PDA

View Full Version : Tutorial: Adding new units for beginners



Epistolary Richard
08-02-2005, 00:05
Modding Resource Header

Title: Adding new units for beginners

Posted by: Epistolary Richard

Modding area: Units
Required programmes: Notepad (or other text editor)
Related links: Hard Coded limits (https://forums.totalwar.org/vb/showthread.php?t=42905)
Summary: A beginner guide that takes you step-by-step through adding units you've downloaded as well as creating your own. Note that this is a collection of modding discoveries made by the community for nearly a year and so the discoveries here are not attributed to a single author.
__________________________________________________


This flowchart highlights the most important files for each aspect of adding a new unit. Scroll down to read more about them, or click on a file to learn more about that step.

http://totalwar.org/images/Guides/blank.JPGhttp://totalwar.org/images/Guides/arrow_top.JPGhttp://totalwar.org/images/Guides/new_description.JPG (https://forums.totalwar.org/vb/showthread.php?p=869091#post869091)http://totalwar.org/images/Guides/arrow.JPGhttp://totalwar.org/images/Guides/edue.JPG (https://forums.totalwar.org/vb/showthread.php?p=869091#post869091)http://totalwar.org/images/Guides/arrow.JPGhttp://totalwar.org/images/Guides/eu.JPG (https://forums.totalwar.org/vb/showthread.php?p=869091#post869091)
http://totalwar.org/images/Guides/new_unit.JPGhttp://totalwar.org/images/Guides/arrow_plus.JPGhttp://totalwar.org/images/Guides/new_unit_edu.JPG (https://forums.totalwar.org/vb/showthread.php?p=869088#post869088)http://totalwar.org/images/Guides/arrow.JPGhttp://totalwar.org/images/Guides/edu.JPG (https://forums.totalwar.org/vb/showthread.php?p=869088#post869088)http://totalwar.org/images/Guides/arrow_top.JPGhttp://totalwar.org/images/Guides/textures.JPG (https://forums.totalwar.org/vb/showthread.php?p=869095#post869095)
http://totalwar.org/images/Guides/blank.JPGhttp://totalwar.org/images/Guides/arrow_mid.JPGhttp://totalwar.org/images/Guides/new_unit_cards.JPG (https://forums.totalwar.org/vb/showthread.php?p=869096#post869096)http://totalwar.org/images/Guides/arrow.JPGhttp://totalwar.org/images/Guides/unit_files.JPG (https://forums.totalwar.org/vb/showthread.php?p=869096#post869096)http://totalwar.org/images/Guides/arrow_mid.JPGhttp://totalwar.org/images/Guides/models.JPG (https://forums.totalwar.org/vb/showthread.php?p=869095#post869095)
http://totalwar.org/images/Guides/blank.JPGhttp://totalwar.org/images/Guides/arrow_mid.JPGhttp://totalwar.org/images/Guides/new_models.JPG (https://forums.totalwar.org/vb/showthread.php?p=869095#post869095)http://totalwar.org/images/Guides/arrow.JPGhttp://totalwar.org/images/Guides/dmb.JPG (https://forums.totalwar.org/vb/showthread.php?p=869095#post869095)http://totalwar.org/images/Guides/arrow_left.JPGhttp://totalwar.org/images/Guides/sprites.JPG (https://forums.totalwar.org/vb/showthread.php?p=869095#post869095)
http://totalwar.org/images/Guides/blank.JPGhttp://totalwar.org/images/Guides/arrow_bottom.JPGhttp://totalwar.org/images/Guides/unit_recruitment.JPG (https://forums.totalwar.org/vb/showthread.php?p=869099#post869099)http://totalwar.org/images/Guides/arrow.JPGhttp://totalwar.org/images/Guides/edb.JPG (https://forums.totalwar.org/vb/showthread.php?p=869099#post869099)http://totalwar.org/images/Guides/blank.JPGhttp://totalwar.org/images/Guides/blank.JPG

And here's how some of these references appear in the game here:

http://www.geocities.com/rjgw2/1newunits-sparta1.jpg

If this all looks confusing, don't worry. We're going to take you through it step by step below.

First off, a few choice picks from the Modding Rules of Cool:
:cool: cool modders make back-ups :cool: cool modders use show_err (http://www.twcenter.net/forums/showthread.php?t=23398) :cool:

We'll be following two examples through the process. We'll be adding an entirely new unit made by a group of modders called the Spartan Royal Guard (http://www.twcenter.net/downloads/db/?mod=536) as well as a unit - Briton Archers - that we'll be making ourselves.

Epistolary Richard
08-02-2005, 00:07
Step One - adding a new entry in export_descr_unit

Inside your Data folder you'll find a text file called export_descr_unit (which I'll refer to as edu). This file defines the stats for every single unit in the game.

Spartan Royal Guard
On the Download (http://www.twcenter.net/downloads/db/?mod=536) page, the creators of this unit provided us with the entry we should use:


type spartan royal guard
dictionary spartan_royal_guard ; Spartan Royal Guard
category infantry
class spearmen
voice_type Heavy_1
soldier spartan_royal_guard, 30, 0, 1
officer greek_standard
attributes sea_faring, hide_forest, can_sap, command, frighten_foot, frighten_mounted
formation 1, 1, 1.7, 0.5, 4, square, phalanx
stat_health 2, 0
stat_pri 27, 8, no, 0, 0, melee, simple, piercing, spear, 25,1
stat_pri_attr spear, long_pike
stat_sec 21, 4, no, 0, 0, melee, simple, piercing, sword, 25, 1
stat_sec_attr no
stat_pri_armour 12, 8, 5, leather
stat_sec_armour 0, 1, flesh
stat_heat -2
stat_ground 2, 0, 0, 0
stat_mental 60, disciplined, highly_trained
stat_charge_dist 30
stat_fire_delay 0
stat_food 60, 300
stat_cost 1, 1000, 220, 130, 190, 1740
ownership greek_cities

So adding the new entry is a simple matter of copying it and pasting it at the bottom of the edu file.

Briton Archers
As we're creating the Briton Archers ourselves, no premade edu entry exists, so we must make our own. I don't want the Briton archers to be very different from other barbarian archers and so I'm going to model them on the Dacian archers.

Here's the existing Dacian archers entry:


type barb archer dacian
dictionary barb_archer_dacian ; Archer Warband
category infantry
class missile
voice_type Light_1
soldier barb_archer, 40, 0, 0.9
attributes sea_faring, hide_improved_forest
formation 1.2, 1.2, 2.4, 2.4, 3, square
stat_health 1, 0
stat_pri 7, 2, arrow, 120, 30, missile, archery, piercing, none, 25 ,1
stat_pri_attr no
stat_sec 3, 2, no, 0, 0, melee, simple, piercing, knife, 25 ,1
stat_sec_attr no
stat_pri_armour 3, 2, 0, leather
stat_sec_armour 0, 0, flesh
stat_heat 2
stat_ground 2, -2, 3, 2
stat_mental 4, normal, untrained
stat_charge_dist 30
stat_fire_delay 0
stat_food 60, 300
stat_cost 1, 270, 170, 30, 40, 270
ownership dacia

To make my new unit, I'm going to copy this entry, but I have to change a few lines.

First: the type line


type barb archer dacian
This name is used by the game for recruitment purposes and in other ways. No two units in edu can have the same type name, so I'm going to change it appropriately.


type barb archer britons

Second: the dictionary line


dictionary barb_archer_dacian ; Archer Warband
The dictionary line is used to reference the unit description and also the unit card (more on those later). I'd like to have a different description and unit card so I'll change this line to the following:


dictionary barb_archer_britons ; Archer Warband
By the way the ; in the line is used to comment out sections, as soon as the game reaches a semi-colon it will stop reading that line and skip to the next. The "Archer Warband" name there is not used by the game but only by the developers to keep a track on which entry is for which unit. I'm not worried about forgetting my changes so I'm going to leave it alone.

Third: the soldier line


soldier barb_archer, 40, 0, 0.9
This line tells the game which entry to look for in another file called descr_model_battle, also in the Data folder. That file dictates what model the unit will use and what texture it will wear. As I don't have a new model for my unit I'm happy to use the existing one and so I leave this unchanged.

Fourth: the ownership line


ownership dacia
This line tells the game which factions the unit can be used by in custom battles, whether it can be recruited by a faction in a campaign and it also dictates whether the unit will swap sides when its bribed or disband. As this unit is going to be for the Britons I change this to the following:


ownership britons

I want to make my archers a little different from the Dacian archers so I tweak some of the stats so that they fire a shorter range, heavier shot that I think would be appropriate for their lands. so finally we're left with the following:


type barb archer britons
dictionary barb_archer_britons ; Archer Warband
category infantry
class missile
voice_type Light_1
soldier barb_archer, 40, 0, 0.9
attributes sea_faring, hide_improved_forest
formation 1.2, 1.2, 2.4, 2.4, 3, square
stat_health 1, 0
stat_pri 9, 2, arrow, 100, 25, missile, archery, piercing, none, 25 ,1
stat_pri_attr no
stat_sec 3, 2, no, 0, 0, melee, simple, piercing, knife, 25 ,1
stat_sec_attr no
stat_pri_armour 3, 2, 0, leather
stat_sec_armour 0, 0, flesh
stat_heat 2
stat_ground 2, -2, 3, 2
stat_mental 4, normal, untrained
stat_charge_dist 30
stat_fire_delay 0
stat_food 60, 300
stat_cost 1, 270, 170, 30, 40, 270
ownership britons

And, like before, we paste it at the bottom of edu.

Epistolary Richard
08-02-2005, 00:08
Step Two - adding a new unit description

Both my new units need a new description because they both have new dictionary lines. As you can see from the chart above, adding a new description involves two files: export_descr_unit_enums (edue) and export_units (eu), the latter of which you can find in the text folder within the Data folder.

The process is the same for both units so we'll do them both at once.

Again, for the Spartans, the creators have given us the code I need. So I go into edue and paste it at the bottom. For the Britons I had to write new entries (remember it's based on the dictionary line in edu).


spartan_royal_guard
spartan_royal_guard_descr
spartan_royal_guard_descr_short
barb_archer_britons
barb_archer_britons_descr
barb_archer_britons_descr_short

Then I need to add the text that the game will actually display, so I go into text\export_units and paste the following at the bottom:

(Again the Spartans were already written for me, for the Britons I've copied the Dacian entry, changed the name in the {} to correspond to my entried in edue and added a line of my own to make it unique.)


¬----------------

{spartan_royal_guard} Spartan Royal Guard

{spartan_royal_guard_descr}
Legendary warriors they are 'elite perfect soldiers' and nothing else. All of Spartan life is spent training for war. Weaklings perish soon after birth; youths are taught to thieve and terrorize the slave class to harden them; young men are taught nothing unless it has something to do with the arts of war - even music and dance are there only to help keep step when marching and obeying orders.The result is a man who thinks nothing of danger, expects to win, and creates a sense of dread in his opponents.\n\n From this group of men only the best make it in to the Spartan Royal Guard. They carry the Eagle of Olympus as a sign of leadership and to inspire the troops. They also fight in the traditional fashion like hoplites, with a long thrusting spear and the large red round hoplon shield incrusted with the gold symbol of Sparta. They are also protected by an iron breastplate with an external layer of silver.\n\n
The Royal Guard: is an elite unit in Greek Army. A small group of selected soldiers who acted as shock troops. The Thebian army had a group of 300 soldiers. The Spartans had a group of 300 hoplites who were a Royal Guard.

{spartan_royal_guard_descr_short}
The Spartan Royal Guards are elite hoplites trained and selected from the best soldiers of the Spartan Greek units. They are perfect soldiers made in the image of the Thermopylae heroes.

¬----------------

{barb_archer_britons} Archer Warband

{barb_archer_britons_descr}
Archer warbands are used to harass and break up enemy formations, so that other warriors can then get in amongst their enemies. The members of the warband are lightly armed and equipped, relying more on speed as a protection from foes. Any archers caught in the open by cavalry will be in trouble unless they can withdraw to more favourable ground or behind a shield wall of friendly warriors.\n\nTheir bows have a short range, but each warrior carries a good selection of hunting and war arrows, designed to cause massive bleeding and pierce armour respectively. Their choice of missile is matched to the nature of the target.\n\nThese archers are at their best in wooded country, where their superior stalking skills learned on the hunt can be put to use. Archers from Britannia tend to carry a fewer, heavier shots which have a shorter range, better suited for their style of warfare.

{barb_archer_britons_descr_short}
Archer warbands are used to harass and break up enemy formations, so that other warriors can then get in amongst their enemies.

The only difference between the _descr and the _descr_short descriptions are that they're used in different points in the game.


Learn more about editing a unit description here:
How to edit a unit name/description (https://forums.totalwar.org/vb/showthread.php?t=51369)

Epistolary Richard
08-02-2005, 00:09
Step Three - adding a new model and texture (skin) in descr_model_battle

I mentioned descr_model_battle (dmb) above, remember it was referenced by the soldier line in the edu entry.

Spartan Royal Guard
The Spartans use an entirely new model. The dmb entry is provided for me, so again I just paste these at the bottom of the dmb file.


type spartan_royal_guard
skeleton fs_fast_spearman, fs_fast_swordsman ; combat spear
indiv_range 40
texture greek_cities, data/models_unit/textures/Royal_Spartan.tga
model_flexi data/models_unit/Royal_Spartan_100.cas, 15
model_flexi data/models_unit/Royal_Spartan_200.cas, 30
model_flexi data/models_unit/Royal_Spartan_300.cas, 40
model_flexi data/models_unit/Royal_Spartan_400.cas, max
model_sprite greek_cities, 60.0, data/sprites/greek_cities_greek_armoured_hoplite_sprite.spr
model_tri 400, 0.5f, 0.5f, 0.5f

Unfortunately, it does not finish there, as this entry references several files that do not exist in the vanilla game. The files I need are what's available in the download. Here's the contents of zip file you can download (Spartan Royal Guard (http://www.twcenter.net/downloads/db/?mod=536)):

http://www.geocities.com/rjgw2/1newunits-zip.jpg

If you look at the file names you can start to see how they correspond. The roots where the files have to be placed are listed in the dmb entry, but we'll go through them one at a time:

First: adding the model

The model is the 3d base of the soldier, kind of like a statue. The texture is a 2d image that is wrapped around the soldier and provides the colours and detail. If the model is the chassis, then the texture is the paint-job.

You can see above the following lines

model_flexi data/models_unit/Royal_Spartan_100.cas, 15
model_flexi data/models_unit/Royal_Spartan_200.cas, 30
model_flexi data/models_unit/Royal_Spartan_300.cas, 40
model_flexi data/models_unit/Royal_Spartan_400.cas, max
Each .cas file is a model of the soldier used for the unit, the different versions are just the same model at different degrees of detail. In order to maintain processing speed, the game swaps in the lower detail models as you away from the solder, so it can handle the number that appear on screen.

All modellers should create these different versions of their model for different ranges, otherwise even high performance machines will begin to suffer from lag as the game tries to cope with thousands of intensive models on the screen at the same time.

We follow the root written in the dmb entry and we drop the .cas within data\models_unit\

You'll find quite a few files there already, in fact all the .cas unit files used by the vanilla game.

http://www.geocities.com/rjgw2/1newunits-models_unit1.jpg

At even further distances it will swap from a 3d model to a 2d sprite. As you can see, the sprite line is properly defined

model_sprite greek_cities, 60.0, data/sprites/greek_cities_greek_armoured_hoplite_sprite.spr
The line is referencing a .spr file which already exists in vanilla, so we don't need to worry about it any further.

Second: adding the texture (skin)

This is the texture line


texture greek_cities, data/models_unit/textures/Royal_Spartan.tga

It looks very similar to the model line, the main difference is that the faction (greek_cities) is referenced as well. In order to save space, CA use different textures on the same model in order to achieve a different unit.

A good example of this are the roman troops for the different families, the velites of the different families all use the same model because they're all the same shape. They do wear different colours and so you'll find they reference a different texture for the different factions. We'll have a clearer example of this later.

Again, this is just a matter of dropping the file we're given in the download and dropping it in the folder called for in the root in dmb, in this case data\models_unit\textures - just one folder below where we dropped the .cas files.

The files we need in this case are the .tga.dds files. The .dds extension just shows that the file has been compressed in a certain manner, it's really a .tga file which is why the texture line refers to it as a .tga and not a .tga.dds

http://www.geocities.com/rjgw2/1newunits-textures1.jpg

You'll note that the textures folder is empty. That's because, unlike the .cas files the texture files that the game uses are all hidden away within .pak files within the packs folder. Because we're adding a new texture however, we don't need to worry about them, we'll just drop the new textures in.

You'll also spot that I've added another file with _GLOSS at the end of it. This file tells the game which areas of the texture should be reflective with the write Video options. Again, this is something that the skinners will sometimes include as well, though you can make your own if you want.


Briton Archers

For my Britons, I don't have a new model or a new texture for them. Nevertheless I still need to do some work in dmb. The soldier line in the edu entry referenced a model called barb_archer in dmb, which is the following.


type barb_archer
skeleton fs_fast_archer, fs_fast_dagger
indiv_range 40
texture dacia, data/models_unit/textures/unit_barb_warband_archer_dacia.tga
texture scythia, data/models_unit/textures/unit_barb_warband_archer_scythia.tga
texture slave, data/models_unit/textures/unit_barb_warband_archer_slave.tga
model_flexi data/models_unit/unit_warband_archer_high.cas, 8
model_flexi data/models_unit/unit_warband_archer_med.cas, 15
model_flexi data/models_unit/unit_warband_archer_low.cas, 30
model_flexi data/models_unit/unit_warband_archer_lowest.cas, max
model_sprite slave, 60.0, data/sprites/slave_barb_archer_sprite.spr
model_sprite scythia, 60.0, data/sprites/scythia_barb_archer_sprite.spr
model_sprite dacia, 60.0, data/sprites/dacia_barb_archer_sprite.spr
model_tri 400, 0.5f, 0.5f, 0.5f

Now the model is used across all the factions, so I don't need to make any changes there. But I need to define my texture line for the Britons so that the game knows - when this unit is controlled by the Britons - which texture it should use.

I don't have a new texture for the Britons, but I'm happy to have them appear in Dacia colours, so I add the following line:

texture britons, data/models_unit/textures/unit_barb_warband_archer_dacia.tga
As I copied the .tga file line from the Dacian line, I know that it already exists (even if it's hidden in a .pak) so I know it will be used properly.

If I didn't have this line, the game would go to its default texture for the model, or possibly no texture at all, in which case the models would appear totally white or invisible.

I'm also going to add the following:

model_sprite britons, 60.0, data/sprites/dacia_barb_archer_sprite.spr
This line makes sure that when I pull the camera back as the Britons, it knows which sprite file to reference. Again, it's just a copy of the Dacian version, so I know it already exists.

If I didn't have this line, my unit would disappear when I got a certain distance from it.

So, with my modifications, the final barb_archer entry looks like this:


type barb_archer
skeleton fs_fast_archer, fs_fast_dagger
indiv_range 40
texture britons, data/models_unit/textures/unit_barb_warband_archer_dacia.tga
texture dacia, data/models_unit/textures/unit_barb_warband_archer_dacia.tga
texture scythia, data/models_unit/textures/unit_barb_warband_archer_scythia.tga
texture slave, data/models_unit/textures/unit_barb_warband_archer_slave.tga
model_flexi data/models_unit/unit_warband_archer_high.cas, 8
model_flexi data/models_unit/unit_warband_archer_med.cas, 15
model_flexi data/models_unit/unit_warband_archer_low.cas, 30
model_flexi data/models_unit/unit_warband_archer_lowest.cas, max
model_sprite slave, 60.0, data/sprites/slave_barb_archer_sprite.spr
model_sprite scythia, 60.0, data/sprites/scythia_barb_archer_sprite.spr
model_sprite dacia, 60.0, data/sprites/dacia_barb_archer_sprite.spr
model_sprite britons, 60.0, data/sprites/dacia_barb_archer_sprite.spr
model_tri 400, 0.5f, 0.5f, 0.5f


Learn how to make your own .cas files here:
How to Model New 3D Units (https://forums.totalwar.org/vb/showthread.php?t=39733)
Learn how to make your own sprites here:
Sprite Generator (https://forums.totalwar.org/vb/showthread.php?t=44180)

Epistolary Richard
08-02-2005, 00:10
Step Four - adding new unit cards

Unit cards are the small images you see in your HUD that display the unit type. Some skinners will include unit cards with their downloads, others won't. If you do create a unit card for a unit that you've downloaded, it's a good idea to send it to the skinner who made the unit. That way he can include the unit card in the download for other people.

There is another type of unit card, a larger version called a unit_info card, which are the images you see when you right click on a unit. The method for adding both is similar.

Unit cards for the Spartans were included in the download (the plain .tga files without the .dds extension). And barocca (https://forums.totalwar.org/vb/showpost.php?p=857270&postcount=24) has made a unit card for a unit of Briton Archers, which I'm also going to use.

The unit cards and their directories are hidden away in .pak files, so to add more we're going to have to reproduce that to place these unit cards correctly.

We're going to recreate the directory structure

- Create a new folder in the Data folder called UI

- In there create two new folders, one called units and the other unit_info

http://www.geocities.com/rjgw2/1newunits-ui1.jpg

- Within each of these folders, create new folders named after the faction that will be using these units (same syntax as the ownership line in edu) - here greek_cities and britons

http://www.geocities.com/rjgw2/1newunits-units1.jpg

- Drop the unit cards in the units folder with the right factionname and the unit_info cards in the unit_info folder with the right factionname

http://www.geocities.com/rjgw2/1newunits-greek_cities1.jpg

The file names of the unit cards follow the dictionary line entry in edu, and the unit_info cards the same, but with _info on the end.

If you don't name it after the dictionary line correctly - or you don't add one at all - then you'll get a default unit card, which looks like a dark/grey/rebel peasant. Every time someone asks on the forums "What's this rebel peasant about?" you can tell them that this is where they went wrong :smile:


Learn how to make your own unit cards here:
How to - Edit Unit Cards (https://forums.totalwar.org/vb/showthread.php?t=51373)
Learn how to unpack .pak files here:
xpak tutorial (https://forums.totalwar.org/vb/showpost.php?p=643512&postcount=4)

Epistolary Richard
08-02-2005, 00:10
Step Five - making it recruitable

Well, we've done everything we need to make the unit available in custom battles, but I want to be able to recruit them in campaigns as well. To do that I need to edit a file called export_descr_buildings.txt


Spartan Royal Guard
In that file, you'll find all the buildings that can be constructed, in particular for my purposes the military buildings. I want the Spartan Royal Guard to be recruitable just like normal Spartans, so I'm going to find their line and duplicate it.


recruit "greek hoplite spartan" 0 requires factions { greek_cities, } and hidden_resource sparta
recruit "spartan royal guard" 0 requires factions { greek_cities, } and hidden_resource sparta
The only change I have to make is the name, which I replace with the name listed in the type line in the edu entry.

So, slotting this entry in means I have an army_barracks building that looks like the following.


army_barracks requires factions { ct_carthage, armenia, pontus,, egyptian, greek, roman, }
{
capability
{
recruit "carthaginian city militia" 0 requires factions { spain, }
recruit "carthaginian infantry" 0 requires factions { spain, }
recruit "spanish scutarii" 0 requires factions { spain, }
recruit "barb infantry briton" 0 requires factions { britons, }
recruit "barb infantry dacian" 0 requires factions { dacia, }
recruit "barb infantry gaul" 0 requires factions { gauls, }
recruit "warband spear german" 0 requires factions { germans, }
recruit "barb horse archers scythian" 0 requires factions { scythia, }
recruit "warband sword briton" 0 requires factions { britons, }
recruit "warband sword gaul" 0 requires factions { gauls, }
recruit "warband axe german" 0 requires factions { germans, }
recruit "warband falx dacian" 0 requires factions { dacia, }
recruit "barb warguard gaul" 0 requires factions { gauls, }
recruit "barb warguard briton" 0 requires factions { britons, }
recruit "barb warguard dacian" 0 requires factions { dacia, }
recruit "warband dhaxe german" 0 requires factions { germans, }
recruit "warband axe scythian" 1 requires factions { scythia, }
recruit "carthaginian city militia" 0 requires factions { carthage, }
recruit "numidian javelinmen" 0 requires factions { numidia, }
recruit "carthaginian infantry" 0 requires factions { carthage, }
recruit "numidian desert warriors" 1 requires factions { numidia, }
recruit "carthaginian medium infantry" 0 requires factions { carthage, }
recruit "carthaginian heavy infantry" 0 requires factions { carthage, }
recruit "numidian legionaries" 0 requires factions { numidia, }
recruit "east hillmen" 0 requires factions { eastern, }
recruit "east infantry" 0 requires factions { eastern, }
recruit "east heavy infantry" 0 requires factions { armenia, }
recruit "east hoplite" 0 requires factions { pontus, }
recruit "east hoplite brazen shield" 0 requires factions { pontus, }
recruit "east legionary" 0 requires factions { armenia, }
recruit "egyptian nubian spearmen" 0 requires factions { egyptian, }
recruit "egyptian nile infantry" 0 requires factions { egyptian, }
recruit "egyptian infantry" 0 requires factions { egyptian, }
recruit "egyptian elite guards" 0 requires factions { egyptian, }
recruit "greek hoplite militia" 0 requires factions { greek, }
recruit "greek levy pikemen" 0 requires factions { seleucid, macedon, }
recruit "warband falx thracian" 0 requires factions { thrace, }
recruit "greek hoplite" 1 requires factions { greek_cities, }
recruit "greek pikemen" 0 requires factions { seleucid, macedon, }
recruit "greek hoplite elite" 0 requires factions { greek_cities, }
recruit "greek royal pikemen" 0 requires factions { macedon, }
recruit "greek silver shield pikemen" 0 requires factions { seleucid, }
recruit "greek hoplite spartan" 0 requires factions { greek_cities, } and hidden_resource sparta
recruit "spartan royal guard" 0 requires factions { greek_cities, } and hidden_resource sparta
recruit "greek bastarnae" 0 requires factions { thrace, }
recruit "roman city militia" 0 requires factions { roman, }
recruit "roman hastati" 0 requires factions { roman, } and not marian_reforms
recruit "roman infantry auxillia" 0 requires factions { roman, } and marian_reforms
recruit "roman princeps" 0 requires factions { roman, } and not marian_reforms
recruit "roman legionary cohort i" 0 requires factions { roman, } and marian_reforms
recruit "roman legionary first cohort i" 0 requires factions { roman, } and hidden_resource rome and marian_reforms
recruit "roman triarii" 0 requires factions { roman, } and not marian_reforms
recruit "roman legionary cohort ii" 0 requires factions { roman, } and marian_reforms

You'll notice that there's actually a level above army_barracks - royal_barracks. If I want to make sure that I can still recruit the Spartan Royal Guard when I upgrade I have to add their line there too.

Briton Archers
Much the same, except this time I'm duplicating the Dacian line:

recruit "barb archer dacian" 0 requires factions { dacia, }
recruit "barb archer britons" 0 requires factions { britons, }
Again I change the name to the edu entry type line, but I also have to change the faction name from dacia to britons.
(NB, don't forget the , after the faction name otherwise it won't work.)

So the full practice_field entry looks like this, and again, I have to add the Briton Archers line to each of the upgraded missile buildings.


practice_field requires factions { barbarian, ct_carthage, eastern, parthia, egyptian, greek, roman, }
{
capability
{
recruit "carthaginian peltast" 0 requires factions { spain, }
recruit "barb peltast gaul" 0 requires factions { gauls, }
recruit "barb peltast german" 0 requires factions { germans, }
recruit "barb slinger briton" 0 requires factions { britons, }
recruit "barb archer dacian" 0 requires factions { dacia, }
recruit "barb archer britons" 0 requires factions { britons, }
recruit "barb archer scythian" 0 requires factions { scythia, }
recruit "carthaginian peltast" 0 requires factions { carthage, }
recruit "carthaginian archer" 0 requires factions { numidia, }
recruit "east peltast" 0 requires factions { armenia, pontus, }
recruit "east slinger" 0 requires factions { parthia, }
recruit "egyptian peltast" 0 requires factions { egyptian, }
recruit "egyptian slingers" 0 requires factions { egyptian, }
recruit "greek peltast" 0 requires factions { greek, }
recruit "roman velite" 0 requires factions { roman, } and not marian_reforms
recruit "roman light infantry auxillia" 0 requires factions { roman, } and marian_reforms

Learn more about export_descr_buildings here:
Guide: The Complete EDB Guide (WIP) (https://forums.totalwar.org/vb/showthread.php?t=50439)

Epistolary Richard
08-02-2005, 00:12
The two units are now full installed and ready to fight with:

http://www.geocities.com/rjgw2/1newunits-spartans.jpg
http://www.geocities.com/rjgw2/1newunits-britons.jpg

You'll remember that, as I didn't have a Briton archer skin, I just defined the Dacian version in the dmb entry. The new unit card, however, shows up fine. My next step will be to get a new texture for them, so they fit in with my army better.

Remember this? Hopefully it'll make more sense now.

http://www.geocities.com/rjgw2/1newunits-sparta1.jpg

Download the Spartan Royal Guard (http://www.twcenter.net/downloads/db/?mod=536)
Download the Briton Archers unit card (https://forums.totalwar.org/vb/showpost.php?p=857270&postcount=24)

A few final words :cool: cool modders make back-ups :cool: cool modders use show_err (http://www.twcenter.net/forums/showthread.php?t=23398) :cool: cool modders write tutorials :cool:

Happy modding :thumbsup:


.

sleighr
08-23-2005, 15:51
Do you know the formula for adding buildings as requirements?

I know how to add buildings as a requirement...

recruit "greek hoplite spartan" 0 requires faction { roman, } and building_present_min_level hinterland_farms farms+2 and building_present_min_level market market

This requires both buildings in order to build a unit.

But not how to add multiple buildings to stop a unit being built. I tried the same formula:

recruit "greek hoplite spartan" 0 requires faction { roman, } and not building_present_min_level hinterland_farms farms+2 and not building_present_min_level market market

but the game ignores the second building requirement, taking only the first as necessary. Any idea how to fix this?

Philip of Massalia
09-20-2005, 08:31
Step Four - adding new unit cards


If you don't name it after the dictionary line correctly - or you don't add one at all - then you'll get a default unit card, which looks like a dark/grey/rebel peasant. Every time someone asks on the forums "What's this rebel peasant about?" you can tell them that this is where they went wrong :smile:



I did just so and I still have the grey peasant.

also I noticed that the name of the card is not always the same as the EDU dictionnary, as I'm modding upon a Magna carta Mod and I see some cards being names as :

#RTR_GREEK_CAVALRY

whereas the edu entry is :

greek_cavalry

Epistolary Richard
09-20-2005, 13:04
Have you checked to see if there is a second edu entry with a dictionary tag called rtr_greek_cavalry?

Philip of Massalia
09-20-2005, 17:25
Have you checked to see if there is a second edu entry with a dictionary tag called rtr_greek_cavalry?

Yes, I checked that and there is none

Epistolary Richard
09-21-2005, 16:01
Well, I can think of a few explanations, but I've never played RTR so I couldn't say anything for definite. You might want to ask one of their team. The tutorial as written is how I understand the process, if elements are wrong or incomplete then I'm happy to add or amend to it.

Philip of Massalia
09-23-2005, 10:19
Well, I can think of a few explanations, but I've never played RTR so I couldn't say anything for definite. You might want to ask one of their team. The tutorial as written is how I understand the process, if elements are wrong or incomplete then I'm happy to add or amend to it.

I checked again and the RTR entries are leftover from the RTR mod I do not use anymore.

Still, my #SPECIAL_ARCHERS.TGA are simple copy/paste of the Vanilla #EGYPTIAN_ARCHER.TGA unpacked with Vercingetorix tool.

the dictionnary lines are :
type special archers
dictionary special_archers ; Special Archers

Suraknar
10-05-2005, 05:49
Very Nice tutorial Thank you very Much!

Its really good to know how everything matches together.

A small question , prolly was answered a long time ago, what are the .rum files in the Models_Unit folder?

Thanks

Epistolary Richard
10-05-2005, 07:02
I believe rum files are new type of model files introduced in 1.2, similar to cas files.

Red Harvest
11-03-2005, 22:39
Nice work on the guide.

Just wanted to add that there is a british archer skin hidden away in the vanilla game ("lost unit" skin.) So just substitute "briton" for "dacia" in the tga part of the entry in descr_model_battle.txt and you will have a light/barbarian british archer that matches the unit card tga shown in this tutorial.

There is also a hidden tga for the skirmisher warband for the britons...in case anyone wants to add those to their game. (I'm doing that right now actually, LOL.)

Kratos
12-23-2005, 03:29
I'm wondering if the Paint program will work for making a unit card?

Seasoned Alcoholic
12-23-2005, 11:33
I'm wondering if the Paint program will work for making a unit card?

MS Paint can't handle .TGA files, which are what you need to save the unit cards as in the appropriate UI subsection folder. Try The GIMP instead, its free image editing software, and is quite powerful to an extent. Although it doesn't contain many of the advanced features of Photoshop or Paint Shop Pro, you can still create unit cards no problem.

Download it here (http://gimp-win.sourceforge.net/stable.html)

More info here (http://www.gimp.org/)

timberman
12-23-2005, 13:17
First I did this:

type greek hoplite elite
dictionary greek_hoplite_elite ; Armoured Hoplites
category infantry
class spearmen
voice_type Heavy_1
soldier greek_armoured_hoplite, 40, 0, 1.3
officer greek_standard
attributes sea_faring, hide_forest, can_sap, hardy
formation 1, 1, 2, 2, 5, square, phalanx
stat_health 1, 0
stat_pri 9, 7, no, 0, 0, melee, simple, piercing, spear, 25 ,1
stat_pri_attr spear
stat_sec 7, 3, no, 0, 0, melee, simple, piercing, sword, 25 ,1
stat_sec_attr no
stat_pri_armour 11, 6, 5, metal
stat_sec_armour 0, 0, flesh
stat_heat 4
stat_ground 2, 0, 0, 0
stat_mental 8, normal, highly_trained
stat_charge_dist 30
stat_fire_delay 0
stat_food 60, 300
stat_cost 1, 640, 210, 70, 100, 640
ownership greek_cities

copied it and made it to:

type macedon hoplite elite
dictionary macedon_hoplite_elite ; Armoured Hoplites
category infantry
class spearmen
voice_type Heavy_1
soldier greek_armoured_hoplite, 40, 0, 1.3
officer greek_standard
attributes sea_faring, hide_forest, can_sap, very_hardy
formation 1, 1, 2, 2, 5, square, phalanx
stat_health 1, 0
stat_pri 13, 8, no, 0, 0, melee, simple, piercing, spear, 25 ,1
stat_pri_attr spear
stat_sec 8, 5, no, 0, 0, melee, simple, piercing, sword, 25 ,1
stat_sec_attr no
stat_pri_armour 15, 7, 5, metal
stat_sec_armour 0, 0, flesh
stat_heat 6
stat_ground 2, 0, 0, 0
stat_mental 15, disciplined, highly_trained
stat_charge_dist 30
stat_fire_delay 0
stat_food 60, 300
stat_cost 1, 700, 210, 70, 100, 700
ownership macedon

and I went on:

greek_hoplite_elite
greek_hoplite_elite_descr
greek_hoplite_elite_descr_shortcopied it and made a new one

macedon_hoplite_elite
macedon_hoplite_elite_descr
macedon_hoplite_elite_descr_short

continued:


¬----------------

{greek_hoplite_elite} Armoured Hoplites

{greek_hoplite_elite_descr}
Superior\nHardy\nCan Form Phalanx\nSapping Ability\n\nArmoured hoplites are an elite among Greek soldiery, carefully selected and given the best training to make them superior spearmen. Each of them is equipped with good body armour, greaves and a helmet and carries a large round shield, the hoplon that gives this kind of soldier the name of hoplite. Each man is also armed with a formidable thrusting spear called the xyston and a sword. They are usually employed as solid, close-packed groups of men, presenting a wall of spear points to the enemy. In phalanx formation, they use weight of numbers to batter into enemy formations.\n\nThey are vulnerable to flank and rear attacks, and ideally need some sort of light supporting troops to screen them as they approach the enemy.

{greek_hoplite_elite_descr_short}
Armoured hoplites are an elite among Greek soldiery, carefully selected and given the best training to make them superior spearmen.
¬----------------

made a new one:

¬----------------

{macedon_hoplite_elite} Armoured Hoplites

{macedon_hoplite_elite_descr}
Superior\nvery_Hardy\nCan Form Phalanx\nSapping Ability\n\nArmoured hoplites are an elite among macedon soldiery, carefully selected and given the best training to make them superior spearmen. Each of them is equipped with good body armour, greaves and a helmet and carries a large round shield, the hoplon that gives this kind of soldier the name of hoplite. Each man is also armed with a formidable thrusting spear called the xyston and a sword. They are usually employed as solid, close-packed groups of men, presenting a wall of spear points to the enemy. In phalanx formation, they use weight of numbers to batter into enemy formations.\n\nThey are vulnerable to flank and rear attacks, and ideally need some sort of light supporting troops to screen them as they approach the enemy.

{macedon_hoplite_elite_descr_short}
Armoured hoplites are an elite among macedon soldiery, carefully selected and given the best training to make them superior spearmen.
¬----------------

next I did was:

type greek_armoured_hoplite
skeleton fs_spearman, fs_swordsman ; combat spear
indiv_range 40
texture carthage, data/models_unit/textures/unit_greek_elite_hoplite_carthage.tga
texture greek_cities, data/models_unit/textures/unit_greek_elite_hoplite_greek.tga
model_flexi data/models_unit/unit_greek_hoplite_elite_high.cas, 15
model_flexi data/models_unit/unit_greek_hoplite_elite_med.cas, 30
model_flexi data/models_unit/unit_greek_hoplite_elite_low.cas, 40
model_flexi data/models_unit/unit_greek_hoplite_elite_lowest.cas, max
model_sprite greek_cities, 60.0, data/sprites/greek_cities_greek_armoured_hoplite_sprite.spr
model_sprite carthage, 60.0, data/sprites/carthage_greek_armoured_hoplite_sprite.spr
model_tri 400, 0.5f, 0.5f, 0.5f

copied and made a new:

type greek_armoured_hoplite
skeleton fs_spearman, fs_swordsman ; combat spear
indiv_range 40
texture carthage, data/models_unit/textures/unit_greek_elite_hoplite_carthage.tga
texture greek_cities, data/models_unit/textures/unit_greek_elite_hoplite_greek.tga
texture macedon, data/models_unit/textures/unit_greek_elite_hoplite_greek.tga
model_flexi data/models_unit/unit_greek_hoplite_elite_high.cas, 15
model_flexi data/models_unit/unit_greek_hoplite_elite_med.cas, 30
model_flexi data/models_unit/unit_greek_hoplite_elite_low.cas, 40
model_flexi data/models_unit/unit_greek_hoplite_elite_lowest.cas, max
model_sprite greek_cities, 60.0, data/sprites/greek_cities_greek_armoured_hoplite_sprite.spr
model_sprite macedon, 60.0, data/sprites/greek_cities_greek_armoured_hoplite_sprite.spr
model_sprite carthage, 60.0, data/sprites/carthage_greek_armoured_hoplite_sprite.spr
model_tri 400, 0.5f, 0.5f, 0.5f

and the last thing was:

recruit "greek hoplite elite" 0 requires factions { greek_cities, }
recruit "macedon hoplite elite" 0 requires factions { macedon, }


Do someone know why it want work...... It just jump out before I come to the menu????
Please help

Grand Lord of Poop
12-31-2005, 10:33
hi, im new to these forums, and when i looked into your guide i thought...yes! this is exactly what i need!!! and so i did manage to create a new unit, except the unit cards display it as a dark greenish - grey peasant!! i know what's wrong, i have not created a unit card for my new unit yet. So im planning to add one, but, the problem is, EXACTLY HOW do i create a new unit card, or maybe if that isn't possible i could even replace them with cards that alread exists...but i don't kno how to. please help me!!!

Epistolary Richard
12-31-2005, 12:20
You can find out more about creating unit cards here:
https://forums.totalwar.org/vb/showthread.php?t=51373

Kratos
01-01-2006, 09:44
What I am finding odd is that in RTW/ Data I don't have UI folder at all. Yet in BI i do have UI. This is giving me headaches. Any ideas?

Meneldil
01-01-2006, 10:58
The UI in RTW are stored in the ui_0 and ui_1 pack files (Rome - Total War\Data\packs). To extract them, you'll need Vercingetorix' pack extractor (that may be found in the modding tools topic)

Lovasìjász
01-05-2006, 13:52
Excellent tutorial. The best out there. Looks like a lot of hard work Epistolary Richard to put everything nicely into one tutorial package!

Seasoned Alcoholic
01-18-2006, 19:31
This flowchart highlights the most important files for each aspect of adding a new unit. Scroll down to read more about them, or click on a file to learn more about that step.

http://totalwar.org/images/Guides/blank.JPGhttp://totalwar.org/images/Guides/arrow_top.JPGhttp://totalwar.org/images/Guides/new_description.JPG (https://forums.totalwar.org/vb/showthread.php?p=869091#post869091)http://totalwar.org/images/Guides/arrow.JPGhttp://totalwar.org/images/Guides/edue.JPG (https://forums.totalwar.org/vb/showthread.php?p=869091#post869091)http://totalwar.org/images/Guides/arrow.JPGhttp://totalwar.org/images/Guides/eu.JPG (https://forums.totalwar.org/vb/showthread.php?p=869091#post869091)
http://totalwar.org/images/Guides/new_unit.JPGhttp://totalwar.org/images/Guides/arrow_plus.JPGhttp://totalwar.org/images/Guides/new_unit_edu.JPG (https://forums.totalwar.org/vb/showthread.php?p=869088#post869088)http://totalwar.org/images/Guides/arrow.JPGhttp://totalwar.org/images/Guides/edu.JPG (https://forums.totalwar.org/vb/showthread.php?p=869088#post869088)http://totalwar.org/images/Guides/arrow_top.JPGhttp://totalwar.org/images/Guides/textures.JPG (https://forums.totalwar.org/vb/showthread.php?p=869095#post869095)
http://totalwar.org/images/Guides/blank.JPGhttp://totalwar.org/images/Guides/arrow_mid.JPGhttp://totalwar.org/images/Guides/new_unit_cards.JPG (https://forums.totalwar.org/vb/showthread.php?p=869096#post869096)http://totalwar.org/images/Guides/arrow.JPGhttp://totalwar.org/images/Guides/unit_files.JPG (https://forums.totalwar.org/vb/showthread.php?p=869096#post869096)http://totalwar.org/images/Guides/arrow_mid.JPGhttp://totalwar.org/images/Guides/models.JPG (https://forums.totalwar.org/vb/showthread.php?p=869095#post869095)
http://totalwar.org/images/Guides/blank.JPGhttp://totalwar.org/images/Guides/arrow_mid.JPGhttp://totalwar.org/images/Guides/new_models.JPG (https://forums.totalwar.org/vb/showthread.php?p=869095#post869095)http://totalwar.org/images/Guides/arrow.JPGhttp://totalwar.org/images/Guides/dmb.JPG (https://forums.totalwar.org/vb/showthread.php?p=869095#post869095)http://totalwar.org/images/Guides/arrow_left.JPGhttp://totalwar.org/images/Guides/sprites.JPG (https://forums.totalwar.org/vb/showthread.php?p=869095#post869095)
http://totalwar.org/images/Guides/blank.JPGhttp://totalwar.org/images/Guides/arrow_bottom.JPGhttp://totalwar.org/images/Guides/unit_recruitment.JPG (https://forums.totalwar.org/vb/showthread.php?p=869099#post869099)http://totalwar.org/images/Guides/arrow.JPGhttp://totalwar.org/images/Guides/edb.JPG (https://forums.totalwar.org/vb/showthread.php?p=869099#post869099)http://totalwar.org/images/Guides/blank.JPGhttp://totalwar.org/images/Guides/blank.JPG


Do you think export_descr_sounds_unit_voice.txt should be added to this?

Superb guide btw ER, this is a great starting point for any potential and new modders alike.

Hans Kloss
01-19-2006, 10:57
Do you think export_descr_sounds_unit_voice.txt should be added to this?

It probabaly should but whole process needs of adding voices to new units needs to be explained properly as it is not just adding lines to export_descr_sounds_unit_voice.txt

TiFlo
02-10-2006, 17:08
Hi all,


Very nice tutorial! I guess it should work, but I'm stuck: I'm trying to add 3 new units (+2officers & 1 aquilifer), which does, if I'm correct, 6 more units to be put in DMB.
There lies my problem, since you can not go over 255 entries in DMB, when I lauch the game, all I get is a nice CTD, and the -show_err indeed tells me that DMB has already reached his full limit of units.

:help: :help: :help:

Is there any way to get rid of some units, or combining them in order to decrease their effective number in DMB? For I tried a few things but nothing has been working so far... :wall:

If anyone feels to help...

Epistolary Richard
02-11-2006, 09:43
Better to ask in the Modding Questions forum.

TiFlo
02-11-2006, 12:04
Thanks,

I finally kind of sorted it out! :idea2:

Anyway, I still giong to keep an eye on the modding sectio and see if there is anything else I could use.

Goalie
04-18-2006, 01:10
Thanks for all you work. I have created Knights of the Round Table from Scythian Noble Archers. They are really cool.

Assasin of War
04-22-2006, 16:26
I dont know where i made a mistake but i got an error message saying:
Script Error in data/export_descr_unit.txt, at line 174, column 1.
attr statistic missing from unit type 'barbarin pesant gaul'

by the way this is a really helpful guide:2thumbsup:

note:if it helps i only did the spartan royal guard

Epistolary Richard
04-22-2006, 17:15
Can you post that entry from export_descr_unit so we can look at it? Hard to help without seeing your code.

Assasin of War
04-23-2006, 00:48
Wups:oops:
I fogot i had a backup data folder i had accedently posted the royal spartan in the middle of a gaul pesant. It works great now:)

Lord Humongous
06-19-2006, 22:14
It kinda worked for me except for the Helmets & Shields

https://img.photobucket.com/albums/v33/Acme1970/0001.jpg

Bonny
06-20-2006, 18:41
You have definately made a mistake with the skin. You have included the new spartan model, but it uses the old RTW Spartan Skin.
Just look into your dmb (descr_model_battle.txt) file and compare it with step three of ER's great tutorial. :book:

Motep
10-12-2006, 14:03
welll thank you for making this thread. I have mastered the edu file and will soon spread into other areas!

crazydude
11-10-2006, 03:35
do you no a good place to download photoshop

Miloshus
11-19-2006, 15:54
This is great Itought it would be more complicated:yes:

Thanks for tutorial

Cormaeg
11-26-2006, 17:05
I gotta say THANKS! and give props to Epistolary Richard for this marvelously informative tutorial! Because of your very meticulous guidance, I have been able to add Hounds of Culann and Celtish Wolfhounds (from BI) to the Gauls!

You rock!

Roman_Man#3
03-03-2007, 00:53
First I did this:

type macedon hoplite elite
dictionary macedon_hoplite_elite ; Armoured Hoplites
category infantry
class spearmen
voice_type Heavy_1
soldier greek_armoured_hoplite, 40, 0, 1.3
officer greek_standard
attributes sea_faring, hide_forest, can_sap, very_hardy
formation 1, 1, 2, 2, 5, square, phalanx
stat_health 1, 0
stat_pri 13, 8, no, 0, 0, melee, simple, piercing, spear, 25 ,1
stat_pri_attr spear
stat_sec 8, 5, no, 0, 0, melee, simple, piercing, sword, 25 ,1
stat_sec_attr no
stat_pri_armour 15, 7, 5, metal
stat_sec_armour 0, 0, flesh
stat_heat 6
stat_ground 2, 0, 0, 0
stat_mental 15, disciplined, highly_trained
stat_charge_dist 30
stat_fire_delay 0
stat_food 60, 300
stat_cost 1, 700, 210, 70, 100, 700
ownership macedon



type greek_armoured_hoplite
skeleton fs_spearman, fs_swordsman ; combat spear
indiv_range 40
texture carthage, data/models_unit/textures/unit_greek_elite_hoplite_carthage.tga
texture greek_cities, data/models_unit/textures/unit_greek_elite_hoplite_greek.tga
texture macedon, data/models_unit/textures/unit_greek_elite_hoplite_greek.tga
model_flexi data/models_unit/unit_greek_hoplite_elite_high.cas, 15
model_flexi data/models_unit/unit_greek_hoplite_elite_med.cas, 30
model_flexi data/models_unit/unit_greek_hoplite_elite_low.cas, 40
model_flexi data/models_unit/unit_greek_hoplite_elite_lowest.cas, max
model_sprite greek_cities, 60.0, data/sprites/greek_cities_greek_armoured_hoplite_sprite.spr
model_sprite macedon, 60.0, data/sprites/greek_cities_greek_armoured_hoplite_sprite.spr
model_sprite carthage, 60.0, data/sprites/carthage_greek_armoured_hoplite_sprite.spr
model_tri 400, 0.5f, 0.5f, 0.5f


Do someone know why it want work...... It just jump out before I come to the menu????
Please help

I don't know if anyone helped you, but I will. The two type lines have to match, they are the ones in bold. so the type line in descr_model_battle.txt should be:


type macedon hoplite elite

RM3

Makanyane
03-09-2007, 10:03
Meghas Alexandros, I haven't looked at his example for long enough to spot what problem was, but it's not what you described...

The type line in descr_model_battle.txt has to match the soldier line in export_descr_units.txt, so he was right it should be
type greek_armoured_hoplite
in DMB file........

The type line in EDU is used wherever unit is recruited, i.e. descr_strat, export_ descr_buildings.txt etc. and the dictionary line in EDU is used to reference text descriptions and unit cards.

Apologies but it needs saying to avoid confusing anyone later.....:embarassed:

Roman_Man#3
03-10-2007, 00:07
Lol, ya, thanks for clarifying that. I clued in later, and then I didn't get around to changing it. My bad. But thanks.

RM3

Wontonman
04-02-2007, 07:46
Cool tut ER but i'm having a problem. I followed your tutorial and at the end i went into the game, statred a campagin to see if it worked. I could rcruit my new unit and it was functioning perfectly until i tried to fight a battle on the battlemap. It loaded half way then crashed:furious3: . Plz help.

Thanks, Wontonman

Makanyane
04-02-2007, 11:22
Wontonman, do you have -show_err on your shortcut? Normally when it does that you get message about missing texture etc. Check your entry for the new unit/s in descr_model_battle.txt and make sure file paths and names are correct for the model, textures (and sprites if you have any). Check you actually have texture assigned to the faction using the new unit. Also if export_descr_unit.txt entry has an officer (standard bearer) entry or mount etc. make sure that the officer / mount etc also has texture assigned for faction.

Finally, though I think crash for this is normally at end of loading bar - make sure you haven't left .dds on the end of the texture name in descr_model_battle.txt

Wontonman
04-03-2007, 03:42
Well i tried the -show_err and it came up telling me i misspelt the texture and i fixed it acordinly but, unfortunatly as soon as i tried to get in a battle it crashed but this time it gave me no reason, all that came up was the Microsoft message saying RTW:BI has to close etc.

Makanyane
04-04-2007, 08:55
Second crash sounds more like the one for leaving .dds on texture file path in DMB file (though note you do need to have it on the actual file name).

I'd suggest you post a new thread in Modding Questions (https://forums.totalwar.org/vb/forumdisplay.php?f=73) forum and paste in that copies of the parts of the files you've altered. I don't think your problem is specific to anything in this tutorial so question should really be in other forum (and you'll get more answers there)....

kungfuserge
04-26-2007, 14:30
I am trying to add 1 single unit , like a super heroe ACHILLIES (with special powers) ( unit created by Zhuge Liang) avaible in Personnal Battle
As I have tried I found that the export_desc_unit doesn't accept script under 10 soldiers
type Achillies_h
dictionary achillies_h ; Armoured Myrmidons
category infantry
class heavy
voice_type general_1
soldier greek_myrmidons_elite, 10, 0, 1.3
officer greek_myrmidons_elite_officer
attributes sea_faring, very_hardy, can_sap
formation 1, 1, 2, 2, 4, square, testudo
stat_health 1, 0
stat_pri 20, 4, pilum, 50, 6, melee, blade, piercing, spear 25 ,1
stat_pri_attr prec, thrown ap
stat_sec 12, 4, no, 0, 0, melee, simple, piercing, sword, 25 ,1
stat_sec_attr no
stat_pri_armour 20, 40, 16, metal
stat_sec_armour 1, 1, flesh
stat_heat 4
stat_ground 2, 2, 2, 2
stat_mental 19, disciplined, highly_trained
stat_charge_dist 30
stat_fire_delay 0
stat_food 60, 300
stat_cost 3, 3550, 460, 130, 190, 2020
ownership greek_cities


I have made a script desc_model_battle for achillies like this

type achillies_h
skeleton fs_dagger, fs_slow_spearman, fs_slow_swordsman
skeleton_horse fs_hc_swordsman
skeleton_elephant fs_forest_elephant_rider
skeleton_chariot fs_chariot_sword
skeleton_camel fs_hc_swordsman
indiv_range 40
texture greek_cities, data/models_unit/textures/achillies_h.tga
texture seleucid, data/models_unit/textures/achillies_h.tga
texture macedon, data/models_unit/textures/achillies_h.tga
texture thrace, data/models_unit/textures/achillies_h.tga
model_flexi data/models_unit/achillies_h.cas, 15
model_flexi data/models_unit/achillies_h.cas, 30
model_flexi data/models_unit/achillies_h.cas, 40
model_flexi data/models_unit/achillies_h.cas, max
model_tri 400, 0.5f, 0.5f, 0.5

it works but I have 10 Achillies in One unit and I don't want that

So my question is How should I do to have the ability to play with 1 soldier ACHILLIES and to be able to recruit it among the Greek_cities
Can you please explain

Poulp'
04-26-2007, 15:58
Make Achilles an officer, it looks like you've got it a soldier

kungfuserge
04-26-2007, 16:04
thanks
I found this;


type greek_general
skeleton fs_dagger
skeleton_horse fs_hc_swordsman
skeleton_elephant fs_forest_elephant_rider
skeleton_chariot fs_chariot_sword
skeleton_camel fs_hc_swordsman
indiv_range 40
texture greek_cities, data/models_unit/textures/achillies_h.tga
texture seleucid, data/models_unit/textures/achillies_h.tga
texture macedon, data/models_unit/textures/achillies_h.tga
texture thrace, data/models_unit/textures/achillies_h.tga
model_flexi data/models_unit/achillies_h.cas, 15
model_flexi data/models_unit/achillies_h.cas, 30
model_flexi data/models_unit/achillies_h.cas, 40
model_flexi data/models_unit/achillies_h.cas, max
model_tri 400, 0.5f, 0.5f, 0.5


But How do I make it avaible in Personalized Battles, like one unit ?

C_Poe
05-21-2007, 17:56
For step 2, i don't have a "export_units" file in my data folder.

Only "export_descr_units"
Did you mean that file?

:help:

C_Poe
05-21-2007, 18:06
Also, i used this tutorial before but then every time i went to start up rome, my game crashed to my desktop as soon as it hit the creative assembly screen.

Makanyane
05-21-2007, 19:39
C_Poe, welcome to the forums.

The export_units.txt file is in the text folder inside the data folder - it is the one that gives the text descriptions of the units.

When you had your CTD did you have -show_err on your shortcut? It should have given you a message about what was wrong.

C_Poe
05-22-2007, 22:37
I didn't get a message, but thanks alot, the unit works perfectly now.
well, apart from the description, i got the peasant pic, i think i filed it wrong, oh well,
thanks fellas
:2thumbsup:

bloodshed
05-24-2007, 14:59
If anyone has spare time and wants to help a newbie out private message me. It shouldnt take that long. Its about adding a skin from the download section that I just cant fiqure out even with the tutorials. Any help would be awesome. Thanks.

Real_Acc_is_"C_Poe"
05-25-2007, 02:36
I'd just like to say thanks again, you're a genius,

except i also posted this to show off what i did with the archers,
i wanted the texture to be blue, so i used a numidia unit model instead of dacia

( next post for pic )

Real_Acc_is_"C_Poe"
05-25-2007, 04:05
https://img461.imageshack.us/img461/7618/britonarchersiq2.th.jpg (https://img461.imageshack.us/my.php?image=britonarchersiq2.jpg)

( forgot to dl the unit cards )

Turk2
05-27-2007, 21:41
Epistoraly Richard:Thank you for this Tutorial!!
With this Tutorial i began to be a modder and now i began to start my own mod
This was only possible with your perfect tutorial!

jfas
05-31-2007, 07:26
hi Epistolary Richard

i have a little problem here
, by the way thanks for your tutorial it works great

but when i try to put all other units from other faction to roman ,so that i can recruit them when i am playing roman it seems unright.

the unit was there i can recuit them in campaing map,but when i press end turn
the RTW program automatically off and i cant play it.

i hope u can help me :yes:

Makanyane
05-31-2007, 17:57
Hi jfas, welcome to the forum. That is a strange effect and I can't think off hand what would cause that just from changing ownership of units. If no-one else helps you here you might do better posting a new thread in Modding Questions. (https://forums.totalwar.org/vb/forumdisplay.php?f=73)

If you have back up copies of your old files it might be worth going back to a copy of them and making changes again in case you have made an error somewhere in the file. You should also include -show_err on your shortcut in-case it gives any error message (unfortunately if doesn't usually for end of turn crashes)

jfas
06-01-2007, 08:04
THanks makanyane :yes:

Crispo
07-25-2007, 21:16
Thanks, this is a great tutorial, but the only thing is that i checked in the skins download section of the site and the royal spartan guard are gone, i downloaded them before but i had my computer re-formated.

is there any way you could put the reoyal spartan guard up for download again?

L.C.Cinna
08-14-2007, 11:39
I have a question:

I'm changing some things in a mod right now and everything works with the units and adding and stuff BUT I can't find the

export_descr_unit_enums.txt

it is nowhere, not in the data folder and not in any of the subfolders as far as I can see.

Does anyone have any idea?

Makanyane
08-14-2007, 12:08
all the enums files became obsolete when one of the later RTW/BI patches was released, so the mod probably didn't include it - you don't need to worry about it.

L.C.Cinna
08-14-2007, 14:38
thank you. I was surprised it worked without it lol

Anelus
08-29-2007, 16:36
Hello everybody! I am here first time! I want add some units from the mod XGM to EB (Europa Barbarorum),because I hate the look of much units hoplite! Is it possible? And how to do it? Thanks in advance!

Lysander13
08-30-2007, 04:21
Originally posted by Anelus
Hello everybody! I am here first time!
Welcome to the org friend.


I want add some units from the mod XGM to EB (Europa Barbarorum),because I hate the look of much units hoplite!
Hate the look of the hoplite in EB?.....Blasphemy!! :shame:
Nothing wrong with wanting to add a few units however. For example i love the ATG Spartans and have added them to my version of EB. I've added one or two from XGM as well.



Is it possible? And how to do it? Thanks in advance!
It is indeed possible. Read the tutorial on the first page of this thread as it is in all likelihood the most comprehensive tutorial written for adding units. As for adding them to EB you may come across a stumbling block or two. As adding a unit to EB is a just a bit more difficult than let's say adding a unit to Vanilla RTW. If you do have a problem you may want to ask on the EB forum for help. There are plenty of people around who wouldn't mind helping you...including me. Just keep the hating the look of the EB hoplite part to yourself, eh? :yes: Unless of course you have actual historical accuracy type issues with their presentation in EB. Then i'm sure they would love to hear what you have to say, presuming you have credible sources of course. But if it's something like let's say you don't like them because they are not wearing Corinthian Helms or the Romans don't have The Lorica Segmenta....well then :no:

Trevarian
09-05-2007, 01:16
hey all I'm new here and the first thing i did was read this tutorial and I got to say it was a big help. I successfully modded in the royal spartan guard but one problem that is rather small but still annoying is....when i right click to bring the stats and info sheet up it shows the picture of the spartan but the unit pic when it shows the units in my army is still the grey peasent.

can someone plz tell me how to fix this? Thanks

Lysander13
09-05-2007, 05:24
hey all I'm new here and the first thing i did was read this tutorial and I got to say it was a big help. I successfully modded in the royal spartan guard but one problem that is rather small but still annoying is....when i right click to bring the stats and info sheet up it shows the picture of the spartan but the unit pic when it shows the units in my army is still the grey peasent.

can someone plz tell me how to fix this? Thanks

If i understand you correctly...Your saying instead of a Spartan Royal Guard Unit Card your looking at a grey peasant? If that's what your saying then you either didn't name the unit cards after the dictionary line in the EDU correctly or you didn't add them at all and what your getting i believe is a default unit card. Double check these two things...If this wasn't what you were asking, pardon for misunderstanding.

AFLQKA
09-12-2007, 13:15
Is it possible for someone to send me a nonchanged descr_model_battle ... i screwed mine alot :embarassed: ... thanks :sweatdrop:

Poulp'
09-12-2007, 15:42
PM sent
tell me if you get the file or if you can't


First off, a few choice picks from the Modding Rules of Cool:
cool modders make back-ups
cool modders use show_err

Epistolary Richard, in the very first post of this thread

steelersfanmo
09-19-2007, 00:58
I loved this tutorial and it was good but I am just knowledgeable about computers and modding to be dangerous (to my computer that is). I went through the tutorial and the units perform properly in battle but guess what?? I got the grey/green peasant card for the unit card. I just didn't understand which files to place where apparently. Also some of my files were named differently than the ones shows on the tutorial. Here is a list of the files I got from the zip download for the Spartan Royal Guard.

#Spartan_Royal_Guard.TGA
ROYAL_SPARTAN.TGA.DDS
ROYAL_SPARTAN_100.CAS
ROYAL_SPARTAN_200.CAS
ROYAL_SPARTAN_300.CAS
ROYAL_SPARTAN_400.CAS
ROYAL_SPARTAN_GLOSS.TGA
ROYAL_SPARTAN_GLOSS.TGA.DDS
Spartan_Royal_Guard_INFO.TGA

If anyone could please tell me which of these files specifically go in the "UNITS" & "UNIT INFO" files then it would be greatly appreciated. My other entries in the "dictionary line" came directly from your tutorial. I am stumped on this one but I knew you could help me out. Also, does it matter if the folders are in all CAPS. I typed them in ALL CAPS just like they were on this tutorial.

Thank you very much.
Sincerely
steelersfanmo

steelersfanmo
09-19-2007, 04:50
Apparently I did something right. I went back and re-did some things with the files I listed in my original message and I now at least have the small unit card showing for the Royal Spartan Guards. The only thing that still shows the dark grey/green peasant card is the large unit info card. Can someone please show me which of the files from my original message go where in order to take care of this problem. I know it is petty and only a minor problem but it really does annoy me so any help would be appreciated. Thank a bunch!!

Makanyane
09-19-2007, 07:33
Spartan_Royal_Guard_INFO.TGA would go in
data/ui/units_info/faction
faction being the one you want to use them, should be same as you did for the little cards.

steelersfanmo
09-20-2007, 01:43
Thanks for the suggestion but I tried this and it didn't work. If you or anyone has any other suggestions then I would greatly appreciate them. Keep up the good work out there to all of you modders!! THANKS!!!

Makanyane
09-20-2007, 07:04
double checking I just noticed I spelt the file name wrong:wall:
should be

data/ui/unit_info/greek_cities
etc
not 'units'
sorry if you followed that exactly - could be the problem!

otherwise all I can think of is re-name the file so INFO is info in small letters.

steelersfanmo
09-21-2007, 06:04
To Makanyane:

THANK YOU, THANK YOU, THANK YOU, THANK YOU (well you get the picture)that worked. You know what they say. "The devil is in the details." If I had been paying attention better when I went through this tutorial then I would have noticed that it said "unit_info" and not "units_info" in the first place. I actuall had it named incorrectly from the beginning simply because I looked at the folder that I created called "units" and named the other one accordingly. Not to mention that I forgot to put "_" in between the two words. DUH, DUH, DUH!!! Anyway thanks again for all the help and I hope I wasn't too much of a bother. ROCK ON!!

steelersfanmo
09-21-2007, 10:25
Sorry but here I go again. I got to looking at my unit description and it only shows the part starting with "From this group". It doesn't show the first part that starts with "Legendary warriors". I checked the unit_export file in the text folder and everything that should be there is there but it just doesn't show up on the Large Unit description detail. Can anyone help me with this one?? I apologize for being such trouble and I know it is probably something simple but I am totally new to modding my files and tend to get in over my head at times. I am learning, or at least I think and hope that I am, though so maybe at some point in the future I can be a part of the solution instead of part of the problem like I feel right now. Thanks again ahead of time!!

Makanyane
09-21-2007, 10:32
can you find the relevant section of export_units.txt (in data/text folder) for that unit and copy and paste it here?

steelersfanmo
09-21-2007, 11:40
To Makanyane,

Sorry I didn't get right back with you and your reply but I was busy toying around with the description in the text file and actually managed to fix the problem. Thank you for the suggestion and all of the help you have given me thus far. You have been a real help and it is sincerely appreciated. I didn't play the game any so I hope it doesn't crash when I try to enter a battle with the unit or some other strange thing but if it does I do have the -show err running. I really don't understand why it basically discounted the first part of the description but I decided to copy it then paste it in the location where it was picking up on the description. Voila!! That seemed to have worked. It worked so well in fact that I was able to add a few lines of my own to the description to personalize it a bit. That's one small step toward hopefully being part of the solution since maybe my reply here will help someone out there who may be having the same problem. TO ANYONE WHO TRIES IT, PLEASE REMEMBER TO BACK UP YOU FILES AND DON'T FORGET WHAT I SAID EARLIER. I DIDN'T ACTUALLY PLAY THE GAME AFTER I BELIEVED I CORRECTED THE PROBLEM (had to get some sleep sometime and post this reply) SO IF IT CRASHES FOR SOME REASON THEN PLEASE DON'T GET TOO UPSET. Although, I cant' imagine why editing the text file would cause any such problem but as I said I'm new to all of this and actually pretty ignorant of exactly what effects what in the nether worlds of the computer files but I am trying to learn. Anyway gotta run. Gotta get up in about 4 hours.

steelersfanmo
09-21-2007, 17:42
In reference to my last post about fixing the problem with the actual unit description that shows up on the large unit card. I re-read it and it made sense at the time I wrote it (which was about 6 in the morning) but now it really didn't clearlly explain what I was trying to say. What I did was leave the original text from the first half in place then copy it and paste it at the end of itself in the location where to portion which was showing up started. So it actually looks like it should show the first half twice in the text\export_unit folder but it shows up properly on the screen. I am about to try out the game for the first time since this so I'll re-post letting everyone know if it acted weird and what the -show_err code was if that happens. Wish me luck and thanks again for all the help. I hope if this works then it will help someone else out there who may be experiencing a similar problem.

steelersfanmo
09-21-2007, 18:33
In reference to my fix. It works just fine. Well gotta go get ready for work so I'll conquer in the name of Sparta later I guess??

Squid
09-21-2007, 18:39
If you post the offending entries from export_units.txt it might be possible for someone to identify your problem.

steelersfanmo
09-22-2007, 06:05
To Squid:

The following is how the entry which works shows int the export_units.txt file. Hope this is useful.

{spartan_royal_guard_descr}
From a group of legendary warrriors only the best make it in to the Spartan Royal Guard. They carry the Eagle of Olympus as a sign of leadership and to inspire the troops. They also fight in the traditional fashion like hoplites, with a long thrusting spear and the large red round hoplon shield incrusted with the gold symbol of Sparta. They are also protected by an iron breastplate with an external layer of silver.\n\nFrom a group of legendary warrriors only the best make it in to the Spartan Royal Guard. They carry the Eagle of Olympus as a sign of leadership and to inspire the troops. They also fight in the traditional fashion like hoplites, with a long thrusting spear and the large red round hoplon shield incrusted with the gold symbol of Sparta. They are also protected by an iron breastplate with an external layer of silver.\n\n
The Royal Guard: is an elite unit in the Greek Armies. A small group of selected soldiers who acted as shock troops. The Spartans had a group of 300 hoplites who were a Royal Guard.\n\nThey were 'elite perfect soldiers' and nothing else due to the fact that all of Spartan life is spent training for war. Weaklings perish soon after birth; youths are taught to thieve and terrorize the slave class to harden them; young men are taught nothing unless it has something to do with the arts of war - even music and dance are there only to help keep step when marching and obeying orders.The result is a man who thinks nothing of danger, expects to win, and creates a sense of dread in his opponents. Like those who accompanied King Leonidas they are formed in the image of the heroes of Thermopylae. Their war cry was no retreat, no surrender, no mercy!! That was Sparta!!

Squid
09-22-2007, 21:15
Could you post the edu entry and if possible a screen of what actually appears in game for the unit?

steelersfanmo
09-23-2007, 06:14
Squid,
Hope this is helpful.

type spartan royal guard
dictionary spartan_royal_guard ; Spartan Royal Guard
category infantry
class spearmen
voice_type Heavy_1
soldier spartan_royal_guard, 30, 0, 1
officer greek_standard
attributes sea_faring, hide_forest, can_sap, command, frighten_foot, frighten_mounted
formation 1, 1, 1.7, 0.5, 4, square, phalanx
stat_health 2, 0
stat_pri 27, 8, no, 0, 0, melee, simple, piercing, spear, 25 ,1
stat_pri_attr spear, long_pike
stat_sec 21, 4, no, 0, 0, melee, simple, piercing, sword, 25 ,1
stat_sec_attr no
stat_pri_armour 12, 8, 5, leather
stat_sec_armour 0, 1, flesh
stat_heat -2
stat_ground 2, 0, 0, 0
stat_mental 60, disciplined, highly_trained
stat_charge_dist 30
stat_fire_delay 0
stat_food 60, 300
stat_cost 1, 1000, 220, 130, 190, 1740
ownership greek_cities

As for the screen shot, I have to admit that I have no idea how to capture the image to post it but I can tell you that it shows up exactly as it should for the unit. The first portion which begins with "From a group of legendary warriors" up to the point where it ends with "external layer of silver" only shows up one time on the screen for the unit even though it appears twice in the entry (re: my first posted reply to you). The original entry which should have showed up for this unit was the entry from this tutorial which I copied and pasted into the export_units.txt file but it refused to cooperate and show up as intended. Sorry about the fact that I can't post you an image but I really am just familiar enough with computers to be dangerous (only to my own fortunately). Thanks again for trying to help. I really appreciate it.

StevieBee
11-08-2007, 12:42
Could someone please put up another link to the Spartan Royal Guard files? I followed the link in the tutorial and couldn't find them anywhere.

Makanyane
11-08-2007, 13:28
http://www.twcenter.net/forums/downloads.php?do=file&id=536

I think possibly; the text on it is rather mangled but it looks like the EDU entry quoted in the second post, and time of upload is about right for it to be the one mentioned.


Oh and welcome to the forum :)

Ibn-Khaldun
01-11-2008, 21:50
I love this guide :2thumbsup:
i'm currently working on a mod for RTW:BI and because I do not have enough time and proper tools to make units myself then getting the units that I need I'm taking from the vanilla RTW.. :holmes:
Thats all I need right now and this guide helped me a lot ~:)
So .. tnx again :2thumbsup: :2thumbsup:

masteri
01-21-2008, 15:36
Can i use this tutorial for m2tw?

Red Spot
01-22-2008, 16:04
you can use it to find out this is a "Rome Total War" forum, not "Medieval 2 Total War" ... thats a different forum wich has its own guides ... :D

Like the tutorial "How to add units to your game" in the M2 forums ...
https://forums.totalwar.org/vb/showthread.php?t=75706 ;)



G

Crispo
01-28-2008, 18:33
I see nobody posted the new location to download the spartan skin, but i found it recently so I'll post it here i guess, even though i doubt many people will search down this far in the topic

:balloon2: http://www.twcenter.net/forums/downloads.php?do=file&id=1770 :balloon2:

mitch23
02-22-2008, 16:52
Thanks for this tutorial Epistolary Richard, very handy

One question though: I see most of the "full" unit descriptions in the Export_units.txt seem to start with a list of unit abilities (e.g. Superior\n etc...)

But the ones in your example do not, and also even when I put them in they do not seem to affect the in game appearance of the unit description anyway

However - I do have a problem where I have input a 2 paragraph unit description - paragraphs seperated by \n\n - and without any preceding unit abilities - BUT in game I can only see the second paragraph of the description on screen

So - can anyone clear up why a) nearly everyone puts these unit abilities into the description when they don't do anything, and b) why when I leave them out the first paragraph of my description doesn't display on screen??

thanks

Spartan198
02-22-2008, 16:55
Can anyone give me a new address of the Expanded Greek mod?

DimeBagHo
02-22-2008, 19:54
The .org thread is here (https://forums.totalwar.org/vb/showthread.php?t=46285&page=17).
The TWC forum is here (http://www.twcenter.net/forums/forumdisplay.php?f=127).

Spartan198
02-22-2008, 20:51
The .org thread is here (https://forums.totalwar.org/vb/showthread.php?t=46285&page=17).
The TWC forum is here (http://www.twcenter.net/forums/forumdisplay.php?f=127).

Thanks.

No_hope07
02-27-2008, 09:11
hello, im new(ish) to the whole unit creation and adding. I have a problem when trying to add a 300 spart unit to the game; i cannot save anything in the export_descr_unit and all those kinds of text documents in the data file because of path problems or something. Would anyone happen to know the way to fix this? Like i said im new to this, be gentle.

Makanyane
02-27-2008, 09:53
Sounds like you've got the files set on 'Read Only' attribute.

In the folder view right click the file you want to edit and see what its properties are, if it says Read Only untick that box and apply the changes. You might be able to do that for the whole folder if you go up a level, not sure on that though.

If you are using Vista you might be having problems because RTW's default install is into 'Program Files' section and I don't think Vista likes you changing things in there. If that is the case I think there is some Vista specific information around on the forums somewhere....

EDIT: forgot to say, welcome to the forums :)

No_hope07
02-27-2008, 23:19
yeah i have vista so im guessing thats the problem. thank u for the reply ill see what i can do to fix this. and thank u for the welcome :)

Red Spot
02-28-2008, 01:26
as a bit of advice, wich very much goes for Vista but can be applied to other OS's as well, do not install into your program files folder, if possible try to keep stuff on a different partition ...

I've got a relativly small partition for windows and a few "core tools" (registry cleaner, etc) and the rest has its own partitions, possibly a hint slower (like you will notice it ...) but much easier to work with and/or clean up if things go wrong ...


G

spoon92
03-18-2008, 19:11
im new and i followed step by step but when ever i try 2 use the spartans in a battle it starts loading but crashes half way through i used -show_err. but there is no error message and retraced what i did but cant see what i did wrong does anyone have any ideas?

spoon92
03-18-2008, 19:57
after taking another look i can see it was the textures that i had done wrong but i cant find the textures file i physicaly typed data\models_unit\textures in but it then would say that the file is not there so any ideas why this is plz :help:
i want to play as the cool looking spartans!!!!!

spoon92
03-18-2008, 21:12
done it now it works fine just added a textures file cant belive i didnt think of doing that before asking for help but still might of done something wrong because at a distance the unit becomes white looking and unskinned any ideas why?

Makanyane
03-19-2008, 08:21
It sounds like something up with the sprite - if you haven't made or included a new sprite for the unit you should comment out the sprite line in descr_model_battle.txt.

You comment out lines by just putting
;
at the beginning

Hannibal Smith
04-09-2008, 02:46
Hi, great tutorial! Have managed to make some new units (with alot of help) but I was wondering is it possible to create unique models for individual characters. I know that its done in Alex but cant find anything about it for RTW 1.5.

Thanks

Squid
04-09-2008, 17:33
No it's not possible, this is an alex only feature.

Hannibal Smith
04-09-2008, 19:59
Thanks anyway squid for the quick reply, it was just a thought.

I am The Stig
08-16-2008, 20:09
When I try to save the file: 'export_descr_unit' an error messgae pops up saying 'The file export_descr_unit could not be saved. Please check file name and location are correct.' Or something to that effect anyway. Could anyway say why and/or post a solution? It's most likey me since this is the first time I've ever tried to do anything like this.

Motep
08-17-2008, 05:47
save to desktop. Then move back to the data folder, and replace the old file. It is protected from tampering because it has been put into your c drive.

Would I be correct in assuming that you use vista? I get the same problems. Thankfully, if you do this, you can edit the edu file anytime and just save it, as the edited file isnt write protected.(or whatever it is called)

I am The Stig
08-17-2008, 19:45
Thanks, it worked fine replacing the files. But now a new problem has occurred: The game crashes upon start. I have checked everything in the tutorial and I'm pretty sure I've done it right. Help!

I am The Stig
08-17-2008, 19:48
Oh, and you would be correct in assuming I have Vista.

Motep
08-17-2008, 21:00
could you post or pm the units you worked on? All of the files you worked on, but only the parts of them you actually touched

I am The Stig
08-18-2008, 10:32
In descr_model_battle I put at the bottom:


type spartan_royal_guard
skeleton fs_fast_spearman, fs_fast_swordsman ; combat spear
indiv_range 40
texture greek_cities, data/models_unit/textures/Royal_Spartan.tga
model_flexi data/models_unit/Royal_Spartan_100.cas, 15
model_flexi data/models_unit/Royal_Spartan_200.cas, 30
model_flexi data/models_unit/Royal_Spartan_300.cas, 40
model_flexi data/models_unit/Royal_Spartan_400.cas, max
model_sprite greek_cities, 60.0, data/sprites/greek_cities_greek_armoured_hoplite_sprite.spr
model_tri 400, 0.5f, 0.5f, 0.5f


type barb_archer
skeleton fs_fast_archer, fs_fast_dagger
indiv_range 40
texture britons, data/models_unit/textures/unit_barb_warband_archer_dacia.tga
texture dacia, data/models_unit/textures/unit_barb_warband_archer_dacia.tga
texture scythia, data/models_unit/textures/unit_barb_warband_archer_scythia.tga
texture slave, data/models_unit/textures/unit_barb_warband_archer_slave.tga
model_flexi data/models_unit/unit_warband_archer_high.cas, 8
model_flexi data/models_unit/unit_warband_archer_med.cas, 15
model_flexi data/models_unit/unit_warband_archer_low.cas, 30
model_flexi data/models_unit/unit_warband_archer_lowest.cas, max
model_sprite slave, 60.0, data/sprites/slave_barb_archer_sprite.spr
model_sprite scythia, 60.0, data/sprites/scythia_barb_archer_sprite.spr
model_sprite dacia, 60.0, data/sprites/dacia_barb_archer_sprite.spr
model_sprite britons, 60.0, data/sprites/dacia_barb_archer_sprite.spr
model_tri 400, 0.5f, 0.5f, 0.5f

In export_descr_unit I put:


type spartan royal guard
dictionary spartan_royal_guard ; Spartan Royal Guard
category infantry
class spearmen
voice_type Heavy_1
soldier spartan_royal_guard, 30, 0, 1
officer greek_standard
attributes sea_faring, hide_forest, can_sap, command, frighten_foot, frighten_mounted
formation 1, 1, 1.7, 0.5, 4, square, phalanx
stat_health 2, 0
stat_pri 27, 8, no, 0, 0, melee, simple, piercing, spear, 25,1
stat_pri_attr spear, long_pike
stat_sec 21, 4, no, 0, 0, melee, simple, piercing, sword, 25, 1
stat_sec_attr no
stat_pri_armour 12, 8, 5, leather
stat_sec_armour 0, 1, flesh
stat_heat -2
stat_ground 2, 0, 0, 0
stat_mental 60, disciplined, highly_trained
stat_charge_dist 30
stat_fire_delay 0
stat_food 60, 300
stat_cost 1, 1000, 220, 130, 190, 1740
ownership greek_cities


type barb archer britons
dictionary barb_archer_britons ; Archer Warband
category infantry
class missile
voice_type Light_1
soldier barb_archer, 40, 0, 0.9
attributes sea_faring, hide_improved_forest
formation 1.2, 1.2, 2.4, 2.4, 3, square
stat_health 1, 0
stat_pri 9, 2, arrow, 100, 25, missile, archery, piercing, none, 25 ,1
stat_pri_attr no
stat_sec 3, 2, no, 0, 0, melee, simple, piercing, knife, 25 ,1
stat_sec_attr no
stat_pri_armour 3, 2, 0, leather
stat_sec_armour 0, 0, flesh
stat_heat 2
stat_ground 2, -2, 3, 2
stat_mental 4, normal, untrained
stat_charge_dist 30
stat_fire_delay 0
stat_food 60, 300
stat_cost 1, 270, 170, 30, 40, 270
ownership britons
Into export_units I added:



¬----------------
{spartan_royal_guard} Spartan Royal Guard

{spartan_royal_guard_descr}
Legendary warriors they are 'elite perfect soldiers' and nothing else. All of Spartan life is spent training for war. Weaklings perish soon after birth; youths are taught to thieve and terrorize the slave class to harden them; young men are taught nothing unless it has something to do with the arts of war - even music and dance are there only to help keep step when marching and obeying orders.The result is a man who thinks nothing of danger, expects to win, and creates a sense of dread in his opponents.\n\n From this group of men only the best make it in to the Spartan Royal Guard. They carry the Eagle of Olympus as a sign of leadership and to inspire the troops. They also fight in the traditional fashion like hoplites, with a long thrusting spear and the large red round hoplon shield incrusted with the gold symbol of Sparta. They are also protected by an iron breastplate with an external layer of silver.\n\n
The Royal Guard: is an elite unit in Greek Army. A small group of selected soldiers who acted as shock troops. The Thebian army had a group of 300 soldiers. The Spartans had a group of 300 hoplites who were a Royal Guard.

{spartan_royal_guard_descr_short}
The Spartan Royal Guards are elite hoplites trained and selected from the best soldiers of the Spartan Greek units. They are perfect soldiers made in the image of the Thermopylae heroes.


¬----------------

{barb_archer_britons} Archer Warband

{barb_archer_britons_descr}
Archer warbands are used to harass and break up enemy formations, so that other warriors can then get in amongst their enemies. The members of the warband are lightly armed and equipped, relying more on speed as a protection from foes. Any archers caught in the open by cavalry will be in trouble unless they can withdraw to more favourable ground or behind a shield wall of friendly warriors.\n\nTheir bows have a short range, but each warrior carries a good selection of hunting and war arrows, designed to cause massive bleeding and pierce armour respectively. Their choice of missile is matched to the nature of the target.\n\nThese archers are at their best in wooded country, where their superior stalking skills learned on the hunt can be put to use. Archers from Britannia tend to carry a fewer, heavier shots which have a shorter range, better suited for their style of warfare.

{barb_archer_britons_descr_short}
Archer warbands are used to harass and break up enemy formations, so that other warriors can then get in amongst their enemies.

In export_descr_buildings I put in the units recuitable from the army barracks:


recruit "spartan royal guard" 0 requires factions { greek_cities, } and hidden_resource sparta

And to units recruitable from the practice field I added:


recruit "barb archer britons" 0 requires factions { britons, }

In descr_unit_enums I put:


spartan_royal_guard
spartan_royal_guard_descr
spartan_royal_guard_descr_short


barb_archer_britons
barb_archer_britons_descr
barb_archer_britons_descr_short

In descr_unit I put:


type spartan royal guard
dictionary spartan_royal_guard ; Spartan Royal Guard
category infantry
class spearmen
voice_type Heavy_1
soldier spartan_royal_guard, 30, 0, 1
officer greek_standard
attributes sea_faring, hide_forest, can_sap, command, frighten_foot, frighten_mounted
formation 1, 1, 1.7, 0.5, 4, square, phalanx
stat_health 2, 0
stat_pri 27, 8, no, 0, 0, melee, simple, piercing, spear, 25,1
stat_pri_attr spear, long_pike
stat_sec 21, 4, no, 0, 0, melee, simple, piercing, sword, 25, 1
stat_sec_attr no
stat_pri_armour 12, 8, 5, leather
stat_sec_armour 0, 1, flesh
stat_heat -2
stat_ground 2, 0, 0, 0
stat_mental 60, disciplined, highly_trained
stat_charge_dist 30
stat_fire_delay 0
stat_food 60, 300
stat_cost 1, 1000, 220, 130, 190, 1740
ownership greek_cities



type barb archer britons
dictionary barb_archer_britons ; Archer Warband
category infantry
class missile
voice_type Light_1
soldier barb_archer, 40, 0, 0.9
attributes sea_faring, hide_improved_forest
formation 1.2, 1.2, 2.4, 2.4, 3, square
stat_health 1, 0
stat_pri 9, 2, arrow, 100, 25, missile, archery, piercing, none, 25 ,1
stat_pri_attr no
stat_sec 3, 2, no, 0, 0, melee, simple, piercing, knife, 25 ,1
stat_sec_attr no
stat_pri_armour 3, 2, 0, leather
stat_sec_armour 0, 0, flesh
stat_heat 2
stat_ground 2, -2, 3, 2
stat_mental 4, normal, untrained
stat_charge_dist 30
stat_fire_delay 0
stat_food 60, 300
stat_cost 1, 270, 170, 30, 40, 270
ownership britons

I added 4 CAS files into models_units:


ROYAL_SPARTAN_100
ROYAL_SPARTAN_200
ROYAL_SPARTAN_300
ROYAL_SPARTAN_400

Into Textures I added the files:


ROYAL_SPARTAN.TGA.DDS
ROYAL_SPARTAN_GLOSS.TGA.DDS

I made a new file called UI, which had two folders inside in, called units and units_info. Those two in turn both had two other folders called greek_cities and britons inside them.

In units/greek_cities I added the file:



Spartan_Royal_Guard.TGA


In units/britons I added the file:



BARB_ARCHER_BRITON.TGA

In units_info/greek cities I added the file:


Spartan_Royal_Guard_INFO.TGA


However, I did not have any unit card info for the briton archers, as it did not come with the download the had the unit card picture in.

Thats everything I've done.

Squid
08-18-2008, 18:19
First thing, there's a guaranteed CTD in what you did. For the barb_archer DMB entry you have no britons texture or sprite line, but you have a unit owned by the briton faction refering to that entry.

I am The Stig
08-18-2008, 20:06
Well there should be because I copied and pasted it straight from the tutorial. And becuase the guy who made it didn't have a new texture, he used the Dacian one instead.

Motep
08-19-2008, 00:05
Hmmm.. I see the briton entries most clearly. I can find no errors (Im bad at this), and must only ask if you are using the -show_err on your command line. Is most helpful!

I am The Stig
08-19-2008, 11:57
What is -show_err?

Darkvicer98
08-19-2008, 12:33
-show_err allows you to see where there is errors, so you can see where you went wrong when modding the game. Right click on your shortcut, go to properties and you type it in the target line:

"C:\Program Files\The Creative Assembly\Rome - Total War\RomeTW.exe" -show_err

You exit the game when something doesn't work, like CTM and it comes up with where it had an error.

eg: Error in script 42 at line 1996. "test region" not found.

I am The Stig
08-19-2008, 18:54
Thank you to all who helped me, you've been very helpful and kind towards me. The -show_err tip has worked very well and now I have both units up and running. I have a couple of small problems however, there is no unit card picture for the British archers and apparently both are called 'Unlocalised unit text.' In battle though the units work fine, and I shall be trying to create one of my own units in the next few days. Again, thanks to everyone who helped, including the original Tutorial writer becuase, despite my complete lack of Modding knowledge, I was able to follow it step-by-step. Thank you.

Motep
08-20-2008, 02:22
Thank you to all who helped me, you've been very helpful and kind towards me. The -show_err tip has worked very well and now I have both units up and running. I have a couple of small problems however, there is no unit card picture for the British archers and apparently both are called 'Unlocalised unit text.' In battle though the units work fine, and I shall be trying to create one of my own units in the next few days. Again, thanks to everyone who helped, including the original Tutorial writer becuase, despite my complete lack of Modding knowledge, I was able to follow it step-by-step. Thank you.


:bow:

You are welcome. Anyways, I second the thanks to Epistolary Richard. This tutorial is what got me started with modding, and is most helpful.

Darkvicer98
08-20-2008, 03:38
Thank you to all who helped me, you've been very helpful and kind towards me. The -show_err tip has worked very well and now I have both units up and running. I have a couple of small problems however, there is no unit card picture for the British archers and apparently both are called 'Unlocalised unit text.' In battle though the units work fine, and I shall be trying to create one of my own units in the next few days. Again, thanks to everyone who helped, including the original Tutorial writer becuase, despite my complete lack of Modding knowledge, I was able to follow it step-by-step. Thank you.
No problem, always willing to help a fellow modder.

I am The Stig
08-22-2008, 14:37
Yesterday I downloaded the 1.5 patch for Rome: Total War, and when I decided to use the new Spartan Royal guard I found that they had vanished, and so had the British archers. I have checked all the data files and the things you have to change/add to add the units to the game are still there, but not in-game. Why is this?

Ibrahim
09-23-2008, 17:35
Yesterday I downloaded the 1.5 patch for Rome: Total War, and when I decided to use the new Spartan Royal guard I found that they had vanished, and so had the British archers. I have checked all the data files and the things you have to change/add to add the units to the game are still there, but not in-game. Why is this?

the EDU files are effected by the 1.5 patch (remember, spear bonu is no longer hardcoaded in 1.3 or 1.5 which one i don't remember). same applies to some other files. the EDU will be as if the unit never existed.

I am The Stig
10-22-2008, 06:29
So there is no way to fix this?

Aradan
10-23-2008, 14:38
What exactly is missing? Are they listed as available in the barracks? Do they appear on the recruitment tab/custom-battle selection panel?

Spartan198
10-24-2008, 02:46
I don't see anything about making a new unit use an existing DMB entry. Can someone elaborate please?

What I want to do is create a copy of an existing unit, then change the texture and such so that, in-game, it appears as a completely different unit.

Aradan
10-25-2008, 18:09
Just copy the DMB entry, rename it and assign the new entry to your new unit's entry in EDU. Then work on the new DMB entry/texture.

Alexzander
10-27-2008, 09:55
Great article for a beginner like me. One problem though i have been trying to download the Spartan Royal Guard from the link here but it seems to be broken.

Can somebody give me the correct link for the guard unit or tell me where i can find these files.

Thanks

Alexzander
10-27-2008, 14:56
I found the file. Now to have fun trying to get it to work :2thumbsup:

Jin
11-11-2008, 20:17
When I go into my folders and I look into models_unit, it was the only one that didn't have a texture file, so what do I do? I made one, but that didn't work.

Jin
11-11-2008, 20:20
Oh, I just found the texturs file in it...... That makes me upset and happy at he same time.

Jin
11-11-2008, 20:22
Wait, that's for barbarian invasion..... Would someone like to help again?

I am The Stig
11-27-2008, 08:37
What happens with mine is that they are completely non-existant in-game, they're not in the barracks, not in the recruitment tab, not in custum battles either.

Aradan
11-27-2008, 15:19
Are you sure you are modding the proper files (ie you don't edit the files of another installation than the one you're running or you're running a mod and you've edited the files in a modfolder etc)?

If yes, then maybe you've exceeded the unit limit (500 entries in the EDU, the rest are ignored).

Sir_Lysander
12-01-2008, 20:47
Do you think export_descr_sounds_unit_voice.txt should be added to this?

Superb guide btw ER, this is a great starting point for any potential and new modders alike.


It probabaly should but whole process needs of adding voices to new units needs to be explained properly as it is not just adding lines to export_descr_sounds_unit_voice.txt

I agree - EXCELLENT guide, ER.

Has anyone made a guide for EDSUV, or any of the other voice text files? I have the vast majority of my unit mods done, but they're "lifeless" without the battle-screen selection announcement.

Aradan
12-01-2008, 23:37
Shigawire has made a voice-mod set up guide (it's a tad complicated for beginners maybe), search a bit, you'll find it.

The great Alex
12-12-2008, 22:46
Very good tutorial ER but i have a problem:

I downloaded a pack of carthaginians in TWcenter. I have the African phalanx skin and i tried to create that unit, but my RTW crashes when the image of The Creative Assembly appears. I don´t know what i did wrong. Please :help::help::help:


The codes i´ve written are these:

In the DMB text:

type carthaginian_african_phalanx
skeleton fs_slow_spearman, fs_slow_swordsman
indiv_range 40
texture carthage, data/models_unit/texture/African_Phalanx.tga
model_flexi data/models_unit/African_Phalanx.cas, 15
model_flexi data/models_unit/African_Phalanx.cas, 30
model_flexi data/models_unit/African_Phalanx.cas, 40
model_flexi data/models_unit/African_Phalanx.cas, max
model_sprite carthage, 60.0, data/sprites/macedon_greek_levy_pikeman_sprite.spr
model_tri 400, 0.5f, 0.5f, 0.5f

In the EDU text:

type african phalanx
dictionary african_phalanx ; African Phalanx
category infantry
class spearmen
voice_type Heavy_1
soldier carthaginian_african_phalanx, 40, 0, 1.3
attributes sea_faring, hide_forest, can_sap, hardy
formation 1, 1, 2, 2, 5, square, phalanx
stat_health 1, 0
stat_pri 13, 3, no, 0, 0, melee, simple, piercing, spear, 25 ,1
stat_pri_attr spear, long_pike, spear_bonus_9
stat_sec 8, 3, no, 0, 0,melee, simple, piercing, sword, 25 ,1
stat_sec_attr no
stat_pri_armour 10, 7, 7, metal
stat_sec_armour 0, 0, flesh
stat_heat 0
stat_ground 2, 1, 0, -1
stat_mental 10, disciplined, highly_trained
stat_charge_dist 30
stat_fire_delay 0
stat_food 60, 300
stat_cost 2, 810, 270, 80, 110, 810
ownership carthage


In the EDUE text:

african_phalanx
african_phalanx_descr
african_phalanx_descr_short

In the EU text:

¬----------------

{african_phalanx} African Phalanx

{african_phalanx_descr}
Elite\nDisciplined\nSapping Ability\nCan Form Phalanx\n\nThe African Phalanx is the elite infantry of any Carthaginian army and can be relied upon to do their duty to the end. They are equipped and organised in the same fashion as Greek hoplites, with long spears, large shields, breastplates and helmets, and they can use phalanx tactics. This is a style of warmaking that has proved its worth over the centuries.\n\nThey are drawn from the social elite of Carthage, men of noble and wealthy birth and their loyalty is exemplary. The original purpose of the African Phalanx was to act as an officer corps for the Carthaginian army and an elite force, and to put Carthage above any local loyalties. Opponents have learned that these men are formidable in battle, a linchpin for the entire Carthaginian army!

{african_phalanx_descr_short}
The African Phalanx is the elite infantry of any Carthaginian army and can be relied upon to do their duty to the end.

¬----------------

In the EDB text:

recruit "african phalanx" 0 requires factions { carthage, }


I don´t know what i did wrong.:help:

Aradan
12-13-2008, 00:34
Add " -show_err" at the end of your RTW shortcut's target line, it will give you an error message on exit, if you haven't done already.

The great Alex
12-13-2008, 00:58
And where an how do I do that ?

Aradan
12-13-2008, 01:52
Right-click on your shortcut and select Proprties. In the "target" line edit to text to appear thus:


"C:\Program Files\The Creative Assembly\Rome - Total War\RomeTW.exe" -show_err
The path may vary according to where you have installed RTW, but it's what after the quotation marks that matters.

The great Alex
12-13-2008, 02:41
Thank you Aradan.

I am The Stig
12-20-2008, 23:12
They must be the right files I modded as before I downloaded the patch it all worked fine.

lololol
01-02-2009, 22:48
Great article for a beginner like me. One problem though i have been trying to download the Spartan Royal Guard from the link here but it seems to be broken.

Can somebody give me the correct link for the guard unit or tell me where i can find these files.

Thanks
Same problem!!! PLS help help help. or add a new link for the files.

Jin
01-16-2009, 02:13
I did everything that you said to do with the briton archers, but when I start it up it crashes at the "Creative Assembly" part. I read what was said about that before, but I don't understand. Can someone help?

samsa
01-23-2009, 17:51
Could someone possibly send me export_descr_buildings.txt file since I probably messed it up when I was adding a new unit. Keeps giving me an error message "Script error in data/export_descr_buildings.txt at line 415, column 65. Unexpected" when starting up the game

samsa
01-24-2009, 09:52
And I was just wondering that, is it possible to make an officer unit and then put it to a certain unit?

Aradan
01-24-2009, 14:07
Uploading unaltered game files is illegal, I believe. Just re-install the game somewhere else and get the file from there.

Yes, icreating an officer requires a model, a skin and a new model entry in DMB. Then you just add it as an officer in the officer line of a unit's EDU entry.

Greek_Prince
01-29-2009, 23:34
Okay new member firstly here to say i love your tutorial! This has helped so much to kick off my modding career and scored me 2 cool new units! Secondly i'd like to point out that if you don't mind a cheap substitute the brittania slinger skin works great. (and scores you a cool composite looking bow.)

asfcommander1989
02-09-2009, 00:14
thanks for the guide however i have a problem i have have text editor but whenever i attempt to save the changes for the new characters my computer tells it cant make the changes and the i have to make sure the path a file are correct. please help i think these mods are awesome and id love to be able to give this game a bit of my flavor.

Makanyane
02-09-2009, 09:00
Hi asfcommander1989, welcome to the forum.

Are you using Vista? If you are then I think you need to disable its User Account Control (UAC) and/or install the game somewhere other than in /program_files folder - it tries to protect you from yourself by locking any files it thinks are important....

if you're not using Vista have you checked the folder/file properties? If 'read only' is ticked you need to untick that....

asfcommander1989
02-09-2009, 22:52
Thanks for the help and thanks for the welcome. I do have vista so that may be my problem. Im really computer challenged so in case i fail at turning off the UAC how exactly do i do that? thanks for the help makanyane i greatly appreciate it.

Aradan
02-09-2009, 23:09
Disabling UAC (http://www.howtogeek.com/howto/windows-vista/disable-user-account-control-uac-the-easy-way-on-windows-vista/)

File properties: Right-click on the file with the mouse, select the last option from the menu that comes up, it should be Properties. A new menu will pop-up, near its bottom there are two checkboxes, called "Read-only" and "Hidden", both of which should be unchecked.

asfcommander1989
02-10-2009, 08:49
Last question How do u make them available on the campaign i have the characters now :laugh4: but i cant purchase them at any of the barracks

Dol Guldur
02-10-2009, 12:29
export_descr_buildings.txt

It's intuitive what to add if you like at the file.

asfcommander1989
02-11-2009, 08:13
thanks for all the help guys i finally got my mod working im so happy. Im gonna try making my own units from scrach. this guide is the best thing ever thanks so much for all the help and for creating it in the first place. ill let you guys know if i run into any more problems. Thanks again Asfcommander1989

asfcommander1989
02-12-2009, 20:39
After all your help i figured id share what i created with you guys. The Spartan Xiphos Telum are fictional but none the less they are very awesome. this has probably been done before but none the less i hope someone enjoys what i created.

export_descr_unit


type Spartan Xiphos Telum
dictionary Spartan_Xiphos_Telum ; Spartan Xiphos Telum
category infantry
class heavy
voice_type Medium_1
soldier Spartan_Xiphos_Telum, 40, 0, 1.3
officer spartan_standard
attributes sea_faring, hide_forest, can_sap, command, very_hardy
formation 1, 1, 2, 2, 5, square
stat_health 2, 0
stat_pri 18, 10, pilum, 50, 3, thrown, blade, piercing, spear, 25 ,1
stat_pri_attr prec, thrown ap
stat_sec 14, 3, no, 0, 0, melee, simple, piercing, sword, 25 ,1
stat_sec_attr no
stat_pri_armour 5, 8, 6, metal
stat_sec_armour 0, 1, flesh
stat_heat 5
stat_ground 2, 0, 0, 0
stat_mental 17, disciplined, highly_trained
stat_charge_dist 30
stat_fire_delay 0
stat_food 60, 300
stat_cost 2, 1280, 460, 120, 180, 1190
ownership greek_cities

export_descr_unit_enums

Spartan_Xiphos_Telum
Spartan_Xiphos_Telum_descr
Spartan_Xiphos_Telum_descr_short


text_export_units

{Spartan_Xiphos_Telum} Spartan Xiphos Telum


{Spartan_Xiphos_Telum_descr}
Beyond Elite!\nDisciplined\nVery Hardy\ncommand\nSapping Ability\n\nThe Spartan Xiphos Telum are Spartan shock troops, with one purpose: destroy anything and anyone that dares stand before the greeks. Modeled after the roman legions, these Spartans are faster moving than hoplites, versitile, and deadly. The Spartan Xiphos Telum were adapted despite arguements that it went againts the Spartan tradition of the hoplite solider. Despite this the Xiphos Telum are extremely effective and just as deadly as any Spartan. They are equiped with several Telum (javilin) which is trown at the enemy before they attack with their Xiphos (light Swords).

{Spartan_Xiphos_Telum_descr_short}
Spartans Equiped with spears are swords, adapation of the roman legion troop. These soldiers are deadly against enemy forces.

¬----------------

export_descr_buildings

recruit "Spartan Xiphos Telum" 0 requires factions { greek_cities, }

The only real thing that my unit is missing is a skin and a unit card which despite my efforts they dont seem to work. For a skin i downloaded the alternate spartan from gamespot http://www.gamespot.com/pc/strategy/rometotalwar/download.html?sid=6114017, after you download the skin put it on your desktop and rename both the images Spartan_Xiphos_Telum and put them in your descr_model_battle and your UI folder and your set. You can use any skin thats just the one i went with since it was different than what i had and this skin looked shitty as a hoplite unit. If anyone creates a unit card for them please let me know id love to see how it came out. hope you enjoy!

SubRosa
02-13-2009, 22:58
I believe I have unit cards for that which I created for someone else, let me see.

Yes I do have it. I uploaded it, but it looks like it will not be available until the staff approves it. Do you have an email address I could send it to in the meantime?

SubRosa
02-18-2009, 03:01
You can get the unit cards here (https://forums.totalwar.org/vb/local_links.php?linkid=4579). Thank you Tosa. :happyg:

PopePopo
02-22-2009, 12:11
I seem to have a problem . For a new LOTR mod , i made a Rohan Peasant .. For Rohan faction i used the gauls , so i made a new entry in EDU , DMB and Export_units.txt .. I have RTW 1.5 so EUE is not needed :)

I have a problem with custom battles . I can load a campaign , if i look at the building scroll i see the correct name and description etc. .. But custom battles don't work .(i get a KTM with no error message , even with -show_err) So i guess the fault is in DMB .. I just copied the entry from barbarian peasants and deleted all other faction-related stuff . So for instance : I have deleted all words that are bold in my new entry , and deleted the gaul entry in the vanilla barbarian peasant entry( the underlined words) .. I also changed the name to rohan_peasant , wich is the same as in EDU


type barb_peasant
skeleton fs_dagger
indiv_range 40
texture gauls, data/models_unit/textures/unit_barb_infantry_briton.tga
texture britons, data/models_unit/textures/unit_barb_infantry_briton.tga
texture germans, data/models_unit/textures/unit_barb_infantry_german.tga
texture dacia, data/models_unit/textures/unit_barb_infantry_dacia.tga
texture scythia, data/models_unit/textures/unit_barb_infantry_scythia.tga
texture slave, data/models_unit/textures/unit_barb_infantry_slave.tga
model_flexi data/models_unit/unit_barb_peasant_high.cas, 8
model_flexi data/models_unit/unit_barb_peasant_med.cas, 15
model_flexi data/models_unit/unit_barb_peasant_low.cas, 30
model_flexi data/models_unit/unit_barb_peasant_lowest.cas, max
model_sprite 60.0, data/sprites/barb_peasant_sprite.spr
model_sprite gauls, 60.0, data/sprites/scythia_barb_peasant_sprite.spr
model_sprite slave, 60.0, data/sprites/slave_barb_peasant_sprite.spr
model_sprite scythia, 60.0, data/sprites/scythia_barb_peasant_sprite.spr
model_sprite dacia, 60.0, data/sprites/dacia_barb_peasant_sprite.spr
model_sprite britons, 60.0, data/sprites/britons_barb_peasant_sprite.spr
model_sprite germans, 60.0, data/sprites/germans_barb_peasant_sprite.spr
model_tri 400, 0.5f, 0.5f, 0.5f

So my new DMB looked like this :


type rohan_peasant
skeleton fs_dagger
indiv_range 40
texture gauls, data/models_unit/textures/unit_barb_infantry_gaul.tga
model_flexi data/models_unit/unit_barb_peasant_high.cas, 8
model_flexi data/models_unit/unit_barb_peasant_med.cas, 15
model_flexi data/models_unit/unit_barb_peasant_low.cas, 30
model_flexi data/models_unit/unit_barb_peasant_lowest.cas, max
model_sprite 60.0, data/sprites/barb_peasant_sprite.spr
model_sprite gauls, 60.0, data/sprites/gauls_barb_peasant_sprite.spr
model_tri 400, 0.5f, 0.5f, 0.5f

And the vanilla barbarian peasant entry looks like this :


type barb_peasant
skeleton fs_dagger
indiv_range 40
texture britons, data/models_unit/textures/unit_barb_infantry_briton.tga
texture germans, data/models_unit/textures/unit_barb_infantry_german.tga
texture dacia, data/models_unit/textures/unit_barb_infantry_dacia.tga
texture scythia, data/models_unit/textures/unit_barb_infantry_scythia.tga
texture slave, data/models_unit/textures/unit_barb_infantry_slave.tga
model_flexi data/models_unit/unit_barb_peasant_high.cas, 8
model_flexi data/models_unit/unit_barb_peasant_med.cas, 15
model_flexi data/models_unit/unit_barb_peasant_low.cas, 30
model_flexi data/models_unit/unit_barb_peasant_lowest.cas, max
model_sprite 60.0, data/sprites/barb_peasant_sprite.spr
model_sprite slave, 60.0, data/sprites/slave_barb_peasant_sprite.spr
model_sprite scythia, 60.0, data/sprites/scythia_barb_peasant_sprite.spr
model_sprite dacia, 60.0, data/sprites/dacia_barb_peasant_sprite.spr
model_sprite britons, 60.0, data/sprites/britons_barb_peasant_sprite.spr
model_sprite germans, 60.0, data/sprites/germans_barb_peasant_sprite.spr
model_tri 400, 0.5f, 0.5f, 0.5f

i use a mod folder (called ROHAN) , and some1 told me that you have to type your mod folder's name before the entries , like this , and repeat it with your models :


texture gauls, ROHAN/data/models_unit/textures/unit_barb_infantry_gaul.tga

But this didn't help . So what is wrong ?

i'll also post my EDU entrance , just to make sure :


type rohan peasant
dictionary rohan_peasant ; Rohan Peasant
category infantry
class light
voice_type light_1
soldier rohan_peasant, 60, 0, 0.7
attributes sea_faring, can_sap, hide_improved_forest
formation 1.2, 1.8, 2.4, 2.4, 6, horde
stat_health 1, 0
stat_pri 3, 1, no, 0, 0, melee, simple, piercing, spear, 25 ,1
stat_pri_attr no
stat_sec 0, 0, no, 0, 0, no, no, no, none, 25 ,1
stat_sec_attr no
stat_pri_armour 2, 1, 1, leather
stat_sec_armour 0, 0, flesh
stat_heat 0
stat_ground 0, 0,0,0
stat_mental 3, low, untrained
stat_charge_dist 40
stat_fire_delay 0
stat_food 60, 300
stat_cost 1, 120, 70, 15, 15, 120
ownership gauls

achilles2140
04-07-2009, 20:34
just added royal spartan guard, works great, one small problem now all my units are unlocalised unit with no descripion, i keep looking at the export_unit file, cant see the problem, could someone please help. I pasted the spartan unit at the bottom of the file from the tutorial. pls help. thanks.:help::help::help::help:

SubRosa
04-07-2009, 22:20
The name you have in Data\Text\Export_Units.txt is not matching up with the Dictionary Name in Data\Export_Descr_Unit.txt. Double-check it to make sure there are no spaces, or missing characters.

Could you post the code you have in both files?

achilles2140
04-08-2009, 22:30
to subrosa, i checked both couldnt find anything wrong so i will past both files thanks for your help.

type spartan royal guard
dictionary spartan_royal_guard ; Spartan Royal Guard
category infantry
class spearmen
voice_type Heavy_1
soldier spartan_royal_guard, 30, 0, 1
officer greek_standard
attributes sea_faring, hide_forest, can_sap, command, frighten_foot, frighten_mounted
formation 1, 1, 1.7, 0.5, 4, square, phalanx
stat_health 2, 0
stat_pri 27, 8, no, 0, 0, melee, simple, piercing, spear, 25,1
stat_pri_attr spear, long_pike
stat_sec 21, 4, no, 0, 0, melee, simple, piercing, sword, 25, 1
stat_sec_attr no
stat_pri_armour 12, 8, 5, leather
stat_sec_armour 0, 1, flesh
stat_heat -2
stat_ground 2, 0, 0, 0
stat_mental 60, disciplined, highly_trained
stat_charge_dist 30
stat_fire_delay 0
stat_food 60, 300
stat_cost 1, 1000, 220, 130, 190, 1740
ownership greek_cities

¬----------------

{spartan_royal_guard} Spartan Royal Guard

{spartan_royal_guard_descr}
Legendary warriors they are 'elite perfect soldiers' and nothing else. All of Spartan life is spent training for war. Weaklings perish soon after birth; youths are taught to thieve and terrorize the slave class to harden them; young men are taught nothing unless it has something to do with the arts of war - even music and dance are there only to help keep step when marching and obeying orders.The result is a man who thinks nothing of danger, expects to win, and creates a sense of dread in his opponents.\n\n From this group of men only the best make it in to the Spartan Royal Guard. They carry the Eagle of Olympus as a sign of leadership and to inspire the troops. They also fight in the traditional fashion like hoplites, with a long thrusting spear and the large red round hoplon shield incrusted with the gold symbol of Sparta. They are also protected by an iron breastplate with an external layer of silver.\n\n
The Royal Guard: is an elite unit in Greek Army. A small group of selected soldiers who acted as shock troops. The Thebian army had a group of 300 soldiers. The Spartans had a group of 300 hoplites who were a Royal Guard.

{spartan_royal_guard_descr_short}
The Spartan Royal Guards are elite hoplites trained and selected from the best soldiers of the Spartan Greek units. They are perfect soldiers made in the image of the Thermopylae heroes.

¬----------------

on here the first file spacing is weird in the actual file the spacing is correct with the rest of the entries.

SubRosa
04-09-2009, 21:33
It looks good to me. What version of the game do you have? If it is earlier than 1.5 then you will need to have an entry for the unit in export_descr_unit_enums.txt, like so:


spartan_royal_guard
spartan_royal_guard_descr
spartan_royal_guard_descr_short

achilles2140
04-10-2009, 00:21
i downloaded 1.5 patch, i still added to export_descr_unit_enums as you posted, what else could be the problem.

Makanyane
04-10-2009, 13:17
just added royal spartan guard, works great, one small problem now all my units are unlocalised unit with no descripion,

did you really mean ALL your units - including ones that were there before? If so you've probably saved export_units.txt as the wrong sort of file... I think it needs to be in Unicode format.

achilles2140
04-10-2009, 22:23
yes all units, the ones before. what do you mean unicode, could you explain further. all i did is add the units at the bottom of export_units file then saved it. thanks for your help.

SubRosa
04-11-2009, 02:25
Ahh, I missed that it was affecting all of your units. It sounds like you may have changed the filename or format by accident. It should be export_units.txt and be located in your Data\Text folder. It should also be a standard (unicode) text file. If you saved it as an .rtf, or a word doc, etc... it will not work.

achilles2140
04-11-2009, 06:52
well its saved as export_units.txt in the text file. my windows wouldnt let me change and save the file. i had to paste the whole file to a undocumented notepad file, add the new units and save it as export_units.txt, does doing it this way affect the file.

Makanyane
04-11-2009, 08:39
Possibly - when you save from notepad - use 'Save as'
you'll see a third box at the bottom of the save window - it might be defaulting to ANSI - change that to Unicode...

also make sure when you copied and pasted you picked up the comment at the top of the file so the first thing on first line of file is
¬
that's been mentioned by some people as necessary - though I've not tested it myself.



if you're running vista and are going to be doing more modding you might want to look into turning off UAC or installing RTW somewhere other than program files folder. If you're not on vista you just need to uncheck the 'read only' option on the files.....

achilles2140
04-11-2009, 17:57
i saved the file again and changed to unicode and this fixed the problem, thanks again for the help, appreciate it very much.

achilles2140
04-12-2009, 03:16
has anyone tried a macedon unit download called "greek gold shield pikemen", by total war fanatic, every time i add the unit files the game will not load.

achilles2140
04-14-2009, 02:01
also ive added a reskin and unit cards for macedon unit greek royal pikemen, the re-skin worked, the unit cards still show the original one not the new one i added could someone assist me with this

Makanyane
04-15-2009, 21:19
RE: the greek gold shield pikemen - nope if you can provide a link maybe someone can have a look and see if there is inherant problem with the download.


RE: the skins where exactly are you putting them? if you unpack RTW files using the simplest method the unpacked files end up at data/packs/data/ui/etc.... which isn't read by the game

you need to make new folders and path so that new stuff is at
data/ui/...

if that on its own doesn't fix things you might need to rename the unit (dictionary name in EDU which controls the ui card used and the text used) - sorry I can't remember if that is needed for RTW or not :embarassed:

achilles2140
04-16-2009, 00:10
http://totalwarfantic.tripod.com/ this is the link, then click on the link for gold shield pikemen for the download, his other units and reskins i tried worked just not the gold shields, thanks for your help!

achilles2140
04-16-2009, 00:36
as far as the unit card for the reskin, i already have a UI file for adding new units, the unit card unit name matches the one in the edu file. the reskin is for the macedon unit greek royal pikemen, in the edu file is "Greek_Royal_Pikemen" and the new unit card also is named "Greek_Royal_Pikemen", could you be a little more specific with ways i could try so the new unit card works for the re-skin. really appreciate the help!

achilles2140
04-21-2009, 02:05
the greek gold shield unit works now, if you could help me with the reskin unit card. thanks for the help

Makanyane
04-21-2009, 09:17
sorry missed this... If its not reading your new unit card it's probably because its reading the old one in the pack instead.

The way to stop it doing that is to change the name of the unit - the only bit you really need to change is the 'dictionary name' - eg:


type greek royal pikemen
dictionary new_greek_royal_pikemen ; Royal Pikemen
category infantry
class spearmen
voice_type Medium_1
soldier greek_hypaspist, 60, 0, 1
officer greek_standard

If you only change that line all you have to do is change the export_units.txt file so it has entry for
{new_greek_royal_pikemen} old text here.......

and call your unit cards
#new_greek_royal_pikemen.tga
and
new_greek_royal_pikemen_info.tga

that should fix problem - if you leave 'type' and 'soldier' lines as they are you shouldn't need to change the other files

achilles2140
04-22-2009, 01:51
it worked! thankyou! bow! thankyou! bow! your a genius! at first i didnt think it worked until i realized i was confusing the phalanx pikemen with the royal pikemen unit card. I really appreciate all your help. I really like this site and forum, you've made this game more enjoyable.

allyn90
05-18-2009, 13:55
hy...i have a little problem..i did everything te guid said..and i put the royal spartan...and when the battle shoud start nothing happends...then i said let's try again..and i introduced the spartan hoplite 300 too..and the game wont start....:help:..someone ple help:(

CPT Worsham
06-02-2009, 12:04
Okay, my goal is to make the BI unit, Hounds of Culann, playable in my vanilla RTW 1.5 mod with the britons faction. I have followed all the steps in this tutorial, but I still have an issue.

I got the unit cards, descriptions and recruitability to all work fine. The only problem is that when I try to load the battle map with this unit in the army I get a CTD with the following error:

File name doesn't exist: data/models_unit/BI_unit_hounds_of_culann_lod1.CAS

Failed to load: BI_unit_hounds_of_culann_lod1.CAS

Then it says the error is in desc_model_battle.txt line 1199

I checked the DMB file and there appears to be nothing out of order. I also checked all the CAS files associated with this unit, and everything appears to be correct there as well. What could be the issue? :help:

Makanyane
06-02-2009, 17:49
I'm assuming you've actually put a copy of the .cas file in your data/models_unit/ folder :tongue3:

are you using a mod-folder? if you are the path in the descr_model_battle.txt needs to read
mod_folder_name/data/models_unit/BI_unit_hounds_of_culann_lod1.CAS

CPT Worsham
06-03-2009, 04:54
Makanyane,

Thanks! You are correct. I had failed to list my mod folder name in front of /data. It works great now. Thanks again!

Samofrome
11-02-2009, 22:07
well done sir, brillent work
first time it worked for me.

Fabricus
12-16-2009, 21:45
Hi. I was swapping units from one faction to another following the british archer directions. All went well at first and I thought I followed all the directions (I skipped the unit card part because I do not mind the boring peasant cards -modification for personal play only-). However I got on the custum battle, selected my swapped unit and the game would close and stop loading at about 50%.:oops:

The one wierd thing I noticed was that underneath the unit card it said "Localized content not specified" or something like that.

thanks in advance, I know I'm almost there

Squid
12-18-2009, 20:01
First make sure you add -show_err to your command line since it will display an error message (if one is generated) on exit if your lucky. Second the localized content not specified message means that one of the entries in export_units.txt is incorrect, mostly likely the {XXX_descr_short} entry has a typo, the XXX has to match the dictionary name of the unit. Third I believe that a battle loading error such as you describe means that either the texture or sprite lines are incorrect and have a typo in them.

Aryan
03-04-2010, 07:16
hey all I'm new here and the first thing i did was read this tutorial and I got to say it was a big help. I successfully modded in the royal spartan guard but one problem that is rather small but still annoying is....when i right click to bring the stats and info sheet up it shows the picture of the spartan but the unit pic when it shows the units in my army is still the grey peasent.

can someone plz tell me how to fix this? Thanks

I am also facing same problem. A grey Peasent Unit card.:embarassed: I checked many time the entry in dictionary line and it is same as the name of Unit Card file. Any help will be much appreciated. I will try to include the entries in EDU file and name of Unit card file from home.

-HeLL-
05-14-2010, 19:51
I'm trying to change Greek Armoured Hoplite,but changing it will change Cartaghinian Sacred Band,how can ichange it without changing the Sacred Band?

Rarity
07-13-2010, 11:35
I did it. I maked a Spartan Royal Guard but went I click on the them, I can't hear any thing.
I think they must sound "Hoplites of Spartan" or "Spartan Hoplites".
Please help.
Thanks.

Squid
07-15-2010, 17:10
You have to edit the sound files for a unit to make noise, they do not have sounds by default just because the unit is placed in the game.

Rarity
08-22-2010, 06:19
Oh yeah, i have edited the documents, and i have to delete the events ( Dat file) to susscess!

avelinojunnie
10-01-2010, 05:42
hello! why can't i save the copied text/files on the notepad in the data on RTW? when i try to save them, it wont overwrite the file, it's saying access denied.. Can somebody help me with that pls? thanks, you can send me email replies on avelinojunnie@yahoo.com.. thanks guys

Myrddraal
10-01-2010, 22:54
Hi avelinojunnie, this is probably a permissions issue with Windows. Check to see if the folder is set as read only. If you're using Windows 7 you may find that Program Files and all its sub directories are read only. One workaround is to copy the file to another location, edit it, then copy it back. You should get asked for admin permission, but that way you can overwrite the files. There's probably a better way but that'll get you around the problem.

Inoksvere
11-06-2010, 01:36
Let me start by saying this is a wonderful tutorial. With that said though, I'm encountering an error and I'm not quite sure whether or not it's a simple mistake (which I have checked multiple times and can't see anything out of the norm) or if it's my .cas and .tga.dds files. There are two issues to note - although only one of them is of major annoyance.

The annoyance is basically this: The shield graphic is appearing on the soldiers' chests, the front of their helmets is appearing on the side of their heads, the side of the armor (right side) is appearing on their backs - an assumption as it's hard to make out. I would provide a screenie of my own client however, after fixing some directories earlier, it claims my files are missing which isn't true. (I have gone back and repasted them but to no avail.) This is a screenie of someone elses problem and it's basically what's going wrong with me.

https://img520.imageshack.us/img520/3153/rometw2007112816490634jb7.jpg

Needless to say, it's horribly annoying. Any suggestions and solutions are most welcome.

The skins that I'm using can be found here: http://www.twcenter.net/forums/downloads.php?do=file&id=1525 (I'm currently only using the Corinthian Hoplite skins.)

Also, I'm using the most up to date version of the XGM mod, as well as a fully patched v1.5 RTW. The XGM exe is running off of the BI exe.

Inoksvere
11-06-2010, 04:07
Actually, it did take some time but I got it working. I have yet to mess with any of the other skins but I'm sure I'll figure something out. Anyway, thanks again for this wonderful tutorial! Couldn't have done it without you.

Antelope
06-17-2012, 21:32
Hi I read what you wrote in the creating new units a guide for beginners about the British archers substituting the "briton" for "dacia" in the tga part of the entry in descr_model_battle.txt in order to get the lost unit, however in stead all it does is crash the game and send me back to the desktop,

I wrote this britons, data/models_unit/textures/unit_barb_warband_archer_briton.tga

I wondered weather you could help me? is this correct.

I have RTW 1.5 white label edition.

ThaBuddha187
07-01-2013, 11:58
Hi everyone!
Great tutorial my friend and thank you for posting it!

I want to copy a spartan hoplite unit from a mod to the original rtw and replace the rtw's spartan hoplite.
I follow the steps of your tutorial plus i deleted the old stuff the spartan hoplite unit is affiliated.

I get this error

" Generic Error

Unable to find skeleton 'fs_fast_o_f_spearman' "

Can anybody help me please?
Sorry about my bad english, i hope u understood what i want to say:2thumbsup:
Thank you!

Edit: i replaced 'fs_fast_o_f_spearman' with "fs_slow_spearman, fs_slow_swordsman" which is the original skeleton fro spartan hoplites.
It works fine at the campaing map but in battle map all of this unit's soldiers are gold from top to bottom. there is no color (in the mod they are exactcly like the spartans in 300 movie)
Any advices?

Edit Νο2: Problem fixed! I removed the "GLOSS.TGA" file

Mr Gambler
07-18-2013, 19:30
A bit late to the party, but any chance anyone could help me out? I placed some units from a mod into the vanilla games, works perfectly, however, whenever I place cavalry type units (apart from one which worked), I get that the mouted unit does not exist when trying to start the game? Any ideas? All data is in, the EDU/battle_desc/UI/recruitable, but my game refuses to acknowledge the mounted unit exists... The actual riders exist just not their mounts... very frustrating..

Notamungus
05-09-2014, 01:53
So apparently I'm an idiot and can't figure this out, so is there any way someone can make the Samnite gladiators throw heads before charging for me?

Notamungus
05-09-2014, 14:14
A bit late to the party, but any chance anyone could help me out? I placed some units from a mod into the vanilla games, works perfectly, however, whenever I place cavalry type units (apart from one which worked), I get that the mouted unit does not exist when trying to start the game? Any ideas? All data is in, the EDU/battle_desc/UI/recruitable, but my game refuses to acknowledge the mounted unit exists... The actual riders exist just not their mounts... very frustrating..
The animal itself needs to be moved over as well, or you could just make them ride something else.

Afyrius
07-15-2014, 20:11
It probabaly should but whole process needs of adding voices to new units needs to be explained properly as it is not just adding lines to export_descr_sounds_unit_voice.txt

Hi, its actually not complicated to do that.

Open the export_descr_sounds_unit_voice.txt file, and search for the unit similar to yours (for example, I made a German Chosen Slinger, so I searched Chosen Slinger); then this is the result:

unit barb slinger,barb chosen slinger,greek slinger,greek slinger kestros,roman slinger,german chosen slinger
event
folder data/sounds/Voice/Human/Localized/Battle_Map
Barbarian_General_1_name_barb_slinger_1.wav
folder data/sounds/Voice/Human/Localized/Battle_Map
Barbarian_General_1_name_barb_slinger_2.wav
folder data/sounds/Voice/Human/Localized/Battle_Map
Barbarian_General_1_name_barb_slinger_3.wav
group
end

So at the end of the first line, just add:

,german chosen slinger

And thats all. But if you created a new unit out of scratch, look for a voice close to the unit, i.e. for the spartan royal guard, the voice of the Greek Armoured Hoplite.

Bye, hope this help you as well as the tutorial help me.

Johndavid
07-17-2015, 12:01
Hi guys,

why is that when I clicked on the link (Spartan Royal Guard), it's not found?

Thanks