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# Transfer Barbarian Buildings from BI to RTW

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


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
• 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.