Imperator: Rome

Imperator: Rome

War of the Ring v1.04
Superfreek 2 Dec, 2019 @ 5:24am
Application to join the team
I am a IT student that would love to join your modding team.
I can do events and falvor as well as some mecanics.
I haven't modded any game before but i have done a lot of programming during my studies and have read a lot of paradox events and code through the years.


I think Angmar should start with claims on Rhudaur, even though they didn't invade Rhudaur in 1300, they did before 1350 and since you will not play to 1974 which is the time the last part of Arthedain fell, it is fitting that you can invade Rhudaur almost instantly as the time compared with when you will finish your conquest of Arnor becomes more accurate.

Here is code and text for an Angmar startup event that give claims on most of Rhudaur's territory:

br_startup.10 = { #Angmar

type = country_event
title = "br_startup.10.t"
desc = "br_startup.10.desc"
picture = dol_guldur
goto_location = root
trigger = {
is_ai = no
tag = ANG
}

immediate = {
}

option = {
name = "OK"
add_treasury = {
value = 300
}

every_province = {
limit = {
OR = {
is_in_area = dyr_uvadan_area
is_in_area = uilad_rhunen_area
is_in_area = anniu_uilad_area
is_in_area = pinnath_neryth_area
is_in_area = pinnath_aegring_area
is_in_area = caranduin_area
}
}
add_claim = c:ANG
}
}
}

br_startup.t = "Angmar."
br_startup.desc = "The Witch King has been sent by Sauron to destroy the northern Dunèdain. He has constructed the fortress of Carn Dûm at the edge of the mountains of Angmar and from there gathered the northern orc tribes and wicked men of Angmar to his banner. The Dunèdain Kingdom of Arnor has parted into three successor kingdoms Arthedain, Cardoland and Rhudaur. The Dunèdain are mostly populated in Arthedain making them the stronget nation of the three. Rhudaur on the other hand is populated by restless hillmen ready to get rid of their Dunèdain overlords and pay tribute to the Witch King."



I have also fixed the two unique unit ability bugs for the edain and dwarfs where they cannot use build military road and military colonies respectively because the button is hidden.

The unit abilities files where missing exclusion/inclusion of the hidden variable

here are the working code:

military_colonies.txt:

hidden = {
unit_owner = {
NOR = {
has_military_tradition = greek_philosophy
has_military_tradition = levantine_philosophy
has_military_tradition = persian_philosophy
has_military_tradition = dwarven_philosophy
}
}
}


road_building.txt:

hidden = {
NOT = {
unit_owner = {
OR = {

has_military_tradition = latin_philosophy
has_military_tradition = edain_philosophy
}
}
}
}

civilian_road_building.txt:

hidden = {
unit_owner = {
OR = {
has_military_tradition = latin_philosophy
has_military_tradition = edain_philosophy
}
}
}



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Showing 1-2 of 2 comments
MattTheLegoman  [developer] 3 Dec, 2019 @ 8:38pm 
Thanks for the application Philip! At the moment we're busy updating the mod to Livy. We should be able to invite you to our Discord soon.
MattTheLegoman  [developer] 4 Dec, 2019 @ 7:08am 
I have confirmed with Blood Royal and I'll friend you on Steam so I can send you an invite to our Discord. Although if you'd prefer you can PM me on Discord through the Imperator Mod Coop Discord. https://discord.gg/SraHyRj
Last edited by MattTheLegoman; 4 Dec, 2019 @ 7:10am
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