View Full Version : Early Varangian Guard
I was searching this question in the forums but i can't find it. I know i have to change the crusaders_unit_prod file but i dont know how http://www.totalwar.org/forum/non-cgi/emoticons/frown.gif
Since Varangian Guard are avaiable in Early and High, I'm assuming the title is a typo and meant Late. Yes, you do have to edit "crusaders_unit_prod11.txt"
Step 1) Make a backup of that file.
Step 2) Check that you have completed step 1)
Step 3) Open crusaders_unit_prod11.txt in the Gnome editor (available from www.totalwar.org downloads) or Wordpad. Don't use MS Word or similiar word processor.
Step 4) Scroll down to the line starting with VarangianGuard
Step 5) Scroll across until you see this text on that line -> "EARLY, HIGH"
Step 5) Change that to ALL_PERIODS
Easiest way is to select all of "EARLY, HIGH" and nothing else and type in ALL_PERIODS
Step 6) Save
No, i say EarlyVarangianGuard, there are two different units, varangian guard and early varangian guard.
You forgot to specify VI to wave off those who do not have it yet.
ok i have modded them so here we go
step 1. get the gnome editor from the .Org
step 2. Open up crusaders prod 11 using the Editor
step 3. scroll down untill you see "Early VG", they are about 130 lines down so look way down there.
step 4. scroll to the left untill you see the building lines and mod it to allow construction (i use Royal_palace, Spearmaker3)
step 5. mod the faction production line so that only the Byzantines can make them (type FN_BYZANTINE, or whoever you want them to have)
step 6. Mod the era to "EARLY"
save the file and close the editor, you should now be able to create Early VG
Quote[/b] (Monk @ Sep. 13 2003,11:00)]ok i have modded them so here we go
step 1. get the gnome editor from the .Org
step 2. Open up crusaders prod 11 using the Editor
step 3. scroll down untill you see "Early VG", they are about 130 lines down so look way down there.
step 4. scroll to the left untill you see the building lines and mod it to allow construction (i use Royal_palace, Spearmaker3)
step 5. mod the faction production line so that only the Byzantines can make them (type FN_BYZANTINE, or whoever you want them to have)
step 6. Mod the era to "EARLY"
save the file and close the editor, you should now be able to create Early VG
Thanks for your help http://www.totalwar.org/forum/non-cgi/emoticons/smile.gif
Revenant69
09-13-2003, 19:28
Yeah great stuff. I just modded them in as well. Yey this is my first modding attempt http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif This game rocks.
Cheers,
Rev
PS I do have one question though, What do the quotation marks mean? ie what is the difference between "{SWORDSMITH}" and {SWORDSMITH} ?
the "" marks are used when two or more buildings are required for the Unit to be produced.
Not sure if you, the Modder, needs to recreate them but if it has more than two buildings for the req, i always do just to be safe.
Im almost sure that I'm right, but not entirely. Well mod around and see if they are needed or not. (you should know when u start up MTW, if they are not needed the game will give an error message and the line of the error in the file) http://www.totalwar.org/forum/non-cgi/emoticons/wave.gif
Revenant69
09-13-2003, 20:03
Gotcha. Oh Monk, just out of curiosity, the Early VG's take only one turn to build. Is it the way it should be cuz they area abit weaker than normal VGs? The other thing , did you disable the normal VGs or do you have both (so Early takes 1 turn to build while a netter regular one takes 2).
Thanks.
Rev
Edit: Nevermind i answered my own question about the build times by looking through the Crusader_whatever file http://www.totalwar.org/forum/non-cgi/emoticons/wink.gif So the only thing i want to know is if you disabled the regular VGs to be built in early, or if the two types coexist.
In comparison the EVG are a bit weaker than Reg VG. but in my games they were never as so weak to lose a battle becuz i over estimated them.
What i did was i modded the Early VGs into Early, then Modded the Reg VG into High only. It gives the Byzantines a bit of weakness at the start, imho the VGs were just way to overpowered for Early. Therefore by Moving in EVG and taking VGs into High it gives a bit of realism and challenge to Byz players.
I messed up in giving out my EVG reqs, i use {ROYAL_PALACE, SPEARMAKER2} EARLY
then i change the VG to {ROYAL_PALACE, SPEARMAKER3} HIGH
Edit: if you want you can have both VG types at once, but then there isn't any need for EVG if you can build up Reg VG at the same time
Revenant69
09-13-2003, 20:21
Thats exactly the same pickle that i had. I guess it would be possible for VGs to coexist but then it wouldnt be fun to have EVG http://www.totalwar.org/forum/non-cgi/emoticons/wink.gif So i will mod regular VGs to High only and i guess ill reduce EVG build requirements as you said.
I have another question. I already started modding Crusader units in, but i dont know what building requirements to give them. One of the buildings is obviously gonna be chapter house, but i dont know about the rest. I'd appreciate if you could give me some pointers http://www.totalwar.org/forum/non-cgi/emoticons/wink.gif
Ok for crusader Units
Knights:
For the Knights i always give Chapter House, then Swordsmith 1 or 2 (depends on what you want) and last Horse_Breeder (No less than 2 or 3!http://www.totalwar.org/forum/non-cgi/emoticons/wink.gif Remember These guys are powerfull, Literally The Brigners of Death. so their Reqs should be high if nothing else.
to Sum up on Knights
"{CHAPTER_HOUSE, SWORDSMITH2, HORSE_BREEDER3}"
Thats what i use, Plus making reqs high will prevent the AI from flooding Europe with Hordes of them. as a last tip for Knights you may want to lower their support cost a bit (or raise it) however you like to make it more interesting.
One other thing, The type of Knight depends on what faction you are. so you should probley look over the number of Knights you can spot that start with crusades and go from there.
Infantry:
Order foot:
Order Foot Infantry are very good spear units, and are some times the back bone of my army after Modding. Of course you want a chapter house, next you want a good spearmaker, i suggest 2. next (this is optional) a swordsmith. the Swordsmith isnt needed for a spear unit, but it encourages both the player and AI to build up more opening more options.
to sum up with Order Inf.
"{CHAPTER_HOUSE, SPEARMAKER2, SWORDSMITH}"
Fanatics:
Well...i guess they can be usefull http://www.totalwar.org/forum/non-cgi/emoticons/rolleyes.gif
{CHAPTER_HOUSE}
Hmm, i think thats all of them. happy Moding Rev http://www.totalwar.org/forum/non-cgi/emoticons/wave.gif
Oh yes, one last thing. Make sure u give these Units proper faction homes, otherwise your modding will be in vein. Cant say home many times i've been confused and found the problem was i didnt give them a faction http://www.totalwar.org/forum/non-cgi/emoticons/joker.gif
Revenant69
09-13-2003, 20:53
Right, I will get to it in a minute. Thanks Monk. I will make sure that i give them to appropriate factions http://www.totalwar.org/forum/non-cgi/emoticons/wink.gif The other thing that i will probably enable will be their foot knight forms. And for those i guess i will keep the same requirements minus the horse breeder. Thanks again.
Rev
PS The Early Varangians have been modded in and tested. http://www.totalwar.org/forum/non-cgi/emoticons/wink.gif
Anytime Rev, just glad i could help http://www.totalwar.org/forum/non-cgi/emoticons/wave.gif
Revenant69
09-13-2003, 20:57
Yeah I appreciate your advice. Currently i didnt have enough time to go through all the stickies in the dungeon - ill do it tomorrow. So you have saved me alot of time.
This is SOOOO much fun.....modding that is. http://www.totalwar.org/forum/non-cgi/emoticons/wink.gif I cant believe i waited this long to start doing it. After i finish modding the Crusader units i shall have to sit back and think about what to do next lol.
What about Teutonic Sergeants?
Revenant69
09-14-2003, 17:54
Quote[/b] (Qilue @ Sep. 14 2003,07:32)]What about Teutonic Sergeants?
Well, since Teutonic Sergeants can dismount into Order Foot, I gave them the same building reqs that the order foot would have + the horse breeder. I did it like this:
Order Foot: "{CHAPTER_HOUSE, SPEARMAKER2, SWORDSMITH}" - i took Monk's advice http://www.totalwar.org/forum/non-cgi/emoticons/wink.gif
Thus, Teutonic Sergeants: "{CHAPTER_HOUSE, HORSE_BREEDER2, SWORDSMITH}"
I did it with all the knights. Since all of the crusaders (except Hospitaller) can dismount into Chivalric Foot Knights, then all the crusader knights (including Hospitaller for the sake of equality) have the same building requirements as Chivalric knights + Chapter House.
Hope this helps. http://www.totalwar.org/forum/non-cgi/emoticons/wink.gif
Rev
PS So after 1 day of modding I can build all crusader units and all dismounted forms of knigths. Plus, i modded Khazar Royal Cavalry and Almughavars http://www.totalwar.org/forum/non-cgi/emoticons/smile.gif Not bad for the first modding attempt eh? http://www.totalwar.org/forum/non-cgi/emoticons/wink.gif
Now my modding of the Crusading knights have come back to bite me.
I have made them all stronger in various ways, that means they are all slightly stronger than Chivalric Knights (to make Crusades more viable in High), but it would be wholly unfair for the Muslims and Orthodox if the Catholics could get such great units in Early. And if I restrict them to High and Late, then the Early Crusades will be nothing more than a mob (Fanatics).
So I stuck with my mod. But allowed Fanatics to be trained, both for variety in general but also so that the AI armies might look different from the massive Peasant and Urban Militia armies we see.
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