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Hi, in this tutorial i will show you how to create a playeble horde in Medieal 2, like in barbarian invasion, sorry for my english
So we will work on:
descr_strat
campaign_script
descr_sm_factions (OPTIONAL)
descr_win_conditions (OPTIONAL)
The first file is descr_strat, here we must set our horde as playeble faction, i will use the mongol faction for this example. At the top of descr_strat we have something like this:
BEFORE
campaign imperial_campaign
playable
england
france
sicily
milan
aragon
moors
portugal
spain
egypt
venice
normans
zenghids
byzantium
turks
cumans
scotland
hre
hungary
denmark
russia
poland
novgorod
papal_states
pisa
aztecs
saxons
emirs
barons
end
unlockable
end
nonplayable
mongols
slave
end
we should insert mongols playeble, so:
AFTER
campaign imperial_campaign
playable
england
france
sicily
milan
aragon
moors
portugal
spain
egypt
venice
normans
zenghids
byzantium
turks
cumans
scotland
hre
hungary
denmark
russia
poland
novgorod
papal_states
pisa
aztecs
saxons
emirs
barons
mongols
end
unlockable
end
nonplayable
slave
end
Now, find the mongols lines in the descr_strat and you have something like this:
BEFORE
faction mongols, balanced smith
ai_label default
dead_until_resurrected
denari 500000
denari_kings_purse 25000
delete many lines, and create a faction leader, you must also give one region to mongols, but be sure that in game mongols will not have this regions, because you must simply insert a NON-REBEL CHARACTER in the same coordinates of the settlement, for example i give York to the horde, but at the coordinates of York i put an english general, in game this will cause that YORK WILL BE ENGLISH AND MONGOLS HAVE NO SETTLEMENTS :
AFTER
faction mongols, fortified genghis
ai_label default
denari 100000
denari_kings_purse 25000
settlement
{
level large_town
region York_Province
year_founded 0
population 2600
plan_set default_set
faction_creator england
building
{
type core_building wooden_wall
}
building
{
type barracks town_watch
}
building
{
type missiles bowyer
}
building
{
type hinterland_roads roads
}
building
{
type temple_catholic small_church
}
building
{
type guild_masons_guild masons_guild
}
}
character Genghis, named character, male, age 30, x 344, y 234, portrait gen
traits EasternWarlord 3 , GoodCommander 2 , Bloodthirsty 2 , BattleDread 4 , StrategyDread 2 , PublicFaith 1 , Loyal 2 , ContentGeneral 3, Membro_Orda 1, GoodTaxman 3, CaptorDread 4, FactionKiller 4, Genocide 3, VictorVirtue 3
army
unit Mongol Bodyguard exp 9 armour 0 weapon_lvl 0
unit Khan's Guard exp 6 armour 0 weapon_lvl 0
unit Khan's Guard exp 6 armour 0 weapon_lvl 0
unit Mongol Heavy Lancers exp 6 armour 0 weapon_lvl 0
unit Mongol Heavy Lancers exp 6 armour 0 weapon_lvl 0
unit Mongol Heavy Archers exp 6 armour 0 weapon_lvl 0
unit Mongol Heavy Archers exp 6 armour 0 weapon_lvl 0
unit Mongol Horse Archers exp 6 armour 0 weapon_lvl 0
unit Mongol Horse Archers exp 6 armour 0 weapon_lvl 0
unit Mongol Horse Archers exp 6 armour 0 weapon_lvl 0
unit Mongol Horse Archers exp 6 armour 0 weapon_lvl 0
unit Dismounted Heavy Lancers exp 6 armour 0 weapon_lvl 0
unit Dismounted Light Lancers exp 6 armour 0 weapon_lvl 0
unit Mongol Militia exp 6 armour 0 weapon_lvl 0
unit Mongol Spearmen exp 6 armour 0 weapon_lvl 0
unit Mongol Infantry exp 6 armour 0 weapon_lvl 0
unit Dismounted Heavy Archers exp 6 armour 0 weapon_lvl 0
unit Dismounted Archers exp 6 armour 0 weapon_lvl 0
unit AS Rocket Launcher exp 6 armour 0 weapon_lvl 0
unit AS Trebuchet exp 6 armour 0 weapon_lvl 0
I have created only 1 army, but you can create more army, as you prefer.
To make a valid horde you must create a script that spawn in campaign some reinforcements army, IF YOU DON’T DO THIS, THE FACTION WILL NOT BE A CORRECT HORDE, so create this script(in campaign_script):
monitor_conditions I_TurnNumber = 590
spawn_army
faction mongols
character Aragibag, named character, age 30, x 342, y 232, family
traits LoyaltyStarter 1 , GoodCommander 2 , GoodAdministrator 1 , PublicFaith 4 , Loyal 2 , ContentGeneral 3 , ReligionStarter 1
unit Mongol Bodyguard exp 1 armour 0 weapon_lvl 0
unit Mongol Heavy Lancers exp 0 armour 0 weapon_lvl 0
unit Mongol Heavy Lancers exp 0 armour 0 weapon_lvl 0
unit Mongol Heavy Lancers exp 0 armour 0 weapon_lvl 0
unit Mongol Heavy Lancers exp 0 armour 0 weapon_lvl 0
unit Mongol Heavy Lancers exp 0 armour 0 weapon_lvl 0
unit Mongol Heavy Lancers exp 0 armour 0 weapon_lvl 0
unit Mongol Heavy Lancers exp 0 armour 0 weapon_lvl 0
unit Mongol Heavy Lancers exp 0 armour 0 weapon_lvl 0
unit Mongol Heavy Lancers exp 0 armour 0 weapon_lvl 0
unit Mongol Heavy Archers exp 0 armour 0 weapon_lvl 0
unit Mongol Heavy Archers exp 0 armour 0 weapon_lvl 0
unit Mongol Heavy Archers exp 0 armour 0 weapon_lvl 0
unit Mongol Heavy Archers exp 0 armour 0 weapon_lvl 0
unit Mongol Heavy Archers exp 0 armour 0 weapon_lvl 0
unit Mongol Heavy Archers exp 0 armour 0 weapon_lvl 0
unit Mongol Heavy Archers exp 0 armour 0 weapon_lvl 0
unit Mongol Heavy Archers exp 0 armour 0 weapon_lvl 0
unit Mongol Heavy Archers exp 0 armour 0 weapon_lvl 0
unit AS Rocket Launcher exp 0 armour 0 weapon_lvl 0
end
terminate_monitor
end_monitor
I have spaw the army after lots of turns (590), so the game will always see that there is a reinforcement army, and so the faction will be an horde forever in the game.
Now open descr_sm_factions and modify as your prefer the horde settings, this settings will works only when the horde will be reformed after capture and the lose some regions:
faction mongols, spawned_on_event
culture nativeindian
religion tengri
symbol models_strat/symbol_mongols.CAS
rebel_symbol models_strat/symbol_rebels.CAS
primary_colour red 244, green 231, blue 170
secondary_colour red 0, green 0, blue 0
loading_logo loading_screen/symbols/symbol128_mongols.tga
standard_index 8
logo_index FACTION_LOGO_MONGOLS
small_logo_index SMALL_FACTION_LOGO_MONGOLS
triumph_value 5
intro_movie faction/minor_intro.bik
victory_movie faction/minor_win.bik
defeat_movie faction/minor_lose.bik
death_movie faction/minor_lose.bik
custom_battle_availability yes
horde_min_units 18
horde_max_units 20
horde_max_units_reduction_every_horde 5
horde_unit_per_settlement_population 250
horde_min_named_characters 8
horde_max_percent_army_stack 80
horde_disband_percent_on_settlement_capture 15
horde_unit Mongol Infantry
horde_unit Khan's Guard
horde_unit Mongol Foot Archers
horde_unit Mongol Heavy Archers
horde_unit Mongol Heavy Lancers
horde_unit Mongol Light Lancers
horde_unit Mongol Horse Archers
horde_unit AS Rocket Launcher
horde_unit AS Trebuchet
can_sap yes
prefers_naval_invasions no
can_have_princess no
has_family_tree yes
We must only create the victory conditions for our new horde, the file is the descr_win_conditions
If you do all correct the faction will be 100% an horde like the horde that are spawned and controller like the IA.
As you can see you can sack a settlement and the continue without take the region
All horde events and message 100% works
http://www.twcenter.net/forums/showthread.php?t=465246
作者疏忽了一个地方,就是派系顺序
游牧国家要放在他城市被占领国家的后面,因为这样城市的控制权才是占领国家的
开局就能直接游牧
还有游牧国家必须有家族树,否则无法灭亡激活游牧
如果不给游牧派系设置开局城市将跳出
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