ADD YOUR REGION NAME AND SETTLEMENT NAME TO THE TEXT FILES:.MAKE A WHITE PIXEL FOR THE PORT (MANDATORY UNLESS LANDLOCKED).DRAW YOUR REGION IN AN UNIQUE COLOR IN MAP_REGIONS.TGA WITH THE PENCIL TOOL.(OPTIONAL) KEEP THE GAME OPEN TO GET INFO WITH SHOW_CURSORSTAT.To put troops inside the settlement you need to know its coordinates and assign an army to them in descr_strat. If you don’t do these, the settlement will be an empty rebel settlement and will not have mercenaries in its’ area. You can now add the ownership to any faction via descr_strat, and add mercenaries via descr_mercenaries, following the formatting they use or copypasting any other entry in the files as template. If it isn’t there, it should be generated the next time you launch a campaign, so don’t worry. ALWAYS do this after any change to the campaign map, or even to the text files related to it to be safe. See other armies for reference.ĩ.- Delete map.rwm from your mod’s imperial_campaign so it can be generated again You can also add a garrison here using show_cursorstat ingame to know the location of the settlement. Other region uses it? You have to go back to the TGA edition steps and change the RGB values again, draw it all over with pencil again, export the file, then start from step 6 here again.Ĩ.- Add your region to any faction you like in descr_strat.Input these colors in your new settlement in RGB order like this:Į X A M P L E Region_Name Cityname egypt Libyans 20 150 200 slaves 5 8ħ.- Check if the colors are already used in descr_regions just in case descr_regions_and_settlement_name_lookup.txt from imperial_campaignĢ.-Add your Region and your City name to imperial_campaign_regions_and_settlement_names.txtĮ X A M P L E Citynameģ.-Add these two names to the bottom of descr_regions_and_settlement_name_lookup.txt in world/maps/campaign/imperial_campaignĤ.-At last, go to descr_regions and copy paste one of the regions to use as template, for instance: descr_regions.txt from imperial_campaign data/text/imperial_campaign_regions_and_settlement_names.txt No COLOR FILLER, no BRUSHES, no nothing! TEXT FILES SETUP 7.- Dont close GIMP yet, you will need it.
-I recommend keeping the game open in windowed mode to get a reference for where stuff is and using show_cursorstat.-This file defines the extent of regions and the location of ports (white dots) and settlements (black dots).1.-Open map_regions.tga with GIMP or your program of choice.Now, we will go to the image file that controls the regions and settlements, inside the imperial_campaign folder. It is recommended to check back on this part of the guide later if needed. This is only an introduction to get used to checking locations with show_cursorstat. You can just press up in the console to show the latest command instead of typing it manually. 10.- Calculate the difference on X and Y with your point of reference.9.- Input show_cursorstat with the mouse on them.8.- Move the mouse to the place where you want to make your new settlement.7.- Input show_cursorstat with the mouse on them.6.- POINT OF REFERENCE: You have an idea of where to make your new region’s capital? -Go to an existing nearby settlement or port and hover your mouse over it to use as a reference.5.- show_cursorstat -> to show current mouse coordinates (IMPORTANT).4.- toggle_fow -> to disable fog of war.3.- Open the console with tilde to input cheats.The only oddity here is copying the original maps/base files to your imperial_campaign folder. Obviously you have to put the data/text folder also inside data/text, and data/world/maps/campaign/imperial_campaign also inside the same folder structure. Copy maps/base contents to -> maps/campaign/imperial_campaign folder.data/world/maps/campaign/imperial_campaign (WHOLE FOLDER).data/text/imperial_campaign_regions_and_settlements_names.txt.