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Spartan and gates of Troy

Posted: Fri Dec 15, 2006 3:13 am
by brasidas
I have now got Gates of Troy

In Spartan i had a mod directory which i could select

after installing gates of troy i was no longer able to see the mod in the LHS panel

i shifted the mod from the Spartan directory to the GoT directory

i could now see and select my mod in the LHS

however i was still not able to see my specific mod in the RHS

Why?

Posted: Fri Dec 15, 2006 9:10 am
by IainMcNeil
Sorry you are having problems. Its very hard to say for sure - it should work if everything is set up correctly, though we've not tested mods extensively as they were never part of the core product, just something we tried to do to support the community. Maybe try having the data in both game dirs?

Re: Spartan and gates of Troy

Posted: Fri Dec 15, 2006 2:47 pm
by Redpossum
brasidas wrote:I have now got Gates of Troy

In Spartan i had a mod directory which i could select

after installing gates of troy i was no longer able to see the mod in the LHS panel

i shifted the mod from the Spartan directory to the GoT directory

i could now see and select my mod in the LHS

however i was still not able to see my specific mod in the RHS

Why?
Brasidas, I did some modding for GoT myself, and experienced similar problems when I bought and installed Spartan. This sounds like the same problem, but from the other end; you bought Spartan first, then added GoT, correct?

My best suggestion is leave the mods dir under GoT, and run GoT, not Spartan. You'll still be able to access all the Spartan scenarios.

The only other real problem I had was with the lang.str file. With both games installed, even running the GoT executable, the game read the lang.str file from Spartan, not GoT.

Posted: Sat Dec 16, 2006 2:56 am
by brasidas
Thanks possum but i had tried that before but no go

What i failed to do was make the mod sub directory the same as one of the GoT sub directories

in the Spartan mod it was Grand Campaign which is not one of the GoT maps

I have now renamed it GCBasic and voila success

Posted: Sat Dec 16, 2006 11:25 pm
by Redpossum
Hey, all's well that ends well :)

Posted: Tue Dec 19, 2006 11:30 am
by brasidas
One problem solved another rears its head.

I seem to be suffering similar problems that possum had namely the wrong localisation text being picked up.

My spartan mod now is using GoT text.

as far as i can tell it is something to do with the localisation_a txt in the GoT directory which seems to override the localisation txt in my mod.

If it finds text there (ie not "@") it uses that in preference to the localisation text of the mod, other text i have added or changed is not affected. The affected text seems to be anything new in GoT some units, nations, message text and buildings

I will copy the localisation_a txt from GoT to my mod, remove any overriding text and see what happens.

wish me luck

Posted: Tue Dec 19, 2006 12:07 pm
by IainMcNeil
Yes it is a problem - we tried to do some cunning things to ensure the patches worked with other languages but it ends up making modding a bit tricky :(

Posted: Tue Dec 19, 2006 5:07 pm
by Redpossum
Well, Iain, you were successful in your original goal.

I have the DD version of GoT from Matrix, and the Slitherine Online Store version of Spartan, yet they find each other and integrate with no problems :)

Posted: Fri Dec 22, 2006 3:42 am
by brasidas
I have managed to get my mod to use the moded localisation text by renaming the Lang_a.str file at the expense of losing the new msgs in GoT for Vassalization. I included them in the mod of localisation.txt but to no affect. Hence I receive message "Phocians spare Boeotians" instead of "Phocians have agreed to become vassals of the Boeotians".

Can you give me more details about vassalisation as my Spartan manual does not mention it? Nor is it in the diptask.txt file. I can see it as a greyed out task in the diplomacy screen.

How is it Begun?
Do i need any Building, resource?
What are its affects?

Thanks

Posted: Fri Dec 22, 2006 10:22 am
by IainMcNeil
If you put the vassalisation strings in your modded _a file it should work.

Posted: Fri Dec 22, 2006 7:13 pm
by Redpossum
Brasidas

Vassalisation means you bribe a small enemy state to join you.

All it requires is a ohgoshawfullotnoswearingload of money. Like often 250K or 500K or more. The reason it's greyed out is because you don't have enough money to pay them.

Here's how to check.

Select the Vassalisation project from your Diplomatic Tasks list, even though it's greyed-out. Now read the text displayed below. At the end it'll tell you how much money is required, and you'll see it's more than you have.

The one big advantage to successful Vassalisation (as opposed to direct conquest), is that you receive the enemy state intact. All the units, all the cities, and all the buildings therein.

This can let you get your hands on units you could never build.

Capiche, paisan?

Posted: Fri Dec 22, 2006 10:32 pm
by brasidas
Thanks for the explanasion Possum

я понимаю моего друга

Posted: Sun Dec 24, 2006 11:49 am
by brasidas
Well i made a copy of the lang.str file as lang_a.str and put it in the mod/data directory.
This seems to have sold my text problem apart from the missing troy map optons but i can live with that situation.

thanks to possum i am now getting to undertand vassalisation a litter better.

It does cost an enormous amount of silver, it seems like the amount varies with your the level of relationship with each states, as your relationship gets better the cost decreases unti you have an alliace when the vassalisation opsion becomes available.

I'd still like to know if this can be modified, the diptask.txt file doesnt seem to have the vassalisation info.