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-map/region.txt - Same old as the definition/positions files. Find the specific mod changes, copy them into the new Anbennar's files. (Reminder to watch out for Rubyhold changes)
-map/terrain.txt - Same as the above.
Localisation. The mod edits two files from Vanilla Anbennar I listed bellow.
-localisation/anb_areas_l_english.yml - Find the Areas added by the mod, check that they don't overlap with the existing ones and add the new ones.
-localisation/prov_names_l_english.yml - Find the provinces added by the mod, copy paste them into the new Anbennar's files.
-missions/Bennon_Missions.txt - Change the required areas in the MT to suit the new provinces.
-map/default.map - I would compare the mod's files to old Anbennar's files and see what the mod added then use a copy of the new Anbennar's file and put the changes under the respective brackets.
-map/definition.csv - Same as the above. First compare to an old Anbennar's files and then add the changes to a copy of the new Anbennar's file. Take a look that the new provinces' color doesn't match any of the existing ones.
-map/positions.txt - Same as the two above. This one defines the location of units when they're in a province, if not properly defined the units will just be invisible. So it might require more testing for this one and old mod files might not be correct here.
-map/provinces.bmp - You gotta draw the missing provinces onto the new map. Simple (and hard) as that.
-map/adjacencies.csv - Make a copy of the new anbennar file, and copy paste the mod's tunnels into it.
-map/ambient_object.txt - Unless I saw wrong (re-check it yourself), there are no mod specific addons here? Other than the position/rotation of Redgate/Rivergate objects for Rubyhold which you can edit but I find it redundant.
-map/climate.txt - Find the mod-added province ID's and put them into proper climate brackets under their respective regions.
-map/continents.txt - Same as the above, this time for continents.
-common/great_projects - You need to take the monuments from this mod and create a new great projects file and put them in so it doesn't overwrite the Anbennar's one (this is for ease of updating)
-common/scripted_effects - Same thing as above for the anb_setup_effects.txt
-common/tradenodes - I'm not completely sure if the trade nodes themselves are changed, however you will want to add the new provinces this mod creates into the appropriate trade nodes and fiddle around with the control coordinates if needed.
-history/provinces - You just want to use Anbennars province files for the files that conflict and adjust added provinces so they have the appropriate religion depending on location (eg. Rubyhold isn't Ancestor worship anymore). Watch out for matching province numbers.
I would highly recommend you get an older Anbennar version for which this mod works, either dig it out from their Bitbucket or ask on Discord if anyone has a saved one for you. You will 99% need it for testing/seeing the original changes.
I also would highly recommend you ignore any changes to Rubyhold this mod makes as the hold is already good enough in base Anbennar these days. Easiest way of comparing files is using Winmerge.
Love this mod, want it to stay alive.
Would like to use this mod on the new Anbennar version
I do have the Marrhold Tunnel built in that province (did it early by conquering Natvirod and started the constuction there), and it is also upgraded to level 3.
However the requirement in the mission is still ticked off. Is it no longer categorized as a great project, but rather a canal? Or could it be something else?
Love the mod so far though, great work!