do=file&amp;amp;id=141 CAS Importer for 3ds max] by &#039;&#039;&#039;Vercingetorix&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[http://www.twcenter.net/forums/downloads.php?do=file&amp;amp;id=1276 Mesh 2 ms3d beta 0.18] by &#039;&#039;&#039;GrumpyOldMan&#039;&#039;&#039;&lt;br /&gt;
:allows battle map unit models to be edited in MilkShape 3D&lt;br /&gt;
:development and discussion forums for TWC [http://www.twcenter.net/forums/showthread.php?t=83765 here], for .org [http://forums.totalwar.org/vb/showthread.php?t=79414 here]. &lt;br /&gt;
:[http://www.twcenter.net/forums/downloads.php?do=file&amp;amp;id=1283 Mesh 2 ms3D tutorial] by zxiang1983&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Tools for Editing Text Files===&lt;br /&gt;
&lt;br /&gt;
*[http://www.twcenter.net/forums/downloads.php?do=file&amp;amp;id=1248 .sd converter] by &#039;&#039;&#039;Alpaca&#039;&#039;&#039;, tutorial on [http://forums.totalwar.org/vb/showthread.php?t=81326 adding new faction symbol] using this tool.&lt;br /&gt;
:allows the .sd files to be converted and edited which enables inclusion of more faction icons, and control of other elements in data/ui/southern_european/interface&lt;br /&gt;
&lt;br /&gt;
*[http://forums.totalwar.org/vb/showthread.php?t=75229 .strings.bin converter] by &#039;&#039;&#039;Alpaca&#039;&#039;&#039;&lt;br /&gt;
:allows the files in .strings.bin format to be converted to normal text files for editing&lt;br /&gt;
:(if text file is placed in mod-folder game generates a new .strings.bin file from text file)&lt;br /&gt;
&lt;br /&gt;
*[http://www.twcenter.net/forums/downloads.php?do=file&amp;amp;id=993 M2SBE - .bin editor] by &#039;&#039;&#039;Orly Junior&#039;&#039;&#039; &lt;br /&gt;
:allows direct editing of files in .bin format&lt;br /&gt;
&lt;br /&gt;
*[http://www.twcenter.net/forums/downloads.php?do=file&amp;amp;id=1180 formatted battle_models.modeldb] by &#039;&#039;&#039;KnightErrant&#039;&#039;&#039; - [http://forums.totalwar.org/vb/showthread.php?t=79455 tutorial]&lt;br /&gt;
:makes the modeldb file a lot easier to edit - also includes a syntax checker&lt;br /&gt;
&lt;br /&gt;
*[http://www.twcenter.net/forums/showthread.php?t=84918 BMTWTS M2TW Toolset] by &#039;&#039;&#039;BrandonM&#039;&#039;&#039;&lt;br /&gt;
: includes Unit Editor, Region Editor, Plugin Based Extensible Framework and Data Acess Layer&lt;br /&gt;
&lt;br /&gt;
*[http://www.twcenter.net/forums/showthread.php?t=85734 Name Verifier] by &#039;&#039;&#039;tornnight&#039;&#039;&#039;&lt;br /&gt;
:checks names used are included relevant files.&lt;br /&gt;
&lt;br /&gt;
==Other Downloads==&lt;br /&gt;
&#039;&#039;&#039;Patches, information files and basic file set-up &#039;mods&#039;:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[http://www.twcenter.net/forums/showthread.php?t=75019 patch 1.1] supplied by &#039;&#039;&#039;CA&#039;&#039;&#039;&lt;br /&gt;
:includes unpacker which is needed to access most files.&lt;br /&gt;
&lt;br /&gt;
*[http://forums.totalwar.org/vb/showthread.php?p=1316726#post1316726 docudemon files] supplied by &#039;&#039;&#039;CA&#039;&#039;&#039;&lt;br /&gt;
:list of events, commands and conditions that can be used in traits, ancillaries and scripting.&lt;br /&gt;
&lt;br /&gt;
*[http://www.twcenter.net/forums/downloads.php?do=file&amp;amp;id=1264 basic mod folder set-up] by &#039;&#039;&#039;Alpaca&#039;&#039;&#039; [http://forums.totalwar.org/vb/showthread.php?t=76099 discussion thread]&lt;br /&gt;
:the absolute minimum number of files needed to make mod folder set-up work.&lt;br /&gt;
&lt;br /&gt;
*[http://www.twcenter.net/forums/downloads.php?do=file&amp;amp;id=1256 minimal map set-up] by &#039;&#039;&#039;Alpaca&#039;&#039;&#039;&lt;br /&gt;
:stripped-down map with only one province and faction - can be used as basis for developing new maps.&lt;br /&gt;
&lt;br /&gt;
[[Category: Modding]][[Category: MTW2Modding]]&lt;/div&gt;</summary>
		<author><name>81.174.251.71</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Modding_Humour&amp;diff=3849</id>
		<title>Modding Humour</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Modding_Humour&amp;diff=3849"/>
		<updated>2007-04-10T17:48:28Z</updated>

		<summary type="html">&lt;p&gt;81.174.251.71: New page: Modders are a strange breed, spending long hours hunched over a computer keyboard fighting the exasperation of unexplained CTD&amp;#039;s and tiresome hard-coded limits, can have [http://forums.tot...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Modders are a strange breed, spending long hours hunched over a computer keyboard fighting the exasperation of unexplained CTD&#039;s and tiresome hard-coded limits, can have [http://forums.totalwar.org/vb/showthread.php?t=70370 unfortunate effects].&lt;/div&gt;</summary>
		<author><name>81.174.251.71</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Category:MTW2_Modding_Tutorials&amp;diff=3783</id>
		<title>Category:MTW2 Modding Tutorials</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Category:MTW2_Modding_Tutorials&amp;diff=3783"/>
		<updated>2007-04-09T19:53:37Z</updated>

		<summary type="html">&lt;p&gt;81.174.251.71: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Links to tutorials and useful answers to common modding questions, divided by category.&lt;br /&gt;
==General Set-up Information==&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
*Tutorial - [http://www.twcenter.net/forums/showthread.php?t=74945 Adding Other Factions Units to New Faction] by &#039;&#039;&#039;M3rcury15&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*Tutorial - [http://www.twcenter.net/forums/showthread.php?t=78236 Creating Dismounted Version of Existing Unit] by &#039;&#039;&#039;Zorgrath&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Tutorial - [http://www.twcenter.net/forums/showthread.php?t=90969 Creating ZoR (Zone of Recruitment) and Recruiting Mercenaries from Buildings] by &#039;&#039;&#039;Sabre657&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Tutorial - [http://www.twcenter.net/forums/showthread.php?t=91969 Changing Mount Type of Cavalry Unit] by &#039;&#039;&#039;AliAS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Unit Cards===&lt;br /&gt;
===Models===&lt;br /&gt;
*Tutorial - [http://www.twcenter.net/forums/downloads.php?do=file&amp;amp;id=1283 Mesh to MS3D basic tutorial] by &#039;&#039;&#039;zxiang1983&#039;&#039;&#039; (requires Milkshape 3D v1.8 and [http://www.twcenter.net/forums/downloads.php?do=file&amp;amp;id=1276 Mesh 2 ms3d beta 0.18] by GrumpyOldMan)&lt;br /&gt;
===Textures===&lt;br /&gt;
*Tutorial - [http://www.twcenter.net/forums/showthread.php?t=83515 How to Edit Unit Textures] by &#039;&#039;&#039;Sir Lancelot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Tutorial - [http://www.twcenter.net/forums/showthread.php?t=55689 PhotoShop Skinning Tutorial] by &#039;&#039;&#039;Halie Satanus&#039;&#039;&#039; - (written for RTW but principles relevant)&lt;br /&gt;
===Statistics===&lt;br /&gt;
===Formations===&lt;br /&gt;
==Buildings==&lt;br /&gt;
==Mapping==&lt;br /&gt;
===Campaign Map===&lt;br /&gt;
*Tutorial - [http://www.twcenter.net/forums/showthread.php?t=73660 Adding a New Region] by &#039;&#039;&#039;Xerces&#039;&#039;&#039;&lt;br /&gt;
*Tutorial - [http://www.twcenter.net/forums/showthread.php?t=91758 Changing the Appearance of Cities] by Ralendil&lt;br /&gt;
===Battle Map===&lt;br /&gt;
==Factions==&lt;br /&gt;
&lt;br /&gt;
*Tutorial - [http://www.twcenter.net/forums/showthread.php?t=76202 Creating a New Faction using Saxons and Normans] by &#039;&#039;&#039;selenius4tsd&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Tutorial - [http://www.twcenter.net/forums/showthread.php?t=79274 Adding a New Faction from Nothing - Step by Step Guide] by &#039;&#039;&#039;DukeofSerbia&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Tutorial - [http://forums.totalwar.org/vb/showthread.php?t=81326 Adding a New Faction Symbol] by &#039;&#039;&#039;Alpaca&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Diplomacy===&lt;br /&gt;
===AI behaviour===&lt;br /&gt;
==Characters==&lt;br /&gt;
===Traits===&lt;br /&gt;
*Tutorial - [http://forums.totalwar.org/vb/showthread.php?t=77176 Beginners Guide to Coding Traits] by &#039;&#039;&#039;Alpaca&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Tutorial - [http://forums.totalwar.org/vb/showthread.php?t=77177 Beginners Guide to Triggers &amp;amp; Monitors] by &#039;&#039;&#039;Alpaca&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Ancillaries===&lt;br /&gt;
===Names===&lt;br /&gt;
*Tutorial - [http://www.twcenter.net/forums/showthread.php?p=1526725#post1526725 Guide to Modding Character Names] by &#039;&#039;&#039;deRougemont&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Download - [http://www.twcenter.net/forums/showthread.php?t=85734 Name Verifier] by tornnight&lt;br /&gt;
==Sounds==&lt;br /&gt;
===Music===&lt;br /&gt;
*Tutorial - [http://www.twcenter.net/forums/showthread.php?t=77905 How to Add Your Own Music] by &#039;&#039;&#039;Trajan&#039;&#039;&#039;&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
*Tutorial - [http://www.twcenter.net/forums/showthread.php?t=77577 Guide to Guilds] by &#039;&#039;&#039;DarkKnight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category: Modding]][[Category: MTW2Modding]]&lt;/div&gt;</summary>
		<author><name>81.174.251.71</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Category:MTW2_Modding_Tools&amp;diff=3686</id>
		<title>Category:MTW2 Modding Tools</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Category:MTW2_Modding_Tools&amp;diff=3686"/>
		<updated>2007-04-09T10:00:16Z</updated>

		<summary type="html">&lt;p&gt;81.174.251.71: New page: Some modding tools from Rome - Total War may also be useful for Medieval II - Total War, see  here for list of RTW tools.  Many aspects of the file structure for Me...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Some modding tools from Rome - Total War may also be useful for Medieval II - Total War, see [[:Category:Mod_Tools| here]] for list of RTW tools.&lt;br /&gt;
&lt;br /&gt;
Many aspects of the file structure for Medieval II are different from previous games and have required separate tools to be developed.  A list of tools specifically for M2TW follows:&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
*[http://forums.totalwar.org/vb/showthread.php?t=75726 .texture to .dds and .dds to .texture converter] by &#039;&#039;&#039;Alpaca&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*[http://www.twcenter.net/forums/downloads.php?do=file&amp;amp;id=961 .texture to .dds converter] by &#039;&#039;&#039;iamnew&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[http://www.twcenter.net/forums/downloads.php?do=file&amp;amp;id=977 .dds to .texture converter] by &#039;&#039;&#039;iamnew&#039;&#039;&#039;&lt;br /&gt;
:might need original texture file present to work - &#039;&#039;needs confirmation&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[http://www.twcenter.net/forums/downloads.php?do=file&amp;amp;id=1111 .cas exporter for 3DS Max] supplied by &#039;&#039;&#039;CA&#039;&#039;&#039; [http://www.twcenter.net/forums/showthread.php?t=73692 discussion thread]&lt;br /&gt;
:this tool only works for battle map and strat map animations and strat map models (not battle map models)&lt;br /&gt;
:also required to use this tool [http://www.twcenter.net/forums/downloads.php?do=file&amp;amp;id=141 CAS Importer for 3ds max] by &#039;&#039;&#039;Vercingetorix&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>81.174.251.71</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Emergent_Factions_-_M2TW&amp;diff=3684</id>
		<title>Emergent Factions - M2TW</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Emergent_Factions_-_M2TW&amp;diff=3684"/>
		<updated>2007-04-09T09:00:30Z</updated>

		<summary type="html">&lt;p&gt;81.174.251.71: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Information==&lt;br /&gt;
In the vanilla Medieval II - Total War game, two factions (the Mongols and the Timurids) emerge after the start of the game.  There are some similarities between the mechanism used to do this and the way the Slavs emerge in Barbarian Invasion - see [[Hording_and_Emergent_Factions_-_RTW/BI#Horde_Factions_Emerging_via_descr_events.txt| here]] for description of that, however there are a number of important differences.&lt;br /&gt;
&lt;br /&gt;
The most important and useful difference is that in M2TW a faction can be made to emerge in a region which is in the middle of the map, simply use it&#039;s internal region name in the emergence trigger.  (In BI only regions that bordered the edge of the map could be used)&lt;br /&gt;
&lt;br /&gt;
When and where the Mongols and Timurids enter the game is controlled within the campaign_script.txt file and the descr_events.txt file.&amp;lt;br&amp;gt;&lt;br /&gt;
A randomly timed warning event is included in the descr_events.txt file&lt;br /&gt;
 ; ------------ CORE GAME EVENT --------------&lt;br /&gt;
 event	historic	mongols_invasion_warn&lt;br /&gt;
 date	128 144&lt;br /&gt;
that event triggers a new event in the campaign script&lt;br /&gt;
 ;-- Mongols invasions --&lt;br /&gt;
 monitor_event EventCounter EventCounterType mongols_invasion_warn&lt;br /&gt;
 and EventCounter &amp;gt; 0&lt;br /&gt;
 ; ADD SCOUTING INVASION&lt;br /&gt;
 add_events&lt;br /&gt;
 event	counter	mongols_invasion&lt;br /&gt;
 date	4 8&lt;br /&gt;
 end_add_events&lt;br /&gt;
 if I_EventCounter mongols_invasion_warn == 2&lt;br /&gt;
 terminate_monitor&lt;br /&gt;
 end_if&lt;br /&gt;
 end_monitor&lt;br /&gt;
the counter related to that then triggers the emergence in the next piece of script.&lt;br /&gt;
&lt;br /&gt;
==Making Other Factions Emerge==&lt;br /&gt;
Factions other than the Mongols and Timurids can be made to emerge in M2TW, to do so they must be included in descr_strat.txt without settlements, armies or family trees; all that is required there is similar entry to Mongols eg:&lt;br /&gt;
&lt;br /&gt;
 faction	mongols, balanced henry&lt;br /&gt;
 ai_label	default &lt;br /&gt;
 &#039;&#039;&#039;dead_until_resurrected&#039;&#039;&#039;&lt;br /&gt;
 denari	10000&lt;br /&gt;
 denari_kings_purse	3000&lt;br /&gt;
Note they must have the &#039;dead_until_resurrected&#039; line in their faction section.  Their faction name should be placed in the non-playable section at the top of the descr_strat file.&lt;br /&gt;
&lt;br /&gt;
They must also have similar entry to Mongols in descr_sm_factions.txt&lt;br /&gt;
 faction						mongols&#039;&#039;&#039;, spawned_on_event&#039;&#039;&#039;&lt;br /&gt;
 culture						middle_eastern&lt;br /&gt;
 religion					islam&lt;br /&gt;
 ........&lt;br /&gt;
 custom_battle_availability	yes&lt;br /&gt;
 &#039;&#039;&#039;horde_min_units				10&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;horde_max_units				20&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;horde_max_units_reduction_every_horde 10&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;horde_unit_per_settlement_population	250&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;horde_min_named_characters	2&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;horde_max_percent_army_stack 80&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;horde_disband_percent_on_settlement_capture	0&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;horde_unit					Mongol Infantry&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;horde_unit					Mongol Foot Archers&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;horde_unit					Mongol Heavy Archers&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;horde_unit					Mongol Heavy Lancers&#039;&#039;&#039;&lt;br /&gt;
 can_sap						yes&lt;br /&gt;
 prefers_naval_invasions		no&lt;br /&gt;
 can_have_princess			no&lt;br /&gt;
 has_family_tree				yes&lt;br /&gt;
the relevant sections needed are marked in bold.  Unlike BI the units used, Mongol Infantry etc,  do not have to be separately defined as &#039;horde_units&#039;, any units the faction has ownership of can be used.&lt;br /&gt;
&lt;br /&gt;
The time and place of emergence has to be triggered either by descr_events.txt or the campaign_script.txt.&lt;br /&gt;
&lt;br /&gt;
==Triggering Emergence from descr_events.txt only==&lt;br /&gt;
The easiest way to trigger emergence of a new faction is to use descr_events.txt directly to trigger the emergence.  This does not provide as many options for applying randomisation and conditions as triggering from the campaign_script would, but is nice and easy to do.&lt;br /&gt;
&lt;br /&gt;
Make sure faction is dead_until_resurrected in descr_strat.txt and has the hording entries in descr_sm_factions.txt.  Then simply add to the descr_events.txt in your campaign folder:&lt;br /&gt;
 event	emergent_faction	scotland&lt;br /&gt;
 date	2 5&lt;br /&gt;
 region 	London_Province&lt;br /&gt;
or similar - that example makes Scotland emerge at random date between years 2 &amp;amp; 5 in the London_Province &amp;lt;br&amp;gt;(where London_Province is the &#039;&#039;&#039;region&#039;&#039;&#039; name for the area you want them to emerge in).&lt;br /&gt;
&lt;br /&gt;
You also need to alter the historic_events.txt.strings.bin file in data/text to include an event message for their emergence - if you miss this stage game will CTD when the emergence event is triggered.  &lt;br /&gt;
&lt;br /&gt;
Use Alpaca&#039;s [http://forums.totalwar.org/vb/showthread.php?t=75229 .strings.bin converter] to generate text file and add:&lt;br /&gt;
 {THE_SCOTLAND_EMERGE_BODY}    Blah, blah......&lt;br /&gt;
 {THE_SCOTLAND_EMERGE_TITLE}   Scotland Invade!&lt;br /&gt;
to historic_events.txt delete the old historic.events.txt.strings.bin and a new version will be generated when you run the game containing the added lines.&lt;br /&gt;
&lt;br /&gt;
[[Category: Modding]][[Category: MTW2Modding]]&lt;/div&gt;</summary>
		<author><name>81.174.251.71</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Emergent_Factions_-_M2TW&amp;diff=3683</id>
		<title>Emergent Factions - M2TW</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Emergent_Factions_-_M2TW&amp;diff=3683"/>
		<updated>2007-04-09T08:50:58Z</updated>

		<summary type="html">&lt;p&gt;81.174.251.71: /* Triggering Emergence from descr_events.txt only */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Information==&lt;br /&gt;
In the vanilla Medieval II - Total War game two factions the Mongols and the Timurids emerge after the start of the game.  There are some similarities in the mechanism used to do this as to the way the Slavs emerge in Barbarian Invasion - see [[Hording_and_Emergent_Factions_-_RTW/BI#Horde_Factions_Emerging_via_descr_events.txt| here]] for description of that, however there are a number of important differences.&lt;br /&gt;
&lt;br /&gt;
The most important and useful difference is that in M2TW a faction can be made to emerge in a region which is in the middle of the map, simply use it&#039;s internal region name in the emergence trigger.  (In BI only regions that bordered the edge of the map could be used)&lt;br /&gt;
&lt;br /&gt;
When and where the Mongols and Timurids enter game is controlled within the campaign_script.txt file and the descr_events.txt file.&amp;lt;br&amp;gt;&lt;br /&gt;
A randomly timed warning event is included in the descr_events.txt file&lt;br /&gt;
 ; ------------ CORE GAME EVENT --------------&lt;br /&gt;
 event	historic	mongols_invasion_warn&lt;br /&gt;
 date	128 144&lt;br /&gt;
that event triggers a new event in the campaign script&lt;br /&gt;
 ;-- Mongols invasions --&lt;br /&gt;
 monitor_event EventCounter EventCounterType mongols_invasion_warn&lt;br /&gt;
 and EventCounter &amp;gt; 0&lt;br /&gt;
 ; ADD SCOUTING INVASION&lt;br /&gt;
 add_events&lt;br /&gt;
 event	counter	mongols_invasion&lt;br /&gt;
 date	4 8&lt;br /&gt;
 end_add_events&lt;br /&gt;
 if I_EventCounter mongols_invasion_warn == 2&lt;br /&gt;
 terminate_monitor&lt;br /&gt;
 end_if&lt;br /&gt;
 end_monitor&lt;br /&gt;
the counter related to that then triggers the emergence in the next piece of script.&lt;br /&gt;
&lt;br /&gt;
==Making Other Factions Emerge==&lt;br /&gt;
Factions other than the Mongols and Timurids can be made to emerge in M2TW, to do so they must be included in descr_strat.txt without settlements, armies or family trees; all that is required there is similar entry to Mongols eg:&lt;br /&gt;
&lt;br /&gt;
 faction	mongols, balanced henry&lt;br /&gt;
 ai_label	default &lt;br /&gt;
 &#039;&#039;&#039;dead_until_resurrected&#039;&#039;&#039;&lt;br /&gt;
 denari	10000&lt;br /&gt;
 denari_kings_purse	3000&lt;br /&gt;
Note they must have the &#039;dead_until_resurrected&#039; line and should be placed in the non-playable section at the top of the descr_strat file.&lt;br /&gt;
&lt;br /&gt;
They must also have similar entry to Mongols in descr_sm_factions.txt&lt;br /&gt;
 faction						mongols&#039;&#039;&#039;, spawned_on_event&#039;&#039;&#039;&lt;br /&gt;
 culture						middle_eastern&lt;br /&gt;
 religion					islam&lt;br /&gt;
 ........&lt;br /&gt;
 custom_battle_availability	yes&lt;br /&gt;
 &#039;&#039;&#039;horde_min_units				10&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;horde_max_units				20&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;horde_max_units_reduction_every_horde 10&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;horde_unit_per_settlement_population	250&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;horde_min_named_characters	2&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;horde_max_percent_army_stack 80&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;horde_disband_percent_on_settlement_capture	0&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;horde_unit					Mongol Infantry&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;horde_unit					Mongol Foot Archers&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;horde_unit					Mongol Heavy Archers&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;horde_unit					Mongol Heavy Lancers&#039;&#039;&#039;&lt;br /&gt;
 can_sap						yes&lt;br /&gt;
 prefers_naval_invasions		no&lt;br /&gt;
 can_have_princess			no&lt;br /&gt;
 has_family_tree				yes&lt;br /&gt;
the relevant sections needed are marked in bold.  Unlike BI the units used, Mongol Infantry etc,  do not have to be separately defined as &#039;horde_units&#039;, any units the faction has ownership of can be used.&lt;br /&gt;
&lt;br /&gt;
The time and place of emergence has to be triggered either by descr_events.txt or the campaign_script.txt.&lt;br /&gt;
&lt;br /&gt;
==Triggering Emergence from descr_events.txt only==&lt;br /&gt;
The easiest way to trigger emergence of a new faction is to use descr_events.txt directly without altering the script.&lt;br /&gt;
Make sure faction is dead_until_resurrected in descr_strat.txt and has the hording entries in descr_sm_factions.txt.  Then simply add to the descr_events.txt in your campaign folder:&lt;br /&gt;
 event	emergent_faction	scotland&lt;br /&gt;
 date	2 5&lt;br /&gt;
 region 	London_Province&lt;br /&gt;
or similar - that example makes Scotland emerge at random date between years 2 &amp;amp; 5 in the London_Province &amp;lt;br&amp;gt;(where London_Province is the &#039;&#039;&#039;region&#039;&#039;&#039; name for the area you want them to emerge in).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You also need to alter the historic_events.txt.strings.bin file in data/text to include an event message for their emergence - if you miss this stage game will CTD when the emergence event is triggered.  &lt;br /&gt;
&lt;br /&gt;
Use Alpaca&#039;s [http://forums.totalwar.org/vb/showthread.php?t=75229 .strings.bin converter] to generate text file and add:&lt;br /&gt;
 {THE_SCOTLAND_EMERGE_BODY}    Blah, blah......&lt;br /&gt;
 {THE_SCOTLAND_EMERGE_TITLE}   Scotland Invade!&lt;br /&gt;
to historic_events.txt delete the old historic.events.txt.strings.bin and a new version will be generated when you run the game containing the added lines.&lt;br /&gt;
&lt;br /&gt;
[[Category: Modding]][[Category: MTW2Modding]]&lt;/div&gt;</summary>
		<author><name>81.174.251.71</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=-mod:my_mod&amp;diff=3649</id>
		<title>-mod:my mod</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=-mod:my_mod&amp;diff=3649"/>
		<updated>2007-04-06T17:41:19Z</updated>

		<summary type="html">&lt;p&gt;81.174.251.71: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;This article needs to be completed, for now see [http://forums.totalwar.org/vb/showthread.php?t=44332 here] for more details&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-mod is a [[Command line functions| command line function]]&lt;br /&gt;
&lt;br /&gt;
Please note -mod:my_mod system works very differently for Rome Total War and Barbarian Invasion modifications.&lt;br /&gt;
&lt;br /&gt;
For a RTW modification the -mod system is very user friendly with generally only changed files required in the mod folder, that mod folder can also be run under the BI.exe simply by adding -mod:my_mod to the shortcut for the BI.exe instead of the RTW.exe.  The system works by looking first in the mod folder and then referring to the RTW/data folder for any files not present in the mod folder.  The only files that &#039;&#039;&#039;must&#039;&#039;&#039; be present in the mod folder are those that give the map information, eg. data/text/regions_and_settlements_.... .txt, the contents of the data/world/maps/base and data/world/maps/campaign folders.&lt;br /&gt;
&lt;br /&gt;
For a BI modification, however, almost the entire contents of the original BI/data folder have to be copied into the mod folder.  This is because BI is already effectively a -mod of RTW and it is not possible under CA&#039;s set-up to have a multiple look-up that refers to the mod folder first, then BI/data, then RTW/data folder.&lt;br /&gt;
&lt;br /&gt;
Even for BI modifications, the -mod:my_mod system is highly recommended, although it does not save as much space as for RTW mods, it does mean the users&#039; original game installation is not affected by the modification, so other compatible mods can also be installed and the vanilla game still be played without the need for multiple installs.&lt;br /&gt;
&lt;br /&gt;
[[Category:RTWModding]][[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>81.174.251.71</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Hording_and_Emergent_Factions_-_RTW/BI&amp;diff=3647</id>
		<title>Hording and Emergent Factions - RTW/BI</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Hording_and_Emergent_Factions_-_RTW/BI&amp;diff=3647"/>
		<updated>2007-04-06T15:33:04Z</updated>

		<summary type="html">&lt;p&gt;81.174.251.71: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Barbarian Invasion expansion introduced hording and emergent factions to the Total War game.&lt;br /&gt;
&lt;br /&gt;
==Horde Factions - General Information==&lt;br /&gt;
Whether a faction is a &#039;horde&#039; faction or not is determined in descr_sm_factions.txt, the following is an example of the basics required for a horde faction:&lt;br /&gt;
&lt;br /&gt;
Fig. 1:&lt;br /&gt;
  faction						franks&lt;br /&gt;
  culture						barbarian&lt;br /&gt;
  symbol						models_strat/symbol_franks.CAS&lt;br /&gt;
  rebel_symbol				models_strat/symbol_barb_rebel.CAS&lt;br /&gt;
  primary_colour				red 10, green 39, blue 117&lt;br /&gt;
  secondary_colour			red 255, green 255, blue 255&lt;br /&gt;
  loading_logo				loading_screen/symbols/symbol128_franks.tga&lt;br /&gt;
  standard_index				3&lt;br /&gt;
  logo_index					232		; Index into strat3.rsd&lt;br /&gt;
  small_logo_index			246		; Index into shared.rsd&lt;br /&gt;
  triumph_value				5&lt;br /&gt;
  intro_movie&lt;br /&gt;
  victory_movie				fmv/victory/franks_win.wmv&lt;br /&gt;
  defeat_movie				fmv/lose/franks_eliminated.wmv&lt;br /&gt;
  death_movie					fmv/lose/franks_eliminated.wmv&lt;br /&gt;
  custom_battle_availability	yes&lt;br /&gt;
  &#039;&#039;&#039;horde_min_units				60&#039;&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;horde_max_units				100&#039;&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;horde_max_units_reduction_every_horde 20&#039;&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;horde_unit_per_settlement_population	300&#039;&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;horde_min_named_characters	4&#039;&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;horde_max_percent_army_stack 80&#039;&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;horde_disband_percent_on_settlement_capture	33&#039;&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;horde_disband_percent_on_settlement_capture	50&#039;&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;horde_disband_percent_on_settlement_capture	100&#039;&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;horde_unit					barb horde chosen swordsmen&#039;&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;horde_unit					barb horde chosen swordsmen&#039;&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;horde_unit					barb horde spearman&#039;&#039;&#039;&lt;br /&gt;
  can_sap						yes&lt;br /&gt;
  prefers_naval_invasions		no&lt;br /&gt;
&lt;br /&gt;
The lines marked in bold are required for a horde faction. The numbers used for min_units, max_units etc are relatively self explanatory and can be adjusted.  A horde faction must have at least one horde unit listed in its army section, but may have more, the armies composition will reflect the number of entries per unit, so that example would give more swordsmen than spearmen.  &lt;br /&gt;
&lt;br /&gt;
===Adding Horde Ability===&lt;br /&gt;
If you are adding horde ability to a faction you must add those lines between &amp;quot;custom_battle... and can_sap&amp;quot; to its sm_factions entry - as marked in bold in Fig.1 above.  You must also give the faction ownership of a horde unit in export_descr_units.txt.  The only requirement for a &#039;horde_unit&#039; is that its export_descr_units.txt entry has the attribute &#039;&#039;&#039;can_horde&#039;&#039;&#039;, e.g.&lt;br /&gt;
&lt;br /&gt;
Fig. 2:&lt;br /&gt;
  type             barb horde peasants&lt;br /&gt;
  dictionary       barb_horde_peasants      ; Horde Peasants&lt;br /&gt;
  category         infantry&lt;br /&gt;
  class            light&lt;br /&gt;
  voice_type       Light_1&lt;br /&gt;
  soldier          western_peasant, 60, 0, 0.8&lt;br /&gt;
  attributes       sea_faring, hide_forest, &#039;&#039;&#039;can_horde&#039;&#039;&#039;, can_swim, no_custom, is_peasant&lt;br /&gt;
  formation        1.2, 1.8, 2.4, 2.4, 6, &#039;&#039;horde&#039;&#039;&lt;br /&gt;
  stat_health      1, 0&lt;br /&gt;
  .......&lt;br /&gt;
  stat_cost        1, 72, &#039;&#039;&#039;0&#039;&#039;&#039;, 20, 30, 80&lt;br /&gt;
  ownership        franks, lombardi, burgundii&lt;br /&gt;
Do not confuse this with the &#039;&#039;horde&#039;&#039; entry on the formations line which merely makes the units&#039; soldiers deploy in circular formation in battle.  It is conventional to use the word horde in the unit name and to give the horde unit a &#039;&#039;&#039;0&#039;&#039;&#039; maintenance cost - so as not to bankrupt horde factions before they gain income from a settlement.  Those factors are not essential though.&lt;br /&gt;
&lt;br /&gt;
Remember also to alter descr_model_battle.txt to give any units with new faction ownership an appropriate texture line for the new faction, otherwise the game may CTD when units are used in battle.&lt;br /&gt;
&lt;br /&gt;
You will automatically get the hording symbol displayed on an armies strat map flag if they have a high percentage of horde units in the army.  To get the horde symbol displayed on the individual units&#039; unit card you have to adapt the [[Unit_Cards| unit card]] manually in an image editor.&lt;br /&gt;
&lt;br /&gt;
===Removing Horde Ability===&lt;br /&gt;
If you wish to remove the horde ability from a faction just delete the lines between between &amp;quot;custom_battle... and can_sap&amp;quot; in its sm_factions entry - as marked in bold in Fig. 1.  You will also need to remove that factions ownership from any unit in export_descr_units.txt that has &#039;can_horde&#039; attribute.  &lt;br /&gt;
&lt;br /&gt;
Do not remove the horde ability from the Slavs without also removing the event which makes them emerge.&lt;br /&gt;
&lt;br /&gt;
===Horde Factions on Map at Start - Without Settlement===  &lt;br /&gt;
The Huns and Vandals are placed on map but do not own a settlement, they are &#039;horde&#039; nations so do not get destroyed because of not owning settlement.  Most of their units are free of upkeep charges and they have the option to sack as well as occupy settlements. Sacking means the settlement reverts to rebel control, most buildings are destroyed or damaged, the population of the settlement is reduced and the &#039;sacker&#039; gains income.    &lt;br /&gt;
&lt;br /&gt;
You can assign starting settlement/s to these factions in descr_strat.txt if you wish, but would probably then want to reduce the size of their armies (which wouldn&#039;t then be reduced on taking additional settlements) to prevent them having too great an advantage.&lt;br /&gt;
&lt;br /&gt;
If you want to remove the horde ability from these factions you must give them a settlement and family tree in descr_strat.txt otherwise they would be destroyed as soon as game is launched.&lt;br /&gt;
===Horde Factions on Map at Start - With Settlements===&lt;br /&gt;
Factions like the Franks have the ability to horde but start on vanilla map with ownership of a settlement.  If their last settlement is captured by another faction, or (in case of human player), if they opt to leave their last settlement a horde army will be produced for them and they will act as above. &lt;br /&gt;
&lt;br /&gt;
You can remove the horde ability from these factions if you wish, just follow procedure explained in section 1&lt;br /&gt;
&lt;br /&gt;
==Horde Factions Emerging via descr_events.txt==&lt;br /&gt;
===Modifying the Slavs===&lt;br /&gt;
In vanilla game the Slavs emerge via an event controlled by bi/data/world/maps/campaign/barbarian_invasion/descr_events.txt the relevant part of the file being:&lt;br /&gt;
    event	emergent_faction	slavs&lt;br /&gt;
    date	47 summer&lt;br /&gt;
    region  Locus_Barbaricum&lt;br /&gt;
which makes them emerge on the summer of the 47th year from the start of the game, in region Locus_Barbaricum.  The date can be changed to anything you like, the region can be changed to any region on the edge of the map. Please note, if you try and use region that does not border edge of map you will get message that they have emerged but they will not actually apppear.&lt;br /&gt;
===Making Other Factions Emerge via descr_events.txt===&lt;br /&gt;
Other factions that have the horde capability can be set to emerge in similar faction. Remove faction from starting map by altering descr_strat.txt; assign the factions settlements to another faction or slaves and reduce their entry in descr_strat.txt to &lt;br /&gt;
    faction	franks, balanced henry&lt;br /&gt;
    dead_until_resurrected&lt;br /&gt;
    denari	10000&lt;br /&gt;
or similar, and move faction from playable to non-playable list at top of file.  &lt;br /&gt;
&lt;br /&gt;
Add event for them in descr_events.txt eg:&lt;br /&gt;
    event	emergent_faction	franks&lt;br /&gt;
    date	5 summer&lt;br /&gt;
    region  Locus_Barbaricum &#039;&#039;(or any edge region)&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Important&#039;&#039;&#039;: to make that work you must also add lines to BI/data/text/historic_events.txt similar to the ones for the Slavs but using the other factions name eg:&lt;br /&gt;
    {THE_FRANKS_EMERGE_TITLE}	The xxxx Emerge&lt;br /&gt;
    {THE_FRANKS_EMERGE_BODY}		A new faction, blah, blah, etc.....&lt;br /&gt;
failing to add that will give a hard CTD when the event triggers!&lt;br /&gt;
&lt;br /&gt;
==Adding Hording to RTW Game==&lt;br /&gt;
The RTW.exe does not support hording, however you can run the RTW game through the BI.exe using the [[-mod:my_mod| -mod system]], if you do that you can add the horde ability to any RTW faction [[Hording_and_Emergent_Factions_-_RTW/BI#Adding_Horde_Ability| see above]].  &lt;br /&gt;
&lt;br /&gt;
The RTW UI screens do not have the required graphic for allowing a horde nation to leave its last settlement (displayed on left hand side of city screen - looks like little green hut), not having this results in crash when human player plays as horde nation and occupies city.  The icon is on the BI version of data/ui/culture/interface/stratpage_03.tga, so that must be added to mod folder or substituted for the RTW version.  To get the page to read correctly the BI version of strat3.rsd must also be imported.&lt;br /&gt;
&lt;br /&gt;
===Making RTW Faction Emerge via descr_events.txt===&lt;br /&gt;
It is possible to get a horde capable RTW faction to emerge via descr_events.txt when using the BI.exe, however, to make that work you &#039;&#039;&#039;must&#039;&#039;&#039; internally re-name one of the RTW factions to &#039;Slavs&#039;, please see [http://forums.totalwar.org/vb/showthread.php?t=59665 here] for examples of the files that must be changed to do that.  Then follow instructions for [[Hording_and_Emergent_Factions_-_RTW/BI#Making Other Factions Emerge via descr_events.txt| making other factions emerge]] above.&lt;br /&gt;
&lt;br /&gt;
==Emerge on Revolt==&lt;br /&gt;
In vanilla BI the ostrogoths are spawned if a goths settlement revolts, the lines that control this are:&lt;br /&gt;
  faction						goths&#039;&#039;&#039;, spawns_on_revolt ostrogoths&#039;&#039;&#039;&lt;br /&gt;
in the goths section in descr_sm_factions.txt and:&lt;br /&gt;
  faction						ostrogoths&#039;&#039;&#039;, spawned_by goths&#039;&#039;&#039;&lt;br /&gt;
in the ostrogoths section.  The ostrogoths also are a horde faction as explained above, and have the &lt;br /&gt;
re_emergent line in descr_strat.txt:&lt;br /&gt;
  faction	ostrogoths, balanced henry&lt;br /&gt;
  dead_until_resurrected&lt;br /&gt;
  &#039;&#039;&#039;re_emergent&#039;&#039;&#039;&lt;br /&gt;
  denari	10000&lt;br /&gt;
That does the obvious and lets them be spawned more than once.&lt;br /&gt;
&lt;br /&gt;
Removing the &#039;spawns_on_revolt&#039;, &#039;spawned_by_goths&#039; and &#039;re_emergent&#039; removes any link between the factions and allows the ostrogoths to be used as a normal faction.  Those elements can also be added to other factions to give them the same sort of relationship.&lt;br /&gt;
==Shadowing==&lt;br /&gt;
In the vanilla BI game the empire_east are shadowed by the empire_east_rebels and empire_west are shadowed by the empire_west_rebels.  This relationship is not hard-coded it is set by the entries in descr_sm_factions.txt:&lt;br /&gt;
  faction					empire_east&#039;&#039;&#039;, shadowed_by empire_east_rebels&#039;&#039;&#039;&lt;br /&gt;
and&lt;br /&gt;
  faction					empire_east_rebels&#039;&#039;&#039;, shadowing empire_east&#039;&#039;&#039;&lt;br /&gt;
the empire_east_rebels are not set up as a horde faction, they do not emerge with independent armies but instead take over empire_east settlements and armies if they revolt.  They are set as dead_until_resurrected and re_emergent in descr_strat.txt.&lt;br /&gt;
&lt;br /&gt;
The shadowing function can be removed from these factions by removing the pieces of text in descr_sm_factions highlighted in bold.  Similarly shadowing can be added to other factions by adding similar text.  One faction can shadow up to three factions &#039;&#039;(NB: verification needed)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The use of shadowing is what activates the loyalty function in BI. As well as cities revolting due to unrest a leader with a low loyalty level can revolt to the shadowing faction. Removing shadowing from a roman faction removes the loyalty settings for their leaders, adding shadowing to other factions activates loyalty factor.  If loyalty factor is activated for a new faction modders need to consider adding loyalty functions to the [[traits]] and [[ancillaries]] for the faction.&lt;br /&gt;
&lt;br /&gt;
==Romano British - (Hard Coded Emergence)==&lt;br /&gt;
The Romano British are a special case amongst the hording and emergent factions. Although they are not a horde nation as defined in sm_factions, in the vanilla game they do have the ability to survive without settlements.  Their emergence is triggered by some hard coded factors; their internal name &#039;&#039;&#039;&#039;romano_british&#039;&#039;&#039;&#039;, the hidden_resource &#039;&#039;&#039;&#039;britain&#039;&#039;&#039;&#039;, and the region name &#039;&#039;&#039;&#039;Britannia_Superior&#039;&#039;&#039;&#039;.  In the vanilla game if all the regions with the &#039;britain&#039; hidden resource are captured from the original occupier the &#039;romano_british&#039; will emerge in the region &#039;Britannia_Superior&#039;.&lt;br /&gt;
&lt;br /&gt;
To use the romano_british as a normal faction starting on the map follow guide [http://www.twcenter.net/forums/showpost.php?p=1619123&amp;amp;postcount=5 here] to add the faction to descr_strat.  Remove or rename the &#039;britain&#039; resource in export_descr_buildings.txt and descr_regions.txt.  Failure to remove / re-name the resource will result in CTD if the emergence is triggered when the romano british are already on the map.&lt;br /&gt;
&lt;br /&gt;
To make them emerge if different provinces are taken; change the regions which have the &#039;britain&#039; resource in descr_regions.txt.&lt;br /&gt;
&lt;br /&gt;
To make them emerge in a &#039;different&#039; region; swap the internal name of the province you want them to emerge in with &#039;Britannia_Superior&#039;.  They will always emerge in &#039;Britannia_Superior&#039; but location of that province can be moved and its description altered in the text translation file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:RTWModding]][[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>81.174.251.71</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Category_talk:Patrician&amp;diff=3645</id>
		<title>Category talk:Patrician</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Category_talk:Patrician&amp;diff=3645"/>
		<updated>2007-04-06T14:41:28Z</updated>

		<summary type="html">&lt;p&gt;81.174.251.71: New page: Is there any good reason why list is not in alphabetical order?  If not I&amp;#039;ll sort it at some stage, Mak.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is there any good reason why list is not in alphabetical order?  If not I&#039;ll sort it at some stage, Mak.&lt;/div&gt;</summary>
		<author><name>81.174.251.71</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Category_talk:Mod_Tools&amp;diff=3191</id>
		<title>Category talk:Mod Tools</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Category_talk:Mod_Tools&amp;diff=3191"/>
		<updated>2007-02-28T22:41:05Z</updated>

		<summary type="html">&lt;p&gt;81.174.251.71: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Fixed links in Mod Tools to:&lt;br /&gt;
&lt;br /&gt;
Pak Extractor&lt;br /&gt;
&lt;br /&gt;
Mod Switcher&lt;br /&gt;
&lt;br /&gt;
XIDX /IDX all by Vercengetorix&lt;br /&gt;
&lt;br /&gt;
Fileparser for XPAK - note there are two possible DL&#039;s for this I&#039;ve used newest posted by Vikrant old one is http://www.twcenter.net/forums/downloads.php?do=file&amp;amp;id=908&lt;br /&gt;
&lt;br /&gt;
TiME map editor&lt;br /&gt;
&lt;br /&gt;
and LordZ files - note only link I could find to them was on SCC site&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Added link to:&lt;br /&gt;
.CAS extractor&lt;br /&gt;
&lt;br /&gt;
Note: the post that came from is stickied all over TWC, some versions are a bit more up to date but it could do with checking and fixing there as well!  Also I think there are some more recent tools that are missing and quite a lot of tutorials.... one to come back to!&lt;br /&gt;
_________________________________________________________________&lt;br /&gt;
&lt;br /&gt;
Think this needs re-organising of categories etc.  Not sure of division between modding guides and tutorial / walkthroughs, most things could fit in either section.  Also seem to be things in misc that could be in categories and some categories might be better split - anyone any ideas??&lt;/div&gt;</summary>
		<author><name>81.174.251.71</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Show_err&amp;diff=2488</id>
		<title>Show err</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Show_err&amp;diff=2488"/>
		<updated>2007-01-28T07:30:04Z</updated>

		<summary type="html">&lt;p&gt;81.174.251.71: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic guide to using the -show_err function in RTW and BI ==&lt;br /&gt;
-show_err is the basic error reporting system for RTW and BI, to activate it do the following:&lt;br /&gt;
&lt;br /&gt;
Right click on the desktop shortcut you use to launch your game.  Select properties.  In the target line after the end &amp;quot; type a space and then &lt;br /&gt;
-show_err&lt;br /&gt;
&lt;br /&gt;
the finished line should look like:&lt;br /&gt;
http://img187.imageshack.us/img187/7426/showerrhy1.jpg&lt;br /&gt;
click apply and that should be done.&lt;br /&gt;
&lt;br /&gt;
Please note that -show_err only gives message for the first problem it finds.  You have to fix the first problem before you get next message. For some problems you also need to delete the map.rwm file in order for first problem to be removed.   If you have a non-fatal error that gives message, you do need to fix it, otherwise you won&#039;t get message for more serious problems.&lt;br /&gt;
&lt;br /&gt;
== Understanding messages given by -show_err ==&lt;br /&gt;
Once you have -show_err operating you will find that for some modding problems it very kindly gives &lt;br /&gt;
you a reference to which file is wrong and gives you the line number where problem is located.  (to find line number x use notepad, edit, go to function)  Unfortunately a lot of the error messages it&lt;br /&gt;
gives you are more difficult to understand.  Some of the common confusing ones are listed below:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Expected faction - must add at least two factions to the world&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
apart from the obvious that you haven&#039;t added two factions, this KTM message normally means you have an error in descr_strat (message should also have given you line number) the error will normally be one of formatting or spelling which serves to stop game reading file before the point that it gets to 2nd faction.  Trying to use a 1.2 file in 1.5 patch does this as the win conditions section is not recognised.  Comments in the resource section that have lost their ; also do it, there are many other &lt;br /&gt;
possible ways of getting the error.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;The child character xxx has no father and will be omitted from the game&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
Means you have too many children for one father you can only have 4.  Any more don&#039;t appear and generate that message when you quit game.&lt;br /&gt;
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&#039;&#039;&#039;&amp;quot;Script error at... could not find next child. Children list must be terminated with an end&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
this doesn&#039;t often literally mean you don&#039;t have &#039;, end&#039; on the relative line.  It more often is that line has some other problem, for instance including a child that doesn&#039;t either have army on map or a character record line.&lt;br /&gt;
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&#039;&#039;&#039;&amp;quot;Script error in  ..../descr_strat.txt , at line xxx.  You have chosen an invalid tile (0,0) for the settlement of&amp;quot;&#039;&#039;&#039; If settlement is not named and the line xxx it gives you is the bottom of descr_strat file, that normally means you have a spare colour in map_regions.tga that does not belong to any region defined in descr_regions.txt (that problem can also cause straight CTD and I&#039;m not quite sure what causes difference)&lt;br /&gt;
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&#039;&#039;&#039;&amp;quot;Cant find texture blah_blah.psd&amp;quot;&#039;&#039;&#039; Message with CTD on attempting to load battle map, assuming your descr_model_battle.txt doesn&#039;t actually ask for blah_blah.psd, normally means you haven&#039;t put texture line in DMB for faction that&#039;s attempting to use unit, so show_err is referring to the default texture for the model (you shouldn&#039;t actually need it - just give a correct texture line).  Watch out for officers, crews and mounts with this one as well as basic soldier.&lt;br /&gt;
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==Problems that crash or KTM without -show_err message ==&lt;br /&gt;
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Some examples of common modding problems that don&#039;t generate show_err message are listed below, to help narrow down possibilities.&lt;br /&gt;
&lt;br /&gt;
*Too much sea area on new map = CTD before generation of new map.rwm&lt;br /&gt;
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*Problem with rivers in map_features.tga, 2 pixel square block of &#039;river&#039; or river without ford that divides region = CTD before generation of new map.rwm&lt;br /&gt;
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*Using misspelt name in descr_strat or one that doesn&#039;t belong to the correct faction (look up descr_names.txt to check) = CTD on loading campaign&lt;br /&gt;
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List originally posted by Makanyane, I&#039;ll try and update as I think of more things but would everyone else please add explanations / CTD&#039;s they come across.&lt;br /&gt;
[[Category:RTWModding]][[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>81.174.251.71</name></author>
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