A DirectDraw wrapper library written by Sepheus that allows MTW to correctly offer video resolutions when the system has newer cards and more than 2 GB memory.
Distribution of useful tools to modify MTW by Duke John.
Includes Wellingtons LMM.
RSW BIFreader.
Mithel's Image-converter.
Gnome editor.
HedgesMTWDEditor_v2.zip
Hedges Medieval Total War Detail Editor (MTWDEditor)
This utility enables changes to the following unit and building files depending on your version of MTW.
Version 1.0 - cursaders_unit_prod11.txt, crusader_build_prod13.txt
Version 1.1 - cursaders_unit_prod11.txt, crusader_build_prod13.txt and ProjectileStats.txt
Version 2+ - as above, plus any unit and building file defined by the campaign files found in \campmap\startpos.
Refer to the general_instructions.txt file for instructions on how to use this utility.
NOTE: All files are opened when this utility starts. Any changes made to the files listed below not using this utility while you have this utility running will be overwritten when any Save option is used in this utility.
It may modify the following files which contain associated information
about buildings and units etc. Note: <xxx> is the localisation folder ie. Eng
- \loc\<xxx>\descriptions.txt (Unit,Navel,Agent and Building Descriptions only)
- \loc\<xxx>\names.txt (Unit singular and plural names, building names)
- \loc\<xxx>\events.txt (ship sunk messages)
- \textures\men\deadpage coords.txt (new units)
- \campmap\Info_Pics\Units\_file.txt (new units)
Files can also be added to the following directories (and sub directoires of these) when new units/buildings are created.
If a file already exists it will NOT be overwritten when creating a new unit/building.
Hopefully this will take alot of your editing hassles away.
When reporting bugs, please be more specific than "IT DOESN't WORK".
Please provide the actual error displayed and if it exists, the 'HedgesMTWDEditor.log' file found in the HedgesMTWDEditor directory.
Where posible it would also be very helpfull if you sent the files listed
above (including campaign, unit and building files but excluding the picture files) as that should enable duplication of the problem (not all of them) which will help provide a speedy fix.
Yours in editing madness
Hedge
Changes made with version 2.0
- Added VI compatibility.
- Added check for localisation files. Should allow this utility to be run on other than \loc\eng files, although correct character display for other languages may be an issue.
- Added windows system file check for required ocx files needed to use this utility and install them if required.
The files being checked for are: (they come with this utility and can be found in
the \HedgesMTWEditor\WindowsSystemFiles directory.
They will be copied to the windows system32 directory if they do not exist.
mscomctl.ocx
msflxgrd.ocx
- Added TerrainSet, ArchitectureSet, LandLie, Vista, River to MDTWDElists.txt. Used for border info between regions.
- Added additional selections to the lists which are used to populate the various combo boxes found in this application.
- Reordered faction list in MTWDElists.txt. These are static faction id's for the units file.
- Added check for new (free) factions being used so they can also be displayed for selection.
- Added display,filtering and sort options to the crusader units form.
- Added editing of crusader unit names (singular and plural).
- Fixed missing file problem with creation of non-combatent units. Only ship and combatent units can now be selected.
- Added ability to edit ship sunk messages (and enter when creating new ships).
- Modified combo boxes and selection forms to display details in alphabetical order where posible.
- Added Show Selected Columns only option to suitable selection forms.
- Added New Building creation and building name and description view/edit options to Crusader Buildings form.
- Added display,filtering and sort options to the crusader buildings form.
- Added selection of region, faction and goods allowed linked to campaign file selected from menu.
- Added quick backup feature. When the Save button is pushed from the Menu form, all files which are about to be updated are copied to the HedgesMTWEditor\Backup\QuickBackup folder. They will be overwritten each time Save is used.
- Added Create Backup option for units/buildings/projectile stats. Copies current saved file to backup directory, it will only backup the selected unit/building file, it does not backup associated files (ie names, descriptions etc), this functionality may be added at a later date.
- Added automatic body type definition for use when creating new units.
- Added option to use automatic body type definitions or definitions from the MTWDELists.txt file.
- Sorry given up trying to keep up adding to list of changes, but there are many more not listed.
Changes made with version 1.1
- Fixed bug with unit cost in Crusader Units form (slipped by me, sorry)
- Added New Unit creation and Unit Description View/Edit options to
Crusader units form.
Disclaimer:
This application must be run at a resolution of 1024by768. Running at different resolutions may cause strange displays.
It has been tested on a Windows XP and Windows 98 platforms without any problems, although no guarantee is made that it will be able to run on all platforms or configurations.
This application handles all required formatting for you, however, while I have tested this, there may be the odd time when formatting is not done correctly. In such cases restoring from backup should fix the problem. If the problem persists drop me a line at the email address specified above with a description of the problem and a copy of the dodgy file. I will try and make any fixes required to this application to sort out formatting issues.
Care has been taken to find all possible combinations for combo boxes and lists used in this application but no guarantee is made that all details have been found. Most values required for these combo's and lists can be found in the MTWDElists.txt file found in the HedgesMTWDEditor folder. You may add additional entries to these lists if required without affecting the running of this application (unless told otherwise), although whether Medieval Total War will accept your changes is another matter.
While I have endevoured to make sure everything works you use this at your own risk. Prudence says you should backup your original files before you start over-writing them (including separate backups not associated with this editor).
Installation:
Unzip and install this directory (HedgesMTWDEditor) into your Total War root directory (ie. .exe directory)
HI, this is a set of blank graphic templates to be used in modding MTW.
THey are meant to be used in setting the background image of the intended item,
the user then pasting the actual desired icon unto the background image.
The items included are:
(1) Large shield located in Medieval - Total War\campmap\shields (use also for faction color shield)
(2) Small shield located in Medieval - Total War\campmap\shields
(3) Glorious achievments shield located in Medieval - Total War\campmap\parchments\glory
(4) Christian culture pieces shield located in Medieval - Total War\campmap\pieces\Units\Christian\Shields
(5) Muslim culture pieces shield located Medieval - Total War\campmap\pieces\Units\Muslim\Shields
(6) Castle Flag located in Medieval - Total War\Textures\campmap\Castleflags
(7) Battle Flag Tga located in Medieval - Total War\Battle\Flags
Now, Open the specific item in Jasc Paint Shop PRo (a version can be downloaded here),
Look under the drop-down menue labeled "colors" and select "adjust."
Now select "Red/Green/Blue." Use this function to change the blank item to the color desired.
For example, try changing the item's color to that matching the iconic image that you will be pasting onto the item.
Make sure you set the true single background color back to the transparency color however.
Personally, I am no artist so I try and find iconic emblems from different sources, other then my own.
I have found that that the emblems from Paradox's Europa Universalis game are about the same size, so I play around with them. You find can examples at:
Once you have gotten your finished image all worked out and perfected, you will need to save it as bif file.
There is a guide on doing this using CA's utilities.
Only the battle flag tga will be usable as is (tga), but there is a special techinique to the battle flag.
You will need to set the faction color using it, so this is what I do:
Using the color-selector eyedropper select a color that is in approximatly the middle bottom of the flag.
Now use the paramaters of that color in the startpros file at Medieval - Total War\campmap\startpos.
Set the chosen color for the first entry (this is the essential one), e.g. SetFactionCol:: FN_07 "255 255 255".
For the Second entry choose a color that you think will go well with the first.
This program must not be used for any financial gain.
I HIGHLY RECOMMEND THAT YOU BACK UP YOUR HEROES AND CHANGES FILE BEFORE YOU BEGIN. IF YOU USE THIS PROGRAM YOU AGREE THAT I CANNOT BE HELD RESPONIBLE IT MAY DO TO YOUR FILES.
This program only adds heroes, it cannot erase them. You would have to do this manually with the heroes file. If you put in loads of heroes they can pile up and it can become messy.
Installation
The zip file can be unzipped to anywhere you like. It is important that all of the files in the zip file are in the same folder when they are unzipped. Click on the .exe to begin the program.
Instructions of use
Loading files
A heroes file must be loaded for heroes to be added to a faction. To load a heroes file, click on the "Load Heroes File" button. The typical heroes file is called DEFAULT_HEROES.TXT and is located C:\Program Files\Total War\Medieval - Total War\campmap\names. This program will also work for modded heroes files but it can only add heroes to a faction that already has at least one.
After loading the heroes file, the changes file should be loaded. To load a heroes file, click on the "Load Changes File" button. The typical changes file is called CHANGES.TXT and is located C:\Program Files\Total War\Medieval - Total War\Loc\Eng.
Input data
Once the heroes and changes files have been loaded into the program, you should be able to select a faction for the hero to be added to.
Then his first name, surname, year of appearance, region the hero appears in, command, dread, piety, acumen, loyalty and a vice or virtue must be entered/selected. A description for your hero is optional.
Saving file
Before saving your hero, all information must be entered. To save your hero successfully, both the heroes and changes files must be saved. To save the heroes file, click on the "Save Heroes File" button. You can either overwrite the file you loaded from or you can create a new file. The same goes for the changes file.
To save the changes file, click on the "save Changes File" button and continue in the same manner as saving the heroes file.
Once this is done the hero should appear ingame for that faction on the desired year.
BOTH THE HEROES FILE AND THE CHANGES FILE MUST BE SAVED FOR EACH NEW HERO!!! Failure to save both may result in errors.
A few rules about heroes in Medieval - Total War
A hero cannot appear for the first 3 years of a campaign.
Two heroes cannot appear for the same faction on the same year. If they do appear on the same year, errors may occur.
This program can only add heroes to a faction that already has at least 1.
Command must have a minimum of 1 and a maximum of 8. This is the way MTW was made and I can't change it.
Please report any errors that you notice. I'll try to have all errors fixed for the next version. Thanks :)
___
Enjoy =(:¬D)
Kaatar a.k.a. that's the guy! Get him!
wellysgauntlet.zip
Welcome to Welly's Gauntlet for MTW 1.1 by Nathan Miller
In order to make this game work please follow these simple instructions.
1. Backup the following files
a. C:\Program Files\Total War\Medieval - Total War\Textures\campmap\MapTex.tga
b. C:\Program Files\Total War\Medieval - Total War\Textures\campmap\MapTex2.tga
c. C:\Program Files\Total War\Medieval - Total War\Textures\campmap\LukMap.Lbm
d. C:\Program Files\Total War\Medieval - Total War\Textures\campmap\LukMap2.Lbm
e. C:\Program Files\Total War\Medieval - Total War\campmap\MINIMAP.BIF
f. C:\Program Files\Total War\Medieval - Total War\campmap\minilukup.bif
g. C:\Program Files\Total War\Medieval - Total War\frontend_files\FactionSelect_menu\factions map lukup.BIF
h. C:\Program Files\Total War\Medieval - Total War\frontend_files\FactionSelect_menu\factions map.BIF
i. C:\Program Files\Total War\Medieval - Total War\crusaders_unit_prod11.txt
j. C:\Program Files\Total War\Medieval - Total War\crusader_build_prod13.txt
2. Install IrfanView 3.80 if needed
3. Open IrfanView 3.80
a. Open the file MapTex.jpg
b. Go to File and Save As
c. Choose this directory
C:\Program Files\Total War\Medieval - Total War\Textures\campmap
d. Save the image as MapTex
e. As File Type use TGA
f. Go to Image and Resize/Resample
g. Set the width to 4096
Set the height to 3072 (it may set it for you)
Under DPI take the current value and multiply it by 4 (no greater than 300)
Under Size Method choose Lanczos filter (slowest)
h. Go to File and Save As
i. Choose this directory
C:\Program Files\Total War\Medieval - Total War\Textures\campmap
j. Save the image as MapTex2
k. As File Type use TGA
l. Close IrfanView
3. Now install the rest of the files as below
a. LukMap.Lbm and LukMap2.Lbm to
C:\Program Files\Total War\Medieval - Total War\Textures\campmap
b. MINIMAP.BIF and minilukup.bif to
C:\Program Files\Total War\Medieval - Total War\campmap
c. factions map lukup.BIF and factions map.BIF to
C:\Program Files\Total War\Medieval - Total War\frontend_files\FactionSelect_menu
d. crusaders_unit_prod11.txt and crusader_build_prod13.txt
C:\Program Files\Total War\Medieval - Total War\
4. Start the Script Creator!
a. That's right, this mod includes a script editor that allows you to customize your gaming experience by
choosing the factions you face and in what order. In order to win, you must go through each faction one by one. You start
with only 2 provinces and all 9 other factions start out with 6. Are you tough enough? Even customize the years(turns)
per era. Create millions of unique campaigns that are sure to keep you going for a long time.
I want to say thanks to Wellington on the TOTALWAR.ORG site for his program to help automate the creation of the map.
SirNateofWessex
Check the home to this and more of my mods at www.freewebs.com/nateswebportal -under construction
Stop on by for updates also
Unit Production Changes:
Highland Clansmen
-changed to all Catholic factions
Steppe Cavalry
-changed to all Orthodox factions and built anywhere
Swiss Pikmen and Swiss Armoured Pikemen
-changed to all Catholic factions and built anywhere
Saharan Cavalry
-changed to all Muslim factions and built anywhere
Spanish Jinettes
-changed to Spanish and Aragonese faction only and built anywhere
Lithuanian Cavalry
-changed to all Orthodox factions and built anywhere
Polish Retainer
-changed so that they can be built anywhere
Swiss Halbardiers
-changed to all Catholic factions and built anywhere
Gallowglass
-changed to all Catholic factions and built anywhere
Turcopole and Kerns
-changed so that they can be built anywhere by Catholics
Woodsmen
-changed to all Catholic and Orthodox factions and built anywhere
Almughavars
-changed so that only Aragonese can build them
Genoese Sailors
-changed so that only Italians can build them
Desert Archers
-changed so that they can be built anywhere by Muslims
Berber Camels
-changed so that they can be built anywhere by Muslims
Armenian Heavy Cavalry
-changed to all Muslim factions and built anywhere
Bedouin Camel Warriors and Negro Spearmen
-changed so that they can be built anywhere
Emissary, Spy, Assassin
-changed so that the Golden Horde can build them
RSW BIFReader: TEST_readbif23c.zip
Nothing new but add some functions to manipulate the position of weapon or
shield.
Quick Start
1) load \Textures\Men\Peasent\Peasent.bif by 'Open file' menu.
2) load \Textures\Men\Actionspage\FedualSergents.txt by 'Load anime rect' menu.
3) click the 'Sort Anime Seq into Actions' button.
4) select the 'walk' action in the list.
5) use right mouse button to bring up the popup menu.
6) choose 'Load all Shield' in the popup menu.
7) goto Textures\Men\Items\Shield1\FedualSergents\ and click "open" under the open
dialog.
8) click one of the 4 angles' images.
9) click 'Add weapon or shield' button.
10) click one of the 3 images under 'add weap..' panel.
now you can see the preview image with a virtual shield on the left side.
11) the preview image can be zoomed in.
12) when you entered new data into the edit-box, and click the 'ok' button,
the old data will be cleared and the new data will be recorded.
if you enter the correct data the preview image will be updated, too.
13) the checkbox 'extend weapon' is used to predict how the weapon is drawn in
game.you can enter different numbers to see how the preview changed.
14) the virtual weapon or shield is in while color if they are drawn after the
soldier.and they will be in other colors if they might be transparent in that
situation.and this is what the checkbox 'draw item first' used for.
15) when you click the 'sort anime seq..' panel. you can drag the image of
seq 0 (in the top 3 images) and drag the image over the angel's box, then
drop the image to make the change.
16) you can click one of the top 3 images to choose the anime sequence.
then you click the 'add weapon...' panle to choose the frame you want to look or
add the weapon or shield. you can get the (x, y) pair when your mouse move over
the preview. the center point for the soldier was marked as a red point.
just try some (x,y) pairs and you will see how the data is used.
ps: This program might be failed under WINXP. you need to take your risk
for using this program. if you have problems with this program, you can write
it down on the org. I will fix the bugs ASAP.
Faction Colour Editing Tool v1.0.0.1
By Lord Xelous of the Lordz Modding Collective
----------------------LEGAL---------------------------------
This tool is intended for use with Medieval Total War
startpos files, and is freeware. The software maybe
freely distributed without hindrance, on the provision
no fees are charged for the software and that this read
me accompanies the program (unaltered).
------------------------------------------------------------
------------------------------------------------------------
Usage:
------------------------------------------------------------
Open the tool
Click browse to select the startpos text file you wish to edit.
Click load to load the faction & current colour information into memory.
The drop down box for faction selection should now contain all the loaded
factions, select a faction to view & edit it's major & minor colours.
Click save.
A new file "new_startpos.txt" will now be present in the folder the loaded
file was browsed from.
Clicking Help will give you the trouble shooting, to explain some of the
internal error messages.
About will tell you about myself, my company and how to contact me.
Close will close the program & unload any loaded faction information from
memory.
************NOTE*************
Clicking close without clicking save will not loose any information form your
original file, and no new file will be generated.
Also please note the original file is not edited in anyway.
*****************************
To use a new_startpos.txt simply rename the original e.g.. oldEarly.txt and then
rename new_startpos.txt as Early.txt and start the game as before.
------------------------------------------------------------
------------------------------------------------------------
Colours:
------------------------------------------------------------
The faction's major colour is used as the strategy colour, while both the
major & minor colours are used in certain generic unit uniforms.
------------------------------------------------------------
------------------------------------------------------------
The author:
------------------------------------------------------------
I am a software engineer from Nottingham England, I am always seeking opportunities
for new development tasks and am a member of "The Lordz Modding Collective", visit http://www.thelordz.co.uk for more information.
Regards
Jonathan J Bond, BSc(H)
aka Lord Xelous
------------------------------------------------------------
Gnome_UnitBuildProj_Editorv2.0.zip
GnomeEditorv2.0
Utility tool to safely and easily view and edit crusaders_unit_prod11.txt, crusader_build_prod13, and ProjectileStats.txt files.
This version of the editor superceeds the previous unitEditor, you can just delete the previous prog and install this.
installation:
unzip the GnomeEditorv2.0.zip to wherever you like, if you check 'use folder paths' it will create a folder, but you can put it any folder you want. The program requires no registration etc. to run.
The '.bak' files included contain the default data and can be replaced with a newer version of the original txt files if we ever get a patch past 1.1. To uninstall the editor just delete the exe.
As this is a vb program it requires the vb6 runtimes to be installed on your system, you might well already have them. The files needed are: Msvbvm60.dll and comctl32.dll.
Of course you use this at your own risk, and please backup your original files before you start over-writing them.
If you find a bug then feel free to drop me an email (attaching any botched file and/or some kind of description of the error).
Lord Gnome.
----------------------------
GnomeEditorv2.0
----------------------------
new in 2.0:
Set width of display columns. right-click on the field label (top row) and you can manually set the display width for each column of data. (All your settings are saved to an ini file, if you want to reset them all just delete the file.)
Integrated Build_prod13 and ProjectileStats editing. The program will auto-detect which file you are opening and open itself in the appropriate mode. (each mode has it's own set of ranges and display-widths.) You can launch multiple Editors at once, system resources permitting.
notes:
ProjectileStats has a chunk of comments at the beginning of the file, these are trimmed off when the data is read and pasted back on the front when it is written back to a file. Anything you add before the last ";" (right before the data) in this file will be treated as a comment.
The auto-detect works by reading the first few characters of the file (as the labels shouldn't change in the files), if the first few lines of labels are missing for any reason (like in a mods unit file with just some unit records in) you can switch off auto-detect and force it to load as a specific mtw file type.
Loading non appropriate files shouldn't do anything too drastic, I've tested it with some pretty whacky stuff but really huge files will take it a while to realise there's no data and get out of the loading sequence.
For some reason in win2000 I am able to run as many instances of gnomeEditor as I want, but in win98(only tested on first edition) my tiny little app has a massive memory overhead and you can only run a couple of instances of it before the system runs out of memory (All with the same hardware.). I don't know what's causing this but I apologise if you experience this problem. (The problem was present in the unitEditor too I just hadn't noticed.)
----------------------------
changes made in 1.1:
[thx to kraellin for suggestions]
added button to hide the names column to give maximum possible width to display columns. (and tooltips to row nos with the units name on them.)
fields with too much text to display in one line expand automatically to display the whole text for editing.
the field currently selected is highlighted together with the row/col labels so you don't lose track of the cursor.
fixed a minor bug in range input, made the error reporting on invalid input for ranges more informative.
note: because the textboxes to enter data are now multiline (so they can expand the text) I have disabled the 'enter' button when editing values (as accidental carriage returns really screw both the visual display and the file formatting.) This is all well and good as long as you don't delete the c-r [it dosen't look like a c-r in the editor btw - it looks like an extra thick '|'.] in the middle of field #53 (don't ask, it makes CA's file format somewhat unique anyway.)... Just don't do it! If you do then you can still cut/paste the character back into this field from another unit's field #56. (the header for this field claims the data is no longer used... treat some of the info in the headers with a pinch of salt I reckon.)
----------------------------
ver1.0b (crusader_unit_Editorv1.0b)
If like me you enjoy messing with the crusaders_unit_prod11.txt file you may find this program useful.
I adapted an old bit of vb code I had to do this because I was frustated by navigating the unit_prod11 file in wordpad, and try as I would I couldn't get excel to save the files in the right format. This editor isn't particularly pretty but it is at least functional.
Be warned though - the Editor does not do any error checking on the values you enter into the fields, it just reads/writes the string data to and from files in the correct format and makes it easier to navigate the data. It can cope with any number of units in the file (within reason, but far more than the game can probably cope with.), but I haven't included any functionality to add units to the file. Your best bet is to copy a units data to the end of the list (or wherever after data start) manually, save the file and then load/edit the new units data in the editor. I may add this function if I get into adding lots of new units myself. (you do know there is a massive ton of real work to add new units don't you? the data in prod11.txt is just the easy bit!) other functions that may never be added are: value checking, mdi, compareWithOtherFile function.
As this is a vb program it requires the vb6 runtimes to be installed on your system, you might well already have them. The files needed are: Msvbvm60.dll and comctl32.dll.
I have tested this program on win98 and win2000 and it seems to work fine, good luck with me/xp (it'll be nice if it works, but I have no idea.).
If you find a bug then feel free to drop me an email (attaching any botched file and/or some kind of description of the error).
This is a kind of beta, I think it should work okay but it has had exactly one tester on just two systems (and one of those is the development machine.) so who knows. If it doesn't work and you let me know I'll be sure to have a go at fixing it.
BDPv1r1.zip
This utility has been tested on Windows XP Home Edition. It should work
with NT and 2000 providing you have the latest release (version 5.6) of
Microsoft Windows VB Script.
This utility requires 4 third-party objects -
1) BifReader 2.2a
2) A GUI interface (an OCX object)
3) A Graphics package (a DLL object)
4) Gbmcpal.exe
BifReader 2.2a is included in the BDP, by kind permission of the author
RSW, and requires no installation as such.
The GUI, "wshltwtnonmodaldialog.ocx", is also included in this download,
again by kind permission of the author - Jim Warrington. Check out Jim's site
at the following link - http://home.att.net/~wshvbs/
The DLL, "csImageFileTrial.dll", will require a trial version download
from the "www.chestysoft.com" website.
The OCX and DLL objects will require moving to your SYSTEM32 directory and
then registering within Windows.
The last one, Gbmcpal, is inclided in the BDP, by kind permission of the author
Andy key, and requires no installation as such.
GUI OCX
-------
1) Move the OCX "wshLtWtNonModalDalog.ocx" from the BDP root folder into
your "C:\WINDOWS\SYSTEM32" folder
2) Register this OCX via the Start/Run command. Enter the following -
"Regsvr32 wshltwtnonmodaldialog.ocx"
***************************************************************************************
***
*** Introduction to SPM
***
***************************************************************************************
SPM (Shield Position Modifier)
==============================
SPM is a very basic utility that allows for changing shield positions/sizes for MTW units.
Yoy do NOT need to install anything to use SPM. Source code is provided for those of you
who may wish to expand/enhance SPM. If you wish to do so you have my full permission as
SPM is provided as Freeware.
In order to use this utility correctly you should have a basic understanding of how
shields are defined (for units) within MTW.
You should understand that any shield is defined within a rectangle (actually it's a
parallelogram) and thus has 4 pairs of x/y co-ords. These co-ordinates for the shield
positions are specified as "sets" within shield positioning files.
Each shield positioning file comprises 48 lines of co-ords, in 4 "sets" of 12. Each "set"
defines the shield positions for each camera-angle for a sequence of 12 frames.
SPM changes these sets of x/y coordinates in order to "manipulate" the positioning
of the shield relative to the figure - in other words changing the size, look and position
of the shield relative to the figures images in a 12 frame sequence.
Within MTW many units have shields that look different. For example, there are small
round shields, large round shields, triangular/kite shaped shields, rectangular shaped
shields etc: However, ALL of these different shield shapes are 'encapsulated' within an
image rectangle and these rectangles are defined via the parameters defined in the
various shield positioning files.
These shield positioning files specify the position of a shield image, relative to a figure
image, in terms of a rectangle. Each of these files define the positions required for an
"Action" (for all 4 different camera-angles).
UnitMaker_UM_LoTR (R1V3).zip
UM_LoTR Introduction
====================
UM_LoTR is special utility, geared specifically to the PCX images produced for
for the MTW Lord Of The Rings mod (ie: LoTR MOD Team).
Whilst UM_LoTR is specifically directed towards processing images as created by
DJ for the LoTR mod, it is also intended to be as flexable as possible in order
that it may be used for similar future MTW modding projects - that also provide
new PCX images in a similar structure to the ones being provided for the LoTR mod.
UM_LoTR provides the functionality required to convert a number of PCX images
into a complete structure that is acceptable for integration into the MTW Total
War PC game.
These images may represent completely different units/factions/actions for a
specific mod.
UM_LoTR Principles
==================
UM_LoTR will process any user input via stages. There are 4 stages of processing, and
each stage of processing will amend images in a manner preparatory for the next stage
of processing.
All input to UM_LoTR can be supplied AS IT BECOMES AVAILABLE. UM_LoTR has many defaults
(both files and values) that it uses if an alternate file is not supplied by the user.
For example, picture files, positioning files, weapons and shields ect are NOT
required initially. Hence, the user may supply more input as and when it becomes
available.
UM_LoTR components
==================
UM_LoTR is written in VBScript, and consists of a main module (UM_LoTR.vbs) that
executes submodules contained in a special directory (UMSubs).
By providing UM_LoTR in VBScript this allows all recipients to access the source
code (simply right clicking on any "xxxx.VBS" module and choosing edit).
UM_LoTR utilises 2 main third party objects -
- a GUI interface, curtesy of Jim Warrington
- a test version of a graphics package, curtesy of ChestySoft
These are a modified and enhanced version of the production unit files from CA.
Special info.
1. These files contain a number of similar units. These units should be the same in both files for the game to work if an extra unit exists in one of them that does not exist in the other then there is no problem! (this was proven after a number of crushes I had :-) )
2. The files were modified since the result from the original file did not work for me (the quotes were one of the things that was omitted). The other reason is that they contain a number of improvements that were developed on the original MTW production files that make our life as moders much easier.
3. These files produce the original production files with minor changes!
4. After you make your changes save the first sheet as a tab delimited .txt file. Then open the resulting file with a word pad and replace all """ with " and save again.
Changes to the original production files!
1.Weapon factors.
Small value changes like the addition of a defense point on the sword units since the sword though it is an attack weapon it gives adequate defense. Spears have 1 attack and 1 defense they are a very balanced weapon. Other changes include the equation of the foot sword with the CAV_SWORD values, and the addition of a number of spear types that some of us need for other periods so you get SM_SPEAR, LONG_SPEAR and in the future a SARIZA will be included for the Alexandrian and Hellenistic units.
2.Shield factors
New shield types were added though not passed in the tables yet! You get LT_LARG, HVY_LARGE and SM_CAV. LT_LARGE represents large shields made out of skins like the prehistoric ones or the ones used by the Persians and the Savanna African tribes. HVY_LARGE are the large armored shields used by the Romans, Greeks and the later western shields. SM_CAV is a small shield for cavalry.
3.Charge factors
I hate the fact that SHOCK is at troop types! Shock troops are disciplined troops that attack in a wall manner (Greek Hoplites). The way they fight after the initial crush has nothing to do with how they attack. The SHOCK troop type should be changed to Interdependent where one man protects the man beside him (hmmm to implement it later of the Hoplites) The FOOT_SHOCK and CAV_SHOCK are inserted here to give extra charge punch to these units practically all Heavy cavalry with lances falls in to the CAV_SHOCK category. I am not sure if in these age there were any true FOOT_SHOCK units.
4.Movement factors
They have been equalized for various FOOT and CAV. All men run more or less the same. The speed factors now take the value of the "Movement penalty" depending on their weapons and armor.
5. Ship tables
I have not used them on this version but you can get an opinion on how the values would come up.
Form Komninos
MTW_Prod_Files.zip
The original Excel worksheet used by CA to create the unit- and building stats in MTW VI.
This tool was initiated by Bob Smith.
It has been greatly modified and helps in many ways. The out put file has opened with wordpad and then you will have to replace all """ with " and all "" with nothing!!!!
As all Exel files it does a lot of tests to produce the file but it does not have any automation.
DO NOT DELETE LINES !!! unless you know what you are doing!!!!
You are free to use and modify the file freely and at your own risk.
This tool was built from scratch and a lot of effort has been put in to it.
It produces the files in the startpos directory and it is made to depict the 1096AD "Early".
To build the period file you will have to go page by page. The tool will do a number of tests so to certify that what you do is OK. One think for the units and the buildings it checks the culture not the owner! So you can give Kataphraki to other Orthodox factions. In the "Units in regions" page you will get a worming if the units placed exceed the ability of the region to support them. This calculation is not absolutely correct but if you get a warning then most probably the region will have a problem.
The "Lands" page has the game map and the regions. It is not active and it is placed there for reference. If someone knows how to make it active ... please do it will greatly help.
After you have all as you like it save the "EARLY" page as a tab delimited tXT file. You will have to open it with wordpade and replace all """ with " and "// with //.
The hole thing is at Ver.0.99 you can say so some modification will go in to it but it will mostly be a cosmetic one.
Important if you would like to increase/decrease the number of lines in a page YOU HAVE TO GO BACK AND MODIFY THE FIRST PAGE TO REFLECT THEM!!!! The tool is not automated but it makes a number of checks and calculations.
You are free to use and modify the file freely and at your own risk.
unit-tool.zip
Komninos
First of all special thanks to Bob Smith for building the initial versions (sorry I don't know the alias used in the forums)
The Unit tool has been moderately changed to reflect different aspects of units. While there has been a change so that it produced the write file for MTW due partially to the inability of my Exel (I don't know why it did it but had no quotes in texts????)
Any way for the bulk of the things to do happens in the "Unit Def" page.
To add a new unit simply copy a row from "crusaders_unit_prod11" and paste it over Khorse (now at line 120) the same has to be done in the "Unit Def", "Linked To", "Summary" and twice at the "Personalities" page ( make sure that all the functions are OK!!! ) and you are done! Save the "crusaders_unit_prod11" page as a tab delimited TXT file. There is one more thing to do. Open the crusaders_unit_prod11.txt with wordpad and replace all (""") with a single one ("). (CTRL-H, """, ", and hit replace all)
The special version "-patrician" has been modified to represent some existing and some to be made units for the mod. The tables have been changed to reflect the era. For it to work OK I will post an equivalent Projectiles file!
Modification to the next version ...
1. On economic level. The units cost and support will be reflected to the attributes and trust me it will grow exponentially!
2. Ships will be editable from the "Unit Def" page.
You are free to use and modify the file freely and at your own risk.
Gnome_CrusadeUnitEditorv1.1.zip
Crusader_Unit_Editorv1.1
tool to view/edit crusaders_unit_prod11.txt
If like me you enjoy messing with the crusaders_unit_prod11.txt file you may find this program useful.
I adapted an old bit of vb code I had to do this because I was frustated by navigating the unit_prod11 file in wordpad, and try as I would I couldn't get excel to save the files in the right format. This editor isn't particularly pretty but it is at least functional.
Be warned though - the Editor does not do any error checking on the values you enter into the fields, it just reads/writes the string data to and from files in the correct format and makes it easier to navigate the data. It can cope with any number of units in the file (within reason, but far more than the game can probably cope with.), but I haven't included any functionality to add units to the file. Your best bet is to copy a units data to the end of the list (or wherever after data start) manually, save the file and then load/edit the new units data in the editor. I may add this function if I get into adding lots of new units myself. (you do know there is a massive ton of real work to add new units don't you? the data in prod11.txt is just the easy bit!) other functions that may never be added are: value checking, mdi, compareWithOtherFile function.
As this is a vb program it requires the vb6 runtimes to be installed on your system, you might well already have them. The files needed are: Msvbvm60.dll and comctl32.dll.
I have tested this program on win98 and win2000 and it seems to work fine, good luck with me/xp (it'll be nice if it works, but I have no idea.).
If you find a bug then feel free to drop me an email (attaching any botched file and/or some kind of description of the error).
This is a kind of beta, I think it should work okay but it has had exactly one tester on just two systems (and one of those is the development machine.) so who knows. If it dosen't work and you let me know I'll be sure to have a go at fixing it.
installation:
unzip the crusaderUnitEditorv1.1.zip to wherever you like, if you check 'use folder paths' it will create a folder, but you can put it any folder you want. The program requires no registration etc. to run. The '.bak' file included contains the default data and can be replaced with a newer version of crusaders_unit_prod11.txt if we ever get a patch past 1.1. To uninstall the editor just delete the exe.
Of course you use this at your own risk, and please backup your original crusaders_unit file before you start over-writing it.
Lord Gnome.
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changes made in 1.1:
[thx to kraellin for suggestions]
added button to hide the names column to give maximum possible width to display columns. (and tooltips to row nos with the units name on them.)
fields with too much text to display in one line expand automatically to display the whole text for editing.
the field currently selected is highlighted together with the row/col labels so you don't lose track of the cursor.
fixed a minor bug in range input, made the error reporting on invalid input for ranges more informative.