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View Full Version : Modding the campaign



Executor
11-15-2002, 18:44
I was thinking of creating a custom campaign, but I've encountered a problem. Most of the map attributes are contained in the Early.txt, High.txt, and Late.txt files, but not all. Specifically, which file has the attributes for specific units, such as kings? For example, in the Early.txt file, it places 2 Spanish jinettes and some peasants in Valencia, but it has no information on the leader of that army. Yet when you start an early campaign, one of those jinettes will always be El Cid.