econ21
03-13-2003, 00:49
I'm thinking of doing a root and branch revision of the MTW units, ultimately replacing or tinkering with them all, but am new to modding. I want to start by working with the crusader_unit_prod11.txt file. I was wondering, is it best to start by tweaking existing units, kind of over-writing the originals or leave them be, and just add new ones?
I was thinking working around the shell of existing units might be easier than trying to start from scratch. The associated animations etc might be broadly ok with possible minor changes (eg say I want to give the FMAA spears not swords, I could alter the stats and worry about the animation later).
On the other hand, I could see that trying to change all units at once might lead to lots of bugs that are hard to track down. So leaving the old stuff in tact might allow the modded game to load with less chance of error, so that you could incrementally add new units and test them one-by-one for errors.
My main interest is in changing the stats and want to do as little possible on the animations.
Any advice for a complete newbie?
Thanks.
I was thinking working around the shell of existing units might be easier than trying to start from scratch. The associated animations etc might be broadly ok with possible minor changes (eg say I want to give the FMAA spears not swords, I could alter the stats and worry about the animation later).
On the other hand, I could see that trying to change all units at once might lead to lots of bugs that are hard to track down. So leaving the old stuff in tact might allow the modded game to load with less chance of error, so that you could incrementally add new units and test them one-by-one for errors.
My main interest is in changing the stats and want to do as little possible on the animations.
Any advice for a complete newbie?
Thanks.