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GodsPetMonkey
10-28-2004, 01:25
Presenting – Caligula, a unit editor for Rome: Total War, and Hadrian, a building editor for Rome: Total War!

Caligula
Current version (R:TW & R:TW-BI) - 0.6.0 - Download (http://www.totalwar.org/Downloads/Rtw_Uploads/RTWupload/Caligula_v060.zip)
0.5.x Legacy version (for RTW 1.2, no longer being updated) – 0.5.6 - Download (http://www.totalwar.org/Downloads/Rtw_Uploads/RTWupload/Caligula_v056.zip)
Hadrian
Current version – 0.4.6 - Download (http://www.totalwar.org/Downloads/Rtw_Uploads/RTWupload/Hadrian_v046.zip)

You can always find the latest versions and news on these programs at;
https://forums.totalwar.org/vb/showthread.php?t=38858
http://www.twcenter.net/downloads/db/?act=mods&cat_id=23

Caligula
Current version – 0.5.6
New in this version –
Bug fixes.

Guides –
Batch Processing (http://www.users.on.net/~roehr/RTW/Guides/Batch.html) (Currently out of date)
Adding New Units (http://www.users.on.net/~roehr/RTW/Guides/NewUnits.html)

Caligula is a program designed to assist in the creation, editing and deletion of units in various text files used by RTW. But rather then just try to put a prettier face on the already easy to mod files, Caligula is designed to make the process much faster with less repetitive work then otherwise would be possible.
Some examples of how Caligula tries to make things easier in the ability to import model names for using in the units (which tend to be long and annoying), automatic generation of the repetitive enum data, and batch processing of units, helping to make lots of small, similar changes much easier.

Hadrian
Current version – 0.4.6
New in this version –
Bug fixes

Guides –
Adding new buildings (http://www.users.on.net/~roehr/RTW/Guides/HadrianGuide.htm)
Adding Units to Buildings (http://www.users.on.net/~roehr/RTW/Guides/unitstobuildings.htm)

What Caligula is for units, Hadrian is for buildings.
I have also attempted to make jobs much easier with Hadrian, simplifying the way in which you can associate units to buildings, as well as easing enum and descriptions, which tie into the game UI.


Caligula v0.6.0

For R:TW and R:TW-BI

By - Samuel Roehr (aka GodsPetMonkey)
sroehr@gmail.com

You can always find the latest version, information and guides @ -
https://forums.totalwar.org/vb/showthread.php?t=38858
http://www.twcenter.net/downloads/db/?mod=245

ALWAYS BACKUP YOUR FILES! Caligula isn’t infallible, indeed, he's kind of unstable, so don’t come screaming if exiles your files to the neither regions of the empire!

Guides - Here are some guides to using Caligula.
http://www.users.on.net/~roehr/RTW/Guides/NewUnits.htm
http://www.users.on.net/~roehr/RTW/Guides/Batch.html

Information - You will need some VB6 runtimes in order to execute this program, at a guess, these would include
- MSCOMCTL.ocx - http://www.majorgeeks.com/files/mscomctl.zip
- COMDLG32.ocx - http://www.ascentive.com/support/new/images/lib/COMDLG32.OCX
- msvbvm60.dll - http://www.microsoft.com/downloads/details.aspx?FamilyID=bf9a24f9-b5c5-48f4-8edd-cdf2d29a79d5&displaylang=en (thanks Soulflame!)

Put the OCX files you get into your /windows/system32 directory. the DLL is in a self installer. It will also work if you place the files in the same directory as caligula.exe

Caligula is a program that is designed to allow GUI editing of RTW's unit file. It also supports the unit model, enums and description files. Caligula is designed for both new and advanced users, and it can be easy to use the more advanced features and cause the game to stop working. Always be mindful of the hardcoded limits imposed by CA.

Batch Processing - One of the biggest weaknesses of the Caligula editor is how it can take forever to make a number of similar changes to many units, and due to the layout of the export_descr_unit.txt file, its hard to do using find/replace functions in common text editors.
To solve this issue, I have started to implement a "Batch Processing" feature in Caligula, and the first stage of this is now ready to be used!
It currently only supports mathematical operations (as they are the easiest to develop, being all very similar in operation, despite the large number of
attributes) but is powerful none the less, and very easy to use.
To use the Batch Processing facilities, just click on the "Batch" tab, select the category of units you wish to process, enter a search string (optional, if
an exact match of the string entered is found in the units "Type" attribute, it will then be processed), select the attribute you wish to modify from the
"Attribute" drop down box, select the effect you wish to apply (at this stage, all mathematical operations, Add, Subtract, Multiply, Divide and Equals, in
that order) and finally enter the amount by which you wish to affect the attribute using the effect. When that’s all done, press the "Process Button" and it
shall be so!
A few notes, and warnings. This feature is very much under constant development, so things may change at a later date, its also very dangerous to the
integrity of your export_descr_unit.txt file, Caligula wont stop you modifying attributes to ranges which cause havoc with RTW (no different to editing by
hand, but harder to visually confirm) a classic example here is increasing unit sizes beyond 60. On the other hand, it does fix up attributes with decimal
points that shouldn’t have them, rounding them off to the nearest whole number (several attributes support decimal figures, and this isn’t applied to these).

Revision History -
0.6.0 - Added BI support. BI only options are marked [BI]. These may cause non-BI games to crash if enabled!
Several minor bug fixes
Many minor interface changes

0.5.6 - Fixed up the interface somewhat

0.5.5 - More bug fixes

0.5.4 - Fixed several minor bugs

0.5.3 - Altered the workings of adding a new unit. Clicking the "Add New Unit" button now saves the data currently entered to the new unit. Clicking "Add blank Unit" performs the same action as the old "Add New Unit"
Greatly Expanded the Batch Processing search functionality

0.5.2 - Completely rewrote the batch processing, making it more efficient and much easier for me to maintain and add to it
Added the ability to search by "Class" (eg. light, missile) to Batch Processing. Its just a quick example showing where I plan to take this feature

0.5.1 - Fixed a crash with units that have 3 officers

0.5.0 - Added Batch Processing

0.4.1 - Improved file handling code dramatically

0.4.0 - Fixed up some minor bugs
Some interface changes
Added support for editing unit descriptions
Added unit enum generator
Fixed major bug with cancel button in open/save dialogs
Selecting 'ships' category now works properly
Added ability to import 'mounts', which populates the mounts dropdown box on the 'Unit Details' tab
Fixed up several attribute lists, should now have all of them (I hope!)

0.3.3 - Added several attributes that aren’t noted in the comments at the top of the unit file

0.3.2 - Several interface enhancements
Added "Add New Unit" button and functionality
Added "Remove Unit" button and functionality

0.3.1 - Enabled autocomplete-as-you-type for selected dropdown boxes
Added Unit Category drop down box, now you have to select a category of units, then select a unit from that category

0.3.0 - Added Model Data editing capabilities

0.2.2 - Added listing of all models into the "Soldier and "Officer"s dropdown boxes

0.2.1 - Fixed some minor interface issues

0.2.0 - First public release! Reads, edits and saves RTW Unit Files!

0.1.0 - Testing release, Full read functionality, limited write.



Hadrian v0.4.6

By - Samuel Roehr (aka GodsPetMonkey)
sroehr@gmail.com

You can always find the latest version, information and guides @ -
https://forums.totalwar.org/vb/showthread.php?t=38858
http://www.twcenter.net/downloads/db/?mod=244

ALWAYS BACKUP YOUR FILES!

Guides - Here are some guides to using Hadrian.
http://www.users.on.net/~roehr/RTW/Guides/HadrianGuide.htm
http://www.users.on.net/~roehr/RTW/Guides/unitstobuildings.htm

Information - You will need some VB6 runtimes in order to execute this program, at a guess, these would include
- MSCOMCTL.ocx - http://www.majorgeeks.com/files/mscomctl.zip
- COMDLG32.ocx - http://www.ascentive.com/support/new/images/lib/COMDLG32.OCX
- msvbvm60.dll - http://www.microsoft.com/downloads/details.aspx?FamilyID=bf9a24f9-b5c5-48f4-8edd-cdf2d29a79d5&displaylang=en (thanks Soulflame!)

Put the OCX files you get into your /windows/system32 directory. the DLL is in a self installer.


Hadrian is a program that is designed to allow GUI editing of RTW's building file. It also supports the enums and description files. Hadrian is designed for both new and advanced users, and it can be easy to use the more advanced features and cause the game to stop working. Always be mindful of the hardcoded limits imposed by CA.

Basic Guide - This guide will help you to enable a unit to be built by a certain structure. You must know the unit you want to use beforehand!
First, fire up Hadrian, then open your export_descr_buildings.txt file, then select the base building complex from the left most dropdown box at the top of the screen. Then select the particular iteration of the building to the right of that. Now select the capabilities tab.
If the building you selected can already build the unit, and you just want to enable it for a certain faction, select the unit from the "Units" dropdown box, and then add the faction by typing its name (or culture) in the editbox below the factions list box (note, you can remove the others by highlighting them and pressing the R button, if there are none in there, it will be enabled for all factions to be built) and press the A button, adding it to the list. Then press the E button below the "Units" drop box, then hit "Save Changes" and finally, press "Save" and select a file to save to. Your done, copy the file and rename appropriately.
If the unit has to be added to the building, proceed to fill out the relevant fields. Make sure you put 'recruit' (ALL lower case!!!) in the "Type" editbox and the "Name" editbox matches the 'type' entry from your export_descr_unit.txt file. When ready, press the A button, then hit "Save Changes" and finally, "Save". That’s it, make sure you copy the file and rename appropriately, and it should work. If the game CTDs, please make sure all your inputs where correct before contacting me about it.

Remember, if you don’t know what it does, leave it as it is!

Revision History -
0.4.6 - More bug fixes

0.4.5 - Minor bug fixes

0.4.4 - Fixed an issue with adding units to buildings with out any units prior

0.4.3 - Added ability to import a list of unit 'Names' (Types) from a export_descr_unit.txt file
Added "Cascade" button to the recruitment section of the building's capabilities. This button will copy the selected recruit into all buildings above this one (by level) it the same complex
Fixed up some bugs with adding building capabilities

0.4.2 - Fixed an issue where a units "Magic Number" wouldn't be displayed when selected in building capabilities
Renamed "Magic Number" to "Starting Experiance"

0.4.1 - Fixed issue with negative figures for bonuses
Increased file handling flexibility

0.4.0 - Fixed several interface issues
Fixed several minor bugs
Added ability to edit /text/export_buildings.txt
Added ability to automatically generate export_descr_buildings_enums.txt from /text/export_buildings.txt
Made some of the file handling more robust

0.3.2 - Fixed an issue that prevented Hadrian from reading the buildings file from RTR 3.0

0.3.1 - Fixed up some UI issues

0.3.0 - Added "Create New Complex" button and functionality
Added "Remove Complex" functionality
Added the ability to add a new building (level) to a complex by use of the "Levels:" listbox
Added the ability to remove a building (level) from a complex by use of the "Levels:" listbox
Many bugfixes

0.2.1 - Added autocomplete-as-you-type functionality for a limited number of dropdown boxes

0.2.0 - First public release! Reads, edits and saves RTW building Files!

0.1.0 - Testing release, Full read functionality.

PROMETHEUS
10-28-2004, 20:04
does this allows to add new units without overwriting the original ones?

GodsPetMonkey
10-28-2004, 23:46
does this allows to add new units without overwriting the original ones?

Wouldn't be much use if it didn't! So that's a yes.

Of course, your still stuck with the games 300 unit limit, not much I can do about that.

Scipio
10-29-2004, 00:48
hmm, I am a bit confused as to how to add buildings/units, can you explain this please? Or if you have and I overlooked it a link?

GodsPetMonkey
10-29-2004, 01:09
hmm, I am a bit confused as to how to add buildings/units, can you explain this please? Or if you have and I overlooked it a link?

Nope I havent given much info on it, partially due to me spending more time making it then playing with it!

First up, DL the latest version that I just posted, seems like I screwed up the UI somewhat, which would be the start of the problem.

Ok, but first, you need to know what you want to add, I make the distinction between complex and building (sometimes called level, the name given to them in the actual file).

A complex is more the function template, and a level is the actual building built in the game, so a "Large Temple of Mars" is a level, whilst the complex would be Temple of Violence.

If you want to add a new complex, press the respective button, and in the Complex dropdown menu, there the one titled "NewComplex" is the noe you just added, select it and edit away.

To add a new level isn't as obvious, first select a complex from the dropdown menu, then add a new level to the levels listbox (type it in the editbox right below, and hit the "A" button next to it) then press "Save Changes". Now you can select it from the "Building" dropdown box, do so, it will have the same name as the level so its easy to find, and now you can edit it by using the fields on the building and capability tabs.

Remember to save your changes when your done with them, they are lost of you change to a different complex or building! You dont need to save to file untill your all done though, as long as you hit the save changes button beforehand, it'll be saved to the file.

Soulflame
10-29-2004, 14:29
Ah so you did go to the mod forum, but luckily I found it again.
Nice additions, but the two readme files are still called the same, and since I always downlaod them together and unpack them, I keep on renaming the first readme I extract so that I can extract the other one without overwriting the first. Just a readme_caligula.txt and a readme_hadrian.txt would be better.

Other then that, just keep on going! ~:cheers:

GodsPetMonkey
11-02-2004, 03:05
The latest version of Hadrian fxes up some issues it had with the files from the RTR 3.0 mod, and hopefully, it'll prevent issues from happening with other mods where the makers didn't follow the CA format absolutely (its a matter of tabs instead of spaces, and one space instead of 2, pedantic stuff). Thanks to IrishRon for alerting me to the problem!

It also renames the readme as per Soulflame's suggestion. When I release the next version of Caligula, it's readme shall also be renamed.

eadingas
11-06-2004, 08:39
Well, I have a question about adding buildings.
This editor of yours... does it _really_ add new buildings, or does it only help in adding? Because it seems to me that it takes more than just editing export_descr_buildings... for example, where should I put the graphics for the building, or where do I point to a graphics if I want to use existing ones? A small tutorial for this would be v. helpful.

GodsPetMonkey
11-07-2004, 10:50
Well, I have a question about adding buildings.
This editor of yours... does it _really_ add new buildings, or does it only help in adding? Because it seems to me that it takes more than just editing export_descr_buildings... for example, where should I put the graphics for the building, or where do I point to a graphics if I want to use existing ones? A small tutorial for this would be v. helpful.

By your definition, it only helps. To tell the truth, adding was put in there because it was a simple expansion of what already existed (from a data handling point of view, Hadrian is MUCH more flexible then Caligula, partially due to the fact that the file format doesnt have many set restrictions, atleast, that I know of), its main purpose is the editing of whats there, particularly to be more newbie friendly for changing things like faction requirements, and building 'capabilities'.

As for adding a new building entirely, well, its no where near as easy as with units, where all the linking is done in the one file, so its very easy to cheat and assign a new unit an existing battle model and dictionary entry and away you go! Buildings are far more tedious, and if I had the time I would write a tutorial, or better still, expand Hadrian to support the other steps (similar to the battle_model editing in Caligula). Sadly, real life caught up with me, and I need something to pay the bills with, and as much as I would love for that to be RTW, its not really possible. So sadly, you can't expect much beyond emergency fixes for atleast a week. You should be able to use existing guides for such things though.
Adding buildings is very much a feature "to be expanded on soon!" The export_buildings file it generates is very much correct (simply tested by hand removing one building, then using Hadrian to put it back in!). Progress hasn't been helped by most of the focus being on creating new units rather then anything else (check these forums, or the twcenter ones).

GodsPetMonkey
11-09-2004, 12:11
Actually, I tell a lie! Only a little one, and it’s the good kind!

I have spent a short amount of time researching what the minimum modifications needed to other files in order to add a brand new building are, and, its all down to 3 files; export_descr_buildings.txt, export_descr_buildings_enums.txt, export_buildings.txt. And out of those, export_descr_buildings_enums.txt isn’t really needed anyway, but it seems to form a link between the entries in export_descr_buildings_enums.txt and those in other files (which take into account such things as builder culture, which is important else where).

By modifying those 3 files, I can add, and then build, a new building on the campaign map! (see http://www.users.on.net/~roehr/newbuilding.jpg and most of its just a copy, paste, simple modification of the existing trade-route chain of buildings, but it is an entirely new entry!). It is INCREDIBLY unlikely that these simple modifications will cause the new building to be drawn on the city view (battle map) as there is a file that specifies the datum for that (like the model, positioning, extras, etc.). But I am also under the impression that it should be fine without these modifications anyway, the building simply wont be rendered on the battle field, like with the trade-route buildings.

As an added bonus, the layout of these files happens to be VERY simple (but rather long), and should be quite easy to include editing capabilities into Hadrian for them, that WILL have to wait until at least this coming weekend, but it’s a start!

Paul Peru
11-09-2004, 14:12
I'd love to be able to make a Trade aoeu! ~;)
Something else I'd like to be able to do:
"Batch editing", like adding 1 to defence for all infantry units.
Is there an easy way to do this?

Sinner
11-09-2004, 14:48
Well, assuming you know Unix scripting and have 2000 or XP, try installing Windows Services for Unix 3.5. Unix is excellent for file manipulation, especially the awk command.

GodsPetMonkey
11-09-2004, 22:31
I'd love to be able to make a Trade aoeu! ~;)
Something else I'd like to be able to do:
"Batch editing", like adding 1 to defence for all infantry units.
Is there an easy way to do this?


Shhh, don't let out all my secrets!

Ok yes, its something I have actually been thinking about for some time, mainly because the big weakness of my editors is that is that its still a pain to do a large number of simple edits, so yes I plan on batch processing one day.

GodsPetMonkey
11-13-2004, 03:00
Hadrian 0.4.0 is here, and with it, finally we have full building creation!

Yes, you can now add an entire complex, and its buildings from scratch, and edit the 3 files needed for it to appear and operate in game! (Don't know how the AI will handle it though).

Because there are a few steps involved, and its not that hard to screw up your data files, I have also made a quick pictorial guide! find it @ http://www.users.on.net/~roehr/HadrianGuide.htm

As usual, any problems, tell me and I'll try to fix them ASAP! I'm expecting some issues, but as long as you do things the right way (following that guide is a good start) you shouldn't have any major issues.

tombom
11-13-2004, 07:55
There seems to be something wrong with the way Caligula saves model_battle. I loaded up caligula, loaded up the files, pressed save unit data. A choose file thing came up and I pressed cancel. I exited. Now I was left with a 2x bigger descr_model_battle and it didn't work! Luckily I had a backup of Rome and copied it from there.

GodsPetMonkey
11-13-2004, 08:04
There seems to be something wrong with the way Caligula saves model_battle. I loaded up caligula, loaded up the files, pressed save unit data. A choose file thing came up and I pressed cancel. I exited. Now I was left with a 2x bigger descr_model_battle and it didn't work! Luckily I had a backup of Rome and copied it from there.

You didn't keep a copy of the messed up file did you? If you did, I would like to have a copy, it will help me track down the problem (Caligula hasn't gotten much attention recently, but I'm working on it right now).

tombom
11-13-2004, 08:41
I've worked out the problem: save unit data saves it as an descr_model_battle.txt file when it is actually saving the export_descr_unit.txt file. Save Model File is permanently disabled.

GodsPetMonkey
11-13-2004, 08:53
I've worked out the problem: save unit data saves it as an descr_model_battle.txt file when it is actually saving the export_descr_unit.txt file. Save Model File is permanently disabled.

I'm pretty sure I have solved it, the dialog boxes remember the last file opened/saved, and it seems the cancel button was broken in a few places (it would still save the file despite clicking cancel!)

New Caligula very soon, with enum and description support like in Hadrian.

GodsPetMonkey
11-13-2004, 09:50
After updating Hadrian, it was Caligula's turn, and now, a new version is out!

Caligula 0.4.0 is a combination of minor fixes, a few major fixes, and new features similar to those in Hadrian. You can now edit the unit data, the unit enums, the unit descriptions and the data pertaining to battle models for units!

There have been alot of fixes in this version, so grabbing the new version is vital! Hopefully all the major bugs for the current feature set have been dealt with, but undoubtably minor ones will appear.

See the first post for the download link. If I get some time, I shall write a quick guide for Caligula as well.

Alex Kit
11-17-2004, 18:32
After adding a new cavalry unit I got a new unit with a "peasant" icon. Could you please tell me how to change the icon?

GodsPetMonkey
11-17-2004, 22:41
After adding a new cavalry unit I got a new unit with a "peasant" icon. Could you please tell me how to change the icon?

The icon is an interesting matter as its not actually linked in a file, so its hard to set up the editor to be able to do anything about it. But its not to hard to fix up anyway. To make my life easier, I'll take a post already made on the subject from elsewhere in the forums.


Now, lets talk about the unit cards and unit info screen. First thing we have to do is unpack some of the image files that the game uses. The game has a few compressed files which it uncompresses when the game starts up. So, what you have to do is download the Xpak program, which is discussed in this link - https://forums.totalwar.org/vb/showthread.php?t=37626 . After you follow the directions in the program, it will unpack the files and create a few new folders. The xpak program unpacks the files and creates the new folders within the /Data/packs folder, but you are going to leave most of the newly unpacked files and only copy the one or two that you need (this will seem a little clearer once you unpack the files).

After you unpack the files, you need to create a couple more folders. These new folders are needed because of the way the game organizes the factions image files. Create a new folder in the "Rome - Totalwar/Data/" folder, called "UI". Then, within the "UI" folder, create a folder called "UNIT_INFO". Now under the "UNIT_INFO" folder, create another folder called "Gauls". Next, you will have to make another folder in the "UI" folder, called "UNITS". Finally, make a new folder in the "UNITS" folder called "Gauls". To recap on the folders we have just created, they should look something like this - "Rome - Totalwar/Data/UI/UNIT_INFO/Gauls" and "Rome - Totalwar/Data/UI/UNITS/Gauls". The next step is to copy some of the unpacked images into these folders.

Now, look in the unpacked folder named "DATA/UI/UNIT_INFO/Germans/" (remember, this is not the normal "data" folder, but the newly unpacked one), technically the location is this - "Data/packs/DATA/UI/UNIT_INFO/Germans/". Find the file called "WARBAND_AXE_GERMAN_INFO.tga" and copy it to the folder you just created called "/Data/UI/UNIT_INFO/Gauls/". Now go into the unpacked folder called "/DATA/UI/UNITS/Germans/" (the technical location is "/Data/packs/DATA/UI/UNITS/Germans") and find the file called "#WARBAND_AXE_GERMAN.tga" and copy to the folder you just created called "Data/UI/UNITS/Gauls/".
(Taken from https://forums.totalwar.org/vb/showpost.php?p=613601&postcount=5 )

The pricipal is the same for anything, if there is an icon in game you would like to reuse, just find it after unpacking and copy it to the respective folders. Of you want to just use ones of your anw making, you dont even have to do the unpacking!

eadingas
11-22-2004, 23:26
Hmm it doesn't load the export_descr_buildings file, ie. it does nothing after opening. The file is not original, it's modded by me, could this be the reason?

GodsPetMonkey
11-23-2004, 05:05
Hmm it doesn't load the export_descr_buildings file, ie. it does nothing after opening. The file is not original, it's modded by me, could this be the reason?

Most likely it is the cause of the problem. Would it be possible for you so send me the file? if RTW loads it fine, I'll adjust Hadrian so that it has no problems with it as well.

GodsPetMonkey
11-24-2004, 07:05
Hadrian 0.4.1 is now out, it now supports negative numbers for things such an Bonuses, thanks to eadingas for pointing this out! I honestly didnt know you could use negatives in there!

I also relaxed the rules for file reading a little, hopefully not so much that odd things start happening, but nothing showed up during testing.

I'm also looking into what to do as my next project? Any suggestions?

eadingas
11-24-2004, 09:22
Cool, everything's working now! Great :) Hmm next project? How about campaign editor - editing descr_strat and other files in campaign directory?

GodsPetMonkey
11-28-2004, 20:48
New versions of both Caligula and Hadrian.

For Hardrian, its just a bug fix, but for Caligula, its a huge improvement in file handling, something I have been planning to do for some time but never got arround to, untill now. After playing arround with export_descr_unit.txt, trying to see what RTW will still launch with, and what it wont, I think its got pretty much every working configuration supported. This is especially important for those who have modded files, which dont adhear to the spacing arrangement of the original.

NaeBlis
11-29-2004, 07:44
GodsPetMonkey - do u want the source code for a prog i designed to edit the "descr_regions.txt" files. You're probably much more experienced at programming, so u could prob merge it with your current progs.

GodsPetMonkey
11-29-2004, 08:12
GodsPetMonkey - do u want the source code for a prog i designed to edit the "descr_regions.txt" files. You're probably much more experienced at programming, so u could prob merge it with your current progs.

If your willing to part with it, I'll take a look, and if I use it, you will ofcourse get full credit!

PM or email me about it.

GodsPetMonkey
11-30-2004, 12:27
A new version for Caligula taking it to 0.5.0, and it somewhat marks a change in focus in my development on these 2 tools, rather then adding more and more supported files, its about makeing whats there easier to use. Well really its just implementing features which appeal to the lazy person inside me (so expect them for Hadrian too!)

But this time, its the final coming of the long ago mentioned "Batch Processing", there is a basic guide in the readme, and I plan on making a more visual (but short) guide for it as well, but for now, its a little gem!
Actually, the guide is done, its pretty simple, but its a pretty simple system anyway!
http://www.users.on.net/~roehr/Batch.html

A request also, what kind of lazy modding features would you like to see in Caligula and Hadrian? This includes more things you can do with the batch processing!

Boss
12-01-2004, 01:03
hey both of these things are awesome, they help eliminate all the stupid errors like typing a key on accident when trying to hit something else.

screw tylenol, this thing fixed my headache

GodsPetMonkey
12-01-2004, 01:26
hey both of these things are awesome, they help eliminate all the stupid errors like typing a key on accident when trying to hit something else.

screw tylenol, this thing fixed my headache

Thanks for the compliments.

Perhaps I should make them only available on prescription :laugh4:

alman7272
12-01-2004, 02:15
hmm, can't seem to download Caligula v0.5.

GodsPetMonkey
12-01-2004, 02:46
hmm, can't seem to download Caligula v0.5.


Whoops, should be fixed now. I probably should have tested it earlier.

alman7272
12-01-2004, 02:50
Thanks - good job on it.

Shiyuan
12-03-2004, 00:07
I got a problem- i use the cappadocian cav. model and edit all its stats to make my new unit strong....i dismount them and add attck, etc., and a new discription. When im done i click 'save changes' and then save it to the models_unit part of the data section. When i run the game they dont show up, what gives?

Help plez...

-Shi :bow:

GodsPetMonkey
12-03-2004, 01:30
I got a problem- i use the cappadocian cav. model and edit all its stats to make my new unit strong....i dismount them and add attck, etc., and a new discription. When im done i click 'save changes' and then save it to the models_unit part of the data section. When i run the game they dont show up, what gives?

Help plez...

-Shi :bow:

I take it the game launches with the modified files?

I'm not entirely sure on what your trying to do, are you trying to create a soldier model (by recycling another one?) and then use that on a new unit you have created?

If so, it could either be the unit, or the model at fault. Try changing the units model to something that you know does work (a similar model that the game came with is a good start) and see what happens. Which one to use depends alot on your unit, if you unit has a secondary weapon but the model does ont support it, it could cause issues.

Shiyuan
12-03-2004, 04:12
If so, it could either be the unit, or the model at fault. Try changing the units model to something that you know does work (a similar model that the game came with is a good start) and see what happens. Which one to use depends alot on your unit, if you unit has a secondary weapon but the model does ont support it, it could cause issues.

OK- now what i did was jsut alter the cappadocian cav's stats and renamed it to Pontus Samurai Archers, then saved it as a CAS file to models_unti in data section...will it work ok?


Ty for help :)

GodsPetMonkey
12-03-2004, 04:25
OK- now what i did was jsut alter the cappadocian cav's stats and renamed it to Pontus Samurai Archers, then saved it as a CAS file to models_unti in data section...will it work ok?


Ty for help :)

Still not entirely sure how your going about it, but I'll take a stab.

In the export_descr_unit.txt file you have just copied the Cappadocian Cavalry's stats, and renamed them, so you have something like this...


type Samurai Archers
dictionary east_cappodocian_cavalry ; Cappadocian Cavalry
....
soldier east_cappodocian_cavalry, 27, 0, 1
mount horse cataphract
....


Important are the soldier and mount attributes. If its still mounted, then leave it as it is and it should be fine, but I think you mentioned you dismounted it, so make sure thats removed entirely.

The soldier refers to an entry in the descr_model_battle.txt file, if your just using the same model as that for the original cavalry, you wont need to edit it, if you want to recycle the model and change it (again, for say dismounting it) then you will need to create a new entry in the descr_model_battle.txt file for your modified CAS as appropriate, and then the name you give the model (called 'type' in descr_model_battle.txt) is then used on the soldier line.

I'm afraid I dont know much about the adding of new models, its not really the primary focus of my editor, but there are some good guides arround, perhaps they will proove more useful?

Shiyuan
12-03-2004, 22:53
OK its still bein gay- even when i did everything right:

Since i dismounted the cappo cavalry, my descr_model_battle text thing for my Armenian Samurai (i changed its name) looks like:


type east_armenia_samurai
skeleton fs_hc_spearman, fs_hc_swordsman
indiv_range 40
texture pontus,

data/models_unit/textures/unit_eastern_cappodocean_cavalry_pontus.tga
model_flexi_m data/models_unit/east_armenia_samurai.cas, 15
model_flexi_m data/models_unit/east_armenia_samurai.cas, 30
model_flexi_m data/models_unit/east_armenia_samurai.cas, 40
model_flexi data/models_unit/east_armenia_samurai.cas, max
model_sprite pontus, 60.0,

data/sprites/pontus_east_cappodocean_cavalry_sprite.spr
model_tri 400, 0.5f, 0.5f, 0.5f


and my caligula stats look like:



Type: east armenia samurai
Dictionary: east_cappodocian_cavalry ; Cappadocian Cavalry
Category: infantry
Class: heavy
------
Soldiers-
Name: east_armenia_samurai
Number: 40
Extras: 0
Collison mass: 1

also i have spear checkmarked in the secondary weapon (primary is a bow/arrow).



Sorry to cause u hassle- this is very confusing.... ~:confused:

-Shi :bow:

GodsPetMonkey
12-03-2004, 23:30
The problem for me is its playing arround with things I know little about, models.

Maybe just try to get it to work with a spear alone, and see how that goes, the 2 weapons may be causing the problem?

GodsPetMonkey
12-03-2004, 23:37
New version of Hadrian, taking it to 0.4.3.

This one implements a ease of use feature that I have been wanting for sometime now, and makes adding recruitment to buildings much easier.

Firstly, you can now load a list of unit names from any export_descr_unit.txt file, I did this as most unit names are stupidly long, and you would just copy and paste it anyway.

Secondly I put in a button that 'Cascades' the recruitment through the complex. Basically, this makes all buildings of a level higher then the current one recruit the currently selected unit, for example, if you add a new unit to be recruited by the base level baracks, you can just press this button and all the levels above it can recruit it to, so you dont have to manually add it to every level, ensureing the recruitment ability does not go away when the building is upgraded.

Shiyuan
12-04-2004, 01:42
Do you need enums or whatever to make ur unit work?

GodsPetMonkey
12-04-2004, 01:52
As lonf as you use an existing dictionary (as you are) enums shouldn't be needed.

I'm pretty sure its a problem at the model level, rather then the entry in the unit file.

Shiyuan
12-05-2004, 22:54
Meh... no matter what I do I cant even make the simplest edited unit to appear in-game.....blah

:furious3:

GodsPetMonkey
12-05-2004, 23:02
Meh... no matter what I do I cant even make the simplest edited unit to appear in-game.....blah

:furious3:

Try sending me the files your trying to edit, perhaps I will see whats wrong.

Could be something with my editors. Give me a PM and I'll give you more details.

Dux of Earl
12-06-2004, 21:10
A new version for Caligula taking it to 0.5.0, and it somewhat marks a change in focus in my development on these 2 tools, rather then adding more and more supported files, its about makeing whats there easier to use. Well really its just implementing features which appeal to the lazy person inside me (so expect them for Hadrian too!)

But this time, its the final coming of the long ago mentioned "Batch Processing", there is a basic guide in the readme, and I plan on making a more visual (but short) guide for it as well, but for now, its a little gem!
Actually, the guide is done, its pretty simple, but its a pretty simple system anyway!
http://www.users.on.net/~roehr/Batch.html

A request also, what kind of lazy modding features would you like to see in Caligula and Hadrian? This includes more things you can do with the batch processing!

Salve GPM,

I have used Caligula 5.0 to change unit numbers with no problem, except for one...

Legionary First Cohort i & Legionary First Cohort ii

I cannot change the number of soldiers to 70 or greater for Legionary First Cohorts without a CTD.

I am playing on HUGE scale (x4 scale multiplier) with Centurions and Standards mod..

so, I use 50 x 4 = 200 per Legionary Cohort i & ii (no CTD problems)

but, I also want to use 70 x 4 = 280 per First Cohort i & ii (but then I get CTD on game startup... if I use 69 or less, then no CTD...)

70 X 4 = 280 which is less than 300, so I don't understand why there is a CTD.

Other than that, I can change elephants, ballistas, onagers, cavalry, chariots, etc. without any CTD problems.. a very nice tool for the tool box.. thanks very much..

Vale, Dux of Earl

GodsPetMonkey
12-06-2004, 22:15
Yes, well, welcome to the world of silly restrictions impossed by CA!

A unit must contain between 6 and 60 soldiers inclusive, sadly 60 is the maximum you can have (as a base).

The official explination is something along the lines of there being a maximum of 256 men per unit, and on huge sizes 60 comes out to be 240 men, which is close enough for it to be the restriction.

The 300 unit limit is the number of different trainable units you can have, and different from the number of men per unit. There is a program that can alter the number of men per unit, but it works on patching memory, and causes some stability issues, and isnt the best solution any which way. To get it changed, it just has to be added to the long list of things we want CA to do....

Paul Peru
12-07-2004, 15:22
Good stuff, GPM!
BTW, I'm sure this is answered elsewhere,
and you'd be rich if you had one aussiebuck per reiteration etc, but:
-do you affect God's stats?
-can you be transferred to another deity?
-how do you get along with the rest of the retinue?

GodsPetMonkey
12-08-2004, 13:09
Good stuff, GPM!
BTW, I'm sure this is answered elsewhere,
and you'd be rich if you had one aussiebuck per reiteration etc, but:
-do you affect God's stats?

+1 to Influence, everyone loves a monkey!


-can you be transferred to another deity?

If you could get them in the same stack, but God seems to have an issue with that.


-how do you get along with the rest of the retinue?
Well, Gabriel and I like to have the occasional dung throwing competition...

(All in good humour! I swear!)

Suraknar
12-14-2004, 07:22
Hello,

Just wanted to thank you for making these two utilities, been using them and making changes very ncielly :)

The only small problem I got was with unit Pics, I get the generic paysant Picture, so I am reading your previous reply refering to those immages. :)

Thank you ~:cheers:

pitfall317
12-17-2004, 23:47
I just started using the Caligula Editor(the latest version). I've run into a problem. I'm playing as the Scipii. What I'm trying to do is add better versions of the ships just for the Scipii. I'm also changing the standard ship entries so that instead of it saying "roman" it says "romans julii, romans brutii, romans senate" for who can use the standard ship. I'm doing that so I can only build the better ships and not the standard ones.

However the game doesn't like it when I change who can use the standard ships. The game doesn't load and it goes back to the desktop. After looking at things I think the problem is that I'm making the line too long when I add the "romans julii, romans brutii, etc...".

This is my first attempt at modding the game so I really don't know what I'm doing. I'd appreciate any help you can give me! So here are my questions:

1) Is the game crashing because I added too many names for who can use the standard ships? If so, how can I have everyone but the Scipii use the standard ships?

2) When I do add my new ships, I want to call them something like "Scipii Biremes". Do I just change the Unit name on the top next to the Category, or do I also need to change the Type name and Dictionary name?

Thanks for any help you can give me!

GodsPetMonkey
12-18-2004, 13:59
I just started using the Caligula Editor(the latest version). I've run into a problem. I'm playing as the Scipii. What I'm trying to do is add better versions of the ships just for the Scipii. I'm also changing the standard ship entries so that instead of it saying "roman" it says "romans julii, romans brutii, romans senate" for who can use the standard ship. I'm doing that so I can only build the better ships and not the standard ones.

However the game doesn't like it when I change who can use the standard ships. The game doesn't load and it goes back to the desktop. After looking at things I think the problem is that I'm making the line too long when I add the "romans julii, romans brutii, etc...".

This is my first attempt at modding the game so I really don't know what I'm doing. I'd appreciate any help you can give me! So here are my questions:

1) Is the game crashing because I added too many names for who can use the standard ships? If so, how can I have everyone but the Scipii use the standard ships?

2) When I do add my new ships, I want to call them something like "Scipii Biremes". Do I just change the Unit name on the top next to the Category, or do I also need to change the Type name and Dictionary name?

Thanks for any help you can give me!

To answer your questions...

1) No
2) The 'Type' attribute and the name in the drop down box next to category (called 'Unit:") are one in the same. It has to be unique for that unit. The dictionary can be that of an existing unit (like another ship) and means you dont have to worry about enums, etc.

As for the problem... Well, its hard to say the cause, the ownership line isn't fancy or complex (something I plan to change, so it looks more like the faction requirements box in Hadrian) and in your case, should read something like "romans julii,romans brutii,romans senate", without the "" of course. A good idea would be to send me a copy of the broken file, whilst I have tried Caligula alot with infantry, cavalry and siege units, I havent really touched ships, so it may be a major bug that had nothing to do with your edits (though I'm surprised it hasn't been picked up before).

Also, you will need to edit the buildings file in order to set who can train the ships in the campaign game. In this case, the ownership isnt all that important as by default you cant bribe navies, nor use them in custom battles.

eadingas
12-18-2004, 14:37
BTW, if you don't want a certain faction to get a building or a unit, instead of writing all the other factions, you can write 'and not faction {xxx, }'. But I've never seen a game crash because of a line too long before.

GodsPetMonkey
12-20-2004, 23:30
New versions of both Hadrian and Caligula, in both cases its just a set of bug fixes, and I moved the HP data in Caligula to the unit details tab, it seemed silly to have a tab for just 2 attributes.

Big thanks to those that point out any bugs or issues they have to me, you know who you are, and I'm very grateful ~:) .

GodsPetMonkey
01-01-2005, 05:28
A new year, and a new revision of Caligula!

This time arround, its all about the batch processing, being not all pleased with the bloated, messy, and hard to work with original, I rewrote it from scratch, and now its much nicer!

I also included a new change (that prompted my rewriting in the first place), selecting the attribute to search by. I only added one new option, "Class" (to "Type", which is what its been on all along). Class is the attribute that provides a broad description of the units role, like light, heavy and missile. Its not the same as category, although it has a similarish role.
This is more or less the next step for this particular feature, I want to expand the search part of it, even be able to stack different searches together (eg. All light infantry built by the greeks) but that may be some time off, I have put alot of thought into how to do it, but most of the ideas I have had have either been to grand, or just wont work.
Its all about making large scale changes much easier, rather then a tool that just allows addind and editing one unit at a time.

Dux of Earl
01-01-2005, 18:57
Salve GPM,

Hadrian v0.4.4... the link on page 1 appears to be broken...

Vale, Dux of Earl

GodsPetMonkey
01-01-2005, 23:36
Salve GPM,

Hadrian v0.4.4... the link on page 1 appears to be broken...

Vale, Dux of Earl

Sigh, this is the second time I have done that.

Thanks for pointing it out, should be fixed now.

GodsPetMonkey
01-02-2005, 04:07
2 new versions, 2 new guides, and 1 new main post! I have been a busy boy.

As promised, I expanded the batch processing in Caligula, and redid the add new units functionality (much easier to use now!) which is also the topic of a new guide!

I have also uploaded a new version of Hadrian, just some bug fixes, and a guide for the adding of units to buildings, a very popular question, and I'm sick of emailing people the steps, so now you will just get the URL ~:cool:

I also finally redid the main post in this thread, the old one was stale, and very outdated.

scott88
01-03-2005, 21:42
Hi, my first post here, Godpetmonkey the editors are great, i've read through this entire post, and somebody else mentioned this, they said that they have the peasant for the unit card on their new units, and you replied by linking to another thread, i've read that guide, did exactly that, unpacked the pack folder, then created the UI folder in the data folder, then created UNITS and UNIT_INFO folder copied the TGA's for the greek hoplite elite to the new folder under the folder ROMANS_BRUTII in UNITS and UNIT_INFO. Ok problem is i got the unit info card to work, but not the actual unit icon button. When i go to recruit it the button is still a peasant. I made sure i copied the correct files, GREEK_HOPLITE_ELITE_INFO.TGA is in the unit_info/roman_brutii folder. And the #GREEK_HOPLITE_ELITE.TGA is in the unit/roman/brutii folder. The unit info works but not the actual unit button. I'm not sure what or where i screwed up. Please help

thanks

scott

GodsPetMonkey
01-03-2005, 22:36
You on the right track, just looks like your at the wrong station ~;)

Ok, first of all, lets get your folders in order (its been a while since I have done this, but it should be right).
For the Brutii, we should have 2 folders.. from the root RTW directory -
Data\UI\UNITS\ROMANS_BRUTII
Data\UI\UNIT_INFO\ROMANS_BRUTII
As long as the files are named right, and in the right directory, it should all go fine. So make sure your spelling is correct! (and I know all to well how easy it is to make a small typo and not notice)

Now, it seems as if you got your UNIT_INFO set up going fine, and as far as I can tell the directories are good for the normal unit card as well, but you say
And the #GREEK_HOPLITE_ELITE.TGA is in the unit/roman/brutii folder This could be a typo (quite easily). If not, then its your cause!

If everything seems right but still nothing is going, then do what I did when I first set up my UI. You say you have unpacked the UI pak, and hopefully you haven't deleted it. Now, go to where you unpacked it, select the base UI folder, and move it to your RTW/data folder. This way it will move all the UI folder into the correct positions to be used by RTW (and set up a working directory structure). Try again to copy the files into the right directories, and away we go.

If all of that fails.... hmmmm, something is up. Post again and we shall delve deeper!

scott88
01-03-2005, 22:55
AHH how stupid of me!! Thanks i spelled something wrong, it's UNITS, I typed in UNIT, now it's working fine:D Thanks godmonkey, the editors are great:D

GodsPetMonkey
01-03-2005, 23:22
AHH how stupid of me!! Thanks i spelled something wrong, it's UNITS, I typed in UNIT, now it's working fine:D Thanks godmonkey, the editors are great:D

Thanks, always glad to help!

scott88
01-04-2005, 00:22
Godspetmonkey, i'm just curious, do you know how to increase the probably of natural disasters? I'm not sure which .txt file to modify.

GodsPetMonkey
01-04-2005, 00:35
To my knowledge you have to modify descr_disasters.txt in your campaigns folder, but I'm not sure how effective it is (or what the limitations are). Thats one for the general modding forum.

alman7272
01-04-2005, 00:36
in descr_disasters change the frequency

scott88
01-04-2005, 01:16
Thanks Alman

Falc
01-04-2005, 17:27
The link to the guides does not work for me, it says page not found. Is there somewhere else i could view these guides, i'm having problems adding the new Carthaginian units the TTO released. :balloon2:

GodsPetMonkey
01-05-2005, 08:02
The link to the guides does not work for me, it says page not found. Is there somewhere else i could view these guides, i'm having problems adding the new Carthaginian units the TTO released. :balloon2:

Whoopsie, was changing the directory structure arround and forgot to update the links!

Should be all better now. Thanks for pointing it out.

QwertyMIDX
01-10-2005, 19:25
When I extract the Caliguila unit editor and try to open it I get the error message
Componet 'COMDLG32.OCX' or one of its dependencies not correctly registered: a file is missing or invalid

Can anyone help me with this?

GodsPetMonkey
01-10-2005, 23:56
When I extract the Caliguila unit editor and try to open it I get the error message
Componet 'COMDLG32.OCX' or one of its dependencies not correctly registered: a file is missing or invalid

Can anyone help me with this?

If you read the readme.... No matter I never read them either!

- MSCOMCTL.ocx - http://www.majorgeeks.com/files/mscomctl.zip
- COMDLG32.ocx - http://www.ascentive.com/support/new/images/lib/COMDLG32.OCX
- msvbvm60.dll - http://www.microsoft.com/downloads/details.aspx?FamilyID=bf9a24f9-b5c5-48f4-8edd-cdf2d29a79d5&displaylang=en (thanks Soulflame!)

Put these files in you winows/system32 directory.

It should work if you put them in the same diroctory as the Caligula executable.

Etwmodders
01-11-2005, 03:15
i need help

i was using ur editor 2 make a new guy, based on 'egyptian pesant' who was all different. then i played the game, and the game quit instantly (actually bout 5 seconds after starting) so, i did the thing that makes it tell me what the error is, and it said that roman pesant wasnt "unique" which i looked into and found that id made a coppy of earlier. i delete 1 coppy, then try it again, this time the virus was in data\export_descr_buildings.txt and that 'egyptian pesant' isnt found. what did i do wrong, and if i completly screwed up the units doc, can i have a coppy?
thx :help:

GodsPetMonkey
01-11-2005, 05:26
Ok, I think I know where the issue is here.

Basically, the recruit statements in the buildings file does a lookup on the unit name (type) in the units file, what has happened is you have renamed the original egyption peasant unit, and now when the game tries to cross refernce the recruitments to the units file, it can't find the egyptian peasant unit.

Theres several ways this may have happened, but the easiest solution is to find the unit based of the egyptian peasant and change his type attribute back to egyptian peasant.

For adding a unit based of the egyptian peasant, make sure you hit the "Add New Unit" button, then edit away, it should automatically select the new unit for you.

Hope that helps.

lab rat
01-11-2005, 15:01
could somone tell me how to use the enum part of the caligula editor
it always appears a ''Run-Time error '9' Subscript out of range''
what did I screw up?

:help:

GodsPetMonkey
01-12-2005, 02:15
could somone tell me how to use the enum part of the caligula editor
it always appears a ''Run-Time error '9' Subscript out of range''
what did I screw up?

:help:

Im my experiance that means you have just found a bug!

Can you give me more detail on what your doing in the lead up to it giving the error??

Etwmodders
01-12-2005, 02:41
ya i tried putting the egyptian pesant back 2 normal, but still it doesnt work. id bet a lot that i just missed somethin, so should i just save time by reinstalling RTW to get a clean slate, or just keep trying 2 put it back 2 normal?
thx again

Etwmodders
01-12-2005, 02:53
OMG i found the reason 4 my problems. in all that time of putting egyptian peasant back together, i completly missied some thing that allmost made me crap my pants. i really feel stupid about this: it took me hours 2 notice that i spelled peAsant pesant. thx 4 help.

Etwmodders
01-13-2005, 04:02
ok new question.
i noticed that there are many special abilities that some units have in the game, but arent in the list in this editor (ex. warcry). is that because only a few units can get these? if u can add these the editor id be great. thx

also how do i adjust speed of units?

GodsPetMonkey
01-13-2005, 07:12
Things like flaming arrows and warcry are assigned by the game (using some determining factor that I don't know, but for flaming arrows its most likely down to haveing a bow!)

All the abilities assignable to a unit are there. I personally blame CA, someone was asleep at the wheel again!

Unit speed is a combination of animation speed and ground speed modifier.
Those ground speed modifiers can be found in descr_battle_map_movement_modifiers.txt, but editing these can result in units walking funny. The other way is to add more frames to the animations, but thats a complex process, and means you need to know how to animate in 3DS Max.

lab rat
01-14-2005, 22:26
after i put all the main stuff to a unit like stats abilities model used officers etc then in the part of enums I press the A button and it appears the error so does with the other 2 letters E and R

but im also confused in how to use that part
:help:

GodsPetMonkey
01-15-2005, 04:21
after i put all the main stuff to a unit like stats abilities model used officers etc then in the part of enums I press the A button and it appears the error so does with the other 2 letters E and R

but im also confused in how to use that part
:help:

If your just adding units to the original game, use the generate names and build enums buttons, how to use them is described in the adding units guide linked in the first post of this thread.

But thanks for bringing those problems to my attention, when I get some spare time, I'll fix it up. I have a pretty good idea on the cause already.

infernalbob
01-20-2005, 02:12
Well i got two question.
1) Do you think u can take out a guide on how to build a program like caligula and hadrian plz. i would really appriciate that and i bet other members would too.
2) Do i need the followings items u posted in order to run caligula and hadrian? : if so what are they for?

- MSCOMCTL.ocx - http://www.majorgeeks.com/files/mscomctl.zip
- COMDLG32.ocx - http://www.ascentive.com/support/ne...ib/COMDLG32.OCX
- msvbvm60.dll - http://www.microsoft.com/downloads/...&displaylang=en

GodsPetMonkey
01-20-2005, 03:38
Well i got two question.
1) Do you think u can take out a guide on how to build a program like caligula and hadrian plz. i would really appriciate that and i bet other members would too.
2) Do i need the followings items u posted in order to run caligula and hadrian? : if so what are they for?

- MSCOMCTL.ocx - http://www.majorgeeks.com/files/mscomctl.zip
- COMDLG32.ocx - http://www.ascentive.com/support/ne...ib/COMDLG32.OCX
- msvbvm60.dll - http://www.microsoft.com/downloads/...&displaylang=en

A guide to programming is a little to much for me. Luckily VB is a pretty simple and intrinsic language, so you can learn alot of programming by looking at the many guides on the net.
If VB isnt your cup of tea, there is no shortage of guides for other languages, especially C/C++ and Java, both powerful and very solid languages.

For the 3 files.
MSCOMCTL.ocx - Microsoft Common Controls, needed for the tabs, for some reasons tabs arnt common enough to be an intrinsic windows component.
COMDLG32.ocx - Microsoft Common Dialogs, includes the parts needed for the common dialog boxes I use (the open and save windows). By using these, I make my life alot easier! It also means I don't have to use some strange save method that some of the other editors use.
msvbvm60.dll - Visual basic 6 runtime DLL, needed by all VB6 programs. I use VB6 over .net because the VB6 runtimes are common as muck, most computers have them already sitting there.

Burns
01-23-2005, 22:12
Hi, Ive got a question: I want to edit the Forts built by faction leaders. Where do I go about to do this?

eadingas
01-23-2005, 22:39
What exactly do you want to edit?

Burns
01-23-2005, 22:50
I want to change the walls of the fort, maybe some other things along the way.

infernalbob
01-25-2005, 15:18
ok thanks i now i know. but here's a new question. ok i open the caligula thing. then i press the open new unit tab the first upper left one, and nothing happens no words show up on the boxex below. can you help please. :help:

GodsPetMonkey
01-25-2005, 22:48
To get unit data to display.

1) Open Caligula
2) Press "Open Unit Data" and select your export_descr_unit.txt
3) Click the "Category" drop down box in the top left corner, and select the category of units you wish to look at
4) Click the "Unit" drop down box in the top middle and select the unit you wish to view, you can also type in the units name.

Now the text boxes in the tabs should fill up.

Chernish
01-29-2005, 08:16
1) Open Caligula

Hi!
I note small bug in Caligula

At the page "Attributes" ability Cantabrian Circle wrote "Cantabarian Circle"

As a result Caligula remove this ability at all.

In "exe"-file also "Cantabarian".

Sorry my uncorrectly English ~;)

GodsPetMonkey
02-06-2005, 01:47
Hi!
I note small bug in Caligula

At the page "Attributes" ability Cantabrian Circle wrote "Cantabarian Circle"

As a result Caligula remove this ability at all.

In "exe"-file also "Cantabarian".

Sorry my uncorrectly English ~;)

Several people had pointed that out to me, but thanks anyway!

Anyhow, a new version of Caligula is out, dealing with this and a few other issues, I had deliberately delayed releasing this version to make sure that if any issues came up from the 1.2 patch, their fixes would be included (and luckily there were no problems, as far as my testing could tell anyway).

Black_Draen
02-14-2005, 19:27
Probably a stupid question but how do you remove a unit? Adding one seems to be easy but I'm not sure how to remove one - Rome refuses to start if I simply erase the stats in the files.

Hans Kloss
02-15-2005, 01:27
Basically if you wish to remove unit from the game you need to delete all reference in all other files too like export_descr_buildings etc

Melman Forbes
02-15-2005, 17:16
I downloaded Caligula but when I try to run it it says one of it's dependincies is missing. Does anyone know why this is? :help:

GodsPetMonkey
02-19-2005, 06:09
New versions of both Caligula and Hadrian, featuring a few bug fixes.
Thanks to everyone who emails me about bugs they find, you all help it be a better piece of software.

Suraknar
02-19-2005, 07:53
hey GPM,

Continuing to enjoy these two tools, and at this point a question/request if you may.

Would it be possible to include functionality for the Sprites?

I mean when adding a new Unit, would it be possible that it would also autmatically create proper entries for the "Long Distance Sprites"...

Thanks ~:cheers:

GodsPetMonkey
02-19-2005, 08:03
You mean in descr_model_battle.txt?

The sprite's path is part of a models entry in that file, which is linked to a unit through the model entry's name (thus a sprite is associated to a unit by proxy, its not a direct link). In that way, I don't see how I could do what your asking.

But I could be mis-interpreting what your saying.

Suraknar
02-20-2005, 04:20
Hello,

Yes, its about the issue with dissapearing Units at long disttances, when lets say we take a Unit and also give it to another Faction, this happens.

It is described better by Itkotw in a link you have provided about Unit Cards.


Hmm, I have been thinking about the disappearing axemen. I had a similar problem when I first tried to give the gauls axemen. The troops would disappear at long ranges. All I can say is check the descr_model_battle file, and make sure this line appears under the "warband_axe" section (I incorrectly called this the "warband axe german" section in my second post) -

model_sprite gauls, 60.0, data/sprites/germans_warband_axe_sprite.spr

This just tells the game to use the german axemen sprites for the gauls. This is needed because the game stops using 3d models at long ranges and switches to sprites (cheesy, but fast, 2d images)(I forgot to add the second sprite line when I first edited the axemen).

Do you think it would be possible for the tools to have a Tab in which we can prolly specify a couple of things (like the name of our new unit and the actual name of the sprites to be used) and then the tool could add the appropriate lines in the file?

Would that be possible ot is it too complicated and would require too much coding?

If too much coding is involved then I it is Ok I guess, the tools are awesome as it is, and some manual modification never hurts :)

GodsPetMonkey
02-20-2005, 08:41
Yes, I see what you mean now, I will definately take a look into it.

Andromachus Theodoulos
02-21-2005, 19:27
Apologies, this is my first posting on this forum, or for that matter, any forum.

Greetings to all,

I have modded only slightly in Medieval TW, but I have not modded at all within Rome. I remember reading that Rome was going to be one of the most modable games on the market. I hope that is true and I that perhaps I have missed something.

I appreciate the time that you (GPM) have freely committed to creating both Hadrian and Caligula. I hope that they can help me do the things I want to do to the game.

I read about you guys changing models around within the game for certain units (I think through Caligula, though I could have misunderstood). I now have realized that I cannot create new models without making use of 3dsmax software, which is disappointing (or maybe I am coming to a wrong conclusion on the matter).

Here are three questions

#1 I want to change some of the units, perhaps using existing tools, without having to purchase an expensive software program (3dsmax). Is it possible to just change heads on a figure, like removing the Corinthian helm from the Greek Armored Hoplite and using the standard head from the regular Greek hoplite.

#2 Also, if possible, can I change the shields of various figures, like use the flat oval shield (Found with the Auxilia) for Legionaries, instead of the standard Legionary scutum. Can I do this through Caligula, or do I need some other mod tool, or am I left with having no alternative but to accept the models with way they are…

#3 Is there a way I can keep certain units from showing up in the game (Primarily in the Campaign). I don’t want to delete them, just not make them available to any of the factions for training.

Could you (or anyone) please help…?

Thanks

Andromachus

Razor1952
02-22-2005, 02:58
I'm sorry I've only just started moddding RTW, but in the absence of some of the gods answering, I'll try to answer your questions.

1.Units are 3-d models but with a "skin applied" . The 3-d unit is a CAS file which requires Max to edit. You can edit the skins however in 2-d.(these are tga.dds files) This is described elsewhere on the forum. To change a head shape would require the 3-d model change, to change its appearance(skin) is much easier.

2.I believe you can change weapons etc in the txt files , again look in this forum

3.This also requires editing of the txt files only .

I thnk all your answers are available here in the modding forums.

GodsPetMonkey
02-22-2005, 13:50
Razor1952 is pretty much correct....

#1 and #2 will need editing of the 3d model.

#3 though is easy enough, you just need to remove the respective units entry from the buildings file, which means its doable through Hadrian.

Legionario
02-23-2005, 13:11
#1
you can change the "texture" type of the head/helmet,until a certain measure,only editing the graphical part of it (the xxxx.tga.dds file)
but if you want to modify it radically,you need to work into the 3D mesh

#2
shields,provided that the solid part of it in the 3D mesh is large enough,can be "adjusted" just workin' on the texture and the alfa channel,by default the material of the mesh (3 D solid part in Studio max) is ready to accept a "solid/transparent" type of texturing by the means of the Alfa channel,so you need skills with some graphic package ( photoshop,PSP etc..etc...)

#3
sure,you have to edit the export_descr_buiding.txt and remove the units you don't want from the "recruiting".... ~;)
this way tey'll be ready for custom battles but not implemented into campaigns.

BobTheTerrible
03-01-2005, 20:30
Whenever I try to open Caligula from winzip, I get a message saying that there could be files missing or sorrupted etc. I assume this is because I don't have the "VB6 runtimes." Before I download them, could someone just tell me what they do and how I can install them? I have windows 98 SE by the way, if that's at all important.

GodsPetMonkey
03-01-2005, 22:18
Whenever I try to open Caligula from winzip, I get a message saying that there could be files missing or sorrupted etc. I assume this is because I don't have the "VB6 runtimes." Before I download them, could someone just tell me what they do and how I can install them? I have windows 98 SE by the way, if that's at all important.

Probably something wrong with the zip itself.
Try downloading it again.

BobTheTerrible
03-02-2005, 03:56
I re-downloaded it, and it gives me the same message.

GodsPetMonkey
03-02-2005, 08:06
I re-downloaded it, and it gives me the same message.

Hmmm....

Try this one then, http://www.users.on.net/~roehr/RTW/Caligula/Caligula.zip

BobTheTerrible
03-03-2005, 04:22
Same thing from that link. I get the message Component 'COMDLG32.OCX' or one of its dependencies not correctly registered: a file is missing or invalid.

GodsPetMonkey
03-04-2005, 01:44
Same thing from that link. I get the message Component 'COMDLG32.OCX' or one of its dependencies not correctly registered: a file is missing or invalid.

Check the readme for a link to that file.

BobTheTerrible
03-04-2005, 04:26
Yeah, I knew I had to download the runtimes, but I don't know exactly what they are/what they do/how to install them. Those are my only questions. Sorry for cluttering the thread by the way :/

GodsPetMonkey
03-04-2005, 06:41
One of the downloads is an exe, just run it, the others you can put in the same directory as the Caligula .exe, easier that way if you dont know how, or arnt confident about placing stuff in your system32 directory.

BobTheTerrible
03-04-2005, 22:41
When I download the 'COMDLG32.OCX' file, it asks me what program I want to use to open it. Does this require me to get further software? As I said before, I have windows 98 se so I don't know if this file type isn't supported on my computer.

Myrddraal
03-04-2005, 23:59
No, you don't need to open it, just put it in the same directory as Caligua

Correct me if I'm wrong Monkey

BobTheTerrible
03-05-2005, 03:12
Ok, I got it working. Thanks Monkey for helping. However, I seem to have run into another problem. When I go to the "batch" tab, I select type infantry, stat morale, +, and a number. (I have the export_descr_unit_ file the game uses opened) Whenever I tell it to process, nothing happens. Did I miss something? The "save changes" button at the bottom doesn't become selectable. What am I doing wrong?

GodsPetMonkey
03-05-2005, 03:51
Ok, I got it working. Thanks Monkey for helping. However, I seem to have run into another problem. When I go to the "batch" tab, I select type infantry, stat morale, +, and a number. (I have the export_descr_unit_ file the game uses opened) Whenever I tell it to process, nothing happens. Did I miss something? The "save changes" button at the bottom doesn't become selectable. What am I doing wrong?

Ahhh, crap, that bug still happens. Damn it!

Ok, nothing happening is normal, cause stuff does happen, you just dont see it!

Easy way to tell if it has worked, select an individual unit first (one of the peasants is fine). Note the morale, then do your batch, no go back, reselect the unit again, and the morale should have changed ~:)

The fix for the save changes not showing is the same, select and unit and it should light up. I swear I had it happening after you press 'Process', but obviously not ~:confused:

BobTheTerrible
03-05-2005, 04:47
It still doesn't show up as changing, even after multple times :/

GodsPetMonkey
03-05-2005, 08:02
Make sure you have selected both a category and a search in the batch tab (even if you enter nothing in the search string, you need to select an attribute to search by, something that is commonly missed ~;) )

BobTheTerrible
03-06-2005, 03:26
Still doesnt seem to work.. :/

GodsPetMonkey
03-06-2005, 04:15
The settings on the batch screen should look something like this....

http://www.users.on.net/~roehr/Batch.jpg

fractious_celt
03-09-2005, 16:09
Looks good. But how do we change the unit names/dictionary in Caligua?


Thanks.

GodsPetMonkey
03-09-2005, 21:46
Looks good. But how do we change the unit names/dictionary in Caligua?


Thanks.

The unit names (ie. what you see in game) are contained within export_units.txt, which can be edited in the "[Enums]" tab.

GodsPetMonkey
03-17-2005, 05:08
New version of Caligula!

Thanks to everyone who emails me about any bugs they find... they are getting less and less in number, bet you all help make this a better piece of software.

Virtute_et_Armis
03-24-2005, 04:06
Awesome work GodsPetMonkey!

Can you help out out a little with the batch? I can't seem to do a batch on lowering Primary/Sec. Weapon "Hit Strength." I'd like to reduce it.

What I tried doing was:

Category: Infantry:
Search: Type ...... String: Hit Strength
Attribute: PriWeap Unknown
Effect: /
By Amount: 2

I tried other several combinations but no luck. Can you help?

GodsPetMonkey
03-24-2005, 07:11
Another UI fix to add to the list!

Ok, the attrib you want (in the batch list) is MinimumDelay, then it should work fine!

Virtute_et_Armis
03-24-2005, 10:31
Another UI fix to add to the list!

Ok, the attrib you want (in the batch list) is MinimumDelay, then it should work fine!

Thanks! Somehow I tried to half the value and tried doing / by 2 but didn't work so I did a * by .5 which is the same the result and it worked.

Suraknar
04-05-2005, 05:05
hello GPM, thnak you for the continued devellopment of these two tools.

I have a small Question.

Would there be a way to Give a faction a Building Contruction Bonus using Hadrian?

lets say one would like to shorten the time for a buildiing to be constructed on a per faction basis, any Ideas as to how this could be done?

As it is, if the Construction Time is changed for a specific Building then all the factions able to make that Building will be affected, yet I would like to represent a bit the Architectural prowess of some Factions.

Is there a way to input some sort of Bonus/Modifier that affects that?

Thank you!

GodsPetMonkey
04-08-2005, 05:28
Not to my knowledge, no, the similar effect which you got from the wonder is hardcoded IIRC.

orangejulius
04-09-2005, 00:38
as for the bonus to building construction time...i have found a file that lists all the available capabilities for buildings it is located in the data/text/strat.txt file

i have tested it...but,cannot seem to get it to work...the good thing is it doesn't make the game CTD when i put it in the export buildings.txt file....it seems to recognize the bonus...but...it doesn't seem to do anything


{SMT_CAPABILITY_CONSTRUCTION_COST_BONUS_MILITARY} Military construction cost reduction
{SMT_CAPABILITY_CONSTRUCTION_COST_BONUS_RELIGIOUS} Religious construction cost reduction
{SMT_CAPABILITY_CONSTRUCTION_COST_BONUS_DEFENSIVE} Defensive construction cost reduction
{SMT_CAPABILITY_CONSTRUCTION_COST_BONUS_OTHER} Civil construction cost reduction
{SMT_CAPABILITY_CONSTRUCTION_TIME_BONUS_MILITARY} Military construction time reduction
{SMT_CAPABILITY_CONSTRUCTION_TIME_BONUS_RELIGIOUS} Religious construction time reduction
{SMT_CAPABILITY_CONSTRUCTION_TIME_BONUS_DEFENSIVE} Defensive construction time reduction
{SMT_CAPABILITY_CONSTRUCTION_TIME_BONUS_OTHER} Civil construction time reduction

Steven_v
04-09-2005, 15:16
can somebody please give me instruction on how to use these two programs to give existing units and buildings to factions that couldn't build them before? because i am a bit stupid and dont know how to use them correctly

thelordskinner
04-09-2005, 16:50
Sweat Tools!

Suraknar
04-12-2005, 04:55
Ahh, Thank you anyways GPM,

And OranjeJulius thank you for pointing towards that file, will do some trials and repport back :)

devlaamseleeuw
04-13-2005, 23:35
Hi , i am Dave from belguim and i gave a question , :help:
i have read possible all the treads regarding making/editing units but i can't still figure out how to do it .
I want to make the chariots and some other units in RTW available in the campaign game to make and train .
I gave tried it with calgula and hadrian and all of the tips i find here and on other site regarding these topics .
It works for the custom battles but not in the campaign game , RTW always crashes when i trie to make them availeable :furious3:
What am i doing wrong ? since i see images of new/edited units by other people i have followtevery step of the manuals in hadrian and caligula and still i wont work , can somebody help me please and by any chance direct me or tell me iff these manuals also come in dutch , because my english isn't that good

a big thanks add advance

Myrddraal
04-14-2005, 08:33
Welcome to the forums devlaamseleeuw :smile:

To make them availiable on the campaign map you should be editing the building file... Is this what you've been trying?

devlaamseleeuw
04-14-2005, 13:55
yes i tried every thing like the manual discribes with the example of the shoemaker and shoe shop but i can't seem them tho work in the campaign

Myrddraal
04-14-2005, 16:03
send me your unit and building text file to the.mad.toad@gmail.com, please PM when u've sent them and tell me the name of the unit. I'll have a look.

Rosacrux redux
04-18-2005, 15:50
GPM I am in dire need of your guides, so I can use those very sweet tools of yours to shape up the Greek unit lineup the way I want it, but apparently they are unavailable (http 404 etc. when I click on the links). Could you please send them to me via e-mail? young_frankie (at) yahoo.com is the address.

Thank you, thank you, thank you!

GodsPetMonkey
04-20-2005, 10:29
The links should work fine.....

XXdeftonesXX
04-26-2005, 00:52
hello, i have a problem with your program i cant figure out. when i open up the caligula program, the first step i cant do, because it does not list anything. its just blank, i cant pick from any units or categories becuz there is nothing there at all. the lil triangle is grey, and i cant pick from a number of units r anything. help me please
~XXdeftonesXX

Etwmodders
04-26-2005, 00:57
ok a few things

1 i see you figured out what the "unknown" is that is always 25, hit speed. is lower on that higher, or higher higher?

2 i really don't get the deal with hit strength and attack, ect. they both seem to be the same, but whats the difference? can someone clear that up for me?

3 how do i change what the name of the unit's name is on the battlefield and in the unit selections?

sry for the basic questions, im a bit unexpierenced in modding.

XXdeftonesXX
04-26-2005, 01:16
also, my bottons that say "add new unit" "add blank unit" and "remove unit" i cant click, its like there not there ether. i can open a unit's data, and open model data, but those things for sum reason i cant click on at all. theyre jus grey...
~XXdeftonesXX

GodsPetMonkey
04-26-2005, 02:28
also, my bottons that say "add new unit" "add blank unit" and "remove unit" i cant click, its like there not there ether. i can open a unit's data, and open model data, but those things for sum reason i cant click on at all. theyre jus grey...
~XXdeftonesXX

You have to open the file to edit before you can start editing.

Click "Open Unit Data", select your export_descr_unit.txt, then you can edit away.



ok a few things

1 i see you figured out what the "unknown" is that is always 25, hit speed. is lower on that higher, or higher higher?

2 i really don't get the deal with hit strength and attack, ect. they both seem to be the same, but whats the difference? can someone clear that up for me?

3 how do i change what the name of the unit's name is on the battlefield and in the unit selections?

sry for the basic questions, im a bit unexpierenced in modding.


1. I believe lower is better, but I don't know for sure.

2. My understanding of hit strength is its likeliness of a successful hit causing the loss of a hit point, 1 being always.

3. In RTW this is handled in a separate file. Go into the [Enums] tab, and press "Open Descr", select the file (located in RTW/data/text) and then edit the title of the first item in the descriptions box.

XXdeftonesXX
04-26-2005, 03:24
thank u so much :D
~XXdeftonesXX

PotatoChip
04-27-2005, 01:13
Man I can't even put the files in /windows/system32 because I don't know where it is! Haha :embarassed: . Also, I can't see any unit files or modle files. Hmmm? Help appreciated. Cheers! ~:cheers:

XXdeftonesXX
04-27-2005, 04:47
yeah i also cant find where my file is that i made. i made a unit of spartan hoplites with spears and bows instead of pikes and swords, except i cant seem to find it... i jus flat out dont know where it is...lol where do the files go???

also, for the guy above:
i had the same trouble, go to:
1my computer
2local disk
3windows files
4look around on the bottom files, there will be a folder entitles "system32"
5copy and paste the files that u downloaded into this folder
6fool around with programs

~XXdeftonesXX

PotatoChip
04-27-2005, 23:42
Man I still can't see the files. I'll open the Data/models_unit or whatever it is and its totally blank. So is EVERY other folder! I'm sure I'm not the only one that think thats :furious3: up. :help:

XXdeftonesXX
04-28-2005, 08:11
and i made a text file of my units n building, but it dusnt appear in the game..can i have help on that?? pleasE??
~xxdeftonesxx

rome
04-28-2005, 09:18
I changed the legion barracks so that I can build it when my settlement is a large town. The option showed up in the game but it refused to build. My building time is 0 turns.What have I done wrong?Any help given is appreciated. :help:

XXdeftonesXX
04-29-2005, 00:32
my god!!! i get it all now!! thank u for making this program :D
~XXdeftonesXX

rome
04-29-2005, 09:11
Please!!!!!!!!! Anyone,help!!!!!

GodsPetMonkey
04-29-2005, 09:46
Man I still can't see the files. I'll open the Data/models_unit or whatever it is and its totally blank. So is EVERY other folder! I'm sure I'm not the only one that think thats :furious3: up. :help:

I'm not sure on what your problem is... this editor does deal with anything in the unit_models directory.



I changed the legion barracks so that I can build it when my settlement is a large town. The option showed up in the game but it refused to build. My building time is 0 turns.What have I done wrong?Any help given is appreciated.


Refused to build? If its in the build menu, then it should build fine.

rome
04-30-2005, 04:53
I'm not sure on what your problem is... this editor does deal with anything in the unit_models directory.



Refused to build? If its in the build menu, then it should build fine.




But it does nothing, It just stays in the queue. The construction report did not show the barracks

Etwmodders
05-15-2005, 04:22
one time, i made my enums for a unit, and saved and quit. the next time i opened my data, and the enums were not there when i oppenend them. did i do something wrong, or is this supposed to happen?

GodsPetMonkey
05-17-2005, 02:40
one time, i made my enums for a unit, and saved and quit. the next time i opened my data, and the enums were not there when i oppenend them. did i do something wrong, or is this supposed to happen?

Remember the 'enums' files are saved separately from the unit data, what’s more there are 2 files dealt with in the 'enums' section, export_descr_units_enums.txt and export_units.txt (in the text folder). Both are important, export_units being the key file, and export_descr_units_enums.txt being the linking file.

To save time, export_descr_units_enums.txt is generated from the export_units.txt file that is currently open, as well as any changes residing in memory, make sure you save export_units as well as generate the enums when done.

ThIrD-EyE
05-17-2005, 08:21
hmm, from what i can tell no one else has posted about this problem, so here i go.

ok, when i modify the army upkeep, weapons upgrade, and armor upgrade cost to all units (infantry, cavalry, ships etc) it modifies how many units are in 1 cohort or whatever its called. right now in modified export_descr_unit file, every unit type has only 20-22 in each cohort, even less units in others.

i used the batch process to modify each type by = 5 for the 3 options i listed above. just wondering if anyone else has had this problem and if it can be fixed. i looked at my backup and the modied files and i cant find a difference in thme other than the upkeep and upgrades for every single unit.

i just wanted to make it so i wouldnt have to worry about money and be able to conquer the whole map without using the money cheat or a trainer.

GodsPetMonkey
05-17-2005, 09:02
hmm, from what i can tell no one else has posted about this problem, so here i go.

ok, when i modify the army upkeep, weapons upgrade, and armor upgrade cost to all units (infantry, cavalry, ships etc) it modifies how many units are in 1 cohort or whatever its called. right now in modified export_descr_unit file, every unit type has only 20-22 in each cohort, even less units in others.

i used the batch process to modify each type by = 5 for the 3 options i listed above. just wondering if anyone else has had this problem and if it can be fixed. i looked at my backup and the modied files and i cant find a difference in thme other than the upkeep and upgrades for every single unit.

i just wanted to make it so i wouldnt have to worry about money and be able to conquer the whole map without using the money cheat or a trainer.

Well I can't recreate the problem, but I guess its because you have your unit size set to small in the game options. Up the unit size there, start a new campaign and you should be right.

If that doesn't do it, email me your export_descr_unit.txt and I'll have a look.

ThIrD-EyE
05-17-2005, 14:00
Well I can't recreate the problem, but I guess its because you have your unit size set to small in the game options. Up the unit size there, start a new campaign and you should be right.

If that doesn't do it, email me your export_descr_unit.txt and I'll have a look.

ah, thanks that did the trick. i must have set it to small or lowest to make the game faster on this computer. i dont play on the battle map because the computer is not the best in the world but its all i have until i get my main computer fixed(the video card fried because the fan died), ill be buying a geforce 6800gt in about a month.

swirly_the_toilet_fish
05-27-2005, 07:33
I'm a new member and I seen the tools Hadrian and Caligula and were immediately drawn to them. I do have a question regarding the units though, can a unit be created based on the Triarii sprite? If it cannot through caligula or just psuedocode in the text files, is there any other way or is it because these units are often a reward for missions?

:help:

"If I were a man I could do so much - travel the stars, learn to play the harp, conquer a foreign country and become a frustrated cartoonist."

GodsPetMonkey
05-30-2005, 03:19
I'm a new member and I seen the tools Hadrian and Caligula and were immediately drawn to them. I do have a question regarding the units though, can a unit be created based on the Triarii sprite? If it cannot through caligula or just psuedocode in the text files, is there any other way or is it because these units are often a reward for missions?

:help:

"If I were a man I could do so much - travel the stars, learn to play the harp, conquer a foreign country and become a frustrated cartoonist."

Sorry about the delay!

Anyway, it all depends on what your trying to achieve.... if you want to recycle the Triarii models for a brand new unit, just use the soldier 'roman_triarii'.
The Triarii can be trained like any other unit, just in vanilla its hard by the time you can train them, your almost at the reforms.

qvcatullus
06-11-2005, 04:45
First time trying to use Caligula and first time posting, so feel free to correct me if the question is dumb or in the wrong place.

I thought my idea was simple enough -- I was going to take the already existing unit, the Bastarnae, which can be built by Thrace, and edit them so that the Macedonians could hire them (I thought they needed at least one auxiliary sword unit, and I couldn't get them from the Merc pool). I changed the ownership id so that it says ownable by both Thrace and Macedon. That didn't work -- I still couldn't build them. So I edited the buildings file so that both Macedonian and Thracian barracks could build them, and that fixed that part of the problem. Now Macedon can build them.

Now the problem -- When I build them with Macedon, they use the portrait that I normally see on peasants. When I try to fight a battle with them, they are strange and ghosted out. I assume this must be a problem loading the models -- the model already used for them must be tagged for the Thracians because of the colors or something. I don't understand much about how the unit text file works -- the model information says something about Greek_Thracoan or some such. What options do I have here? Can I convince Macedon to load this thracian model, or something? Do I need to create a new unit, and call them Macedonian Bastarnae, and give them a Macedonian model? I don't see how to change the model in Caligula. It gives me a pull-down menu when I click on it, but the only choice in the menu is the one already selected.

Any help I could get would be great.

Nero
07-16-2005, 18:58
I have a suggestion for Hadrian. Don Guldur discovered that the building descriptions can be made faction-specific instead of culture-specific. Could this be implemented into the editor, so that it automatically generates the faction-specific stuff out of the old descriptions if nescessary, and lets you edit those?

I've done some research on this too:


This thing works perfectly for all factions. You need to use the same names as in export_descr_buildings.txt - except the julii name must be 'romans_julii', not without the underscore or the 'romans_' prefix.

When every faction in a culture group has its faction-specific descriptions, the culture-specific descriptions can be deleted from the files without causing any CTDs.

https://forums.totalwar.org/vb/showpost.php?p=848243&postcount=62

GodsPetMonkey
07-18-2005, 03:25
You should be able to add them manually (hence the A button... this is why it has existed for so long, but I doubt anyone has used it).

When I finally get arround to working on these again, I'll look into adding a radio button to choose between factions and cultures.

Southern Hunter
07-31-2005, 09:46
Remember the 'enums' files are saved separately from the unit data, what’s more there are 2 files dealt with in the 'enums' section, export_descr_units_enums.txt and export_units.txt (in the text folder). Both are important, export_units being the key file, and export_descr_units_enums.txt being the linking file.

To save time, export_descr_units_enums.txt is generated from the export_units.txt file that is currently open, as well as any changes residing in memory, make sure you save export_units as well as generate the enums when done.

I am at a loss of how to get changes to the names / descriptions of a unit to stick :P

Can you go through the button presses I need to make?

For example, I open up a description from my text directory and it calls a unit a 'warband'. I change that to 'red warband' for example. How do I save that and the enums file so it sticks?

Thanks,

Hunter

GodsPetMonkey
08-02-2005, 13:34
I am at a loss of how to get changes to the names / descriptions of a unit to stick :P

Can you go through the button presses I need to make?

For example, I open up a description from my text directory and it calls a unit a 'warband'. I change that to 'red warband' for example. How do I save that and the enums file so it sticks?

Thanks,

Hunter

Are you just trying to rename the existing warband? If so, all you want to do is edit export_units.txt (this file contains all the unit names and descriptions as they appear in the game). You don't need to deal with the enums, as they already exist, so just open export_units.txt, select the unit you want to change (IIRC all the warbands use the same dictionary entry, so any of them will do) and edit away.

If you created a new unit that uses a new dictionary (or gave an existing unit a new dictionary entry), then you will need to edit both export_units.txt and the enums file.
This is alot easier then it looks (and a feature I have personally found a great time saver), just select the unit like normal, make sure the dictionary entry on the 'Unit Details' tab is set to what you want (eg. red_warband), then go to the '[Enums]' tab, open export_units.txt, and hit 'Generate Names'. This will automatically create the dictionary entries for you, edit them as you see fit, then save your export_units.txt ('Save Descr'). Thats the dictionary entries taken care of, now you just need to link it all together (thats the purpose of the enums file). Again, real easy, press 'Build Enums' and the enum file will be generated, automatically, from the export_units.txt file currently open!
Ok, that was the indepth guide, in summary....

Select unit
Open Descr (export_units.txt)
Generate Names
Edit dictionary/description entries
Save Descr
Build Enums

You don't need to put anything in the dictionary entries, but it will be hard to tell if it worked if you don't. For testing I normally just put the name in (first dictionary entry), takes me 10-15 seconds to do a unit. I love it when buttons do all the work for you ~;)

Southern Hunter
08-05-2005, 03:39
Thanks. I will try that this weekend. Not enough time to mod :P

Ciaran
08-08-2005, 10:38
I can´t download them, the links on the first page gives me an 404 error, is there any other source where to get these very nice and handy tools?

Southern Hunter
08-15-2005, 09:45
If you created a new unit that uses a new dictionary (or gave an existing unit a new dictionary entry), then you will need to edit both export_units.txt and the enums file.

This is alot easier then it looks (and a feature I have personally found a great time saver), just select the unit like normal, make sure the dictionary entry on the 'Unit Details' tab is set to what you want (eg. red_warband), then go to the '[Enums]' tab, open export_units.txt, and hit 'Generate Names'. This will automatically create the dictionary entries for you, edit them as you see fit, then save your export_units.txt ('Save Descr'). Thats the dictionary entries taken care of, now you just need to link it all together (thats the purpose of the enums file). Again, real easy, press 'Build Enums' and the enum file will be generated, automatically, from the export_units.txt file currently open!
Ok, that was the indepth guide, in summary....

Select unit
Open Descr (export_units.txt)
Generate Names
Edit dictionary/description entries
Save Descr
Build Enums

You don't need to put anything in the dictionary entries, but it will be hard to tell if it worked if you don't. For testing I normally just put the name in (first dictionary entry), takes me 10-15 seconds to do a unit. I love it when buttons do all the work for you ~;)

I have created a new unit using the new unit button

How do you do this "Edit dictionary/description entries"? Tried many combinations but I just don't get it :P

Maybe I should figure out how to do this manually first?

Hunter

Suraknar
09-10-2005, 02:08
First time trying to use Caligula and first time posting, so feel free to correct me if the question is dumb or in the wrong place.

I thought my idea was simple enough -- I was going to take the already existing unit, the Bastarnae, which can be built by Thrace, and edit them so that the Macedonians could hire them (I thought they needed at least one auxiliary sword unit, and I couldn't get them from the Merc pool). I changed the ownership id so that it says ownable by both Thrace and Macedon. That didn't work -- I still couldn't build them. So I edited the buildings file so that both Macedonian and Thracian barracks could build them, and that fixed that part of the problem. Now Macedon can build them.

Now the problem -- When I build them with Macedon, they use the portrait that I normally see on peasants. When I try to fight a battle with them, they are strange and ghosted out. I assume this must be a problem loading the models -- the model already used for them must be tagged for the Thracians because of the colors or something. I don't understand much about how the unit text file works -- the model information says something about Greek_Thracoan or some such. What options do I have here? Can I convince Macedon to load this thracian model, or something? Do I need to create a new unit, and call them Macedonian Bastarnae, and give them a Macedonian model? I don't see how to change the model in Caligula. It gives me a pull-down menu when I click on it, but the only choice in the menu is the one already selected.

Any help I could get would be great.

I have used extensivelly these tools to switch units around amongst factions as well as modify them.

In order to make all of the unit cards (portraits) properly work you will need to do some unpacking of files and place the right units under the right faction folder.

The "Ghosted" issue, well, I have not noticed any ghosting of models, but after a certain distance from your unit these do change to Spirtes from 3D models...however, the tools do not make this link when you take a unit and give it to another faction, so they simply vanish at certain distances and reapear as 3D models when you come closer.

Had Asked GPM if something could be done to have the toold make the Text Changes for the spites automatically, but I do not know if that has been done, I am downloading the latest version now.

So for now follow this please:



Hmm, I have been thinking about the disappearing axemen. I had a similar problem when I first tried to give the gauls axemen. The troops would disappear at long ranges. All I can say is check the descr_model_battle file, and make sure this line appears under the "warband_axe" section (I incorrectly called this the "warband axe german" section in my second post) -

model_sprite gauls, 60.0, data/sprites/germans_warband_axe_sprite.spr

This just tells the game to use the german axemen sprites for the gauls. This is needed because the game stops using 3d models at long ranges and switches to sprites (cheesy, but fast, 2d images)(I forgot to add the second sprite line when I first edited the axemen).


Now, lets talk about the unit cards and unit info screen. First thing we have to do is unpack some of the image files that the game uses. The game has a few compressed files which it uncompresses when the game starts up. So, what you have to do is download the Xpak program, which is discussed in this link - https://forums.totalwar.org/vb/showthread.php?t=37626 . After you follow the directions in the program, it will unpack the files and create a few new folders. The xpak program unpacks the files and creates the new folders within the /Data/packs folder, but you are going to leave most of the newly unpacked files and only copy the one or two that you need (this will seem a little clearer once you unpack the files).

After you unpack the files, you need to create a couple more folders. These new folders are needed because of the way the game organizes the factions image files. Create a new folder in the "Rome - Totalwar/Data/" folder, called "UI". Then, within the "UI" folder, create a folder called "UNIT_INFO". Now under the "UNIT_INFO" folder, create another folder called "Gauls". Next, you will have to make another folder in the "UI" folder, called "UNITS". Finally, make a new folder in the "UNITS" folder called "Gauls". To recap on the folders we have just created, they should look something like this - "Rome - Totalwar/Data/UI/UNIT_INFO/Gauls" and "Rome - Totalwar/Data/UI/UNITS/Gauls". The next step is to copy some of the unpacked images into these folders.

Now, look in the unpacked folder named "DATA/UI/UNIT_INFO/Germans/" (remember, this is not the normal "data" folder, but the newly unpacked one), technically the location is this - "Data/packs/DATA/UI/UNIT_INFO/Germans/". Find the file called "WARBAND_AXE_GERMAN_INFO.tga" and copy it to the folder you just created called "/Data/UI/UNIT_INFO/Gauls/". Now go into the unpacked folder called "/DATA/UI/UNITS/Germans/" (the technical location is "/Data/packs/DATA/UI/UNITS/Germans") and find the file called "#WARBAND_AXE_GERMAN.tga" and copy to the folder you just created called "Data/UI/UNITS/Gauls/".


That is all you have to do to get the unit cards and info screen to display the axemen picture. Who knows, there might be an easier way, hehe. I hope that helps, if you have any problems, post a reply. Good luck.

Zarax
10-05-2005, 07:34
Hello, are you planning to update the editors with BI features?

GodsPetMonkey
10-05-2005, 09:42
It's being worked on right now actually...

There doesn't seem to be that much to change (just a bunch of new attributes for the units, I have not looked at buildings yet) so it should not be to long before it's ready to go.

Suraknar
10-05-2005, 18:57
Hello GPM,

A small question,

Is it possible to have some units available to non-Roma Factions, after the Roman Marian Event?

How would I do that with Caligula?

Thanks

GodsPetMonkey
10-05-2005, 21:49
Hello GPM,

A small question,

Is it possible to have some units available to non-Roma Factions, after the Roman Marian Event?

How would I do that with Caligula?

Thanks

Yes it is, but it won't change the trigger for the marian_events (something to keep in mind).

However, such a condition is actually set in the buildings file (as illogical as it may seem) so you need to use Hadrian to do it rather then Caligula. To do it goto to the Capabilities tab in Hadrian (having selected the complex and building), select the unit in question, then enter "and marian_reforms" in the "Other Requirements" field (make sure not to delete anything else already in there). That should do it.

Suraknar
10-07-2005, 04:48
Many Thanks :)

Suraknar
10-09-2005, 21:29
Oki...

Time to correct myself :P

For those of you that use Caligula to give one factions units to another...and you notice that at certain distances these units dissapear during a battle..

This is because of the Sprites...

Caligula offers already the possibility to fix this.

So lets say you take the Levy Pikemen and you want to also make it buildable by Greek_Cities as well as Macedon and the Seleucid.

a- After doing so and saving etc, you will also need to click on the "Open Model Data" button that opens "descr_model_battle.txt"

b- click on the [Model Data] tab

c- Select "Greek_levy_pikeman" from the drop down

d- at the lower most box area you will see two lines for the path to the sprites, one ofr macedon and one for seleucid.



seleucid, 60.0, data/sprites/seleucid_greek_levy_pikeman_sprite.spr
macedon, 60.0, data/sprites/macedon_greek_levy_pikeman_sprite.spr


e- Select the macedon line, and in the emediate edit field bellow, replace the "macedon" by "greek_cities" (or the faction you giving this unit to. And press the "ADD" button. Now the Box should look like this:



seleucid, 60.0, data/sprites/seleucid_greek_levy_pikeman_sprite.spr
macedon, 60.0, data/sprites/macedon_greek_levy_pikeman_sprite.spr
greek_cities, 60.0, data/sprites/macedon_greek_levy_pikeman_sprite.spr


F- Save your changes, and your done.

And thus, your units will no longer dissapear in battle when you move your camera far away from them.

GodsPetMonkey
10-10-2005, 11:33
Thanks for that guide Suraknar! I am sure a few people will find it very useful.

Now onto some more good news, a new version of Caligula, now with BI support (so you can stop emailing and PMing... please!). This takes up to v0.6.0



Revision History -
0.6.0 - Added BI support. BI only options are marked [BI]. These may cause non-BI games to crash if enabled!
Several minor bug fixes
Many minor interface changes

kyee7k
10-11-2005, 23:29
i just bought bi and started to tweak some of my settings (number of soldiers, # of arrows in western archer, armor and shield strength, etc.) using caligula (hadrian doesn't seem to cause ctd), but everytime the game starts, it crashes to the desktop. what am i doing wrong?

GodsPetMonkey
10-12-2005, 00:21
i just bought bi and started to tweak some of my settings (number of soldiers, # of arrows in western archer, armor and shield strength, etc.) using caligula (hadrian doesn't seem to cause ctd), but everytime the game starts, it crashes to the desktop. what am i doing wrong?

The old limits still apply (like a max of 60 soldiers in a unit), so you may want to double check your values.

If you can't see the problem, send me the unit file (email is in the readme) and I'll have a look for you, I may have missed something.

kyee7k
10-12-2005, 00:26
The old limits still apply (like a max of 60 soldiers in a unit), so you may want to double check your values.

If you can't see the problem, send me the unit file (email is in the readme) and I'll have a look for you, I may have missed something.
what exactly can i edit for the troops, if not increase the number?
is it possible to change the multiplier?~;)

GodsPetMonkey
10-12-2005, 00:32
what exactly can i edit for the troops, if not increase the number?
is it possible to change the multiplier?~;)

You can change them to 60, just no higher.

The multiplier is set by the 'Unit Size' in game (under the video options). Sadly there is not much else you can do about the number of men on the battlefield.

kyee7k
10-12-2005, 01:07
You can change them to 60, just no higher.

The multiplier is set by the 'Unit Size' in game (under the video options). Sadly there is not much else you can do about the number of men on the battlefield.
thanks for the assistance.

rahl_2k
10-12-2005, 17:56
Hi there! before i post some questions, id like to comment that the tools u haf created looks great!

BUT!!!!!!

im having some difficulties. Im a newbie! pls bare with me!!

I seem to be unable to do any editing with the game using Handrian. It seems whenever I add units to a building or create new complexes, i start the game and it immedietly goes back to desktop.

For example, I created a complex of my own and did all the steps as stated in the guides. I saved the DESC under export_buildings.txt file, then build the EMUS over the export_desc_buildings_emus.txt file and finally saved everything under the export_desc_buildings.txt file (of course, i backed all of them up). I started the game to test and immedietly crashed back to the desktop after the first screen.

Another thing I tried was to add other units to a building. For example, Under Gov. House, I added roman archers and roman velites and saved it properly. The game starts out normally, and I was able to see that my gov. house was able to produce these 2 units in turn one so I added them to be recruited. When i go into round 2, the game crashes back to desktop!!

Ive tried these many times over and over again making sure the steps, spelling and all were precise but it just seem that I cannot make use of Handrian properly. My caligula works perfectly fine however. Im using the latest versions for both. please help thanks!

Suraknar
10-14-2005, 18:23
Another thing I tried was to add other units to a building. For example, Under Gov. House, I added roman archers and roman velites and saved it properly. The game starts out normally, and I was able to see that my gov. house was able to produce these 2 units in turn one so I added them to be recruited. When i go into round 2, the game crashes back to desktop!!

Hello,

Did you remove the velites and archers from the Archery Buildings? It maybe the cause of the crash.

Also you can start the game using the -show_err switch to have a chance to get a hint what went wrong.

Finally make sure not to use post marian units or at least remove the Conditional if you intend using these units prior to the marian event.

Hope this helps

Tyler379
12-22-2005, 00:01
Where can I download Hadrian? The link doesn't work, it comes up with a message 404 file not found. Could anyone give me a new link to download Hadrian please?

AndreLH
12-28-2005, 17:40
Hi!

I have downloaded Caligula, and executed the program.
But, after I finished to load my Unit file (button Open Unit Data), the program dont load any data from the file. Only apears that I have 0/300 units.

Anybody have that problem ?

Thanks ...

Ps.: Sorry my English ...

iatnogpitw
01-06-2006, 23:44
Okay, I went through all the right steps, I didn't alter any enums or batches, and here is what I got:
type spartan royal guard
dictionary greek_hoplite_spartan ; Royal Guard
category infantry
class spearmen
voice_type Medium_1
soldier greek_hoplite_spartan_pylos, 81, 0, 1.3
attributes sea_faring,hide_anywhere,frighten_foot,frighten_mounted,can_sap,very_hardy
formation 1, 1, 2, 2, 5,square,phalanx
stat_health 10, 0
stat_pri 20,10, no, 0, 0, melee, simple, piercing, spear, 25, 10
stat_pri_attr ap,bp,spear,long_pike,spear_bonus_12
stat_sec 20,10, no, 0, 0, melee, simple, piercing, sword, 25, 7
stat_sec_attr ap,bp
stat_pri_armour 20, 10, 10, metal
stat_sec_armour 20, 10, flesh
stat_heat 0
stat_ground 2, 0, 0, 0
stat_mental 100,disciplined,highly_trained
stat_charge_dist 60
stat_fire_delay 0
stat_food 60, 300
stat_cost 1, 1, 1, 130, 190, 1220
ownership greek_cities

This is just an experiment, but the game crashes when I get to the red Activision screen. I saved it to export_descr_unit.txt. As far as I know, I did nothing wrong.

Dol Guldur
01-07-2006, 11:27
Some big numbers in there! Have you exceeded any maximums? There should not be a space in "frighten_mo unted".

=E.T=
01-07-2006, 17:48
may be...
stat_mental 100,disciplined,highly_trained

tay :
stat_mental 99,disciplined,highly_trained

add teh -show_err at your short cut destine :

C:\Programs\Activision\Rome - Total War\RomeTW.exe -show_err

rome
02-18-2006, 12:18
I'm new to this sweet tools, and I have a question about Hardrian...... How to I batch edit the buildings? It takes a very long time to edit the stats of the building one-by-one........... Is batch editing avalible for Hardrain? Any help would be appreciated......

Borsook
01-29-2007, 01:03
Hi, when in Hadrian I use Cascade option I get a following message:
Runtime error '9'
Subscript out of range.

And a CTD
Any ideas?

gargamel9
03-12-2007, 10:36
when I try downloading hadrian I get redirected to www.atomicgames.com
any idea why that happens???
Do these editors work with rome total war gold?

Bartek
04-02-2007, 16:48
Hi, can i run hadrian and caligula tools on Rome Total Realism?:help:

Squid
04-02-2007, 19:12
The mod you're running has nothing to do with any of the tools found here. You can use any tool with any mod, as long as you know where the mod keeps the files you're trying to edit.

mcantu
09-21-2007, 05:01
I cannot get Caligula to open the EB EDU. No problem with the ones from RTW/BI/RTRPE...

Dovlex
10-09-2007, 23:17
After i edit some building (roman temple) i change happy bonus of all temples. Then i save this and game crash to desktop every time when start the game.
What is wrong ?:help:

Red Spot
10-10-2007, 14:43
I'd say this isnt compatible with v1.5 (just guessing, judged by the last edit-data)

anyway as changing the happiness bonus of temples is just changing a number it basicly (more or less) confirms my guess ....


G

ActionAlligator
10-18-2007, 01:31
Hey, I like your tool Monkey, great programming skills, but I'm having a problem with Caligula's batch option right now. No matter what I try to change en masse, the process button just won't do anything. I open the appropriate .txt file, I go to batch, fill in the fields (I gotta say I don't get the search part of it all that well), and try to change the build time of all units to zero, but nothing happens. I go back to the different units to see if it says their construction time is 0, but it's still default. I set it to Infantry and I tried Construction Time > = > 0 and Construction Time > * > 0, but nothing. I was leaving the Search field blank at first, but wasn't sure if it was needed, so I filled it in with all the different searches possible, still nothing though. I read through most of these posts and there was someone who had a problem with the process button, but I don't think his problem is the same as mine. Any help would be appreciated, and oh my GOD if this ends up being a simple problem, I apologize for wasting your time.

OceanPhoenix
07-26-2010, 17:51
What is up with the 2nd VB6 thingy? it is just a bunch of symbols.

aesadile
04-04-2012, 03:59
Don't know if this is the right place, but if you are having errors with Caligula and Hadrian that are a 'comdlg32.ocx' missing kind of error then here is how to fix them

first dl comdlg32.ocx from here
http://windowsxp.mvps.org/comdlg32.htm
then for Xp/ Vista 32bit follow instructions on the link

for windows 7 64bit (x86) (also possibly Vista 64bit)
if you are using 64bit, try putting ocx in following folder

C:\Windows\SysWOW64\ (if different windows folder/drive then change it)

and run following command in elevated command prompt(admin) (start, all programs, accessories, right click on Command prompt, click run as administrator)
Type the following and click enter:
regsvr32 C:\Windows\SysWOW64\Comdlg32.ocx

you should then get a confirmation message

belliger
03-13-2013, 13:37
hi all.
I am trying to DL caligula and Hadrian, but they seem to be not available anymore...
is it true? so, what to do? where to find? hopeless?
thx belliger

belliger
03-13-2013, 14:15
correction: i don't knwo how, but i DL caligula.
no way to find Hadrian!!!!!!!!!!!!! :(

trian
09-16-2013, 18:53
all,

after i add new unit from caligula, the game crashed after starting.
why ?

trian
09-16-2013, 18:54
you can find it in twcenter

moneypennny
08-01-2015, 17:34
The suggestion by aesadile (ty :D) to use cmd prompt to add comdlg32.ocx worked for me (using windows 7) but as the Caligula readme says MSCOMCTL.ocx and msvbvm60.dll are also necessary so I added those with the same cmd prompt method and Caligula ran successfully.

Winners
01-18-2020, 08:01
you can find it in twcenter


You can find Hadrian at the total war centre

Winners
01-18-2020, 08:02
You can find Hadrian at the total war centre


I am new so it wont let me post the link until I have over 3 replys

Winners
01-18-2020, 08:02
boom

Winners
01-18-2020, 08:04
correction: i don't knwo how, but i DL caligula.
no way to find Hadrian!!!!!!!!!!!!! :(

You can find it here.

http://www.twcenter.net/forums/downloads.php?do=file&id=245