Campaign creation guide Part 3 (Adding new nation names)
Posted: Wed Dec 20, 2017 6:18 pm
In the second part of these guides to Campaign Creation, RBS explained how to create custom Army Lists. One of the things you might want to do when creating a new army list is create a new nation, that is not currently in the game. The important thing to know is that each nation has it’s own unique sidename number, see the Scenario Guide part 11 for a complete list of available sidenames:
http://www.slitherine.com/forum/viewtop ... 91&t=81258
Now, you could just rename an existing sidename. This is possible if there are vanilla nations that are not needed for your campaign. This is the easiest solution, as if you do this right, you do not have to modify any other files.
All you do, is include in your campaign’s Text1.txt file this line:
IDS_SIDENAME_XX, "Your new nation name",
XX is the sidename number that you want to reuse.
I did this in my Antiochus campaigns, for the Aetolian League (and some other nations). I reused the existing sidename 14, which is Greek in the standard game, for the Aetolian League as there were no other Greek armies in the campaign. I wrote in the campaign Text1.txt:
IDS_SIDENAME_14, "Aetolian League",
At the risk of stating the b******g obvious, another very good reason for choosing the sidename 14 to represent the Aetolian League, is because the game is already set up to use Greek banners, “civilized” rally horns, and Greek generals names for it. It’s best to match your new nation to a very similar existing sidename number, otherwise you might get some strange banners and generals names appearing!
However, there might be circumstances where the only option is to create a completely new sidename number. It could be that there are not enough similar existing nations to reuse, or it could be that you are designing a mod that adds nations/armies to the existing set. If that is the case, there are a couple of extra steps that you need to take.
1) Add the line IDS_SIDENAME_XX, "Your new nation name", to your Text1.txt, as described above.
2) You now need to edit the BannerSideIDs.txt, so that your new nation displays the banner that you want. You can find the main BannerSideIDs.txt in C/Program Files/Slitherine/Field of Glory II/Core. Copy and paste it into your main campaign folder.
It is a “read only” file, so once you have copied and pasted it, right click on it, select “Properties” and uncheck the "Read only" box, click "Apply" and then "OK".
When you open the BannerSideIDs.txt it will look like this:
[Banner1]
SIDEID 32
[Banner2]
SIDEID 32
[Banner3]
SIDEID 8 23 35 44 48 50 52 57
[Banner4]
SIDEID 8 23 35 44 48 50 52 57
[Banner5]
SIDEID 3 7 9 10 11 12 28 34 38 41 42 49 58 59 60 61 62 63 64 70
[Banner6]
SIDEID 3 7 9 10 11 12 28 34 38 41 42 49 58 59 60 61 62 63 64 70
[Banner7]
SIDEID 0 1 4 13 14 16 18 19 21 22 26 30 31 37 39 40 43 46 53 54 55 65 66 67 68 69 71 72 255
[Banner8]
SIDEID 0 1 4 13 14 16 18 19 21 22 26 30 31 37 39 40 43 46 53 54 55 65 66 67 68 69 71 72 255
[Banner9]
SIDEID 2 5 6 20 24 25 27 29 33 36 45 47 56
[Banner10]
SIDEID 2 5 6 20 24 25 27 29 33 36 45 47 56
[Banner11]
SIDEID 17 51
[Banner12]
SIDEID 17 51
[Banner13]
SIDEID 15
[Banner14]
SIDEID 15
What this is telling us (and the game) is that there are 14 Banners (numbered 1 to 14), and below each banner is a list of the Sidename IDs that use that particular banner. The banners are grouped in pairs (ie: Banner1 and Banner2 etc). The first banner in the pair (warm colour) is used when the nation is Side0 (players side in a SP battle) in a scenario, and the second banner in the pair (cooler colour) is used when the nation is Side1. This is to ensure that the two banners used in the battle will be easily distinguishable, especially to us old codgers with dodgy eyesight!
You will notice that the same set of Sidename IDs are under both banners in the pair.
The banners broadly represent the following nations:
1 2 Roman
3 4 Carthaginian/Seleucids etc.
5 6 Celts/Gauls/Germans/Spanish etc.
7 8 Greeks/Hellenistic/Italians etc.
9 10 Persians, other Iranians etc.
11 12 Indian
13 14 Hun
So all you need to do is select the pair of banners that you want to use for your new nation, and add your new sidename ID number to the list of numbers underneath the two banners. Save and close.
I’m not going to explain how to edit the graphics of the banners in this guide, it would unnecessarily complicate matters. That might be a story for another day!
3) Lastly, you need to edit the RandomGeneralName.BSF, this will ensure that your sub generals have appropriate names. You can find the vanilla RandomGeneralName.BSF in C/Program Files/Slitherine/Field of Glory II/Data/scripts. Copy and paste it into your campaign folder’s Data/Scripts sub folder.
Again, it is a “read only” file, so once you have copied and pasted it, right click on it, select “Properties” and uncheck the "Read only" box, click "Apply" and then "OK".
It is highly recommended to use a Text Editor, such as Notepad++, to edit the .BSF file. Notepad++ can be downloaded for free.
When you open the RandomGeneralName.BSF you will see a function called FUNCTIONGetRandomGeneralName. Most new nations can just be added to this function. Roman/Italian names are a bit more complicated, and need to added to the two other two functions in the file as well.
To add a new sidename number to the Function, find the correct language group, and add a side ID bracket, with the new number, to the function.
For instance, the part of the Function that lists the Armenian speaking nations is currently this:
// Armenian (also Colchian/Iberian and Caucasian faute de mieux)
if ((sideID == 5) || (sideID == 47) || (sideID == 57))
{
min = 5000;
max = 5070;
}
If we want to add a new Armenian speaking nation, with Sidename ID 100 to this list, we need to change it to read:
// Armenian (also Colchian/Iberian and Caucasian faute de mieux)
if ((sideID == 5) || (sideID == 47) || (sideID == 57) || (sideID == 100))
{
min = 5000;
max = 5070;
}
Be careful that you get the spacing and the right number of brackets in the right place.
Save and close.
The only other concern is selecting the “civilised” or “barbarian” rally horns for your new nation. Unfortunately, this is too problematic to mod, and the game has been set up to allocate the “civilized” horns for any non vanilla nations. It is something we will have to live with for now, maybe a solution will be found in the future.
http://www.slitherine.com/forum/viewtop ... 91&t=81258
Now, you could just rename an existing sidename. This is possible if there are vanilla nations that are not needed for your campaign. This is the easiest solution, as if you do this right, you do not have to modify any other files.
All you do, is include in your campaign’s Text1.txt file this line:
IDS_SIDENAME_XX, "Your new nation name",
XX is the sidename number that you want to reuse.
I did this in my Antiochus campaigns, for the Aetolian League (and some other nations). I reused the existing sidename 14, which is Greek in the standard game, for the Aetolian League as there were no other Greek armies in the campaign. I wrote in the campaign Text1.txt:
IDS_SIDENAME_14, "Aetolian League",
At the risk of stating the b******g obvious, another very good reason for choosing the sidename 14 to represent the Aetolian League, is because the game is already set up to use Greek banners, “civilized” rally horns, and Greek generals names for it. It’s best to match your new nation to a very similar existing sidename number, otherwise you might get some strange banners and generals names appearing!
However, there might be circumstances where the only option is to create a completely new sidename number. It could be that there are not enough similar existing nations to reuse, or it could be that you are designing a mod that adds nations/armies to the existing set. If that is the case, there are a couple of extra steps that you need to take.
1) Add the line IDS_SIDENAME_XX, "Your new nation name", to your Text1.txt, as described above.
2) You now need to edit the BannerSideIDs.txt, so that your new nation displays the banner that you want. You can find the main BannerSideIDs.txt in C/Program Files/Slitherine/Field of Glory II/Core. Copy and paste it into your main campaign folder.
It is a “read only” file, so once you have copied and pasted it, right click on it, select “Properties” and uncheck the "Read only" box, click "Apply" and then "OK".
When you open the BannerSideIDs.txt it will look like this:
[Banner1]
SIDEID 32
[Banner2]
SIDEID 32
[Banner3]
SIDEID 8 23 35 44 48 50 52 57
[Banner4]
SIDEID 8 23 35 44 48 50 52 57
[Banner5]
SIDEID 3 7 9 10 11 12 28 34 38 41 42 49 58 59 60 61 62 63 64 70
[Banner6]
SIDEID 3 7 9 10 11 12 28 34 38 41 42 49 58 59 60 61 62 63 64 70
[Banner7]
SIDEID 0 1 4 13 14 16 18 19 21 22 26 30 31 37 39 40 43 46 53 54 55 65 66 67 68 69 71 72 255
[Banner8]
SIDEID 0 1 4 13 14 16 18 19 21 22 26 30 31 37 39 40 43 46 53 54 55 65 66 67 68 69 71 72 255
[Banner9]
SIDEID 2 5 6 20 24 25 27 29 33 36 45 47 56
[Banner10]
SIDEID 2 5 6 20 24 25 27 29 33 36 45 47 56
[Banner11]
SIDEID 17 51
[Banner12]
SIDEID 17 51
[Banner13]
SIDEID 15
[Banner14]
SIDEID 15
What this is telling us (and the game) is that there are 14 Banners (numbered 1 to 14), and below each banner is a list of the Sidename IDs that use that particular banner. The banners are grouped in pairs (ie: Banner1 and Banner2 etc). The first banner in the pair (warm colour) is used when the nation is Side0 (players side in a SP battle) in a scenario, and the second banner in the pair (cooler colour) is used when the nation is Side1. This is to ensure that the two banners used in the battle will be easily distinguishable, especially to us old codgers with dodgy eyesight!
You will notice that the same set of Sidename IDs are under both banners in the pair.
The banners broadly represent the following nations:
1 2 Roman
3 4 Carthaginian/Seleucids etc.
5 6 Celts/Gauls/Germans/Spanish etc.
7 8 Greeks/Hellenistic/Italians etc.
9 10 Persians, other Iranians etc.
11 12 Indian
13 14 Hun
So all you need to do is select the pair of banners that you want to use for your new nation, and add your new sidename ID number to the list of numbers underneath the two banners. Save and close.
I’m not going to explain how to edit the graphics of the banners in this guide, it would unnecessarily complicate matters. That might be a story for another day!
3) Lastly, you need to edit the RandomGeneralName.BSF, this will ensure that your sub generals have appropriate names. You can find the vanilla RandomGeneralName.BSF in C/Program Files/Slitherine/Field of Glory II/Data/scripts. Copy and paste it into your campaign folder’s Data/Scripts sub folder.
Again, it is a “read only” file, so once you have copied and pasted it, right click on it, select “Properties” and uncheck the "Read only" box, click "Apply" and then "OK".
It is highly recommended to use a Text Editor, such as Notepad++, to edit the .BSF file. Notepad++ can be downloaded for free.
When you open the RandomGeneralName.BSF you will see a function called FUNCTIONGetRandomGeneralName. Most new nations can just be added to this function. Roman/Italian names are a bit more complicated, and need to added to the two other two functions in the file as well.
To add a new sidename number to the Function, find the correct language group, and add a side ID bracket, with the new number, to the function.
For instance, the part of the Function that lists the Armenian speaking nations is currently this:
// Armenian (also Colchian/Iberian and Caucasian faute de mieux)
if ((sideID == 5) || (sideID == 47) || (sideID == 57))
{
min = 5000;
max = 5070;
}
If we want to add a new Armenian speaking nation, with Sidename ID 100 to this list, we need to change it to read:
// Armenian (also Colchian/Iberian and Caucasian faute de mieux)
if ((sideID == 5) || (sideID == 47) || (sideID == 57) || (sideID == 100))
{
min = 5000;
max = 5070;
}
Be careful that you get the spacing and the right number of brackets in the right place.
Save and close.
The only other concern is selecting the “civilised” or “barbarian” rally horns for your new nation. Unfortunately, this is too problematic to mod, and the game has been set up to allocate the “civilized” horns for any non vanilla nations. It is something we will have to live with for now, maybe a solution will be found in the future.