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Chernabog
12-07-2006, 14:22
Hello everyone.

Long time reader, first time poster ~:)

I have been playing around with the various text files to see if its posible to recurit generals as you could with BI (i.e. not family members).

The reason for this is that I would like to be able to create cheap generals to act as govenors. These generals would not have the usual mounted body guard, but a unit of militia or some such, more in keeping with what they are to be used for (governing cities) and of course to keep their cost down.

I know that you can add a general, who is not connected to your family tree, to any unit as I tried this out using the desc_strat.txt and got a new general in a unit of arquebusiers.

I am just not certain how to go about making one as a buildable unit, say from the town hall type buildings.

I am guesing this can be done via the export_unit.txt (the one with a name like that anyway) file however I just dont know how to add the general to the unit (I would have checked my BI installation ... however I deleted it all a while ago and can't be arsed to re-install it just yet ~;p )

Alternatively, could a new agent be created, say like a diplomat, who could then be given the stats/traites etc to be able to govern ?

Any ideas anyone?

Merlin's Apprentice
12-07-2006, 16:03
easy :)
for the NE factions
in the export descr building file
add a line to the building you want to recruit him from
then add the bodyguard unit

example of a unit added to wooden wall

recruit_pool "NE Bodyguard" 1 0.2 2 0 requires factions { england, scotland, france, hre, denmark, spain, portugal, Normans, }


presto chango instant generals :)

If you want say peaseants or another unit instead of horse

create a new unit by merging info from the bodygaurd unit with the say armored swordsmen for example

it would look like this

type MY Bodyguard
dictionary MY_Bodyguard ; General's Bodyguard
category infantry
class heavy
voice_type General
banner faction main_infantry
banner holy crusade
soldier Armored_Swordsmen, 60, 0, 1.2
attributes sea_faring, hide_forest, very_hardy, can_withdraw, general_unit
formation 1.2, 1.2, 2.4, 2.4, 5, square
stat_health 2, 0
stat_pri 25, 6, no, 0, 0, melee, melee_blade, piercing, sword, 25, 1
;stat_pri_ex 0, 0, 0
stat_pri_attr no
stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 25, 1
;stat_sec_ex 0, 0, 0
stat_sec_attr no
stat_pri_armour 7, 5, 4, metal
;stat_armour_ex 7, 8, 0, 0, 5, 4, 4, metal
stat_sec_armour 0, 0, flesh
stat_heat 5
stat_ground 0, -2, -4, 0
stat_mental 11, normal, trained
stat_charge_dist 45
stat_fire_delay 0
stat_food 60, 300
stat_cost 1, 820, 250, 120, 95, 820, 1, 200
armour_ug_levels 4, 5
armour_ug_models Armored_Swordsmen, Armored_Swordsmen_ug1
ownership england, slave
era 0 england
era 1 england
;unit_info 13, 0, 32


once you have created the new unit remember to add dictionary and unit card infos
There is a good guide for creating new units in the rome modding section

dont know if if there are any changes to the new system with regards to the dictionary of info cards

will have to wait for the patch and unpacker to be able to see

here is the link to new unit creating(some of this might be changed I think the dmb is no longer used)
thats why have to wait for patch/unpacker
but this makes for a good read to get started

https://forums.totalwar.org/vb/showthread.php?t=51750

Chernabog
12-07-2006, 20:11
Nice one, seems easier than I thought so will give it a go later tonight :beam:

Out of interest, any idea as to which part of the unit info actualy specifies it as being a general/generals unit?

Chernabog
12-07-2006, 20:16
im an idiot, just looked a bit harder and saw this attribute ... general_unit ... :dizzy2:

Thanks again.