Difference between revisions of "Transfer Barbarian Buildings from BI to RTW"
(watermark template) |
|||
(3 intermediate revisions by the same user not shown) | |||
Line 1: | Line 1: | ||
− | [http:// | + | {{RTW Modding Logo}} |
+ | ''This article is based on a tutorial originally posted by Lusted at TWC - unfortunately the download of descr_items.db which was originally supplied with the tutorial is no longer available. There may therefore be some problems getting the new buildings to appear in the battle map. Some modders have since managed to get buildings onto the battle map using files from the [[BareBonesWars]] mod. See the .org thread [http://forums.totalwar.org/vb/showthread.php?t=66559 here] for download of those and discussion.'' | ||
+ | |||
<hr> | <hr> | ||
− | + | Procedure was tested in 1.5, and should work in 1.3. | |
This tutorial relates to all Barbarian Buildings contained in BI and transferring them to RTW, and giving the Barbarian factins in RTw all city levels. This is a rather complex process at times but ill try to make it as simple as possible. | This tutorial relates to all Barbarian Buildings contained in BI and transferring them to RTW, and giving the Barbarian factins in RTw all city levels. This is a rather complex process at times but ill try to make it as simple as possible. | ||
Line 131: | Line 133: | ||
The next part involves the editing of [[descr_items.db]] which is a bit more complex so I'll just post my one here, replace your existing one with mine. | The next part involves the editing of [[descr_items.db]] which is a bit more complex so I'll just post my one here, replace your existing one with mine. | ||
− | [http:// | + | ''DOWNLOAD NO LONGER AVAILABLE - see [http://forums.totalwar.org/vb/showthread.php?t=66559 here] for possible alternative files.'' |
You should now have all the buildings ingame for the battle maps, you can test this by doing a custom battle and seeing if the stone walls show up. The other buildings do not seem to show up custom battles so the only way to test would be to run a campaign, wait for a city to reach the large or huge city size for the barbarians then use the city view option to see if its worked. | You should now have all the buildings ingame for the battle maps, you can test this by doing a custom battle and seeing if the stone walls show up. The other buildings do not seem to show up custom battles so the only way to test would be to run a campaign, wait for a city to reach the large or huge city size for the barbarians then use the city view option to see if its worked. | ||
− | [[Category: Modding | + | [[Category: RTW Modding]][[Category:RTW_Modding_Tutorials]] |
Latest revision as of 11:18, 18 May 2020
This article is based on a tutorial originally posted by Lusted at TWC - unfortunately the download of descr_items.db which was originally supplied with the tutorial is no longer available. There may therefore be some problems getting the new buildings to appear in the battle map. Some modders have since managed to get buildings onto the battle map using files from the BareBonesWars mod. See the .org thread here for download of those and discussion.
Procedure was tested in 1.5, and should work in 1.3.
This tutorial relates to all Barbarian Buildings contained in BI and transferring them to RTW, and giving the Barbarian factins in RTw all city levels. This is a rather complex process at times but ill try to make it as simple as possible.
Transferring files from Bi to RTW:
You will need to copy the following from BI and paste them in the relevant folders in the RTw data folder.
- bi\data\settlement_plans - barbarian_huge_city.txt, barbarian_large_city.txt
- bi\data\settlement_plans\street_plans - barbarian_huge_city_pathfinding.CAS, *barbarian_large_city_pathfinding.CAS
- bi\data\settlement_plans\overlays - barbarian_huge_city_overlay.CAS, barbarian_large_city_overlay.CAS
- bi\data\settlement_plans\underlays - barbarian_huge_city_underlay.CAS, barbarian_large_city_underlay.CAS
- bi\data\ui\barbarian\buildings - best to copy everything to be on the safe side
- bi\data\models_strat\residences - everything
- bi\data\models_strat\residences\textures - everything
- bi\data\models_building - everything, and all sub folders
- bi\data\items - every file beginning with BI_
- bi\data\descr_building_battle - everything
Getting buildings in the campaign
Next, we will need to assign the Barbarians all city levels. Open up the descr_cultures.txt from RTW and replace the barbarian section with this from the Bi one:
culture barbarian portrait_mapping barbarian rebel_standard_index 1 { village { normal data/models_strat/residences/barb_village.CAS, settlement_barbarian_level_1 card data/ui/barbarian/cities/barbarian_village.tga } town { normal data/models_strat/residences/barb_town_buildings.CAS, settlement_barbarian_level_2 wall data/models_strat/residences/barb_town_wall_1.CAS, settlement_barbarian_walled_level_2 wall data/models_strat/residences/barb_town_wall_2.CAS, settlement_barbarian_walled_level_2 wall data/models_strat/residences/barb_town_wall_2.CAS, settlement_barbarian_walled_level_2 card data/ui/barbarian/cities/barbarian_town.tga } large_town { normal data/models_strat/residences/barb_large_town_buildings.CAS, settlement_barbarian_level_2 wall data/models_strat/residences/barb_large_town_wall_1.CAS, settlement_barbarian_walled_level_3 wall data/models_strat/residences/barb_large_town_wall_2.CAS, settlement_barbarian_walled_level_3 wall data/models_strat/residences/barb_large_town_wall_2.CAS, settlement_barbarian_walled_level_3 card data/ui/barbarian/cities/barbarian_large_town.tga } city { normal data/models_strat/residences/barb_city_buildings.CAS, settlement_barbarian_level_2 wall data/models_strat/residences/barb_city_wall_1.CAS, settlement_barbarian_walled_level_4 wall data/models_strat/residences/barb_city_wall_2.CAS, settlement_barbarian_walled_level_4 wall data/models_strat/residences/roman_city_wall_3.CAS, settlement_barbarian_walled_level_4 wall data/models_strat/residences/roman_city_wall_3.CAS, settlement_barbarian_walled_level_4 card data/ui/barbarian/cities/barbarian_city.tga } large_city { normal bi/data/models_strat/residences/barb_large_city.CAS, settlement_barbarian_level_2 wall data/models_strat/residences/roman_large_city_wall_1.CAS settlement_roman_walled_level_5 wall data/models_strat/residences/roman_large_city_wall_2.CAS settlement_roman_walled_level_5 wall data/models_strat/residences/roman_large_city_wall_3.CAS settlement_roman_walled_level_5 wall data/models_strat/residences/roman_large_city_wall_4.CAS settlement_roman_walled_level_5 card data/ui/barbarian/cities/barbarian_city.tga } huge_city { normal bi/data/models_strat/residences/barb_huge_city.CAS, settlement_barbarian_level_2 wall data/models_strat/residences/roman_huge_city_wall_1.CAS settlement_roman_walled_level_6 wall data/models_strat/residences/roman_huge_city_wall_2.CAS settlement_roman_walled_level_6 wall data/models_strat/residences/roman_huge_city_wall_3.CAS settlement_roman_walled_level_6 wall data/models_strat/residences/roman_huge_city_wall_4.CAS settlement_roman_walled_level_6 wall data/models_strat/residences/roman_huge_city_wall_5.CAS settlement_roman_walled_level_6 card data/ui/barbarian/cities/barbarian_city.tga } } fort data/models_strat/residences/barb_fort.CAS, fort_barbarian fort_cost 500 fort_wall data/models_strat/residences/barb_fort_wall.CAS fishing_village data/models_strat/residences/barb_fishing_village.CAS, port_barbarian_level_1 port_land data/models_strat/residences/barb_port_01_land.CAS, port_barbarian_level_2 port_sea data/models_strat/residences/barb_port_01_sea.CAS port_land data/models_strat/residences/barb_port_02_land.CAS, port_barbarian_level_3 port_sea data/models_strat/residences/barb_port_02_sea.CAS port_land data/models_strat/residences/barb_port_03_land.CAS, port_barbarian_level_4 port_sea data/models_strat/residences/barb_port_03_sea.CAS watchtower data/models_strat/residences/watchtower_barb.CAS, watchtower_barbarian watchtower_cost 200 spy spy.tga spy_info.tga spy.tga 350 1 1 assassin assassin.tga assassin_info.tga assassin.tga 500 1 1 diplomat diplomat.tga diplomat_info.tga diplomat.tga 250 1 1 admiral admiral.tga admiral_info.tga admiral.tga 100 1
Next go into export_descr_buildings.txt and add barbarian to the requires factions line for the following buildings:
- proconsuls_palace
- imperial_palace
- stone_wall
- army_barracks
- royal_barracks
With the stable buildings in RTW not all barb factions can build them so you can add any of the barb factions to any of the levels, likewise with some of the missile buildings
- great_forum
- foundry
- dockyard
- sewers
- baths
- aqueduct
- paved_roads
- mines+1
Next you will need to open export_buildings.txt in the data\text folder and use the BI version of this file to copy across the relevant descriptions for all the buidings you have just added to the Barbarian culture.
Now you will have all the buildings in the campaign, with the correct unit cards and descriptions. To get them on the battlemap is a bit more complex, and im not even sure if i've got this part working right but ill say what i did.
Getting the buildings on the battle map
Open up descr_building_battle.txt and add this line:
include dbb_barbarian_invasion.txt
after all the other include dbb_ etc lines.
The next part involves the editing of descr_items.db which is a bit more complex so I'll just post my one here, replace your existing one with mine.
DOWNLOAD NO LONGER AVAILABLE - see here for possible alternative files.
You should now have all the buildings ingame for the battle maps, you can test this by doing a custom battle and seeing if the stone walls show up. The other buildings do not seem to show up custom battles so the only way to test would be to run a campaign, wait for a city to reach the large or huge city size for the barbarians then use the city view option to see if its worked.