barocca
07-17-2002, 15:48
This is a copy of the modding guide I have posted as a download at http://Doragon.cjb.net
(Medieval Section)
This will be updated as more information is 'uncovered'
================
barocca - 17 July 2002
This Document is a compilation of all the modders notes I have at hand,
written by (in no particular order) DrNo, TosaInu, the Count of Flanders, Choco, Tarrak/Kraxis, ShadesWolf, 96mgb, Swoosh So and all those others I have forgotten,
or just as important,
those whose questions inspired us to try! (oh yes, and me - barocca)
If anyone has anything to add please contact me at The Org's Modding Forum
- where you will also find all of the wise men I have listed above.
or contact me at Clan Doragon's forum - doragon.cjb.net,
or email me at barocca_x@hotmail.com,
and I will gladly include all new information
What we must do before editing
Backdrop Enhancement
To minimise Errors place the BackDrop batch file that should be in included in this download in this folder
..\Medieval - Total War (Demo Version)\Textures\Backdrops\
and then run it.
All it does is copy backdrops from folders that have them to folders that do not.
If it will not run in your system simply open in notepad and copy manually
the format for each line is
(command "from directory" "to directory" /switches)
Overwrite where requested! - to minimise the number of steps required some overwriting occurs, BUT the files are being overwritten by copies of themselves.
WARNING - Your backdrops folder is about to change - backup a copy first,
and be aware it will go from 7.46MB to 64MB !!
- allowing any combination of Demo map, terrain, season and weather - all explained in this document.
What can we edit
Battle Definition File (the bdf)
The first section of the bdf file, descriptions and movies seem to be disabled for the demo, at least i can't find where to place appropriate files to force a change.
MapName::"Ridges2"
Architecture::AT_ISLAMIC
Terrain::LUSH
BattleType::BATTLE_TYPE_HISTORICAL
Deployement::true
Season::spring
WeatherSequenceId::0
MapName::"Ridges2" - obvious - the map
Architecture::AT_ISLAMIC
//Architecture::AT_WESTERN_EUROPEAN
These are building types. Choose the style that suits your Mod.
Terrain::LUSH
//Terrain::ARID
//Terrain::ROCK_DESERT
Terrain Type - unsure of effect on weather
BattleType::BATTLE_TYPE_HISTORICAL - set this key to avoid tutorial messages!
//BattleType::BATTLE_TYPE_TUTORIAL - leaving this key in this field for a Mod on a Tutorial may have unforseen consequneces.
Deployement::true
not enabled?, could find no function for this field.
The Next 2 fields in combinataion are supposed to determine the weather,
Season::spring - valid choices spring, summer, winter, autumn
//Season::summer
//Season::autumn
//Season::winter
WeatherSequenceId::0
0 - very sunny
1 - sunny
2 - stormy - fog - rain
3 - cloudy - fog - snow - even in Season::summer!
numbers above 3 work, but produce same weather as 3,
also we don't have the correct tile sets or backdrops to give a realistic background/terrain portrayal, but at least we can fight in the rain and snow.
Try different combinations of season and weather.
REMEMBER, unless you have used the Backdrop batch file you may see various error messages when you try to run a game with altered weather.
PlAYER
Player::"Richard Coeur de Lion" 5 5 LOCAL "richard" 0 false 19588 28226 180 CHRISTIAN_CULTURE
First number after player name is the faction. i.e. 5
Second number is the alliance it belongs to. again 5.
LOCAL/ARTIFICIAL is Human or AI,
(I set 2 armies to LOCAL and ended up with waiting for deployment to end. i.e. no other human connected to deploy the other army.)
"Richard" is the army definition file name.
(the Demo will look for Richard.adf)
Not sure what the 0 is for. I have seen different numbers in different bdf's - best to leave alone,
IFF, however, you do find out what this field does, please let us know.
false/true dictates if you are attacker/defender.
The coordinates (maybe) for initial camera postion (Will have to check that one)
seems to be both for when you first enter the map, and camera returns here when you press "Continue"
Next is direction of facing. (in this case 180 degrees)
It would be wise to have opposing armies facing each other!
And then culture lastly. Not sure what difference this will make.
//triggers
Trigger::1, BT_GENERAL DIED, factions 5, LABEL "Keep King Richard alive.", INVERT_CHECKBOX
There are usually 3 of these,
This is a Custom Victory Trigger I have Made
//triggers
Trigger::1, BT_GENERAL DIED, factions 5, LABEL "Keep King Richard alive.", INVERT_CHECKBOX
Trigger::2, BT_INCAPACITATE, factions 5, LABEL "Don't Let Your Troops Rout.", INVERT_CHECKBOX
Trigger::3, BT_INCAPACITATE, factions 4, LABEL "Rout or Kill Saladin's Army."
Trigger::4, BT_GENERAL DIED, factions 4, LABEL "Kill Saladin."
//results
Result::1, alliances 5, style DEFEAT, battle "Jaffa"
Result::2, alliances 5, style VICTORY
//groups
Group::1, PRIMARY triggers 1 result_ids 1
Group::2, PRIMARY triggers 2 result_ids 1
Group::3, PRIMARY triggers 3 result_ids 2
Group::4, PRIMARY triggers 4 result_ids 2
//triggers
Trigger::1 - 2 - etc.
Simply Trigger number, needed for victory/defeat calculation
there are 2 Triggers avaiable to us for Demo
BT_GENERAL DIED - general died
BT_INCAPACITATE - all army routs
factions - faction/s this trigger applies to
LABEL "Insert any appropraite text here"
INVERT_CHECKBOX
This applies to Human Defeat Triggers,
It Means - If this event has NOT occured then Mark the Checkbox as Sucessfully Completed!
In the example above
Trigger 1 OR 2 will result in defeat,
Trigger 3 OR 4 will result in victory,
You could design a scenario where Defeat Occurs if the AI General Survives the battle, even Though the AI was routed from the field!
Simply have Only BT_GENERAL DIED triggers for Human and AI victory!
(You will have to escape out if Your army routs and your general was not killed - automatic defeat,
If you fail to kill enemy General, and his army routs you will also have to escape out - again automatic defeat, but then the goal was to Kill the general after all)
//results
Result::1, - Result ids number - simply an index number
alliances 5, - alliance this result applies to
style DEFEAT/VICTORY, - Outcome
battle "Jaffa" - Defeat Message to be displayed - cannot change this message - not required for VICTORY result.
Result::2, alliances 5, style VICTORY
self explanatory now!
//groups
now this is the list of events generated by triggers,
and which results to display for each trigger,
THE Group:: tag itself seems to have little actual meaning,
other than a 'pointer' or marker,
changing the order of the tags OR which Group contains which result seems to make no difference.
Group::1, - First Item in Battle Summary screen
PRIMARY - Demo only allows PRIMARY triggers, meaning absolute conditions.
triggers 1 - Trigger number
result_ids 1 - Which result to use for this trigger!
Group::1, PRIMARY triggers 1 result_ids 1
Means if Primary Trigger 1 occurs display results 1
And thats all there is for the Battle Definition File.
AN EXAMPLE OF KILL THE GENERAL TRIGGER SET
//triggers
Trigger::1, BT_GENERAL DIED, factions 5, LABEL "Keep King Richard alive.", INVERT_CHECKBOX
Trigger::4, BT_GENERAL DIED, factions 4, LABEL "Kill Saladin."
//results
Result::1, alliances 5, style DEFEAT, battle "Jaffa"
Result::2, alliances 5, style VICTORY
//groups
Group::1, PRIMARY triggers 1 result_ids 1
Group::4, PRIMARY triggers 4 result_ids 2
remember if you fail to kill AI general you must esc out, if you rout and your General is NOT killed you must escae out.
You can practice chasing down routing units!
ARMY DEFINITION FILE (the adf)
UnitStart::"Unit"
- Seriously, unsure of requirements for this field, Unit works for me
InitialLeaderName::"Richard Coeur de Lion"
Does NOT have to match the name given in the bdf file!
I have seen identical Leader names work AND crash demo
- recommend different names each unit
IsGeneral::true
Is the General of this army - the Demo will select the first unit found in the list with this tag as the general - if he flees army morale suffers.
Position:: 19668 29556
Start location on map
Direction::180
direction of facing on map
GeneralRank::6
Rank - Each 2 ranks generates an additional Honour point to all units IF this unit is the actual general of the army
not sure of upper limit
LeaderHonour::10
The Generals personal Honour - applies to him only
not sure of upper limit
UnitMon::1
may not be used in Demo - other numbers have no effect
TroopType::Archers
unit type, do not use space's,
upper or lower case work for most units,
but the best bet is capitalise individual words
for example : ItalianLightInfantry
TroopNum::180
how many men in unit
TroopHonour::9
with the addition of generals rank bonus some astronomical numbers can be reached!
not sure of upper limit
Columns::60
how many columns from left to right,
a unit of 60 men in 20 columns will be 3 ranks deep
CurveRadius::1
do not know - plain and simple.
FormationType::FORMATION_CLOSE
initial unit formation
FORMATION_LOOSE also works
FORMATION_WEDGE does not
MeleeMode::ENGAGE_AT_WILL
initial melee mode
SKIRMISH works for missile units
HOLD_FORMATION does not seem to work
FatigueLevel::FRESH
TIRED produces units who are Quite Tired, and will never recover to any state above that
EXHAUSTED produces Exhausted unit, again no recovery,
other fatigue levels crashed Demo.
HoldPosition::true
do not know - plain and simple.
changing value had no noticeable effect
GeneralIsDaimyo::true
The General of this Unit is the King of this faction,
again the Demo finds the First such List in the adf and ignores subsequent references
ArmourLevel::4
Additonal Armour Bonus (upper limit not known - possibly 4)
(similar to Armouries from STW)
WeaponLevel::4
Additional Weapon Bonus (upper limit not known - possibly 4)
(similar to SwordSmiths from STW)
UnitEnd::
Map co-ords
This is a matter of experiment, The map is just a grid.
how many squares in the grid depends on map.
Maps!
Some Warlords maps will work with the demo, although unusual results may occur.
Test all maps thoroughly, if you decide to edit the map in warlords - changing textures/models for example, please keep track of which textures work for the Demo, and which don't.
Then post that information at the org! and email it to me, and I'll add your notes to a map editing page at Clan Doragon's Medieval Site.
I haven't written one yet because I haven't edited any maps yet.
New Unit Types
(SOME - quite possibly there are more)
To implement these types simply edit into your adf the unit names as i have written them here,
upper or lower case seems to make little difference.
I will update this document if I have time to test for other units,
To get the fullsats on these unit types simply open the crusaders_unit_prod11.txt using excel
(best to make a copy and rename it to crusaders.xls)
Housecarle
at H6
att bonus 10 - armour piercing
def bonus 8 - has shield
armour 5 - has shield
HighlandClansman
at H6
att bonus 12
def bonus 4 - has shield
armour 3 - has shield
OrderFootSoldiers
at H6
att bonus 7 (8 vs Cav) - xtra ranks can fight
def bonus 11 (15 vs cav) - xtra ranks - has shield
armour 6 - has shield
Pikemen
at H6
att bonus 7 (9 vs cav) - xtra ranks
def bonus 4 (10 vs cav) - xtra ranks
armour 2
Halbardiers
at H6
att bonus 9 (12 vs cav) - arour peircing
def bonus 12 (13 vs cav)
armour 6
ItalianLightInfantry
at H6
att bonus 7 (8 vs cav) - xtra ranks
def bonus 11 (15 vs cav) - xtra ranks - has shield
armour 6 - has shield
UrbanMilitia
atH6
at H6
att bonus 8 (11 vs cav) - arour peircing
def bonus 6 (7 vs cav)
armour 2
While we can implement these unit types, and probably others that I have not had the time to test for, and we can create and use unit icons for the battle card display (at the bottom of screen)
I cannot determine how to implememnt weapons and shields,
for some of these types the demo tries to load the weapons and shields control files, but even if i create weapon and shield control files the actual weapons and shield do NOT appear in game - very disturbing!
ie pikemen,
I found an identical control file in the actions folder to the pikemen control file, and i found demo trying to load pikemen_w.txt and _s.txt files, but when i created the _w and _s files the demo loads THEM, but not the correct weapon and shield control files, (which are a subset)
So the weapons and shields are not displayed!
other unit types listed above,
the demo loads the actions text file, and the lbm file, but simply ignores weapons and shields.
still it is just a demo, and while we can have the units, in order to get the required stats into play, they will appear to be without shields and weapons.
The factors for theses ARE calculated into thecombat results.
UnitIcons
These we can do, Simply use the grafx lbm editor available from the org,
or send the image to me (cut out any background clutter please) and i'll convert it and send it back. (barocca_x@hotmail.com)
If you create an lbm for a unit type be sure to provide a suitably named copy and instructions on where the player needs to place the file in your download!
Errors
If you select a unit the game simply does not recognise 4 things may happen,
the demo may freeze,
the demo may spit out "failed to load hard sprites"
the demo may spit out "unknown error"
the battle will end automatically - "In Defeat"
If you mispell a unit name you will enter battle with "please wait while this battle is resolved" message
The Demo apparently can recognise a mispelt unit name, but does not know what to do about it!
If you assign a map into a different region? via the Terrain:: command a backdrop for that map may not be available and the demo will crash
- BEFORE it quits it will spit out an error message,
it is importnat to write it down, find the missing backdrop and copy the whole subfolder containing the backdrop into the directory the game could not find.
AND to make a note of it in your readme file!
so the user can do the same.
(OR include the backdrop batch file in your download - mentioned ealier)
barocca - DoragonBarocca - Doragon.cjb.net - barocca_x@hotmail.com
17 July 2002
------------------
Clan Doragons Medieval Website
Mods, Unit Descriptions and more
DoragonBarocca of Clan Doragon (http://doragon.cjb.net)
(Medieval Section)
This will be updated as more information is 'uncovered'
================
barocca - 17 July 2002
This Document is a compilation of all the modders notes I have at hand,
written by (in no particular order) DrNo, TosaInu, the Count of Flanders, Choco, Tarrak/Kraxis, ShadesWolf, 96mgb, Swoosh So and all those others I have forgotten,
or just as important,
those whose questions inspired us to try! (oh yes, and me - barocca)
If anyone has anything to add please contact me at The Org's Modding Forum
- where you will also find all of the wise men I have listed above.
or contact me at Clan Doragon's forum - doragon.cjb.net,
or email me at barocca_x@hotmail.com,
and I will gladly include all new information
What we must do before editing
Backdrop Enhancement
To minimise Errors place the BackDrop batch file that should be in included in this download in this folder
..\Medieval - Total War (Demo Version)\Textures\Backdrops\
and then run it.
All it does is copy backdrops from folders that have them to folders that do not.
If it will not run in your system simply open in notepad and copy manually
the format for each line is
(command "from directory" "to directory" /switches)
Overwrite where requested! - to minimise the number of steps required some overwriting occurs, BUT the files are being overwritten by copies of themselves.
WARNING - Your backdrops folder is about to change - backup a copy first,
and be aware it will go from 7.46MB to 64MB !!
- allowing any combination of Demo map, terrain, season and weather - all explained in this document.
What can we edit
Battle Definition File (the bdf)
The first section of the bdf file, descriptions and movies seem to be disabled for the demo, at least i can't find where to place appropriate files to force a change.
MapName::"Ridges2"
Architecture::AT_ISLAMIC
Terrain::LUSH
BattleType::BATTLE_TYPE_HISTORICAL
Deployement::true
Season::spring
WeatherSequenceId::0
MapName::"Ridges2" - obvious - the map
Architecture::AT_ISLAMIC
//Architecture::AT_WESTERN_EUROPEAN
These are building types. Choose the style that suits your Mod.
Terrain::LUSH
//Terrain::ARID
//Terrain::ROCK_DESERT
Terrain Type - unsure of effect on weather
BattleType::BATTLE_TYPE_HISTORICAL - set this key to avoid tutorial messages!
//BattleType::BATTLE_TYPE_TUTORIAL - leaving this key in this field for a Mod on a Tutorial may have unforseen consequneces.
Deployement::true
not enabled?, could find no function for this field.
The Next 2 fields in combinataion are supposed to determine the weather,
Season::spring - valid choices spring, summer, winter, autumn
//Season::summer
//Season::autumn
//Season::winter
WeatherSequenceId::0
0 - very sunny
1 - sunny
2 - stormy - fog - rain
3 - cloudy - fog - snow - even in Season::summer!
numbers above 3 work, but produce same weather as 3,
also we don't have the correct tile sets or backdrops to give a realistic background/terrain portrayal, but at least we can fight in the rain and snow.
Try different combinations of season and weather.
REMEMBER, unless you have used the Backdrop batch file you may see various error messages when you try to run a game with altered weather.
PlAYER
Player::"Richard Coeur de Lion" 5 5 LOCAL "richard" 0 false 19588 28226 180 CHRISTIAN_CULTURE
First number after player name is the faction. i.e. 5
Second number is the alliance it belongs to. again 5.
LOCAL/ARTIFICIAL is Human or AI,
(I set 2 armies to LOCAL and ended up with waiting for deployment to end. i.e. no other human connected to deploy the other army.)
"Richard" is the army definition file name.
(the Demo will look for Richard.adf)
Not sure what the 0 is for. I have seen different numbers in different bdf's - best to leave alone,
IFF, however, you do find out what this field does, please let us know.
false/true dictates if you are attacker/defender.
The coordinates (maybe) for initial camera postion (Will have to check that one)
seems to be both for when you first enter the map, and camera returns here when you press "Continue"
Next is direction of facing. (in this case 180 degrees)
It would be wise to have opposing armies facing each other!
And then culture lastly. Not sure what difference this will make.
//triggers
Trigger::1, BT_GENERAL DIED, factions 5, LABEL "Keep King Richard alive.", INVERT_CHECKBOX
There are usually 3 of these,
This is a Custom Victory Trigger I have Made
//triggers
Trigger::1, BT_GENERAL DIED, factions 5, LABEL "Keep King Richard alive.", INVERT_CHECKBOX
Trigger::2, BT_INCAPACITATE, factions 5, LABEL "Don't Let Your Troops Rout.", INVERT_CHECKBOX
Trigger::3, BT_INCAPACITATE, factions 4, LABEL "Rout or Kill Saladin's Army."
Trigger::4, BT_GENERAL DIED, factions 4, LABEL "Kill Saladin."
//results
Result::1, alliances 5, style DEFEAT, battle "Jaffa"
Result::2, alliances 5, style VICTORY
//groups
Group::1, PRIMARY triggers 1 result_ids 1
Group::2, PRIMARY triggers 2 result_ids 1
Group::3, PRIMARY triggers 3 result_ids 2
Group::4, PRIMARY triggers 4 result_ids 2
//triggers
Trigger::1 - 2 - etc.
Simply Trigger number, needed for victory/defeat calculation
there are 2 Triggers avaiable to us for Demo
BT_GENERAL DIED - general died
BT_INCAPACITATE - all army routs
factions - faction/s this trigger applies to
LABEL "Insert any appropraite text here"
INVERT_CHECKBOX
This applies to Human Defeat Triggers,
It Means - If this event has NOT occured then Mark the Checkbox as Sucessfully Completed!
In the example above
Trigger 1 OR 2 will result in defeat,
Trigger 3 OR 4 will result in victory,
You could design a scenario where Defeat Occurs if the AI General Survives the battle, even Though the AI was routed from the field!
Simply have Only BT_GENERAL DIED triggers for Human and AI victory!
(You will have to escape out if Your army routs and your general was not killed - automatic defeat,
If you fail to kill enemy General, and his army routs you will also have to escape out - again automatic defeat, but then the goal was to Kill the general after all)
//results
Result::1, - Result ids number - simply an index number
alliances 5, - alliance this result applies to
style DEFEAT/VICTORY, - Outcome
battle "Jaffa" - Defeat Message to be displayed - cannot change this message - not required for VICTORY result.
Result::2, alliances 5, style VICTORY
self explanatory now!
//groups
now this is the list of events generated by triggers,
and which results to display for each trigger,
THE Group:: tag itself seems to have little actual meaning,
other than a 'pointer' or marker,
changing the order of the tags OR which Group contains which result seems to make no difference.
Group::1, - First Item in Battle Summary screen
PRIMARY - Demo only allows PRIMARY triggers, meaning absolute conditions.
triggers 1 - Trigger number
result_ids 1 - Which result to use for this trigger!
Group::1, PRIMARY triggers 1 result_ids 1
Means if Primary Trigger 1 occurs display results 1
And thats all there is for the Battle Definition File.
AN EXAMPLE OF KILL THE GENERAL TRIGGER SET
//triggers
Trigger::1, BT_GENERAL DIED, factions 5, LABEL "Keep King Richard alive.", INVERT_CHECKBOX
Trigger::4, BT_GENERAL DIED, factions 4, LABEL "Kill Saladin."
//results
Result::1, alliances 5, style DEFEAT, battle "Jaffa"
Result::2, alliances 5, style VICTORY
//groups
Group::1, PRIMARY triggers 1 result_ids 1
Group::4, PRIMARY triggers 4 result_ids 2
remember if you fail to kill AI general you must esc out, if you rout and your General is NOT killed you must escae out.
You can practice chasing down routing units!
ARMY DEFINITION FILE (the adf)
UnitStart::"Unit"
- Seriously, unsure of requirements for this field, Unit works for me
InitialLeaderName::"Richard Coeur de Lion"
Does NOT have to match the name given in the bdf file!
I have seen identical Leader names work AND crash demo
- recommend different names each unit
IsGeneral::true
Is the General of this army - the Demo will select the first unit found in the list with this tag as the general - if he flees army morale suffers.
Position:: 19668 29556
Start location on map
Direction::180
direction of facing on map
GeneralRank::6
Rank - Each 2 ranks generates an additional Honour point to all units IF this unit is the actual general of the army
not sure of upper limit
LeaderHonour::10
The Generals personal Honour - applies to him only
not sure of upper limit
UnitMon::1
may not be used in Demo - other numbers have no effect
TroopType::Archers
unit type, do not use space's,
upper or lower case work for most units,
but the best bet is capitalise individual words
for example : ItalianLightInfantry
TroopNum::180
how many men in unit
TroopHonour::9
with the addition of generals rank bonus some astronomical numbers can be reached!
not sure of upper limit
Columns::60
how many columns from left to right,
a unit of 60 men in 20 columns will be 3 ranks deep
CurveRadius::1
do not know - plain and simple.
FormationType::FORMATION_CLOSE
initial unit formation
FORMATION_LOOSE also works
FORMATION_WEDGE does not
MeleeMode::ENGAGE_AT_WILL
initial melee mode
SKIRMISH works for missile units
HOLD_FORMATION does not seem to work
FatigueLevel::FRESH
TIRED produces units who are Quite Tired, and will never recover to any state above that
EXHAUSTED produces Exhausted unit, again no recovery,
other fatigue levels crashed Demo.
HoldPosition::true
do not know - plain and simple.
changing value had no noticeable effect
GeneralIsDaimyo::true
The General of this Unit is the King of this faction,
again the Demo finds the First such List in the adf and ignores subsequent references
ArmourLevel::4
Additonal Armour Bonus (upper limit not known - possibly 4)
(similar to Armouries from STW)
WeaponLevel::4
Additional Weapon Bonus (upper limit not known - possibly 4)
(similar to SwordSmiths from STW)
UnitEnd::
Map co-ords
This is a matter of experiment, The map is just a grid.
how many squares in the grid depends on map.
Maps!
Some Warlords maps will work with the demo, although unusual results may occur.
Test all maps thoroughly, if you decide to edit the map in warlords - changing textures/models for example, please keep track of which textures work for the Demo, and which don't.
Then post that information at the org! and email it to me, and I'll add your notes to a map editing page at Clan Doragon's Medieval Site.
I haven't written one yet because I haven't edited any maps yet.
New Unit Types
(SOME - quite possibly there are more)
To implement these types simply edit into your adf the unit names as i have written them here,
upper or lower case seems to make little difference.
I will update this document if I have time to test for other units,
To get the fullsats on these unit types simply open the crusaders_unit_prod11.txt using excel
(best to make a copy and rename it to crusaders.xls)
Housecarle
at H6
att bonus 10 - armour piercing
def bonus 8 - has shield
armour 5 - has shield
HighlandClansman
at H6
att bonus 12
def bonus 4 - has shield
armour 3 - has shield
OrderFootSoldiers
at H6
att bonus 7 (8 vs Cav) - xtra ranks can fight
def bonus 11 (15 vs cav) - xtra ranks - has shield
armour 6 - has shield
Pikemen
at H6
att bonus 7 (9 vs cav) - xtra ranks
def bonus 4 (10 vs cav) - xtra ranks
armour 2
Halbardiers
at H6
att bonus 9 (12 vs cav) - arour peircing
def bonus 12 (13 vs cav)
armour 6
ItalianLightInfantry
at H6
att bonus 7 (8 vs cav) - xtra ranks
def bonus 11 (15 vs cav) - xtra ranks - has shield
armour 6 - has shield
UrbanMilitia
atH6
at H6
att bonus 8 (11 vs cav) - arour peircing
def bonus 6 (7 vs cav)
armour 2
While we can implement these unit types, and probably others that I have not had the time to test for, and we can create and use unit icons for the battle card display (at the bottom of screen)
I cannot determine how to implememnt weapons and shields,
for some of these types the demo tries to load the weapons and shields control files, but even if i create weapon and shield control files the actual weapons and shield do NOT appear in game - very disturbing!
ie pikemen,
I found an identical control file in the actions folder to the pikemen control file, and i found demo trying to load pikemen_w.txt and _s.txt files, but when i created the _w and _s files the demo loads THEM, but not the correct weapon and shield control files, (which are a subset)
So the weapons and shields are not displayed!
other unit types listed above,
the demo loads the actions text file, and the lbm file, but simply ignores weapons and shields.
still it is just a demo, and while we can have the units, in order to get the required stats into play, they will appear to be without shields and weapons.
The factors for theses ARE calculated into thecombat results.
UnitIcons
These we can do, Simply use the grafx lbm editor available from the org,
or send the image to me (cut out any background clutter please) and i'll convert it and send it back. (barocca_x@hotmail.com)
If you create an lbm for a unit type be sure to provide a suitably named copy and instructions on where the player needs to place the file in your download!
Errors
If you select a unit the game simply does not recognise 4 things may happen,
the demo may freeze,
the demo may spit out "failed to load hard sprites"
the demo may spit out "unknown error"
the battle will end automatically - "In Defeat"
If you mispell a unit name you will enter battle with "please wait while this battle is resolved" message
The Demo apparently can recognise a mispelt unit name, but does not know what to do about it!
If you assign a map into a different region? via the Terrain:: command a backdrop for that map may not be available and the demo will crash
- BEFORE it quits it will spit out an error message,
it is importnat to write it down, find the missing backdrop and copy the whole subfolder containing the backdrop into the directory the game could not find.
AND to make a note of it in your readme file!
so the user can do the same.
(OR include the backdrop batch file in your download - mentioned ealier)
barocca - DoragonBarocca - Doragon.cjb.net - barocca_x@hotmail.com
17 July 2002
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Clan Doragons Medieval Website
Mods, Unit Descriptions and more
DoragonBarocca of Clan Doragon (http://doragon.cjb.net)