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neosnk35
07-01-2008, 16:07
HI i'm new here... got a problem about my export_descr_unit.txt..

i've edited some units in it(editted the mercenary rocket launcher to get more ammo and range) but nothing seems to affect the game, I have spent over 12 hrs searching through the threads for an answer...


tried alpacas mod tutorial using

IO
[io]
file_first = 1 or file_first = true
added some things too it look like this

[features]
editor = true

[log]
to = logs/system.log.txt
level = * error

then made the cfg file read only but still did not work and another making a batch file like this:
medieval2.exe --io.file_first
and tried making a shortcut from the desktop like this
"C:\Program Files\SEGA\Medieval II Total War\medieval2.exe" --io.file_first


And also tried the mod folder tutorial by alpaca
and by the way alpaca's tutorial worked, tried to change the name of London to Butcher, it did take effect.. it was pretty easy to understand. my .cfg file for my mod looks like this

[features]
mod = snk2
editor = true

[log]
to = logs/system.log.txt
level = * error

but what i really don't understand is the changes that i have made on my export_descr_unit.txt did not affect the game, whilst the mod is affecting the city name...


and BTW i had made my modified files to read only vice versa...
and deleting the map.rwm files

really need some solution for this.... thnx

FactionHeir
07-01-2008, 16:13
Hmmm do you have file extensions displayed or undisplayed in your windows settings? If you have them NOT displayed, make sure your EDU file isn't actually export_descr_unit.txt.txt

Also, you don't need the features/editor line in your cfg.

Furthermore ensure your file is placed in the correct folder.

neosnk35
07-01-2008, 16:19
yup it is.. i had displayed the file extensions for the sake of making batch files...


correct me if i'm wrong the correct path for the export_descr_unit.txt
is C:\Program Files\SEGA\Medieval II Total War\data for default

and for my mod
C:\Program Files\SEGA\Medieval II Total War\snk2\data

i have editted both(got a back up)

FactionHeir
07-01-2008, 16:23
That's correct.
But if you run it for a modfolder, you don't want io file first.

What you want to do for running it from a modfolder is to have a separate cfg file name exactly like your modfolder and have [features]mod=modname in it.
Then use a bat file to run your mod by targeting medieval2.exe @modname.cfg

neosnk35
07-01-2008, 16:33
got a sepearate .cfg files for that..

as I said I followed alpacas tutorial for creating a mod folder.. and tested it by changing the city name of London to Butcher.. and it worked.. and put the export_descr_unit.txt to its place

but the modified export_descr_unit.txt still does'nt affect the game

Darn I realy loved those rocket launchers raining hell on enemies in the battlefield for the whole duration of the battle.. i hate it when after 4-5 barage it rans out of ammo and becomes useles..

FactionHeir
07-01-2008, 16:41
Have you tried changing another file or another line in the EDU to test if it actually works or not? Such as say increasing the cost of peasants to 500?

neosnk35
07-01-2008, 16:46
thnx i'll try that first then ask questions later...

really need to be enlightend.....

neosnk35
07-01-2008, 17:10
Have you tried changing another file or another line in the EDU to test if it actually works or not? Such as say increasing the cost of peasants to 500?


I have tried that and it works fine..

i still dont understand though.. why the modified ammo and range of my siege units was'nt affected

does cheat respawned units( ike below) anaffected by the editing


type Mercenary Rocket Launcher
dictionary Mercenary_Rocket_Launcher ; Mercenary Rocket Launcher
category siege
class missile
voice_type Heavy
accent Mongolian
banner faction main_missile
banner holy crusade
soldier Mongol_Rocket_Launcher_Crew, 16, 2, 1
engine rocket_launcher
attributes sea_faring, hardy, can_withdraw, gunpowder_unit, mercenary_unit, rocket
formation 1.5, 1.5, 3, 3, 3, square
stat_health 1, 0
stat_pri 6, 3, no, 0, 0, melee, artillery_gunpowder, piercing, knife, 25, 1.8
;stat_pri_ex 0, 0, 0
stat_pri_attr no
stat_sec 65, 3, rocket, 300, 300, siege_missile, artillery_gunpowder, blunt, none, 25, 1
;stat_sec_ex 0, 0, 0
stat_sec_attr ap, launching
stat_pri_armour 4, 4, 0, leather
;stat_armour_ex 4, 0, 0, 0, 4, 0, 0, leather
stat_sec_armour 0, 0, flesh
stat_heat 1
stat_ground 0, 0, 0, 0
stat_mental 9, normal, highly_trained
stat_charge_dist 30
stat_fire_delay 0
stat_food 60, 300
stat_cost 1, 1100, 250, 90, 70, 1100, 4, 270
armour_ug_levels 1
armour_ug_models Mongol_Rocket_Launcher_Crew
ownership slave
;unit_info 6, 0, 8

after 4 rounds it still rans out of ammo..

same problem with edited city bought siege units running out of ammo...

FactionHeir
07-01-2008, 17:25
There is likely a cap of how much ammo a siege engine may have. Also the number of rockets per volley may be a certain fraction of the total ammo (determined by descr_projectile).

What does your errorlog tell you? Something about out of bounds possibly or invalid number? If nothing, try a few numbers that are only slightly larger than the default to observe differences. The best way of doing that is to increase accuracy in projectile and fire at a wall to see whether there are more rockets (i.e. more damage) and number of volleys.

neosnk35
07-01-2008, 18:04
well that solves some of my problem..

I really appreciated your help FactionHeir...

dissapointed though that rocket launcher still fires 4 volley and become useles...

I really wish theres a mod for M2TW that makes all range units ammo become unlimited..