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Difference between revisions of "Export descr sounds prebattle.txt"

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Export_descr_sounds_prebattle is a file that keeps track of what a general will say before a battle according to his traits and the relationship his faction has with the enemy they are abou to face.
+
{{RTW M2TW Modding Logo}}
 +
Export_descr_sounds_prebattle is a file that keeps track of what a general will say before a battle according to his traits, and pre-battle situation, the relationship his faction has with the enemy they are about to face.
 +
 
 +
This file is delegated file from [[descr_sounds_prebattle.txt]] for manage sound bank: "prebattle_speech"'s entries.
 +
 
 +
  BANK: prebattle_speech
 +
 
 +
Available category to use in for "BANK: prebattle_speech"
 +
 
 +
  cultures { culture_type as defined in [[descr_cultures.txt]] } (using in RTW only)
 +
  accent { accent_type as defined in [[descr_sounds_accents.txt]] } (using in M2TW only)
 +
    element { element_type } (this is section part of speech)
 +
      VnV { trait_type X , if left empty indicated no trait needed} (RTW format)
 +
      VnV (using along with "trait" and "pri" below in M2TW)
 +
        trait { trait_type } (as using in M2TW)
 +
        pri { X } ( X is integer but this file only using 9 in vanilla, as using in M2TW)
 +
      relationship {Hate/Neutral} { faction_type }
 +
      no_allies {Hate/Neutral}
 +
      present { faction_type }
 +
      helping { faction_type }
 +
      situation { situation_type }
 +
      type { battle_type }
 +
      odds { odds_type }
 +
      condition { terrain_condition/troop_comparison_condition/battle_record_condition }
 +
      omen {FANTASTIC/GOOD/NEUTRAL/BAD/AWFUL}
 +
      reinforcement {NEAR_SOON/NEAR_LATER}
 +
 
 +
Known element_type (speech section, sorted by sequence appearance, not all of them would always use)
 +
  CHEERING (RTW only, not using here but using in [[descr_sounds_prebattle.txt]]
 +
  VNV_OPENING (speech opening, always using when valid sound sample exist)
 +
  ENEMY_ID
 +
  ENEMY_ALLIES
 +
  ALLIES
 +
  STRATEGIC_SITUATION
 +
  BATTLE_TYPE
 +
  BATTLE_NUMBERS (not declared in M2TW, RTW only?)
 +
  BATTLE_STRENGTHS
 +
  BATTLE_TERRAIN
 +
  TROOP_COMPARISON
 +
  PREVIOUS_RECORD
 +
  VNV_MID (not declared in M2TW, RTW only?)
 +
  OMENS (not declared in M2TW, RTW only?)
 +
  REINFORCEMENTS_NEAR
 +
  VNV_END (closing speech, always using when valid sound sample exist)
 +
  ONE_LINER (using by captain or when VNV_Opening and VNV_END have no valid line which condition is reached)
 +
  CHEERING_1 (M2TW only, seem to use as replacement for role of CHEERING element is using in RTW)
 +
  CHEERING_3 (M2TW only, seem to use as replacement for role of CHEERING element is using in RTW)
 +
 
 
I will take this line by line, and walk you through each part.
 
I will take this line by line, and walk you through each part.
The first part of the text document looks like this:
 
  
BANK: prebattle_speech
+
'''PART ONE:'''
cultures Roman
+
 
element VNV_OPENING
+
The first section of RTW version for each culture would be like this:
VnV BadCommander 1
 
event
 
folder data/sounds/Voice/Human/Localized/Pre_Battle_Speech
 
Roman_Intro_01_1.mp3
 
end
 
  
*The first line you must not mod. It is an essential ine, telling your computer what to extract the speeches from.
+
  cultures { culture_type as defined in [[descr_cultures.txt]] }
*The second line states what culture the speaker is from, and this affects the speeches the leader will say. For example, a barbarian leader will speak of blood, and a greek leader will speak of glory and Alexander.
+
    element VNV_OPENING
A list of every prebattle speech appears in the text file prebattle_speeches_subtitles.
+
      VnV { trait_type X , if left empty indicated no trait needed} (RTW format)
 +
        event modifiers
 +
          folder { base path }
 +
            {sample name}    modifiers (any of probability, volume etc)
 +
            {sample name} ...
 +
          folder { base path , in case files have different location}
 +
            {sample name}    modifiers (any of probability, volume etc)
 +
            {sample name} ...
 +
        end
 +
      VnV { trait_type X , if left empty indicated no trait needed} (RTW format)
 +
        event modifiers
 +
          folder { base path }
 +
            {sample name}    modifiers (any of probability, volume etc)
 +
            {sample name} ...
 +
          folder { base path , in case files have different location}
 +
            {sample name}    modifiers (any of probability, volume etc)
 +
            {sample name} ...
 +
        end
 +
      ....
 +
      VnV
 +
        event modifiers
 +
          folder { base path }
 +
            {sample name}    modifiers (any of probability, volume etc)
 +
            {sample name} ...
 +
          folder { base path , in case files have different location}
 +
            {sample name}    modifiers (any of probability, volume etc)
 +
            {sample name} ...
 +
        end
  
*The third line sets the stage for the trait. Every trait has its own speech.
+
And version below is format which using by M2TW, (method of assign trait to VnV is different from RTW and has additional condition "pri" which has no explanation inside the file about what it is using for.
*The fourth line states the trait that the speaker has.
 
*The last few line contain the directory to where the speeches will come from, in another text file.  
 
  
PART TWO
+
  accent { accent_type as defined in [[descr_sounds_accents.txt]] }
Part two of the text file looks like this:
+
    element VNV_OPENING
element ENEMY_ID
+
      VnV
relationship Hates romans_julii
+
      trait { trait_type } (as using in M2TW)
event
+
        event modifiers
folder data/sounds/Voice/Human/Localized/Pre_Battle_Speech
+
          folder { base path }
Roman_Enemy_01_1.mp3
+
            {sample name}    modifiers (any of probability, volume etc)
 +
            {sample name} ...
 +
          folder { base path , in case files have different location}
 +
            {sample name}    modifiers (any of probability, volume etc)
 +
            {sample name} ...
 +
        end
 +
      VnV
 +
      trait { trait_type } (as using in M2TW)
 +
        event modifiers
 +
          folder { base path }
 +
            {sample name}    modifiers (any of probability, volume etc)
 +
            {sample name} ...
 +
          folder { base path , in case files have different location}
 +
            {sample name}    modifiers (any of probability, volume etc)
 +
            {sample name} ...
 +
        end
 +
      ....
 +
      VnV
 +
      pri { X } ( X is integer but this file only using 9 in vanilla, judge from how file is positioning the line, it maybe abbriviation of "priority", as using in M2TW)
 +
        event modifiers
 +
          folder { base path }
 +
            {sample name}    modifiers (any of probability, volume etc)
 +
            {sample name} ...
 +
          folder { base path , in case files have different location}
 +
            {sample name}    modifiers (any of probability, volume etc)
 +
            {sample name} ...
 +
        end
 +
 
 +
*The First line of this part is declaration of cultures/accent of current group
 +
*Second is declare the element which this case is "VNV_OPENING" (Opening line of speech)
 +
*Third section is declare condtiion which vanilla only use trait for this element in RTW, and also unknown "pri" in M2TW. Bewared that this part is the part that RTW and M2TW using different format.
 +
*At the end of this section contain entry with VnV not assigned any trait to (in M2TW, the section is assigned "pri 9" instead, this seem to indicated the speech line which to be used if none of condition above is reached.
 +
*Not confirm but wiki's author has untested assumption that sequence of VnV from top to bottom seem to set priority for speech which would be picked in RTW as game would pick the first one of the category that conditioned is reached for each element as each of element could only picking once per battle.
 +
 
 +
'''PART TWO:'''
 +
Part two of the text file structure like this:
 +
 
 +
    element ENEMY_ID
 +
      relationship {Hate/Neutral} { faction_type }
 +
        event modifiers
 +
          folder { base path }
 +
            {sample name}    modifiers (any of probability, volume etc)
 +
            {sample name} ...
 +
          folder { base path , in case files have different location}
 +
            {sample name}    modifiers (any of probability, volume etc)
 +
            {sample name} ...
 +
        end
 +
      ....
  
 
*Part two contains the speech according to the relationship between the two factions that meet on the battlefield.
 
*Part two contains the speech according to the relationship between the two factions that meet on the battlefield.
Line 33: Line 146:
 
* This part goes through with every faction in turn.
 
* This part goes through with every faction in turn.
  
PART THREE
+
'''PART THREE:'''
 
Part three looks like this:
 
Part three looks like this:
element ENEMY_ALLIES
+
 
relationship Hates romans_julii
+
    element ENEMY_ALLIES
event
+
      relationship {Hate/Neutral} { faction_type }
folder data/sounds/Voice/Human/Localized/Pre_Battle_Speech
+
        event modifiers
Roman_Enemy_Allies_01_1.mp3
+
          folder { base path }
 +
            {sample name}    modifiers (any of probability, volume etc)
 +
            {sample name} ...
 +
          folder { base path , in case files have different location}
 +
            {sample name}    modifiers (any of probability, volume etc)
 +
            {sample name} ...
 +
        end
 +
      ....
 +
      no_allies {Hate/Neutral}
 +
        event modifiers
 +
          folder { base path }
 +
            {sample name}    modifiers (any of probability, volume etc)
 +
            {sample name} ...
 +
          folder { base path , in case files have different location}
 +
            {sample name}    modifiers (any of probability, volume etc)
 +
            {sample name} ...
 +
        end
  
 
*Part Three is essentially the same as part two, but contains the speeches if th eenemy has allies on the field with them, and what relationship the allies have with the player's faction.
 
*Part Three is essentially the same as part two, but contains the speeches if th eenemy has allies on the field with them, and what relationship the allies have with the player's faction.
 +
*Condition "no_allies" is using in case enemy has no allies but want to assign speech to.
 +
*This part is declared in vanilla M2TW but not assign anything to it.
 +
 +
'''PART FOUR'''
  
PART FOUR
+
    element ALLIES
element ALLIES
+
      present { faction_type }
present romans_julii
+
        event modifiers
event
+
          folder { base path }
folder data/sounds/Voice/Human/Localized/Pre_Battle_Speech
+
            {sample name}    modifiers (any of probability, volume etc)
Roman_Player_Allies_01_1.mp3
+
            {sample name} ...
Roman_Player_Allies_01_2.mp3
+
          folder { base path , in case files have different location}
 +
            {sample name}    modifiers (any of probability, volume etc)
 +
            {sample name} ...
 +
        end
 +
      ....
 +
      helping { faction_type }
 +
        event modifiers
 +
          folder { base path }
 +
            {sample name}    modifiers (any of probability, volume etc)
 +
            {sample name} ...
 +
          folder { base path , in case files have different location}
 +
            {sample name}    modifiers (any of probability, volume etc)
 +
            {sample name} ...
 +
        end
  
 
*The same as the previous two parts, but with the player having allies on their side. Of course, the player will like their allies.
 
*The same as the previous two parts, but with the player having allies on their side. Of course, the player will like their allies.
 +
*"present" is using as other faction help player while "helping" using in case player help other faction.
 +
*This part is declared in vanilla M2TW but not assign anything to it.
  
PART FIVE
+
'''PART FIVE'''
element STRATEGIC_SITUATION
+
 
situation DEFENDING_A_MAJOR_CITY
+
    element STRATEGIC_SITUATION
event
+
      situation { situation_type }
folder data/sounds/Voice/Human/Localized/Pre_Battle_Speech
+
        event modifiers
Roman_Situation_1_1.mp3
+
          folder { base path }
Roman_Situation_1_2.mp3
+
            {sample name}    modifiers (any of probability, volume etc)
Roman_Situation_1_3.mp3
+
            {sample name} ...
 +
          folder { base path , in case files have different location}
 +
            {sample name}    modifiers (any of probability, volume etc)
 +
            {sample name} ...
 +
        end
 +
      ....
 +
 
 +
Known situation_type
 +
  DEFENDING_A_MAJOR_CITY
 +
  ATTACKING_A_MAJOR_CITY (M2TW only)
 +
  DEFENDING_A_MAJOR_CASTLE (M2TW only)
 +
  ATTACKING_A_MAJOR_CASTLE (M2TW only)
 +
  ATTACKING_A_CRUSADE_TARGET (M2TW only)
 +
  FIELD_BATTLE_IN_OWN_TERRITORY
 +
  FIELD_BATTLE_IN_ENEMY_TERRITORY
 +
  KEY_BATTLE
 +
  IMPORTANT_BATTLE_FOR_US
 +
  VERY_IMPORTANT_BATTLE_FOR_US
 +
  VITAL_BATTLE_FOR_US
 +
  IMPORTANT_BATTLE_FOR_THEM
 +
  VERY_IMPORTANT_BATTLE_FOR_THEM
 +
  VITAL_BATTLE_FOR_THEM
 +
  LAST_STAND_FOR_US
 +
  LAST_STAND_FOR_THEM
 +
  EAGLE_RECOVERY (RTW only)
 +
  LAST_STAND_FOR_OUR_ALLY
  
 
*Part Five comes into play at a strategic battle, like at a crossroads, or defending a major city.
 
*Part Five comes into play at a strategic battle, like at a crossroads, or defending a major city.
 
A key battle, an important battle for the player's faction, or even a last stand for the faction or its allies.
 
A key battle, an important battle for the player's faction, or even a last stand for the faction or its allies.
  
PART SIX
+
'''PART SIX:'''
  
element BATTLE_TYPE
+
    element BATTLE_TYPE
type FIELD_ATTACK
+
      type { battle_type }
event
+
        event modifiers
folder data/sounds/Voice/Human/Localized/Pre_Battle_Speech
+
          folder { base path }
Roman_Type_01_1.mp3
+
            {sample name}    modifiers (any of probability, volume etc)
Roman_Type_01_2.mp3
+
            {sample name} ...
Roman_Type_01_3.mp3
+
          folder { base path , in case files have different location}
 +
            {sample name}    modifiers (any of probability, volume etc)
 +
            {sample name} ...
 +
        end
 +
      ....
 +
 
 +
Known battle_type
 +
  FIELD_ATTACK
 +
  FIELD_DEFENCE
 +
  SIEGE_ASSAULT
 +
  SIEGE_DEFENCE
 +
  SIEGE_RELIEVING
 +
  AMBUSH_ATTACK
 +
  RIVER_ATTACK
 +
  RIVER_DEFENCE
  
 
*The speech depends on whether you are attacking or defending on the field, city, ambush, etc.
 
*The speech depends on whether you are attacking or defending on the field, city, ambush, etc.
Line 79: Line 266:
 
PART SEVEN
 
PART SEVEN
  
element BATTLE_NUMBERS
+
    element BATTLE_NUMBERS
odds HOPELESSLY_OUTNUMBER_THEM
+
      odds { odds_type }
event
+
        event modifiers
folder data/sounds/Voice/Human/Localized/Pre_Battle_Speech
+
          folder { base path }
Roman_Odds_1_01_1.mp3
+
            {sample name}    modifiers (any of probability, volume etc)
Roman_Odds_1_01_2.mp3
+
            {sample name} ...
Roman_Odds_1_01_3.mp3
+
          folder { base path , in case files have different location}
 +
            {sample name}    modifiers (any of probability, volume etc)
 +
            {sample name} ...
 +
        end
 +
      ....
 +
    element BATTLE_STRENGTHS
 +
      odds { odds_type }
 +
        event modifiers
 +
          folder { base path }
 +
            {sample name}    modifiers (any of probability, volume etc)
 +
            {sample name} ...
 +
          folder { base path , in case files have different location}
 +
            {sample name}    modifiers (any of probability, volume etc)
 +
            {sample name} ...
 +
        end
 +
      ....
 +
 
 +
Known odds_type (using by BATTLE_NUMBERS)
 +
  HOPELESSLY_OUTNUMBER_THEM
 +
  MASSIVELY_OUTNUMBER_THEM
 +
  OUTNUMBER_THEM
 +
  SLIGHTLY_OUTNUMBER
 +
  EVEN
 +
  SLIGHTLY_OUTNUMBERED
 +
  OUTNUMBERED
 +
  MASSIVELY_OUTNUMBERED
 +
 
 +
Known odds_type (using by BATTLE_STRENGTHS)
 +
  WE_OUTNUMBER_BUT_THEM_STRONGER
 +
  THEY_OUTNUMBER_BUT_WE_ARE_STRONGER
 +
  EVEN_NUMBERS_AND_THEY_ARE_STRONGER
 +
  EVEN_NUMBERS_AND_WE_ARE_STRONGER
  
 
*Part Seven classifies the speeches according to the numbers on each faction,hence being hopelessly outnumbered, or hopelessly outnumbering them.
 
*Part Seven classifies the speeches according to the numbers on each faction,hence being hopelessly outnumbered, or hopelessly outnumbering them.
 +
*Element "BATTLE_NUMBERS" is not declared in vanilla M2TW while "BATTLE_STRENGTHS" is declared in M2TW file but not assign any event to it. This indicates possibility that "BATTLE_STRENGTHS" element could be add to M2TW mod.
 +
*odds_type which using by "BATTLE_NUMBERS" and "BATTLE_STRENGTHS" could be cross-using and part of the same category
  
PART EIGHT
+
'''PART EIGHT:'''
  
element BATTLE_STRENGTHS
+
    element BATTLE_TERRAIN
odds WE_OUTNUMBER_BUT_THEM_STRONGER
+
      condition { terrain_condition }
event
+
        event modifiers
folder data/sounds/Voice/Human/Localized/Pre_Battle_Speech
+
          folder { base path }
Roman_Odds_2_01_1.mp3
+
            {sample name}    modifiers (any of probability, volume etc)
Roman_Odds_2_01_2.mp3
+
            {sample name} ...
Roman_Odds_2_01_3.mp3
+
          folder { base path , in case files have different location}
 +
            {sample name}    modifiers (any of probability, volume etc)
 +
            {sample name} ...
 +
        end
 +
      ....
  
*Numbers are not the only factor. If one side has better troops, the speeches will show it.
+
Known "BATTLE_TERRAIN"'s condition
 +
  DEFENDING_HILLS
 +
  ATTACKING_HILLS
 +
  DEFENDING_STEEP_HILLS (RTW only?)
 +
  ATTACKING_STEEP_HILLS (RTW only?)
 +
  DEFENDING_WOODS
 +
  ATTACKING_WOODS
  
PART NINE
+
*"BATTLE_TERRAIN" is concerning Battle Terrain.
 +
*Condition using by element "BATTLE_TERRAIN", "TROOP_COMPARISON", and "PREVIOUS_RECORD" are different categories and are not interchangable
  
element BATTLE_TERRAIN
+
'''PART NINE:'''
condition DEFENDING_HILLS
 
event
 
folder data/sounds/Voice/Human/Localized/Pre_Battle_Speech
 
Roman_Terrain_01_1.mp3
 
Roman_Terrain_01_2.mp3
 
Roman_Terrain_01_3.mp3
 
  
*Concerning Battle Terrain
+
    element TROOP_COMPARISON
*These speeches will be said when there is rouh or distinguishing terrain on the battlefield, such as hills, rivers, and forests.
+
      condition { troop_comparison_condition }
 +
        event modifiers
 +
          folder { base path }
 +
            {sample name}    modifiers (any of probability, volume etc)
 +
            {sample name} ...
 +
          folder { base path , in case files have different location}
 +
            {sample name}    modifiers (any of probability, volume etc)
 +
            {sample name} ...
 +
        end
 +
      ....
  
PART TEN
+
Known "TROOP_COMPARISON"'s condition
 +
  THEY_LOTS_OF_CAVALRY_1
 +
  THEY_LOTS_OF_CAVALRY_2
 +
  THEY_LOTS_OF_CAVALRY_3
 +
  WE_LOTS_OF_CAVALRY_1
 +
  WE_LOTS_OF_CAVALRY_2
 +
  THEY_ELEPHANTS_1 (RTW only)
 +
  THEY_ELEPHANTS_2 (RTW only)
 +
  THEY_ELEPHANTS (M2TW only)
 +
  THEY_CANNONS (M2TW only)
 +
  WE_ELEPHANTS_1 (RTW only)
 +
  THEY_ELEPHANTS_3 (suppose to be work as "WE_ELEPHANTS_2"?, RTW only)
 +
  WE_ELEPHANTS (M2TW only)
 +
  WE_CANNONS (M2TW only)
 +
  WE_LOTS_OF_MISSILES
 +
  THEY_LOTS_OF_MISSILES
 +
  WE_LOTS_OF_CAVALRY_3
 +
  THEY_LOTS_OF_CAVALRY_4
 +
  THEY_HEAVILY_ARMOURED_1 (M2TW only)
 +
  THEY_HEAVILY_ARMOURED_2 (M2TW only)
 +
  WE_HEAVILY_ARMOURED_1 (M2TW only)
 +
  WE_HEAVILY_ARMOURED_2 (M2TW only)
 +
  WE_GUNPOWDER (M2TW only)
 +
  THEY_GUNPOWDER (M2TW only)
  
element TROOP_COMPARISON
+
*"TROOP_COMPARISON" is concerning the Types of Troops on both side.
condition THEY_LOTS_OF_CAVALRY_1
+
*Condition using by element "BATTLE_TERRAIN", "TROOP_COMPARISON", and "PREVIOUS_RECORD" are different categories and are not interchangable.
event
 
folder data/sounds/Voice/Human/Localized/Pre_Battle_Speech
 
Roman_Troops_01_1.mp3
 
Roman_Troops_01_2.mp3
 
Roman_Troops_01_3.mp3
 
  
*Concerning the Types of Troops
+
'''PART TEN:'''
*If one side has more cavalry, or more archers, it will reflect here.
 
  
PART ELEVEN
+
    element PREVIOUS_RECORD
 +
      condition { battle_record_condition }
 +
        event modifiers
 +
          folder { base path }
 +
            {sample name}    modifiers (any of probability, volume etc)
 +
            {sample name} ...
 +
          folder { base path , in case files have different location}
 +
            {sample name}    modifiers (any of probability, volume etc)
 +
            {sample name} ...
 +
        end
 +
      ....
  
element PREVIOUS_RECORD
+
Known "PREVIOUS_RECORD"'s condition
condition NOT_FOUGHT_THEM_BEFORE
+
  NOT_FOUGHT_THEM_BEFORE
event
+
  FOUGHT_THEM_BEFORE_A_BIT
folder data/sounds/Voice/Human/Localized/Pre_Battle_Speech
+
  FOUGHT_THEM_BEFORE_A_LOT
Roman_Record_01_1.mp3
+
  NEVER_LOST_AGAINST_THEM
Roman_Record_01_2.mp3
+
  LOST_LAST_BATTLE_AGAINST_THEM
Roman_Record_01_3.mp3
+
  NEVER_WON_A_BATTLE_AGAINST_THEM
  
*Concerning the record of fights against this faction.
+
*"PREVIOUS_RECORD" is concerning the record of fights against this faction.
*If a general has fought these men before and won, he will say so. If he has lost, he will say that today he will win.
+
*Condition using by element "BATTLE_TERRAIN", "TROOP_COMPARISON", and "PREVIOUS_RECORD" are different categories and are not interchangable.
 +
*Element "PREVIOUS_RECORD" is defined in M2TW file but not assign any event to it. This indicates possibility that this element could be add to M2TW mod.
  
PART TWELVE
+
'''PART ELEVEN:'''
  
element VNV_MID
+
    element VNV_MID
VnV Anger 1
+
      VnV { trait_type X , if left empty indicated no trait needed} (RTW format)
event
+
        event modifiers
folder data/sounds/Voice/Human/Localized/Pre_Battle_Speech
+
          folder { base path }
Roman_Comments_01_1.mp3
+
            {sample name}    modifiers (any of probability, volume etc)
 +
            {sample name} ...
 +
          folder { base path , in case files have different location}
 +
            {sample name}    modifiers (any of probability, volume etc)
 +
            {sample name} ...
 +
        end
 +
      VnV { trait_type X , if left empty indicated no trait needed} (RTW format)
 +
        event modifiers
 +
          folder { base path }
 +
            {sample name}    modifiers (any of probability, volume etc)
 +
            {sample name} ...
 +
          folder { base path , in case files have different location}
 +
            {sample name}    modifiers (any of probability, volume etc)
 +
            {sample name} ...
 +
        end
 +
      ....
 +
      VnV
 +
        event modifiers
 +
          folder { base path }
 +
            {sample name}    modifiers (any of probability, volume etc)
 +
            {sample name} ...
 +
          folder { base path , in case files have different location}
 +
            {sample name}    modifiers (any of probability, volume etc)
 +
            {sample name} ...
 +
        end
  
*Back to traits
+
*"VNV_MID" part is coding the same way as "VNV_OPENING".
 +
*"VNV_MID" element is not defined inside M2TW file.
  
PART THIRTEEN
+
'''PART TWELVE:'''
  
element OMENS
+
    element OMENS
omen FANTASTIC
+
      omen {FANTASTIC/GOOD/NEUTRAL/BAD/AWFUL}
event
+
        event modifiers
folder data/sounds/Voice/Human/Localized/Pre_Battle_Speech
+
          folder { base path }
Roman_Omens_01_1.mp3
+
            {sample name}    modifiers (any of probability, volume etc)
Roman_Omens_01_2.mp3
+
            {sample name} ...
Roman_Omens_01_3.mp3
+
          folder { base path , in case files have different location}
 +
            {sample name}    modifiers (any of probability, volume etc)
 +
            {sample name} ...
 +
        end
 +
      ....
  
 
*Concerning the omens that were taken before the battle.  
 
*Concerning the omens that were taken before the battle.  
 
*This will reflect in the speeches as either a good omen, like eagles circling the camp, or a bad omen such as a storm.
 
*This will reflect in the speeches as either a good omen, like eagles circling the camp, or a bad omen such as a storm.
 +
*"OMENS" element is not defined inside M2TW file.
  
PART FOURTEEN
+
'''PART THIRTEEN:'''
  
element REINFORCEMENTS_NEAR
+
    element REINFORCEMENTS_NEAR
reinforcement NEAR_SOON
+
      reinforcement {NEAR_SOON/NEAR_LATER}
event
+
        event modifiers
folder data/sounds/Voice/Human/Localized/Pre_Battle_Speech
+
          folder { base path }
Roman_Reinf_01_1.mp3
+
            {sample name}    modifiers (any of probability, volume etc)
Roman_Reinf_01_2.mp3
+
            {sample name} ...
Roman_Reinf_01_3.mp3
+
          folder { base path , in case files have different location}
 +
            {sample name}    modifiers (any of probability, volume etc)
 +
            {sample name} ...
 +
        end
 +
      ....
  
 
*Concerning reinforcements from the same faction as the player and will take part in the battle.
 
*Concerning reinforcements from the same faction as the player and will take part in the battle.
 +
*Element "REINFORCEMENTS_NEAR" is defined in M2TW file but not assign any event to it. This indicates possibility that this element could be add to M2TW mod.
 +
 +
'''PART FOURTEEN:'''
 +
 +
"VNV_END" part is coding the same way as "VNV_OPENING" and "VNV_MID". Below is RTW version.
  
PART FIFTEEN
+
    element VNV_END
 +
      VnV { trait_type X , if left empty indicated no trait needed} (RTW format)
 +
        event modifiers
 +
          folder { base path }
 +
            {sample name}    modifiers (any of probability, volume etc)
 +
            {sample name} ...
 +
          folder { base path , in case files have different location}
 +
            {sample name}    modifiers (any of probability, volume etc)
 +
            {sample name} ...
 +
        end
 +
      VnV { trait_type X , if left empty indicated no trait needed} (RTW format)
 +
        event modifiers
 +
          folder { base path }
 +
            {sample name}    modifiers (any of probability, volume etc)
 +
            {sample name} ...
 +
          folder { base path , in case files have different location}
 +
            {sample name}    modifiers (any of probability, volume etc)
 +
            {sample name} ...
 +
        end
 +
      ....
 +
      VnV
 +
        event modifiers
 +
          folder { base path }
 +
            {sample name}    modifiers (any of probability, volume etc)
 +
            {sample name} ...
 +
          folder { base path , in case files have different location}
 +
            {sample name}    modifiers (any of probability, volume etc)
 +
            {sample name} ...
 +
        end
  
element VNV_END
+
And version below is format which using by M2TW, (method of assign trait to VnV is different from RTW and has additional condition "pri" which has no explanation inside the file about what it is using for.
VnV GoodSiegeAttacker 1
 
event
 
folder data/sounds/Voice/Human/Localized/Pre_Battle_Speech
 
Roman_Extro_01_1.mp3
 
  
*Concerning the end of a speech according to traits the general has.
+
    element VNV_END
 +
      VnV
 +
      trait { trait_type } (as using in M2TW)
 +
        event modifiers
 +
          folder { base path }
 +
            {sample name}    modifiers (any of probability, volume etc)
 +
            {sample name} ...
 +
          folder { base path , in case files have different location}
 +
            {sample name}    modifiers (any of probability, volume etc)
 +
            {sample name} ...
 +
        end
 +
      VnV
 +
      trait { trait_type } (as using in M2TW)
 +
        event modifiers
 +
          folder { base path }
 +
            {sample name}    modifiers (any of probability, volume etc)
 +
            {sample name} ...
 +
          folder { base path , in case files have different location}
 +
            {sample name}    modifiers (any of probability, volume etc)
 +
            {sample name} ...
 +
        end
 +
      ....
 +
      VnV
 +
      pri { X } ( X is integer but this file only using 9 in vanilla, judge from how file is positioning the line, it maybe abbriviation of "priority", as using in M2TW)
 +
        event modifiers
 +
          folder { base path }
 +
            {sample name}    modifiers (any of probability, volume etc)
 +
            {sample name} ...
 +
          folder { base path , in case files have different location}
 +
            {sample name}    modifiers (any of probability, volume etc)
 +
            {sample name} ...
 +
        end
 +
 
 +
*This element is concerning the end of a speech according to traits the general has.
 +
*Consider as one of core speech element along with "VNV_OPENING"
  
PART SIXTEEN
+
'''PART FIFTEEN:'''
  
element ONE_LINER
+
    element ONE_LINER
event
+
        event modifiers
folder data/sounds/Voice/Human/Localized/Pre_Battle_Speech
+
          folder { base path }
Roman_One_Liner_001.mp3
+
            {sample name}    modifiers (any of probability, volume etc)
Roman_One_Liner_002.mp3
+
            {sample name} ...
Roman_One_Liner_003.mp3
+
          folder { base path , in case files have different location}
 +
            {sample name}    modifiers (any of probability, volume etc)
 +
            {sample name} ...
 +
        end
  
 
*Concerning One-Liners
 
*Concerning One-Liners
 
*One-liners are one or two line speeches that rouse the men!
 
*One-liners are one or two line speeches that rouse the men!
 +
*This element is not using mix with others and tend to use individually as replacement of long complete speech given by army captain and custom battle (alternative for this is VNV_OPENING + VNV_END).
 +
*This section is end section for culture group in RTW, but not the end of section for accent group in M2TW.
 +
 +
'''PART SIXTEEN: (M2TW only)'''
 +
 +
    element CHEERING_1
 +
      relationship {Hate/Neutral} { faction_type }
 +
        event modifiers
 +
          folder { base path }
 +
            {sample name}    modifiers (any of probability, volume etc)
 +
            {sample name} ...
 +
          folder { base path , in case files have different location}
 +
            {sample name}    modifiers (any of probability, volume etc)
 +
            {sample name} ...
 +
        end
 +
      ....
 +
 +
*M2TW only, This section is replacing "event CHEERING" in RTW.
 +
 +
'''PART SEVENTEEN: (M2TW only)'''
 +
 +
    element CHEERING_3
 +
      VnV
 +
      trait { trait_type } (as using in M2TW)
 +
        event modifiers
 +
          folder { base path }
 +
            {sample name}    modifiers (any of probability, volume etc)
 +
            {sample name} ...
 +
          folder { base path , in case files have different location}
 +
            {sample name}    modifiers (any of probability, volume etc)
 +
            {sample name} ...
 +
        end
 +
      ....
 +
      VnV
 +
      pri { X } ( X is integer but this file only using 9 in vanilla, judge from how file is positioning the line, it maybe abbriviation of "priority", as using in M2TW)
 +
        event modifiers
 +
          folder { base path }
 +
            {sample name}    modifiers (any of probability, volume etc)
 +
            {sample name} ...
 +
          folder { base path , in case files have different location}
 +
            {sample name}    modifiers (any of probability, volume etc)
 +
            {sample name} ...
 +
        end
 +
 
 +
 +
*M2TW only, This section is replacing "event CHEERING" in RTW.
 +
*This section is end section for accent group in M2TW.
 +
 +
 +
 +
'''Explanation of format and modifers'''
 +
 +
{sample name} = name of sound sample file (if extension is .wav, extension could be omitted)
 +
 +
'''Note:''' "BANK: prebattle_speech" support using mp3 files as sound sample in both RTW and M2TW.
 +
 +
List of modifers (X indicated value for setting)
 +
 +
'''3d''' - sound has distance/direction modification
 +
 +
'''1d''' - sound has no distance/direction modification
 +
 +
'''Streamed''' - read from disk instead of embedded file in memory at the game startup
 +
 +
'''looped''' - overwrite the parameter in play_tracked_sound
 +
 +
'''ducking''' - temporary lowering other sounds (not use in vanilla RTW but could be used in RTW)
 +
 +
'''retrigger X''' - delay before retriggering the sound, using for music (X is in second)
 +
 +
'''minDist X''' - minimum distance which would hear the sound (X must more than 1.0)
 +
 +
'''maxDist X''' - maximum distance which sound would still be heard
 +
 +
'''priority X''' - (X = between 0 to 9999)
 +
 +
'''Volume X''' - modifier to based sound volume set in the preference (X = between -100 to 0 db)
 +
 +
'''probability X''' -
 +
 +
'''minPitch X''' -
 +
 +
'''maxPitch X''' -
 +
 +
'''dry_level X''' - (X = 0 to 1 }
 +
 +
'''wet_level X''' - (X = 0 to 1 }
 +
 +
'''delay X''' - delay in seconds before next 3d sounds start playing
 +
 +
'''randomdelay X''' - delay within seconds before next 3d sounds start playing
 +
 +
'''probradius X''' -
 +
 +
'''fadein X''' -
 +
 +
'''fadeout X''' -
 +
 +
'''pref X''' - sound preference setting to be use for events below (X = sfx/speech/music/INTERFACE }
 +
 +
'''pan X''' - 2D events only, from 0 (hard-left) to 1.0 (hard-right) 0.5 - default
 +
 +
'''ignore_pause X''' -
 +
 +
'''distancepriority X''' -
 +
 +
'''effect_level X''' -
 +
 +
'''rndvolume X''' -
 +
  
 
*'''It starts with Roman speeches, but goes through each voice type, greek, barbarian, arab, etc.'''
 
*'''It starts with Roman speeches, but goes through each voice type, greek, barbarian, arab, etc.'''
Line 204: Line 676:
 
I hope this will be helpful.
 
I hope this will be helpful.
  
[[Category:Modding]]
+
 
 +
[[Category: M2TW Modding]]
 +
[[Category:RTW Sound Files]]

Latest revision as of 12:02, 18 March 2021

Rome:Total War & Remastered - Modding Index

M2TW Modding Index


Export_descr_sounds_prebattle is a file that keeps track of what a general will say before a battle according to his traits, and pre-battle situation, the relationship his faction has with the enemy they are about to face.

This file is delegated file from descr_sounds_prebattle.txt for manage sound bank: "prebattle_speech"'s entries.

 BANK: prebattle_speech

Available category to use in for "BANK: prebattle_speech"

 cultures { culture_type as defined in descr_cultures.txt } (using in RTW only)
 accent { accent_type as defined in descr_sounds_accents.txt } (using in M2TW only)
   element { element_type } (this is section part of speech)
      VnV { trait_type X , if left empty indicated no trait needed} (RTW format)
      VnV (using along with "trait" and "pri" below in M2TW)
        trait { trait_type } (as using in M2TW)
        pri { X } ( X is integer but this file only using 9 in vanilla, as using in M2TW)
      relationship {Hate/Neutral} { faction_type }
      no_allies {Hate/Neutral}
      present { faction_type }
      helping { faction_type }
      situation { situation_type }
      type { battle_type }
      odds { odds_type }
      condition { terrain_condition/troop_comparison_condition/battle_record_condition }
      omen {FANTASTIC/GOOD/NEUTRAL/BAD/AWFUL}
      reinforcement {NEAR_SOON/NEAR_LATER}

Known element_type (speech section, sorted by sequence appearance, not all of them would always use)

 CHEERING (RTW only, not using here but using in descr_sounds_prebattle.txt
 VNV_OPENING (speech opening, always using when valid sound sample exist)
 ENEMY_ID
 ENEMY_ALLIES
 ALLIES
 STRATEGIC_SITUATION
 BATTLE_TYPE
 BATTLE_NUMBERS (not declared in M2TW, RTW only?)
 BATTLE_STRENGTHS
 BATTLE_TERRAIN
 TROOP_COMPARISON
 PREVIOUS_RECORD
 VNV_MID (not declared in M2TW, RTW only?)
 OMENS (not declared in M2TW, RTW only?)
 REINFORCEMENTS_NEAR
 VNV_END (closing speech, always using when valid sound sample exist)
 ONE_LINER (using by captain or when VNV_Opening and VNV_END have no valid line which condition is reached)
 CHEERING_1 (M2TW only, seem to use as replacement for role of CHEERING element is using in RTW)
 CHEERING_3 (M2TW only, seem to use as replacement for role of CHEERING element is using in RTW)

I will take this line by line, and walk you through each part.

PART ONE:

The first section of RTW version for each culture would be like this:

 cultures { culture_type as defined in descr_cultures.txt }
    element VNV_OPENING
      VnV { trait_type X , if left empty indicated no trait needed} (RTW format)
        event modifiers
          folder { base path }
            {sample name}     modifiers (any of probability, volume etc)
            {sample name} ...
          folder { base path , in case files have different location}
            {sample name}     modifiers (any of probability, volume etc)
            {sample name} ...
        end
      VnV { trait_type X , if left empty indicated no trait needed} (RTW format)
        event modifiers
          folder { base path }
            {sample name}     modifiers (any of probability, volume etc)
            {sample name} ...
          folder { base path , in case files have different location}
            {sample name}     modifiers (any of probability, volume etc)
            {sample name} ...
        end
      ....
      VnV 
        event modifiers
          folder { base path }
            {sample name}     modifiers (any of probability, volume etc)
            {sample name} ...
          folder { base path , in case files have different location}
            {sample name}     modifiers (any of probability, volume etc)
            {sample name} ...
        end

And version below is format which using by M2TW, (method of assign trait to VnV is different from RTW and has additional condition "pri" which has no explanation inside the file about what it is using for.

 accent { accent_type as defined in descr_sounds_accents.txt }
    element VNV_OPENING
      VnV 
      trait { trait_type } (as using in M2TW)
        event modifiers
          folder { base path }
            {sample name}     modifiers (any of probability, volume etc)
            {sample name} ...
          folder { base path , in case files have different location}
            {sample name}     modifiers (any of probability, volume etc)
            {sample name} ...
        end
      VnV 
      trait { trait_type } (as using in M2TW)
        event modifiers
          folder { base path }
            {sample name}     modifiers (any of probability, volume etc)
            {sample name} ...
          folder { base path , in case files have different location}
            {sample name}     modifiers (any of probability, volume etc)
            {sample name} ...
        end
      ....
      VnV 
      pri { X } ( X is integer but this file only using 9 in vanilla, judge from how file is positioning the line, it maybe abbriviation of "priority", as using in M2TW)
        event modifiers
          folder { base path }
            {sample name}     modifiers (any of probability, volume etc)
            {sample name} ...
          folder { base path , in case files have different location}
            {sample name}     modifiers (any of probability, volume etc)
            {sample name} ...
        end
 
  • The First line of this part is declaration of cultures/accent of current group
  • Second is declare the element which this case is "VNV_OPENING" (Opening line of speech)
  • Third section is declare condtiion which vanilla only use trait for this element in RTW, and also unknown "pri" in M2TW. Bewared that this part is the part that RTW and M2TW using different format.
  • At the end of this section contain entry with VnV not assigned any trait to (in M2TW, the section is assigned "pri 9" instead, this seem to indicated the speech line which to be used if none of condition above is reached.
  • Not confirm but wiki's author has untested assumption that sequence of VnV from top to bottom seem to set priority for speech which would be picked in RTW as game would pick the first one of the category that conditioned is reached for each element as each of element could only picking once per battle.

PART TWO: Part two of the text file structure like this:

    element ENEMY_ID
      relationship {Hate/Neutral} { faction_type }
        event modifiers
          folder { base path }
            {sample name}     modifiers (any of probability, volume etc)
            {sample name} ...
          folder { base path , in case files have different location}
            {sample name}     modifiers (any of probability, volume etc)
            {sample name} ...
        end
      ....
  • Part two contains the speech according to the relationship between the two factions that meet on the battlefield.
  • The relationships are hates and neutral. Remember that the relationship term must have its first letter capitalized. Hence Hates, Neutral.
  • The last part is the same as the last part in part one, containing the file directory for the speech, which has been pre-recorded.
  • This part goes through with every faction in turn.

PART THREE: Part three looks like this:

    element ENEMY_ALLIES
      relationship {Hate/Neutral} { faction_type }
        event modifiers
          folder { base path }
            {sample name}     modifiers (any of probability, volume etc)
            {sample name} ...
          folder { base path , in case files have different location}
            {sample name}     modifiers (any of probability, volume etc)
            {sample name} ...
        end
      ....
      no_allies {Hate/Neutral}
        event modifiers
          folder { base path }
            {sample name}     modifiers (any of probability, volume etc)
            {sample name} ...
          folder { base path , in case files have different location}
            {sample name}     modifiers (any of probability, volume etc)
            {sample name} ...
        end
  • Part Three is essentially the same as part two, but contains the speeches if th eenemy has allies on the field with them, and what relationship the allies have with the player's faction.
  • Condition "no_allies" is using in case enemy has no allies but want to assign speech to.
  • This part is declared in vanilla M2TW but not assign anything to it.

PART FOUR

    element ALLIES
      present { faction_type }
        event modifiers
          folder { base path }
            {sample name}     modifiers (any of probability, volume etc)
            {sample name} ...
          folder { base path , in case files have different location}
            {sample name}     modifiers (any of probability, volume etc)
            {sample name} ...
        end
      ....
      helping { faction_type }
        event modifiers
          folder { base path }
            {sample name}     modifiers (any of probability, volume etc)
            {sample name} ...
          folder { base path , in case files have different location}
            {sample name}     modifiers (any of probability, volume etc)
            {sample name} ...
        end
  • The same as the previous two parts, but with the player having allies on their side. Of course, the player will like their allies.
  • "present" is using as other faction help player while "helping" using in case player help other faction.
  • This part is declared in vanilla M2TW but not assign anything to it.

PART FIVE

    element STRATEGIC_SITUATION
      situation { situation_type }
        event modifiers
          folder { base path }
            {sample name}     modifiers (any of probability, volume etc)
            {sample name} ...
          folder { base path , in case files have different location}
            {sample name}     modifiers (any of probability, volume etc)
            {sample name} ...
        end
      ....

Known situation_type

 DEFENDING_A_MAJOR_CITY
 ATTACKING_A_MAJOR_CITY (M2TW only)
 DEFENDING_A_MAJOR_CASTLE (M2TW only)
 ATTACKING_A_MAJOR_CASTLE (M2TW only)
 ATTACKING_A_CRUSADE_TARGET (M2TW only)
 FIELD_BATTLE_IN_OWN_TERRITORY
 FIELD_BATTLE_IN_ENEMY_TERRITORY
 KEY_BATTLE
 IMPORTANT_BATTLE_FOR_US
 VERY_IMPORTANT_BATTLE_FOR_US
 VITAL_BATTLE_FOR_US
 IMPORTANT_BATTLE_FOR_THEM
 VERY_IMPORTANT_BATTLE_FOR_THEM
 VITAL_BATTLE_FOR_THEM
 LAST_STAND_FOR_US
 LAST_STAND_FOR_THEM
 EAGLE_RECOVERY (RTW only)
 LAST_STAND_FOR_OUR_ALLY
  • Part Five comes into play at a strategic battle, like at a crossroads, or defending a major city.

A key battle, an important battle for the player's faction, or even a last stand for the faction or its allies.

PART SIX:

    element BATTLE_TYPE
      type { battle_type }
        event modifiers
          folder { base path }
            {sample name}     modifiers (any of probability, volume etc)
            {sample name} ...
          folder { base path , in case files have different location}
            {sample name}     modifiers (any of probability, volume etc)
            {sample name} ...
        end
      ....

Known battle_type

 FIELD_ATTACK
 FIELD_DEFENCE
 SIEGE_ASSAULT
 SIEGE_DEFENCE
 SIEGE_RELIEVING
 AMBUSH_ATTACK
 RIVER_ATTACK
 RIVER_DEFENCE
  • The speech depends on whether you are attacking or defending on the field, city, ambush, etc.

PART SEVEN

    element BATTLE_NUMBERS
      odds { odds_type }
        event modifiers
          folder { base path }
            {sample name}     modifiers (any of probability, volume etc)
            {sample name} ...
          folder { base path , in case files have different location}
            {sample name}     modifiers (any of probability, volume etc)
            {sample name} ...
        end
      ....
    element BATTLE_STRENGTHS
      odds { odds_type }
        event modifiers
          folder { base path }
            {sample name}     modifiers (any of probability, volume etc)
            {sample name} ...
          folder { base path , in case files have different location}
            {sample name}     modifiers (any of probability, volume etc)
            {sample name} ...
        end
      ....

Known odds_type (using by BATTLE_NUMBERS)

 HOPELESSLY_OUTNUMBER_THEM
 MASSIVELY_OUTNUMBER_THEM
 OUTNUMBER_THEM
 SLIGHTLY_OUTNUMBER
 EVEN
 SLIGHTLY_OUTNUMBERED
 OUTNUMBERED
 MASSIVELY_OUTNUMBERED

Known odds_type (using by BATTLE_STRENGTHS)

 WE_OUTNUMBER_BUT_THEM_STRONGER
 THEY_OUTNUMBER_BUT_WE_ARE_STRONGER
 EVEN_NUMBERS_AND_THEY_ARE_STRONGER
 EVEN_NUMBERS_AND_WE_ARE_STRONGER
  • Part Seven classifies the speeches according to the numbers on each faction,hence being hopelessly outnumbered, or hopelessly outnumbering them.
  • Element "BATTLE_NUMBERS" is not declared in vanilla M2TW while "BATTLE_STRENGTHS" is declared in M2TW file but not assign any event to it. This indicates possibility that "BATTLE_STRENGTHS" element could be add to M2TW mod.
  • odds_type which using by "BATTLE_NUMBERS" and "BATTLE_STRENGTHS" could be cross-using and part of the same category

PART EIGHT:

    element BATTLE_TERRAIN
      condition { terrain_condition }
        event modifiers
          folder { base path }
            {sample name}     modifiers (any of probability, volume etc)
            {sample name} ...
          folder { base path , in case files have different location}
            {sample name}     modifiers (any of probability, volume etc)
            {sample name} ...
        end
      ....

Known "BATTLE_TERRAIN"'s condition

 DEFENDING_HILLS
 ATTACKING_HILLS
 DEFENDING_STEEP_HILLS (RTW only?)
 ATTACKING_STEEP_HILLS (RTW only?)
 DEFENDING_WOODS
 ATTACKING_WOODS
  • "BATTLE_TERRAIN" is concerning Battle Terrain.
  • Condition using by element "BATTLE_TERRAIN", "TROOP_COMPARISON", and "PREVIOUS_RECORD" are different categories and are not interchangable

PART NINE:

    element TROOP_COMPARISON
      condition { troop_comparison_condition }
        event modifiers
          folder { base path }
            {sample name}     modifiers (any of probability, volume etc)
            {sample name} ...
          folder { base path , in case files have different location}
            {sample name}     modifiers (any of probability, volume etc)
            {sample name} ...
        end
      ....

Known "TROOP_COMPARISON"'s condition

 THEY_LOTS_OF_CAVALRY_1
 THEY_LOTS_OF_CAVALRY_2
 THEY_LOTS_OF_CAVALRY_3
 WE_LOTS_OF_CAVALRY_1
 WE_LOTS_OF_CAVALRY_2
 THEY_ELEPHANTS_1 (RTW only)
 THEY_ELEPHANTS_2 (RTW only)
 THEY_ELEPHANTS (M2TW only)
 THEY_CANNONS (M2TW only)
 WE_ELEPHANTS_1 (RTW only)
 THEY_ELEPHANTS_3 (suppose to be work as "WE_ELEPHANTS_2"?, RTW only)
 WE_ELEPHANTS (M2TW only)
 WE_CANNONS (M2TW only)
 WE_LOTS_OF_MISSILES
 THEY_LOTS_OF_MISSILES
 WE_LOTS_OF_CAVALRY_3
 THEY_LOTS_OF_CAVALRY_4
 THEY_HEAVILY_ARMOURED_1 (M2TW only)
 THEY_HEAVILY_ARMOURED_2 (M2TW only)
 WE_HEAVILY_ARMOURED_1 (M2TW only)
 WE_HEAVILY_ARMOURED_2 (M2TW only)
 WE_GUNPOWDER (M2TW only)
 THEY_GUNPOWDER (M2TW only)
  • "TROOP_COMPARISON" is concerning the Types of Troops on both side.
  • Condition using by element "BATTLE_TERRAIN", "TROOP_COMPARISON", and "PREVIOUS_RECORD" are different categories and are not interchangable.

PART TEN:

    element PREVIOUS_RECORD
      condition { battle_record_condition }
        event modifiers
          folder { base path }
            {sample name}     modifiers (any of probability, volume etc)
            {sample name} ...
          folder { base path , in case files have different location}
            {sample name}     modifiers (any of probability, volume etc)
            {sample name} ...
        end
      ....

Known "PREVIOUS_RECORD"'s condition

 NOT_FOUGHT_THEM_BEFORE
 FOUGHT_THEM_BEFORE_A_BIT
 FOUGHT_THEM_BEFORE_A_LOT
 NEVER_LOST_AGAINST_THEM
 LOST_LAST_BATTLE_AGAINST_THEM
 NEVER_WON_A_BATTLE_AGAINST_THEM
  • "PREVIOUS_RECORD" is concerning the record of fights against this faction.
  • Condition using by element "BATTLE_TERRAIN", "TROOP_COMPARISON", and "PREVIOUS_RECORD" are different categories and are not interchangable.
  • Element "PREVIOUS_RECORD" is defined in M2TW file but not assign any event to it. This indicates possibility that this element could be add to M2TW mod.

PART ELEVEN:

    element VNV_MID
      VnV { trait_type X , if left empty indicated no trait needed} (RTW format)
        event modifiers
          folder { base path }
            {sample name}     modifiers (any of probability, volume etc)
            {sample name} ...
          folder { base path , in case files have different location}
            {sample name}     modifiers (any of probability, volume etc)
            {sample name} ...
        end
      VnV { trait_type X , if left empty indicated no trait needed} (RTW format)
        event modifiers
          folder { base path }
            {sample name}     modifiers (any of probability, volume etc)
            {sample name} ...
          folder { base path , in case files have different location}
            {sample name}     modifiers (any of probability, volume etc)
            {sample name} ...
        end
      ....
      VnV 
        event modifiers
          folder { base path }
            {sample name}     modifiers (any of probability, volume etc)
            {sample name} ...
          folder { base path , in case files have different location}
            {sample name}     modifiers (any of probability, volume etc)
            {sample name} ...
        end
  • "VNV_MID" part is coding the same way as "VNV_OPENING".
  • "VNV_MID" element is not defined inside M2TW file.

PART TWELVE:

    element OMENS
      omen {FANTASTIC/GOOD/NEUTRAL/BAD/AWFUL}
        event modifiers
          folder { base path }
            {sample name}     modifiers (any of probability, volume etc)
            {sample name} ...
          folder { base path , in case files have different location}
            {sample name}     modifiers (any of probability, volume etc)
            {sample name} ...
        end
      ....
  • Concerning the omens that were taken before the battle.
  • This will reflect in the speeches as either a good omen, like eagles circling the camp, or a bad omen such as a storm.
  • "OMENS" element is not defined inside M2TW file.

PART THIRTEEN:

    element REINFORCEMENTS_NEAR
      reinforcement {NEAR_SOON/NEAR_LATER}
        event modifiers
          folder { base path }
            {sample name}     modifiers (any of probability, volume etc)
            {sample name} ...
          folder { base path , in case files have different location}
            {sample name}     modifiers (any of probability, volume etc)
            {sample name} ...
        end
      ....
  • Concerning reinforcements from the same faction as the player and will take part in the battle.
  • Element "REINFORCEMENTS_NEAR" is defined in M2TW file but not assign any event to it. This indicates possibility that this element could be add to M2TW mod.

PART FOURTEEN:

"VNV_END" part is coding the same way as "VNV_OPENING" and "VNV_MID". Below is RTW version.

    element VNV_END
      VnV { trait_type X , if left empty indicated no trait needed} (RTW format)
        event modifiers
          folder { base path }
            {sample name}     modifiers (any of probability, volume etc)
            {sample name} ...
          folder { base path , in case files have different location}
            {sample name}     modifiers (any of probability, volume etc)
            {sample name} ...
        end
      VnV { trait_type X , if left empty indicated no trait needed} (RTW format)
        event modifiers
          folder { base path }
            {sample name}     modifiers (any of probability, volume etc)
            {sample name} ...
          folder { base path , in case files have different location}
            {sample name}     modifiers (any of probability, volume etc)
            {sample name} ...
        end
      ....
      VnV 
        event modifiers
          folder { base path }
            {sample name}     modifiers (any of probability, volume etc)
            {sample name} ...
          folder { base path , in case files have different location}
            {sample name}     modifiers (any of probability, volume etc)
            {sample name} ...
        end

And version below is format which using by M2TW, (method of assign trait to VnV is different from RTW and has additional condition "pri" which has no explanation inside the file about what it is using for.

    element VNV_END
      VnV 
      trait { trait_type } (as using in M2TW)
        event modifiers
          folder { base path }
            {sample name}     modifiers (any of probability, volume etc)
            {sample name} ...
          folder { base path , in case files have different location}
            {sample name}     modifiers (any of probability, volume etc)
            {sample name} ...
        end
      VnV 
      trait { trait_type } (as using in M2TW)
        event modifiers
          folder { base path }
            {sample name}     modifiers (any of probability, volume etc)
            {sample name} ...
          folder { base path , in case files have different location}
            {sample name}     modifiers (any of probability, volume etc)
            {sample name} ...
        end
      ....
      VnV 
      pri { X } ( X is integer but this file only using 9 in vanilla, judge from how file is positioning the line, it maybe abbriviation of "priority", as using in M2TW)
        event modifiers
          folder { base path }
            {sample name}     modifiers (any of probability, volume etc)
            {sample name} ...
          folder { base path , in case files have different location}
            {sample name}     modifiers (any of probability, volume etc)
            {sample name} ...
        end
 
  • This element is concerning the end of a speech according to traits the general has.
  • Consider as one of core speech element along with "VNV_OPENING"

PART FIFTEEN:

    element ONE_LINER
        event modifiers
          folder { base path }
            {sample name}     modifiers (any of probability, volume etc)
            {sample name} ...
          folder { base path , in case files have different location}
            {sample name}     modifiers (any of probability, volume etc)
            {sample name} ...
        end
  • Concerning One-Liners
  • One-liners are one or two line speeches that rouse the men!
  • This element is not using mix with others and tend to use individually as replacement of long complete speech given by army captain and custom battle (alternative for this is VNV_OPENING + VNV_END).
  • This section is end section for culture group in RTW, but not the end of section for accent group in M2TW.

PART SIXTEEN: (M2TW only)

    element CHEERING_1
      relationship {Hate/Neutral} { faction_type }
        event modifiers
          folder { base path }
            {sample name}     modifiers (any of probability, volume etc)
            {sample name} ...
          folder { base path , in case files have different location}
            {sample name}     modifiers (any of probability, volume etc)
            {sample name} ...
        end
      ....
  • M2TW only, This section is replacing "event CHEERING" in RTW.

PART SEVENTEEN: (M2TW only)

    element CHEERING_3
      VnV 
      trait { trait_type } (as using in M2TW)
        event modifiers
          folder { base path }
            {sample name}     modifiers (any of probability, volume etc)
            {sample name} ...
          folder { base path , in case files have different location}
            {sample name}     modifiers (any of probability, volume etc)
            {sample name} ...
        end
      ....
      VnV 
      pri { X } ( X is integer but this file only using 9 in vanilla, judge from how file is positioning the line, it maybe abbriviation of "priority", as using in M2TW)
        event modifiers
          folder { base path }
            {sample name}     modifiers (any of probability, volume etc)
            {sample name} ...
          folder { base path , in case files have different location}
            {sample name}     modifiers (any of probability, volume etc)
            {sample name} ...
        end
 
  • M2TW only, This section is replacing "event CHEERING" in RTW.
  • This section is end section for accent group in M2TW.


Explanation of format and modifers

{sample name} = name of sound sample file (if extension is .wav, extension could be omitted)

Note: "BANK: prebattle_speech" support using mp3 files as sound sample in both RTW and M2TW.

List of modifers (X indicated value for setting)

3d - sound has distance/direction modification

1d - sound has no distance/direction modification

Streamed - read from disk instead of embedded file in memory at the game startup

looped - overwrite the parameter in play_tracked_sound

ducking - temporary lowering other sounds (not use in vanilla RTW but could be used in RTW)

retrigger X - delay before retriggering the sound, using for music (X is in second)

minDist X - minimum distance which would hear the sound (X must more than 1.0)

maxDist X - maximum distance which sound would still be heard

priority X - (X = between 0 to 9999)

Volume X - modifier to based sound volume set in the preference (X = between -100 to 0 db)

probability X -

minPitch X -

maxPitch X -

dry_level X - (X = 0 to 1 }

wet_level X - (X = 0 to 1 }

delay X - delay in seconds before next 3d sounds start playing

randomdelay X - delay within seconds before next 3d sounds start playing

probradius X -

fadein X -

fadeout X -

pref X - sound preference setting to be use for events below (X = sfx/speech/music/INTERFACE }

pan X - 2D events only, from 0 (hard-left) to 1.0 (hard-right) 0.5 - default

ignore_pause X -

distancepriority X -

effect_level X -

rndvolume X -


  • It starts with Roman speeches, but goes through each voice type, greek, barbarian, arab, etc.

MODDING THE FILE Before you mod this file, which is basically a table of contents for the other speech files. There is one file which contains voice recordings of the speeches. One must record their own voices in mp3 format if they wish to have their own speech in the battle. Also, one must type their speech into the text file, prebattle_speeches_subtitles. I hope this will be helpful.