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A full list of 'common units' that I merge into my new faction groups:
Additionally, if the mod is meant to be used with the Eagle King DLC, there's the following DLC-only common brigades:
Your faction group will need a hostages brigade as well, but these have seperate brigades to allow for different guard models walking alongside the hostages for different faction groups.
And besides the common brigades and hostages, your faction group will of course need its own set of land military brigades.
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If you want your faction group to be able to build the archery range upgrade, you will need to merge your faction group into the "fieldrange" upgrade.
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Want your faction group to not have the default city models and image? You'll need to mod the "citycommon" entity of the "city" class, merging in the following lines for each factiongroup.
Where instead of yourfactiongroup you put the your custom faction group.
Instead of yourcitymodel you would put one of the following, depending on which you want.
mesh_mini_city_etruscan
mesh_mini_city_latin
mesh_mini_city_greek
mesh_mini_city_gaul
Instead of yourcityportrait, you would put one of the following, depending on which you want.
cityetruscan
citylatin
citygreek
citygallic
There are no sabellic or illyric models and portraits, their faction groups use the latin and gallic model/portrait respectively.
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Want your faction group to not have the default gallic prop guards marching around the cities and camps? This can be done as well. You'll want to grab entities_props.zip from https://pub.longbowgames.com/hegemony3/3.3/ , in this archive you'll want to go to Props/PEOPLE/GUARDS. You'll see a total of 10 .xnt files starting with prop_guard_, they each contain a type of prop guard model which you'll want to merge some new faction group entires into.
You'll have to go into the the .xnt file of the prop guard in question, then go to the entry of the faction group that has the model that you want your custom faction group to use, and copy that entry to an .xnt in your mod that merges that entry into that prop type, then change the factiongroup line of that entry to your custom faction group.
So if I want my custom faction group "alien" to use the Latin model for the prop_guard_relaxing prop guard type. I'll open prop_guard_relaxing.xnt, and copy the Latin entry which is:
Then I'll paste that into an .xnt file in my mod, that merges into prop_guard_relaxing, and replace factiongroup="latin" with factiongroup="alien". So the resulting .xnt file would look like:
And I would go through the same process for the other 9 guard props as well.
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You'll want a custom companions script for your mod as well so your custom faction group doesn't get the default Sabellic companion units, but actually the way I'm doing it right now isn't perfect. I'll get back to you on this one.
Last I checked, making new FGs often results in script-errors for Companions. Thus not Default Sabellic ones but none at all. I don't know to what this is related but that's what I got from
Fixing this isn't that hard tho, just head to:
Resources\Objectives\Hegemony\CompanionScripts.lua , copy one of those 4 liners to the spot between Illyric and default and replace the Groupname for your new Group and the Brigadenames for the ones you want. The numbers behind the Brigadename specify the size of the brigade when you get them and by how much they grow each level so keep those in mind if you use funky units.
Fristi, is that roughly what you are doing?
Yes, that is roughly what I'm doing, but the problem here is with modfoldering and mod compatibility. Currently my mod just contains its own copy of CompanionScripts.lua which overwrites the vanilla CompanionScripts.
But of course if you have various mods installed, each with their own version of CompanionScripts, then they wouldn't be compatible with each other as those CompanionScripts.lua would presumably end up conflicting with each other and only one of them would be recognized by the game.
So we'd need a way to do this so that mods remain compatible with each other, preferably. I'm thinking instead of simply overwriting the CompanionScripts. I'd point the scenario to a different startup script altogether, which avoids touching CompanionScripts at all. Then I'd basically make that new startup script a clone of the existing startup script but under a different name, then I'd point that to a cloned CompanionScripts script instead of the regular one. That might work, maybe? But I've no time to test this today.
Well yes that is the Problem with all those changes.
Something like that seems to be the only logical way out. As it's an objective it should not be to difficult to achieve. I initially thought it would take diverging and redublicating a rather lengthy chain of scripts but the more I look into it the less this assesment holds true.
edit: Ha, Ijtzoi beating me to it again :DD I should stop brushing my teeth mid post.
I tried this method and am greeted with the following upon loading the scenario's faction selection screen
Then after selecting the faction and pressing start, it gets stuck on "configuring AI" and says the following in the console:
Game remains stuck on "configuring AI" and has to be closed from Windows.
The PostLoadInit.lua file looks like the following:
What am I missing?
EDIT: And what about different names for the companions brigade?
CompanionScripts has this for instance:
In my previous set-up where I had my own CompanionScripts I just added to this directly, but is there any way to do this through a PostLoadInit.lua ?
Not as CompanionScripts currently works, unfortunately. I have reworked CompanionScripts.lua in the next patch, however, so when that comes out,
With the extra line added, the scenario loads fine but there are no companions in my starting city and I am constantly getting bombarded by quest-related errors in the console.
PostLoadInit.lua currently looks like this:
On a side note, will there be a dev kit or dedicated mod kit released with tools we can use to set our own models and textures?
On a side note, there is a plugin for 3ds max available at https://pub.longbowgames.com/hegemony3/ModellingTools.zip that should allow you to export 3ds max models, and no specialized texture editing tools should be necessary for texture editing.
Thanks for the response ljtzoi! I'l look into that when I get there!