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Can you give me an example? Oh, a quick clarification, did you add any graphics to Ancient Totalwar? What I really need is those barbarian looking (forgot the file names) units. Are those yours?
macsen rufus
08-16-2007, 10:35
Hi YLC,
A few of the Ancient:TW infopics are new, or rather, retouched: Nordic Halberdiers, Carpathian Swordsmen, Celtic Swordsmen, Tribal Warriors, Tribal Swordsmen, Tribal Axemen are the ones that spring to mind, and they would probably be the ones suited for a Dark Ages scenario. Feel free to use them, if they will serve your purpose. I'm not 100% happy with the swordsmen yet, though, so they will be redone eventually (the sword image I used was too low-res to be blown up to that size really, but hey, it's a genuine Bronze Age sword ~D)
The actual files names will be (all .bif, obviously): Nordic_Halb, Carp_Swords, CelticWarriors, Barb_raiders, Barb_swords, Barb_axes (you will spot that the Celtic Swords and Barb swords are basically just mirror images - there must have been a lot of left-handed fighters in the Bronze Age :laugh4: )
See if you can identify where all the bits of the tribal axemen came from ~D
TheLastJanissary
08-18-2007, 05:12
Thanks for the help Mascen Rufus. Looks obscenely complicated, but I may go ahead and give it a shot and see what happens, haha.
Hi YLC,
A few of the Ancient:TW infopics are new, or rather, retouched: Nordic Halberdiers, Carpathian Swordsmen, Celtic Swordsmen, Tribal Warriors, Tribal Swordsmen, Tribal Axemen are the ones that spring to mind, and they would probably be the ones suited for a Dark Ages scenario. Feel free to use them, if they will serve your purpose. I'm not 100% happy with the swordsmen yet, though, so they will be redone eventually (the sword image I used was too low-res to be blown up to that size really, but hey, it's a genuine Bronze Age sword ~D)
The actual files names will be (all .bif, obviously): Nordic_Halb, Carp_Swords, CelticWarriors, Barb_raiders, Barb_swords, Barb_axes (you will spot that the Celtic Swords and Barb swords are basically just mirror images - there must have been a lot of left-handed fighters in the Bronze Age :laugh4: )
See if you can identify where all the bits of the tribal axemen came from ~D
Its the reason their are so many right handed people nowadays. They sent all the left handed people to war and stayed home themselves :laugh4: . Really though, thanks a bunch, that saves me some time editing creativly. The only thing left for me is whther or not I can use the animations. I have (read closely) zero skill as an animation editor. My main problem right now is coming up with enough animations for the Europeans because that vast majority are too heavily armored for use in DATW. If their is a guide to Animation editing (particulary for weapons, thats a major one) then I would be eternally grateful. If you want, use the link in my sig to see what I have done so far and give some suggestions.
P.S. - I love ATW by the way. Looks good. I keep trying as the Israelites, and have just a couple questions...
1) Why does everyone hate them? I can't seem to form an alliance with any of my eastern nieghbors, although the europeans welcome me with open arms.
2) Did you some how make assassins more effective? Every time I make an agent, it dies the next turn, especially priests, and particularly in provinces with ports.
3)Why do the Isrealites lack eastern swordsmen?
4) Do you mind if I put a link to ATW in my sig?
macsen rufus
08-20-2007, 11:14
1) Why does everyone hate them? I can't seem to form an alliance with any of my eastern nieghbors, although the europeans welcome me with open arms.
Well, three thousand years later, things still haven't changed much :laugh4: But seriously, I think it's the culture difference - all the neighbours are "Muslim" culture, whilst the Israelites are "Orthodox".
2) Did you some how make assassins more effective? Every time I make an agent, it dies the next turn, especially priests, and particularly in provinces with ports.
I don't think there's anything you can do to improve assassins stat-wise other than valour upgrades and practice, but there are a few things that may contribute to this - many factions can't build border forts (the "civilised" factions can, though), so I think the AI produces more agents to compensate. Also, I've followed HTW in having valour upgrades for agents, up to +3, so you can get some pretty good ones "out of the box", so to speak. I have considered changing this, but I like the brothel review panel graphics ~D
I still might make it go Brothel1 --> Happiness only; Brothel2 --> Happiness + spies; Brothel 3 --> Spies v1 + assassins, which might help priests and emissaries survive a bit longer!
3)Why do the Isrealites lack eastern swordsmen?
Purely for faction and tactical variety - but have you noticed the parashim and eastern light cavalry dismounts?
4) Do you mind if I put a link to ATW in my sig?
Not at all, but would suggest a link to the "Downloads" thread rather than a direct link to the download itself, as that way you won't need to update it when new versions are released :2thumbsup:
@TLJ: you're welcome - if you come unstuck, just holler!
Hi there,
After posting in the specific mod threads themselves with little luck, I've decided to post my current question here. I use XL, and have recently downloaded the Hero Creator, and my question is obvious, how can I get the heroes on to the XL campaign(s)? I've been successful with the Hero Creator on the original campaigns, but am confused as to which Heroes and Changes Files I load for creating heroes on XL. If it helps I usually play from the Early Period.
Cheers and thanks guys, Frunk.
macsen rufus
08-27-2007, 10:00
Hi Frunk,
I've never used the Hero creator myself, so not sure how exactly it outputs the data, but you will need to enter the info into the XL_EARLY_HEROES.txt (same for high and late if necessary) in the campmap/names folder.
If you're making up new names that don't already exist you will also need entries in LOC/ENG/names.txt to translate them (you can use changes.txt instead, but I never bother - only one file to check that way!)
Good luck!
Hi!
I'm new here and not sure if this is the right place to post this, but, anyway..
I'm working on a mod that let's you play the vikings on the Europe map in Medieval. Instead of creating new factions I'm simply reorganizing some of the old ones to new regions, for example the Polish are now the Bulgars and the Italians are the Irish. Some are the same, like France, but basically it's a lot of switching around with the regions and factions. The mod starts in 793 btw..
However, I'm having a problem with the Mod.txt file (Early.txt), more specifically the SetRegion part. I have been assigning new regions to different factions and so on, and it worked fine until something happened and I have no clue what went wrong.. as far as I can see there is nothing wrong, but my mod no longer appears among the playable campaigns next to Vikings, Early and so on..
Does somebody know what the problem could be? It drives me crazy since nothing seems to be wrong, and it's worked up until now. It's extremely frustrating. :wall:
macsen rufus
02-13-2008, 18:17
Hi Svitjod,
Yes this is just the place for the question :2thumbsup: Welcome to the Org :bow:
Remote diagnosis can be a bit hit and miss - but then it's not always easy close up either.. Anyway, from what you say, I assume that it was working up until you changed the region owners? Does this mean you got your Viking faction working first?
The fact that your campaign is not available in the start selection suggests (most likely, but not guaranteed) that the problem is a corruption in the formating of the startpos file. This could be something as inconsequential as a comma in the wrong place, but there are a lot of options.
So I would start by going over the SetRegionOwner lines very carefully, preferably start afresh - put it away, sleep on it, and have another look in the morning. I find most of my bugs take hours t sort out if I keep plugging away, but usually next morning I see it straight off ~D
Check: are all the :: bits correct? Dropping one of these could kill it. Have you definitely placed the leaders in provinces the faction owns? (Although I did manage once to place a king in "enemy territory" and it still loaded). You haven't duplicated any provinces whilst cutting and pasting? If you miss one out there's no problem, it just goes to the rebels. Have you checked that the new region owners' culture lines up with the culture of the provinces they own (again this is one you can push a fair way, and I'm not sure where the breaking point is....)
Some things to try: remove all the MakeBuilding and MakeUnit entries from your startpos and try again - you may have culture clashes with building types. Disable all your other startpos files (just change the .txt extension to .bak, then you can change it back when you're finished without risking any damage to the contents :2thumbsup: ), then try reloading the game. Obviously this isn't going to make it work, but it might force the game to give you an error message, which might just help...
Was there ANYTHING else that you changed in that editing session?
If none of that finds it, then holler again :bow:
Hi Svitjod,
Yes this is just the place for the question :2thumbsup: Welcome to the Org :bow:
Remote diagnosis can be a bit hit and miss - but then it's not always easy close up either.. Anyway, from what you say, I assume that it was working up until you changed the region owners? Does this mean you got your Viking faction working first?
Thanks for the welcome.
Yeah, I'm sitting up close and it's definitely not easy. I could go for some remote diagnosis.. Well, yes it was working even when I had done a few changes to the SetRegionOwner lines, or rather, quite a few actually. I'm doing it for the third time now, having scrapped the two first corrupted files, and somewhere in the editing of SetRegion it just stops working. The mod just isn't there anymore, and for no apparent reason.
I didn't really get my Viking faction working straight away, instead I just started assigning new regions for all the different factions to start with and it seemed to be working fine. I use the Danish as Vikings and have given them Denmark, Sweden and Norway.
The fact that your campaign is not available in the start selection suggests (most likely, but not guaranteed) that the problem is a corruption in the formating of the startpos file. This could be something as inconsequential as a comma in the wrong place, but there are a lot of options.
So I would start by going over the SetRegionOwner lines very carefully, preferably start afresh - put it away, sleep on it, and have another look in the morning. I find most of my bugs take hours t sort out if I keep plugging away, but usually next morning I see it straight off ~D
Check: are all the :: bits correct? Dropping one of these could kill it. Have you definitely placed the leaders in provinces the faction owns? (Although I did manage once to place a king in "enemy territory" and it still loaded). You haven't duplicated any provinces whilst cutting and pasting? If you miss one out there's no problem, it just goes to the rebels. Have you checked that the new region owners' culture lines up with the culture of the provinces they own (again this is one you can push a fair way, and I'm not sure where the breaking point is....)
Since I didn't change anything else but the startpos file I'm guessing here's where the problem occurs. I'm very thorough when it comes to not leaving out commas and tab and stuff like that, but it's still possible I missed something.
I have started fresh three times now and the same thing happens every time. I'm working on the regions and something just happens and it's driving me nuts. :wall: I have not placed any leaders yet but that didn't seem to matter, because if it did, then the campaign wouldn't work from the start, right?
Duplicating provinces doesn't seem to matter either, but I'm still careful not to do that. And that goes for region culture as well. Even though I seem to be doing everything right, it simply stops working. The program is laughing in my face it seems.. ~:mad
Some things to try: remove all the MakeBuilding and MakeUnit entries from your startpos and try again - you may have culture clashes with building types. Disable all your other startpos files (just change the .txt extension to .bak, then you can change it back when you're finished without risking any damage to the contents :2thumbsup: ), then try reloading the game. Obviously this isn't going to make it work, but it might force the game to give you an error message, which might just help...
Was there ANYTHING else that you changed in that editing session?
If none of that finds it, then holler again :bow:
I have removed all the buildings and units as you said but it doesn't matter. I didn't change anything else in the startpos file except changing "true" to "false" and giving the campaign a name.
Well, thanks for the help. I'm still in the dark here but I appreciate all the input. If you have any other ideas let me know.
macsen rufus
02-14-2008, 12:30
Hmmm, sounds very odd, and if you get the same result three times in a row, I would guess there's something you're trying to do that it doesn't like rather than a random error causing a formatting fault. This is the point where I'd get methodical, and literally go through one change at a time, and test it at each stage. If that means doing one province change at a time, so be it. It sounds like one of those problems where you will need to know what it is, before you can understand why it's happening.
The program is laughing in my face it seems..
Yes, and it does have an evil sense of humour, too.... some of the problems I've come across include things like not liking a particular file name even though the file itself is fine (prod files) and works perfectly when it has a name the game does like!
I don't think changing the title would affect it, although I did have something recently with either the title or campaign description playing up, but I'd need to have a look at my startpos file to recall what exactly it was. Maybe try a copy with and without the title change first before trying the province changes, at least get that out of the equation....
Yeah, its extremely odd. If I could just figure out what's causing it.. but I guess I'll have to do it the way you said. One little change at a time. Tedious, but don't have a choice.
Sometimes this game seems to have a will of its own. Maybe it just doesn't like my mod and it wants me to take a hint. I mean, three times in a row! :laugh4:
Well, anyways. I have a couple of other questions aswell, perhaps you could help me with those too? I am a beginner at modding, and I really appreciate the help. Thanks again. :2thumbsup:
As I said I'm working on a Viking mod, because I really like that era. And to play the Vikings in VI without being able to raid the rest of Europe is no good. So what I'm wondering is:
-Has this been done before, and if yes, where can I find this mod?
-Is it possible to assign the ability that Vikings have to cross the ocean without ports to more than one faction. And does it even work in regular Medieval, or just VI?
-Are all the units in VI possible to incorporate into in regular MTW?
-Can I assign whatever units I want to a region as its special "bonus", ex. Saxon Huscarles in Mercia instead of Billmen?
-Are the special types of buildings in VI possible to use in regular MTW?
-Is there a way to make a ship jump directly from the Baltic to the Black Sea in one move, so as to simulate the voyage along the russian rivers?
I have more, but lets leave it at that for now. I'm a noob I know.. :yes:
cegorach
02-15-2008, 00:00
Yeah, its extremely odd. If I could just figure out what's causing it.. but I guess I'll have to do it the way you said. One little change at a time. Tedious, but don't have a choice.
-Has this been done before, and if yes, where can I find this mod?
There is the AGE OF WARLORDS by BKB - look at the modding section of the MTW part of the forum, though there is no Blatic if I am not wrong, but at least you have America...
-Is it possible to assign the ability that Vikings have to cross the ocean without ports to more than one faction. And does it even work in regular Medieval, or just VI?
I doubt that. It seems a hardcoded option to the faction coded as FN_07
-Are all the units in VI possible to incorporate into in regular MTW?
Yes, easily.
-Can I assign whatever units I want to a region as its special "bonus", ex. Saxon Huscarles in Mercia instead of Billmen?
Yes, you can do what you want with this.
-Are the special types of buildings in VI possible to use in regular MTW?
Yes, as long as you copy/paste them to the right building file.
-Is there a way to make a ship jump directly from the Baltic to the Black Sea in one move, so as to simulate the voyage along the russian rivers?
Macsen can help you there, he told me it is so easy so I will save him the satisfaction, but it really is easy...:egypt:
BTW Welcome to the ORG, I have dropped in here (the modding help section) after a long time, I must add, but it is the place where everyone started except the first, few 'discoverers'.:yes:
The main thing is to never give up - some 'hardcoded' limits proved to be possible to break a number of times already.
falkonfive
02-15-2008, 11:13
I've spent the last few weeks attempting some graphic changes to the NTW mod. Using Duke John's guide, bifreader and photoshop that now seems to be mastered. Changes have been made only to the figures themselves, uniform improvements. The whole thing works perfectly in SP. The problem comes when a number of us attempt a MP game. If I put up a game in the lobby nobody else can see it. With the unimproved version no problem.
The files that I have changed and sent to the other players are:
1. The 'Men' folder
2: Unit prod
3. The 'Names' file from ENG/LOC
Any ideas would be welcome.
As we're still not terribly familiar with modding I spose it would be nothing to do with altering the Hi res files and not the Low res ones??
falkonfive
Sample of the uniform changes which may be of interest
https://img167.imageshack.us/img167/1033/guardcaviz1.jpg
macsen rufus
02-15-2008, 11:21
Tedious, but don't have a choice.
Not really, no... :laugh4: It's the "suck it and see" school of engineering, it may appear plodding and unexciting, but many discoveries have been made that way :2thumbsup:
There are two faction-naming "modes" that can used in MTW/VI - and if you compare the MTW and VI startpos files you'll immediately see the difference. Whereas MTW use faction and region names, VI uses numbers (eg FN_England, ID_Wessex, vs FN_02, ID_Landreg_07 etc etc)
So you need to know which mode you are going to use for your faction names. MTW mode really wants a Pope, I believe; VI mode allows you to have the raiding bonus/portless shipping for FN_07. I'm not sure if you can mix the two together such as using FN_07 in with named factions.... but suck it and see, I guess ~D
Macsen can help you there, he told me it is so easy so I will save him the satisfaction, but it really is easy...
The secret lies in defining the neighbouring provinces in the starpos file - regardless of what the map looks like, provinces are connected if you tell them they are ~D
So what you'd need to do is edit your SetNeighbours:: lines so that you add the following:
SetNeighbours:: ID_BALTIC_SEA ID_ ......................... ID_BLACK_SEA
SetNeighbours:: ID_BLACK_SEA ID_ .......................... ID_BALTIC_SEA
This will allow ships to pass between the two seas. Unfortunately you can't restrict it to just the Vikings.
Now you could also be really devious and allow access to the land regions along the rivers as well, so the Vikings could invade Kiev, for instance, or Pereyaslavl. But that would also require the addition of SetBorderInfo:: lines from the sea to the land region, as well as adding the SetNeighbours entry. Maybe try the Baltic-Black Sea link first :bow:
I'm a noob I know..
Maybe, but all the great mods have been created by people who started as noobs, so don't let that hold you back :2thumbsup: And also when you ask questions it allows us to get some of our "secrets" into the public domain ...
There is the AGE OF WARLORDS by BKB - look at the modding section of the MTW part of the forum, though there is no Blatic if I am not wrong, but at least you have America...
I doubt that. It seems a hardcoded option to the faction coded as FN_07
Yes, easily.
Yes, you can do what you want with this.
Yes, as long as you copy/paste them to the right building file.
Macsen can help you there, he told me it is so easy so I will save him the satisfaction, but it really is easy...:egypt:
BTW Welcome to the ORG, I have dropped in here (the modding help section) after a long time, I must add, but it is the place where everyone started except the first, few 'discoverers'.:yes:
The main thing is to never give up - some 'hardcoded' limits proved to be possible to break a number of times already.
I checked out the Warlords mod and its not quite what I'm looking for.
So, the raiding ability is hardcoded, and the FN_07 faction can't be used in regular MTW? In other words, there is no way whatsoever to use this function on the Europe map? Well, that's a death sentence for my mod I'm afraid.
cegorach
02-18-2008, 13:28
It can, but you won't get the Pope this way and you will have to redefine the entire faction section for the mod...
macsen rufus
02-18-2008, 13:33
So, the raiding ability is hardcoded, and the FN_07 faction can't be used in regular MTW? In other words, there is no way whatsoever to use this function on the Europe map? Well, that's a death sentence for my mod I'm afraid.
Not necessarily - I'm not 100% certain you can't define an FN_07 in the standard game, only suspect it's so... and the other way round, might be a bit more long-winded but it will work, is to rename the factions to the number system rather than the name system. That would require a "find and replace" edit on all files that refer to faction names (startpos, prod_files, loc/eng/startpos.txt (for faction info) etc). You wouldn't need to rename flags and shields as they're called by names that don't need to be the same as the "in-game" faction names.
If you go this route you won't have the Pope faction (a bit anachronistic in Viking era anyway) and the HRE will lose its "elective" system for new emperors, both of which are minor losses IMHO ~D
In Ancient I have a full-Europe map that still uses ID_province_name notation with FN_xx numbered factions, so it can work on the large map.
@falkonfive
Nice unit changes for NTW :2thumbsup:
I'm not sure what your MP problem would be but it could be related to the hi res/lo res thing if different players are in different resolutions, but I'm afraid MP isn't my thing, although generally mods do work MP wise so long as everyone has the same install. If all the tests have been done from your development copy to someone with an install that may throw it, try doing a re-install for yourself and use that, rather than your development copy, to test MP.
The other point - it's simple to do the lo-res BIF as well, all you need to do is take your hi-res BMPs (12 for each BIF, as I'm sure you're well aware of now) and simply change image size in Photoshop down to 256x256, resave as the same filename but without the _H, then reload all frames into a new 256x256 BIF, and voila! Matching hi and lo res BIFs with the new uniforms.
falkonfive
02-28-2008, 22:26
Hi MR,
Sorry about the late reply, only just found it. Thanks for the comments re mods tho like most beginners I guess the more ya do the better they seem to appear and it makes ya want to go back and redo the early ones. :beam: Does it ever end??
Sorted the MP problem now, still not sure what it was but tinkered and suddenly it worked. Will take your advice re low res bifs and do 'em. Once the great work is finished in a week or two then we plan to release the mod for general consumption, title 1809 NTW V5. Even tho I say it myself its now a pretty accurate Napoleonic mod and plays rather well. Ideal for the history buffs be they SP or MP. Combined with our historical OB's available on the site it will attract a few Napoleonic enthusiasts I guess.
Falkonfive
falkonfive
02-28-2008, 22:51
See above,
Meant to add these, couple of the latest of about 120 troop types we're using.
https://img252.imageshack.us/img252/4623/newaustrianuhlansnx0.th.jpg (https://img252.imageshack.us/my.php?image=newaustrianuhlansnx0.jpg)
https://img253.imageshack.us/img253/3430/newvistulauhlanszs1.th.jpg (https://img253.imageshack.us/my.php?image=newvistulauhlanszs1.jpg)
F5
R'as al Ghul
02-29-2008, 13:00
Sorted the MP problem now, still not sure what it was but tinkered and suddenly it worked. Will take your advice re low res bifs and do 'em. Once the great work is finished in a week or two then we plan to release the mod for general consumption, title 1809 NTW V5. Even tho I say it myself its now a pretty accurate Napoleonic mod and plays rather well. Ideal for the history buffs be they SP or MP. Combined with our historical OB's available on the site it will attract a few Napoleonic enthusiasts I guess.
Falkonfive
That MP problem must've been a glitch. Normally, whether you can join a game or not, you can at least see it. If the hosted game uses a mod or a map that you don't have, you still see the game but you get a version conflict. That's also a good indication that someone hasn't installed the files right.
Sometimes, though, you do everything right and you still can't see the hosted game. Then you can only log of and relog to gamespy.
Anyway, now that it works, I'd be interested to know if you get any problems while playing. We've considerable problems with the MP side of our Samurai Warlords mod (beta_8). Players desync with other players after making the first moves and drop from the game. We still haven't found the cause.
If you experience anything similar I'd appreciate it if you could report that here.
:bow:
R'as
We've considerable problems with the MP side of our Samurai Warlords mod (beta_8).
Yes, but we don't use the beta8 to play online. We use Samurai Warlords (beta5) which has no desync problem, and is very stable online.
R'as al Ghul
02-29-2008, 14:02
Yes, true.
I'm still dreaming of getting beta_8 just as stable as beta_5 and thought we could get some new clues to this desync problem.
falkonfive
02-29-2008, 16:57
Hi R'as,
First of all I think your right about the previous MP glitch. In the end my co-tester reinstalled everything exactly as he did before ( he says !! :beam: ) and off it went.
Regarding playing, we have tried at few games so far in MP with the mod at various stages. I'm extremely glad to say that up to the moment it runs like a dream. Max we have had is a 2v2 and a few 2v1's, 1 v 1's and everything seems smooth, no desync problems, only a few graphics adjustments to be made with weapons etc but nothing that caused major disruption. Considering we are all fairly new to this and stumbling along in the dark I'm surprised. I can tell you what we have changed from the original mod if that helps at all ( sorry if it sounds non-technical ).
1. All stats in the unitprod.txt have been changed
2. All the figure graphics have been overhauled and folders swapped about to accommodate new types. We have done no new figures. They are all modified old ones. All the usual stuff, swapping round action page files etc. Changes to the names file, made a small faction colour change in Startpos, made a few front end changes but just adding graphics.
At this stage it plays fine in MP and SP. We haven't touched the campaign. It's intended purely for MP battles ideally but of course SP games are possible. I am now putting the finishing touches and exploring changing unit icons, selection icons and hopefully some changes to flags. Hopefully this won't upset the MP aspect.
If its of any use to you I'll gladly send over any files you may want to look at if you want to compare. ( You'll no doubt understand 'em better than we do ! :laugh4: )
Falkonfive
blademaster76
03-01-2008, 18:54
Hi Org members, obviously, I'm new to the forums, so I'll just ask 2 quick questions, because those are the only real problems I have at the moment...
1. My mod to add the Outreamer (Crusader States) is working beautifully, and the faction is fully implemented with the help of Starkhorn's guide to modding, however, I am at a loss when it comes to the name files.
In his example, he used the already-made Welsh forenames and surnames as the name of his Welsh faction. Because there is no preset "Outreamer name list", I'm confused how to add the names to my faction. When I start the game, my king is always named "Roman numerals xxxisasdf### this label doesn't exist" and my generals/princes/agents don't have a name either. If someone could explain how to add the names to a new faction (including the "famous king" names) I would be very grateful.
2. The second is fairly simple question. Can you mod the Glorious Achievements other than homelands? For example, for my Outreamer faction, could I add the Glory Goal of conquering Constantinople in 1224?
Thank you for the help :)
macsen rufus
03-03-2008, 14:35
Hi Blademaster, and welcome to the Org :bow:
Sounds like you've made a good start so far :2thumbsup:
Faction names are set in the campmap/names/(mod)heroes.txt file and there are a few entries you'll need to make.
First off, take a look at the bottom of the file where you'll find a series of names lists for forenames, surnames and princess names. Find the lists you want to use and take a note of their numbers. Near the top there is a declaration for each of these names. The only tricky one is the male forenames, as this has two numbers. The first one is for which list to use, the second one determines how many of those names are royal. So if the entry for your new faction was:
SetForename:: FN_new_faction 1 5
then you'd be using list 1, and the first five names would be used to name your kings and princes.
A little further down this file there's a section for setting your starting king (or rather "Famous Kings") but we'll keep it simple for now! It will be something like this:
FAMOUS_KINGS:: FN_01 1 // Mycenae
//name no. comnd, dread, piety, acumen portrait vnv
2, 1, 2, 2, 4, 4, -1, attacker1
The first row is the command, faction name, and the number of kings you've defined, in this case 1 (hence the keeping it simple :2thumbsup: )
The bottom row shows the king's stats.
Now the name "2" is selected from the name list below - using the example above, if you use list 1 and have 5 royal names these will be numbered 0-4 (NOT 1-5 - this is a common mistake), so you start king will have the third name in the list, and the number shows he is the first of that name.
Portrait -1 means random portrait, and the vnv must be selected from the list in events.txt, or you can have 'no_v', meaning no vices or virtues.
The other part you need to put in place will be found in your startpos file:
SetStartLeader:: FN_01 0 5 1 1 1 1 1
This says "pull famous king 0 from the list" (we only have the one, so he is listed as 0). The 5 confirms the number of "royal names", and the list of numbers afterwards tells how many of each name existed before the game started. The exception is our start king who counts as being king "before the game started". His number is the third one in the row of five 1s - this entry and the number in the "famous kings" line must agree. All other kings that follow will count as the 2nd with their respective names.
Once all these bits are in place you'll have starting kings with real names and numbers :bow:
Question 2: Sorry, but no, GA goals are very unmoddable.
blademaster76
03-04-2008, 02:39
Thank you for the response. My King's name is no longer all that gibberish, though his name is now simply "King I", and the Royalty/generals/agents still have no name. I'm trying to make my faction #22 on the list, but I don't think the game identifies my new names (which are all reused from other factions). Help? :)
blademaster76
03-04-2008, 03:31
Sorry for the double post, but I figured out the problem.
In the startpos file, it was still
//SetNameData:: "campmap\names\latin_HEROES.txt"
instead of...
SetNameData:: "campmap\names\latin_HEROES.txt"
:oops:
cegorach
03-04-2008, 16:55
Macsen
FAMOUS_KINGS:: FN_01 1 // Mycenae //name no. comnd, dread, piety, acumen portrait vnv 2, 1, 2, 2, 4, 4, -1, attacker1
Do you know what is the second number's use in the game ? I have no idea - it doesn't seem to affect anything, but it surely does something.
macsen rufus
03-04-2008, 18:46
Hi Cegorach,
that's the regnal number of the "famous king" - in this instance it would be "King (name 2) the 1st" - it has to match with the appropriate entry in the "SetStartLeader" line or you can get the "romannumeral" errors.
cegorach
03-05-2008, 12:02
Amazingly it has no consequnces in my setting e.g.
FAMOUS_KINGS:: FN_POLISH 4
//name no. c d p a portrait vnv
1, 1, 1, 3, 5, 3, -1, mightywarrior1
6, 3, 2, 2, 4, 6, -1, builder3
0, 1, 5, 4, 4, 5, -1, mightywarrior3
4, 4, 1, 4, 5, 3, -1, defender1
The first king is Zygmunt III, second Kazimierz IV, third Stefan I and the fourth is Jan Kazimierz II - numbers are completely different.:juggle2:
The only wird thing I have noticed that the supposedly random portraits all show the same portrait (king02 - Stefan I ) except the fourth which shows amazingly accurately Jan II Kazimierz himself...:yes:
As you know PMTW cannot use fixed king portraits for some reason (contrary to heroes who are fine) so whn it is accurate I can only be glad it is this way...:sweatdrop:
macsen rufus
03-05-2008, 12:40
The "famous kings" thing is a little bit broken, I believe, as I've noticed, and others have mentioned, that any but the first don't seem to pick up the stats correctly. Hence I only ever set one famous king for each faction, who will be the starting king, then just try to set up the "royal names" so that subsequent princes get appropriate names, and hope the succession goes to plan ~D The "later" famous kings are supposed to work IF the king with the right name and the right number just happens to come along, it certainly doesn't "make" him come along.
To be sure what's going on with your Zygmunt III I'd really need to look at your SetStartLeader line, and the "royal names" from the faction names list. I suspect that you are calling your first leader as famous king 1 (as opposed to 0), and that Zygmunt is your seventh name (ie number 6 when starting from 0). I think it might also "work" if the number quoted in the SetStartLeader declaration is HIGHER than the one quoted in your FamousKings declaration. The real problems come when it is LOWER, as this gives the Roman_numerals errors.
King portraits are a real mystery as well, I've found that they don't work too well either - I noticed that the way NTW got around this was just to give each faction a single king portrait - which is fine in as much as you can have your historic starting king with a correct portrait, but then all his successors look exactly the same... Portraits for heroes seem more reliable, but still not 100% - I managed to get Hannibal Barca right in my Punic Wars scenario, but whatever I tried, Scipio Africanus just flat out refused to show up correctly, so there's obviously more subtleties I haven't yet grasped on that front. (And most of what I have learnt came from PMTW ~D)
cegorach
03-05-2008, 15:44
The "famous kings" thing is a little bit broken, I believe, as I've noticed, and others have mentioned, that any but the first don't seem to pick up the stats correctly. Hence I only ever set one famous king for each faction, who will be the starting king, then just try to set up the "royal names" so that subsequent princes get appropriate names, and hope the succession goes to plan ~D The "later" famous kings are supposed to work IF the king with the right name and the right number just happens to come along, it certainly doesn't "make" him come along.
That is confirmed by my own results... I have only set 4 kings for 4 major campaigns - I know it is not necessary, but this was my first attempt in this area - in later changes I have stayed with one famous king per campaign...
To be sure what's going on with your Zygmunt III I'd really need to look at your SetStartLeader line, and the "royal names" from the faction names list. I suspect that you are calling your first leader as famous king 1 (as opposed to 0), and that Zygmunt is your seventh name (ie number 6 when starting from 0). I think it might also "work" if the number quoted in the SetStartLeader declaration is HIGHER than the one quoted in your FamousKings declaration. The real problems come when it is LOWER, as this gives the Roman_numerals errors.
It looks this way:
SetStartLeader:: FN_POLISH 0 8 3 3 2 4 1 2 4 1
// 11: polish_forenames
ADD_FORENAMES::
"Stefan"
"Zygmunt"
"Aleksander"
"Wladyslaw"
"Jan Kazimierz"
"Jan"
"Kazimierz"
"Stanislaw"
"Michal"
"Henryk"
So I guess it works just fine thanks to that you have said i.e. higher number.
Portraits for heroes seem more reliable, but still not 100% - I managed to get Hannibal Barca right in my Punic Wars scenario, but whatever I tried, Scipio Africanus just flat out refused to show up correctly, so there's obviously more subtleties I haven't yet grasped on that front. (And most of what I have learnt came from PMTW ~D)
I have a similar problem in ECW campaign, but solved that by setting a new sub folder in Viking directory titled Orthodox (since all factions with fixed portraits are othodox/Protestant there anyway) and put a new Misc folder out there as opposed to the main campaigns which use the 'vanilla' orthodox/catholic/pagan/muslim directories...
This feature didn't exist before 2.0 so it is quite a recent discovery. Maybe this will solve your problems ?
Hi people, I'm Falkonfives partner in crime on the 1809 team. Just a question regarding installer programmes. I made one for the 1809 V5 mod and it works great if your using the default directory, if you ain't your in trouble. I used custom install fields for all the files and folders and of course could only point em at where my install is, the default one. Even though you are able to direct the install to another folder, the custom fields take precedence. Any ideas? this is my first skirmish with this kind of thing so any help is greatly appreciated.:help:
macsen rufus
03-10-2008, 10:43
Hi Napman,
I took a slightly devious route on this one - I use the "Clickteam" installer, which seems pretty popular (and is free, of course ~D). In my instructions I include a line to say "make your copy of MTW and rename it to this...", then set up the suggested name as the default install path. I've had very very few problems of people installing it to the wrong folder, so guess it's working okay :2thumbsup:
R'as al Ghul
03-10-2008, 12:02
Hi people, I'm Falkonfives partner in crime on the 1809 team. Just a question regarding installer programmes. I made one for the 1809 V5 mod and it works great if your using the default directory, if you ain't your in trouble. I used custom install fields for all the files and folders and of course could only point em at where my install is, the default one. Even though you are able to direct the install to another folder, the custom fields take precedence. Any ideas? this is my first skirmish with this kind of thing so any help is greatly appreciated.:help:
Hi napman,
as Macsen said, use the clickteam installer.
Here's how I do it:
Tell people how to make a copy of the game to install the mod on
Post this manual at the same place where you announce your download
Make "C:\Program files\Medieval - Total War\" the default install path.
Make a disclaimer in the installer WARNING people that they need to point the installer at the copy of Medieval they intend to use for the mod
(if you put it into the license agreement field in click-installer, people need to confirm that.
Lay back a second and enjoy the illusion that you've everything covered
Prepare for a large number of people who've trouble installing
:bow:
Thanks guys, i'll check out this option, it certainly seems the logical route to take.
Thanks for the heads up on the Clickteam installer software guys, great tool. I worked out how to install to any directory that the user chooses as well, works a treat. It seems that if you create a folder for your install files and compile it into a directory structure that mirrors the install path, it copies and overwrites each file to it's own given destination without a hitch. Because it overwrites files and not folders it is 100% safe to do it this way, unlike other installers i tried that refuse to cooperate. Each file has an install path that is copied from the directory structure you set up in the source folder, so obviously it's important to get that bit right.
Anyone know how to edit the menu text. I want to remove some menu options as they are surplus to the mod, ie:campaign, tutorial etc. Played with the frontend text but nothing happened, is that the right file? Any help greatly appreciated.
Im new at this, but you're referring to ..\log\eng\frontend???
Hi All,
I've been modding and reading these forums for years, and I've never seen a comprehensive "How to" on adding new buildings, step by step.
Can anyone link me to an existing post? Thanks for any info you may have!
I managed to edit the menu etc and with 1809 ver 5.3 a totally new look is being employed, with no trace of MTW whatsoever. Hopefully it will be released during June.
Dol Guldur
05-31-2008, 11:47
I know nothing about the various formats in MTW that did not make it into RTW. So I have two questions about BIF files.
1. How can I view them? I have tried 3-4 pieces of free software that claim to read BIF files but none of them actually work with BIF files (they show either a blank or a default unread-but-detected image icon. (I've tried Konvertor, Pixviewer 3.1, and Nico's Viewer Pro. I need a way to display them all. The Bifreader seems to only display one at a time and I need to browse them - and it seems to have a cream mask over all the images so as to make it pretty useless for my purposes (I know some are supposed to be like this but not all- and it seems stronger than in-game) :inquisitive:
2. And - again the above software failed despite their claims to the contrary - I require something to batch convert the BIFs into TGAs (or via an intermediary file format if necessary).
I would imagine the above 2 issues were resolved early-on in MTW modding but they must be buried so deep as I have spent 3-4 hours at TWC and the ORG looking for the info all to no avail. And another 2-3 hours looking for software that seems not to work. Perhaps there are different types of BIF file and MTW uses ones specific to it?
Thx. for the help.
The readBIF program can import, export and (of course) read BIF files, it can be found on the mizus server (http://www.mizus.com/files/files). Go to "Tools" then scroll down to "RSW Read Bif Buf v22a.zip". If you've already tried this, and this is the one that's giving you the cream mask, then it's probably just a palette issue. The "cream" mask is probably just transparency, personally I'd change it to a cyan shade or a 128 Green. You do know what I'm on about right? Anyway, unfortunately there is no batch editting/converting with ReadBIF - you can only export and import 256 colour BMP files. But from there, it's quite easy to convert to a TGA file.
It should be noted that you must preserve the palette table or else you'll have all sorts of black dots and transparency issues all over your image.
Hope that helps. :wink2:
Dol Guldur
06-01-2008, 13:53
Thank you Raz.
This updated Bifreader gives green and cream rather than just cream :)
I can convert them to bmp, and bmp to tga - but I am not sure how to change the original image to get rid of the masking. I have played with the palette in bifreader but it makes no change to the image.
What a noob I am here :idea2:
I'll keep experimenting..
It is a great pity there is no batch viewer or convert - not only will it take a long time to convert them, but also to just view them :(
thx again.
Two questions:
1. How does one add a new resource? What files are involved?
2. Is it possible to add a VnV to a title? How?
Thanks,
1. How does one add a new resource? What files are involved?
By "Resource" you mean "Trade Good" right? To add a new trade good, navigate to your MTW folder, then open up the folder named "campmap", in there open up "startpos" - Here you will find all of the Eras in MTW and VI. You should have text files named "EARLY", "HIGH", "LATE" and if you have VI you'll find one named "VIKING" - you'll also find "TUTORIAL" which is, as one would expect, for the campaign tutorial. Open up the era that you want this new trade resource to appear.
In my example, I'll be using the High era to add the trade resource "Fine Wine".
Open High.txt and scroll down to "Declare the tradable goods for this campaign." section (Pressing ctrl+F and copying/pasting that into the box will get you there quicker). You'll find the resources available to this era listed here along with their base values. Copy/Paste the line that declares "WINE" and paste it at the bottom of that list and change the "WINE" part to "FINEWINE" without spaces, I'll also want to increase it's value slightly as the name suggests, it's finer than regular wine. It should look like this.
//========================================
// Declare the tradable goods for this campaign.
//========================================
DeclareTradegoods:: "GLASSWARE" 40
DeclareTradegoods:: "WOOD" 20
DeclareTradegoods:: "FURS" 40
DeclareTradegoods:: "WINE" 40
DeclareTradegoods:: "WOOL" 30
DeclareTradegoods:: "SILK" 40
DeclareTradegoods:: "COTTON" 30
DeclareTradegoods:: "LINEN" 30
DeclareTradegoods:: "WAX" 20
DeclareTradegoods:: "HONEY" 40
DeclareTradegoods:: "SALT" 20
DeclareTradegoods:: "HIDES" 30
DeclareTradegoods:: "BUTTER" 20
DeclareTradegoods:: "POTTERY" 30
DeclareTradegoods:: "FISH" 20
DeclareTradegoods:: "SPICES" 50
DeclareTradegoods:: "GEMS" 50
DeclareTradegoods:: "SUGAR" 40
DeclareTradegoods:: "DYES" 50
DeclareTradegoods:: "IVORY" 40
DeclareTradegoods:: "OLIVEOIL" 30
DeclareTradegoods:: "GRAIN" 30
DeclareTradegoods:: "FINEWINE" 45
Now scroll down to the Set Region Resources section of that text file. Press ctrl+F and copy/paste this into the box and hit enter: "//Region Goods Available". Here it lists what resources and trade goods are available to a particular region. You'll note that it sets two things here:
"SetResources::" refers to raw mineral deposits such as copper and iron.
SetTradableGoods:: refers to, well... tradable goods such as silk and cotton. This is the one you want.
I'll be adding the Fine Wine goods exclusively to Burgundy. Scroll down to the line that says "SetTradableGoods:: ID_BURGUNDY", you'll also note here that it already has access to the standard wine trade good. We don't want it to have two trade goods otherwise France would be super powered, so we'll change it, delete the "WINE" part and add "FINEWINE" instead. It now should look like this:
...
SetResources:: ID_BRANDENBURG COPPER
SetTradableGoods:: ID_BRANDENBURG LINEN GRAIN
SetTradableGoods:: ID_BRITTANY LINEN
SetTradableGoods:: ID_BULGARIA GRAIN
SetTradableGoods:: ID_BURGUNDY WINE
SetResources:: ID_CARPATHIA COPPER SILVER IRON
SetResources:: ID_CASTILE IRON
SetTradableGoods:: ID_CASTILE SILK
SetTradableGoods:: ID_CHAMPAGNE GRAIN
Save the changes and exit HIGH.txt. Your done there for now. Head backwards from .../campmap/startpos/ and navigate to .../loc/eng/. Open up the text file named "DEFAULT_REGION_SPECIFIC", if you were modding the Viking era, you'd open "VIKING_REGION_SPECIFIC", but we aren't. So anyway scroll down to the line "@["goods_names"]", here it shows the names of trade goods back in HIGH.txt (and EARLY and LATE as well) in order. So for example, the first tradable good declared in the startpos was GLASSWARE, you'll note that Glassware is also the first here, so add Fine Wine to the bottom of the list, since it's last declared. You can add spaces too, as here it shows the name that will be seen in-game, the other name (with all capitals) is used internally by the system. Don't forget to add the @ sign and enclose the words in curly braces and quotes. It should look like this:
...
@{"Spices"}
@{"Gems"}
@{"Sugar"}
@{"Dyes"}
@{"Ivory"}
@{"Oliveoil"}
@{"Grain"}
@{"Fine Wine"}
Now scroll down a touch further and you'll find the descriptions for each of the trade resources (also in order). Add a description for Fine Wine at the en of the list, make sure it uses the same things like the others (at sign and braces etc). It doesn't have to be too flash or really long, I just added:
@{"Extremely fine wine is produced here. It can be sold for a large profit."}
Save the changes and exit. Your pretty much done, just one last thing to add. Back out of .../Loc/Eng/ and head to Textures/campmap/goods/, here it lists the graphics files used to represent the trade goods in game. Merely copy and paste the file "WINE.bif" and rename it "FINEWINE.bif" and ensure the ".bif" part at the end is still there.
Start up a new campaign in High as the French and right click on the province of Burgundy, it should now have the Fine Wine tradable good. Hope that's what you asked for. If not, it helped my typing skills. ~:joker:
Many thanks Raz!!!
No, I was actually looking for a "How to" on resources (Iron, Forest, Salt, etc). In particular, "How to add a new resource".
(As a completely random example, let's say I wanted to create a resource called "Divine Right" and make a new building called "Royal Throne" that requires the resource to be in the province....)
Your post, however, is excellent for trade goods. I really appreciate the time you spent and it will speed up my adding of new trade goods to my mods in development.
I guess an alternative would be to...
1. Translate the resourece forest as something you would like as a new resource (Trade Route)
2. Rename the bif files you would use for the new trade route resource to "forest".
Would that work?
Dol Guldur
06-04-2008, 11:02
Resolved. Seems there is a folder called "coloured" that has the non-creamy (that's a technical term) images in. Thx to Aradan for finding.
I have another question now :)
Where can I find the video file that causes the background menu animation? This would be the equivalent of the background dump file in RTW. Thx.
Sorry Dol Guldur, but unfortunately those silhouettes in the background are non-moddifiable (that's a technical term as well, =P). I posted a thread about this earlier, found here: https://forums.totalwar.org/vb/showthread.php?t=99916
Note: If you scroll down to post #9 btw you'll find that Ashdnazg has used a hex-editor to remove the background soldiers. It does however leave a dark strip at the bottom but that's easily removable.
Hope that helps. :grin:
Dol Guldur
06-05-2008, 11:02
Gah, I actually wanted to convert it to wmv. Oh well. Thanks :laugh4:
macsen rufus
06-07-2008, 15:24
Many thanks Raz!!!
I guess an alternative would be to...
1. Translate the resourece forest as something you would like as a new resource (Trade Route)
2. Rename the bif files you would use for the new trade route resource to "forest".
Would that work?
That's pretty much it, but you will also need to modify some of the text associated with it as well. In the LOC/(Your language)/ folder there is a file called "tooltips.txt" and this carries the rollover text for the province parchment. Change the entry for forest to whatever suits your new resource.
The inability to add new resources is a real constraint to modding, with only six (IIRC) there's not a lot you can do. I have used forest in my mods for various things: ie provinces for Phoenician colonies or Roman legionary fortresses. This way you can limit certain buildings to certain provinces, very useful if you want to recreate some historical factors.
There is another route you can choose to do this, which is to re-assign the BUILDING type "Forest_clearing" - this one is useful because it is INDESTRUCTIBLE. I used this, re-labelled to "Natural Harbour" to be a pre-cursor to some naval developments. Of course, in such a case you must make it UNBUILDABLE as well. In my mod it was simple as I wasn't using any Islamic factions, so all I had to do was make a mosque a pre-requisite and then no-one could "build" natural harbours anywhere other than I had placed them in the startpos file. But any impossible combination should work (ie a church AND a mosque ~D)
Dol Guldur
07-04-2008, 11:52
Now, for the life of me, I cannot locate the event images :( Anyone point me to the right folder? Thx.
EDIT: I have screenshot them all from in-game - let me know if anyone else wants them.
ELITEofWARMANGINGERYBREADMEN88
03-30-2009, 20:19
If I want to try making some new units For MTW/VI, what programs could I use?
The tools of trade for the MTW modder be only two programs: Notepad and GnomeEditor! Sure there's others for the photoshop artist, but GnomeEditor is the one you want.
You can download it from the Mizus server (http://www.mizus.com/files/files/Tools/). Scroll down to: Gnome_UnitBuildProj_Editorv2.0.zip and download that.
AlexandersForlornHope
04-05-2009, 15:04
Hi all. After a quick browse of the mods area, I could not find what I'm looking for.
I am playing PMTW and I wish to adjust different factions aggressiveness. Is this possible,
and if so how?
Thanks in advance.
Alex
Obliqueattack
05-18-2009, 08:00
Hi!
How can I get MTW to accept new folders in textures/men? (I want to add new unit types to Fall of Rome)
I tried naming a folder Custom10 or OldPeasant or whatever in textures/men and I inserted the same file name in UNITPROD11 text e.g. "CUSTOM10, YES, YES" into column 48, but on start up she wouldn't have it. I get error message: "Description label is unknown"
Thank you
Belisario
05-18-2009, 15:23
Hi Obliqueattack,
I think extra-folders only can be obtained if you named them from Custom0 to Custom9 and also as MongHKav or PlateSurCoat.
Yes, it is true what Belisario says. Any other folders aren't recognised.
Obliqueattack
05-23-2009, 06:12
Hi!
I've tried to add celticchariots from Ancient TW to Fall of Rome.
In Ancient TW, the chariots and horses are fine; but in Fall the chariots are fine but the horses are not; they come out fragmented or lying on their sides.
I have the plates in ArmHorse, renamed to ArmHorse; I've specified Armhorse in column 48 of unitprod; I've done actionpage and weapon.
Any ideas what the problem could be??
Obliqueattack
05-23-2009, 06:47
:oops:I forgot to do Armhorse in Actionspage -- problem solved!!!!
Arkan Dzovski
06-29-2009, 15:27
Hi All!
I'm pretty new to modding here, yet I've been planning to make a Big mod of MTW. Yeah...I could say the Mod I'm planning of as ITW:ROC (Indies Total War: Rise of Colonialists) - with 3 Campaign modes: India, Indochina, and East Indies. :idea2:
:help: :dizzy2:
My main problem now: I could not find a map editor, could any one give me something? And also - how do you change a faction's flag and unit/building graphics? While editing the faction name, titles, unit & buildings stats n desc is quite easy, I couldn't find a link to those things I've said.
:yes:
--Indonesian modders join me in the making of East Indies campaign please....--
:2thumbsup:
And oh yes, I'm talking about MTW not VI.
Weebeast
06-30-2009, 21:21
I don't think there's a "map editor." There's a LukMap script creator that lets you automate the text file for the regions but I don't really know how it works. It's stickied https://forums.totalwar.org/vb/showthread.php?t=30803 . There's also a tutorial by Viking Horde here https://forums.totalwar.org/vb/showthread.php?t=38121 basically a manual, long process but straight forward. He only added provinces but you can use same principles to make new map from scratch.
And also - how do you change a faction's flag and unit/building graphics?
Which one?
Medieval - Total War\Campmap\info_pics\ units
Medieval - Total War\Campmap\info_pics\ Buildings
Medieval - Total War\Campmap\review panel\ units
Medieval - Total War\Campmap\review panel\ buildings
Medieval - Total War\Textures\campmap\ castleflags and prebat shield
You need readbif to read and edit the bifs. I don't have that talent to draw pixel by pixel so I use photoshop to edit images they way I want them to look. Then save as 256-color, indexed bmps on PS. Then import that to readbif, save as bifs.
https://forums.totalwar.org/vb/local_links.php?catid=168&sort=d&pp=5&page=2
File number two gives you a bit info on what files you need to alter to edit "flags." Download that too and see for yourself. The readbif download is on the very bottom.
Also you also need to a program that supports tga files as that's the format the game uses for the flags you see on the battle field. Photoshop supports tga and if you don't have that grab Irfan View or something. Do a search on tga.
Hi all,
Quick question: It's been awhile, but I'm sure there is a method or a download for this:
Is there a debug command line or tool out there?
I'm having some inexplicable ctds on the campaign map for one of my mods I built.
Thanks for any help you can provide
Jay
You can use the -ian command line switch thingy, it allows you to swap between factions during the campaign and allows you to see all provinces using the "God-Mode" feature. But, other than that, the only truly effective debug tool is Notepad.
Just go through the files you've edited with a fine-tooth comb and with a little luck, you'll find the problem. Usually it's something very simple in the unit_prod.txt or something.
May I ask how you came upon these CTDs? Maybe someone else will recognise the problem and be able to offer a solution.
Best of luck.
Belisario
08-13-2009, 15:36
I need an english copy of the Loc folder for MTW VI. Could anybody upload it for me, please?
I'll try upload it off later as it is on my other PC.
Is it possible for a building to have negative income?
Hi Vantek,
Why don’t you just try it? Anyhow, yes this should be possible, or so I hear…. Set a “cathedral income” on building X and then put a minus in front of the value you want the building to generate in florins (the cathedral income). As in “-99” for instance. Check in GnomeEditor for the right columns to work in.
Try it and then report back with your findings – there might be other people interested in this.
- Cheers
I've never modded anything :P I might look into it but it could be a long time before I get to it.
My deviant idea was to make the Metalsmith available to all provinces - but with flat yearly expenditure that gets massive on Guild and Master (say, -50, -100, -200, -500). The provinces with Iron would then have the option to build up to four levels of Iron Furnace which would have both the iron resource and a respective level (-1) of Metalsmith as a prerequisite, and would generate the exact income required to cancel the Metalsmith expenditure.
Do you think this could work? I guess it might generate problems for the dumbfounded AI, but could it function that way to begin with?
EDIT a day later: I have developed the idea to a more full form.
Metalsmith line available to all provinces:
Metalsmith: -50 "income"
Metalsmith's Workshop: -100
Metalsmith's Guild: -200
Master Metalsmith: -500
Iron Mine and Iron Mine Complex analogous with Copper Mine and Copper Mine Complex (I think it was 52 and 104 income?).
Smelter: +50 income, requires Keep, Iron Mine
Smelter's Workshop: +100 income, requires Metalsmith
Smelter's Guild: +200 income, requires Metalsmith's Workshop and Iron Mine Complex
Master Smelter: +500 income, requires Metalsmith's Guild
Build times and castle level requirements for the Smelter line analogous with Armourer.
Could this work?
(And what do you think of the idea? :P)
I've never modded anything :P I might look into it but it could be a long time before I get to it.
My deviant idea was to make the Metalsmith available to all provinces - but with flat yearly expenditure that gets massive on Guild and Master (say, -50, -100, -200, -500). The provinces with Iron would then have the option to build up to four levels of Iron Furnace which would have both the iron resource and a respective level (-1) of Metalsmith as a prerequisite, and would generate the exact income required to cancel the Metalsmith expenditure.
Do you think this could work? I guess it might generate problems for the dumbfounded AI, but could it function that way to begin with?
EDIT a day later: I have developed the idea to a more full form.
Metalsmith line available to all provinces:
Metalsmith: -50 "income"
Metalsmith's Workshop: -100
Metalsmith's Guild: -200
Master Metalsmith: -500
Iron Mine and Iron Mine Complex analogous with Copper Mine and Copper Mine Complex (I think it was 52 and 104 income?).
Smelter: +50 income, requires Keep, Iron Mine
Smelter's Workshop: +100 income, requires Metalsmith
Smelter's Guild: +200 income, requires Metalsmith's Workshop and Iron Mine Complex
Master Smelter: +500 income, requires Metalsmith's Guild
Build times and castle level requirements for the Smelter line analogous with Armourer.
Could this work?
(And what do you think of the idea? :P)
I've theorized with negative incomes but never got round to fully implementing them. Jee, I hope that negatives do indeed work because a mod I've been working on is quite dependent on it. :sweatdrop:
In any case, the idea sounds great! It should work if implemented correctly, but it's unlikely that the AI will be able to comprehend what on earth these contraptions are. You should most definitely try it out! :2thumbsup:
In my experience AI doesn't like to build high levels of Metalsmith in the first place, so I actually don't think it would create significant problems.
Thanks for the input! Though I fear I'm too busy to work myself into modding anytime soon ><
The AI will probably not want to build the metalsmith much as there are no units that depend on it, but in my epxerience it does build it and it does upgrade it. Adding the negative income to the building line may discourage it from building it and it may not.
Personally I would rather encourage the AI to build it, as otherwise it will be at a disadvantage against your super upgraded troops. In STW it was the armoury that required the iron deposits and the metalsmith (swordsmith in STW) that could be built anywhere. This makes more sense and gives all units/factions/provinces access to the weapons upgrades but makes the armour upgrades rarer. You can further balance this by ensuring that all factions have at least one province in their starting territory that contains iron deposits. On the other hand you can remove armour and weapon upgrades entirely to achieve the best balance.
:bow:
originally posted by Asai Nagamasa
Adding the negative income to the building line may discourage it from building it and it may not.
It can and it does.
Hey all, I'm looking to start modding but I'm having trouble finding tools- I've read through many, many tutorials and so far every link I've found is broken. Could y'all point me in the right direction?
EDIT: I probably should be a little more specific in what I'm looking for. I'm going to be editing existing factions extensively, possibly adding new ones, creating new buildings and titles, creating many new units, and probably editing the map as well. The Gnome unit editor is a tool I'm looking for in particular, but I've also been having trouble finding the graphics tools used for making units.
Hey all, I'm looking to start modding but I'm having trouble finding tools- I've read through many, many tutorials and so far every link I've found is broken. Could y'all point me in the right direction?
EDIT: I probably should be a little more specific in what I'm looking for. I'm going to be editing existing factions extensively, possibly adding new ones, creating new buildings and titles, creating many new units, and probably editing the map as well. The Gnome unit editor is a tool I'm looking for in particular, but I've also been having trouble finding the graphics tools used for making units.
You can grab Gnome Editor and pretty much every other MTW modding tool from the Mizus server:
http://www.mizus.com/files/files/
Tools can be found in the aptly named subdirectory:
http://www.mizus.com/files/files/Tools/
For Gnome Editor search for the following file name in the Tools link above:
Gnome_UnitBuildProj_Editorv2.0.zip
For editing those ancient BIF files which is most of the graphics in the game you'll want ReadBif, found in the same address:
RSW_read_bif_buf_v22a.zip
Ultimate Paint is used for LBM files which is another kind of rarely used and ancient graphics format:
Ultimate_Paint_2.8_lbm-editor.zip
There's other things you may or may not need. If you plan on editing the campaign map and the provinces and sea regions then you'll need a tool whose name currently escapes me. I'll edit this post with a link as soon as I find it.
Good luck, I hope that helps. :2thumbsup:
mtwfan111
12-30-2009, 00:52
I just got back into this game after a long hiatus. Does someone remember how to elimate faction heirs?
Sir Breunor
01-04-2010, 03:34
Happy New Year everyone. mtwfan111, I believe you eliminate faction heirs in the startpos file, by removing lines from the script at the bottom of the page, there's a section marked for faction heirs.
I have two details to ask about:
Does anyone know how to adjust the destruction prices of buildings. I want to make a feature where you can "sell" a building, like one might sell a companyfor varying prices.
Also: Has anyone made a breakthrough in the agent properties, I believe a long time ago were hardcoded. I want to make a landbased agent that has properties of a ship in that it can establish trade routes on land and transport armies to non-adjacent procinces. If anyone knows how this might work, please post your ideas.
Thank you.
cegorach
01-04-2010, 20:57
I have two details to ask about:
Does anyone know how to adjust the destruction prices of buildings. I want to make a feature where you can "sell" a building, like one might sell a companyfor varying prices.
It is based on the price of the structure so you cannot add something which would give you more money than it costs.
Of course there is nothing to stop you from adding structures in the initial set up which could be impossible to build...
Hmmm... :idea2:
I think you might give me a new idea to implement in Pike and Musket.
Also: Has anyone made a breakthrough in the agent properties, I believe a long time ago were hardcoded. I want to make a landbased agent that has properties of a ship in that it can establish trade routes on land and transport armies to non-adjacent procinces. If anyone knows how this might work, please post your ideas.
Thank you.
As far as I know it stays the same. There was a discussion a long time ago that spreading Jewish religion might increase income, but it seemed another MTW VI urban legend if anything else.
When it comes to transporting these units you can always try to modify the map by adding rivers or simply by linking some provinces which aren't next to each other.
There was a discussion a long time ago that spreading Jewish religion might increase income
Hahahahaha that's hilrarious!
Hahahahaha that's hilrarious! It wouldn't have been too much of a stretch historically speaking. At the time, Catholics thought collecting interest was a sin. The Jews didn't have that problem, meaning they could finance an enterprise, make a return, and re-invest their profits in something else. It's basically what the whole world does now, but up until the Italian renaissance Jews were pretty much the only folks who did it in Europe.
Sir Breunor
03-04-2010, 19:35
Has anyone found a link between tradable goods and buildings? IE: I would like to build: winery, and have trade good: wine enabled...build: wheat field, and have tradable good: wheat enabled. Has anybody ever done this?
Also where do I find the images for tradable goods so I can create new tradable goods. I know this is possible because I've seen them changed before, can anyone refresh my memory? Any information on modifying tradable goods would be helpful, perhaps I can come up with some more ideas, if you could direct me to the trade modification threads or tutorials that would also be nice.
Thank you.
Sir Breunor le Noire
Welcome to the org Sir Breunor, enjoy your stay,
No way to link tradeable goods to buildings afaik, although i dreamed many times how nice it would have been. The only building that "links" with trade goods is the trader, that gives out therelative income from land and naval trade relative to teh goods' value and where they are exported. Trade goods are declared at the beginning of the campaign for provinces and remain there always. They cannot be dynamically altered either over time which also would have been a nice proposition.
:bow:
cegorach
03-08-2010, 19:03
[FONT="Verdana"][B]Has anyone found a link between tradable goods and buildings?
The only link is that buildings with trading ability can be built in areas with trade goods.
However buildings can be made to require certain RESOURCES - gold, silver, salt etc. This way you can link certain building so certain areas, saldy there are only a couple hardcoded resources - metal ores, salt and one unused - forest. Still you can always re-name these resources and change their icons.
Sir Breunor
03-13-2010, 01:28
Still you can always re-name these resources and change their icons.
How do you rename and change resource icons. I think that would be something I could find useful. I've heard before that they could be changed and altered, but I don't know how? Could you please post about it here or help me find a guide?
Thank you.
Sir Breunor le Noire
cegorach
03-16-2010, 11:16
Just open files in Loc/Eng folder of your MTW copy and search for 'silver'.
You should find the files responsible for transalation eventually and learn much about structure of MTW naming problems.
There should be two names - silver used for coding (shouldn't be changed) and silver (translated - on the right side). The second is the name which shows up on screen.
Icons are somewhere in campmap or textures - cannot check that at the moment.
An_Exile
04-13-2010, 03:31
Question about the WesW's Med Mod: I've searched high and low, but I couldn't find an answer to this question. Playing as the Byzantines in Glorious Achievement mode, I see that the Byzantines are the only ones without homeland points assigned (and 3 points for 10 provinces!) . I checked the "regowner_table" file where these points are assigned, and I see that the Byzantine faction is being described as "FN_BYZANTINE2" where all the other factions do not have this numerical appellation. I didn't want to change this without checking to see if it was important or not. Would deleting the 2 from the faction designator fix this problem?
Question about the WesW's Med Mod: I've searched high and low, but I couldn't find an answer to this question. Playing as the Byzantines in Glorious Achievement mode, I see that the Byzantines are the only ones without homeland points assigned (and 3 points for 10 provinces!) . I checked the "regowner_table" file where these points are assigned, and I see that the Byzantine faction is being described as "FN_BYZANTINE2" where all the other factions do not have this numerical appellation. I didn't want to change this without checking to see if it was important or not. Would deleting the 2 from the faction designator fix this problem?
I haven't played the Medmod for quite some time, but I believe that the "2" refers to the Byzantines that you can play in the late period.
Wes probably wanted to create a new faction slot for them to escape all the hardcoded stuff originally associated with the Byz (such
as the influence bonus). The Byz in late are supposed to be weak, after all.
So yes, It would create problems to delete the "2".
An_Exile
04-15-2010, 17:55
I haven't played the Medmod for quite some time, but I believe that the "2" refers to the Byzantines that you can play in the late period.
Wes probably wanted to create a new faction slot for them to escape all the hardcoded stuff originally associated with the Byz (such
as the influence bonus). The Byz in late are supposed to be weak, after all.
So yes, It would create problems to delete the "2".
Thanks. Due to some issues with the med mod, I went back to the XL mod with the tyberius addons. The Irish, except for the royal family, are all given Welsh names and surnames. There is an Irish entry for names there. Any ideas on what's going on?
Thanks. Due to some issues with the med mod, I went back to the XL mod with the tyberius addons.
Same here. The Medmod is a fine effort, but in the end, you just can't beat the polished and bug free XL...
For example, the GA mode does not work in in Medmod (as you've noticed), and the option to start in High isn't there. My intent
right now BTW is to prepare a home mod based on XL+Tyberius. The Medmod was to restrictive for my tastes, particularly because
of the dullness of not being able to produce armies wherever I wanted on the map.
The Irish, except for the royal family, are all given Welsh names and surnames. There is an Irish entry for names there. Any ideas on what's going on?
Interesting, I really never noticed that since I'm no expert on the history of the British isles. That problem would be easily corrected though,
if you are patient. Names are straightforward to mod in MTW.
An_Exile
04-16-2010, 16:21
Interesting, I really never noticed that since I'm no expert on the history of the British isles. That problem would be easily corrected though, if you are patient. Names are straightforward to mod in MTW.
It's not hard really; instead of O'Connor and such, I'm seeing ap Cadwgyn and the like. What threw me for a loop was the King and royal family's names remaining Irish, and the presence of an Irish names list (though horrifyingly small); if that list was there, all the Irish generals and commanders should have Irish names. I'll do a check to see if perhaps the situation has changed and see if the royal family have welsh names now too; if so, the problem's the list association with the faction (and the beginning royal family's names are specially noted, I think), and I just have to find where to change that in the directory.
Sir Breunor
07-07-2010, 06:31
I was wondering if there was a way to create a building with the requirements of either of two previous buildings. I was interested in creating an elaborite tech tree that was very specific to tradable goods at the time, and I thought that some buildings might need not both, but one of two different buildings to be built. I haven't seen any of this in Total War, but I would be very happy if someone knew a way to do this. I think that it would be something simple in the build prod file. Perhaps, making two sets of brackets such as in line "{}, {castle}, {castle2}, {{castle}, {castle2}, {castle3}}, {castle4}, {castle5}, {{castle4}, {castle5}, {castle6}}, {castle7}, {castle8}, {{castle7}, {castle8}, {castle9}}, {castle10}, {castle11, gunsmith}, {{castle10}, {castle11}, {castle12}}, {castle13, foundry2}, {castle14, foundry3}" I think this line means that I could do something like this "{{bowyer}, {swordsmith}, {spearmaker}}" and have another building be built as a follow up to either one. Please let me know if you think this is right or if there is a different way to do this.
As I was copying this line I think I found some inconsistencies. I think this line means that a bare fortress either does not come with the demi-culvern towers that you built onto your citadel, or that you can get the demi-culvern ability without building gunsmith by building the fortress, and that the techtree poster that came with the package is wrong because even to build demi-culvern towers, you do not need gunsmith3, just gunsmith.
My memory is now fuzzy on this, but if you're referring to an "OR" dependency? For example a building that can be constructed once you've built either a church or mosque (not both), then this is already in the build prod file. As you have guessed, castle upgrades show you exactly how this works:
{}, {castle}, {castle2}, {{castle}, {castle2}, {castle3}}
Fort has no dependency
First fort upgrade depends on the fort
Second fort upgrade depends on the first upgrade
Keep depends on the fort or the first fort upgrade or the second fort upgrade
And so on.
The dependency you posted would work as a dependency for a building that could be constructed after building any of the three.
"{{bowyer}, {swordsmith}, {spearmaker}}"
Sir Breunor
07-27-2010, 02:45
Is there a way I can set a building so that I can either build one of two buildings but not both? So that as soon as I build one building, the ability to build the other goes away. I want to do this because I'm making a complex tech tree, and I want to save space on the in-game building menu, so that it doesn't overload with building possibilities. Maybe I can do this if I put all of them as upgrades with the prerequisite of the first building in line. Then will I be able to build any of the upgrades next, but not all of them?
I'm not sure that's possible. The only way to have a building automatically removed is to have it upgraded. You could have one building that has two possible upgrades, i.e.
building
building2
building3
You would then have to structure those as follows: "{}, {building}, {{building}, {building2}}"
This you understand already - it allows you to leapfrog from building to building3, bypassing building2 altogether. The problem enters when building 2 is constructed first as there is no way to stop the advancement on to building3.
If you want particular buildings per province, then try tying the building dependency down to a resource - in the same way that mines and metalsmiths work. So for example if you wanted a particular temple to be built only in a particular area, you could add a resource to that province, have the building depend on that and thus prevent it being built elsewhere. This particular temple could depend on a basic shrine which several other temples could also depend on, but not all would be buildable everywhere due to the resource dependency.
:bow:
Sir Breunor
09-01-2010, 02:23
When I open build_prod13.txt in Genome Editor, under column 17 (Troop upgrade capabilities label,) the original upgrades total: UPGRADE_ARMOR(4), UPGRADE_WEAPON(4), UPGRADE_VALOR(2), UPGRADE_DISCIPLINE(1), and total UPGRADE_MORALE(7). Can I upgrade beyond these original statistics? I know that some of the upgrades such as valor, armor, and weapon have icons that probably limit my ability to go above them, but is there a way for me to create more icons for a higher limit? For discipline and morale, is there is a higher limit than 1 and 7?
As far as I know the discipline stat affects the chances of a unit becoming impetuous. I think discipline has three values: -1, 0 and 1. This relates to uncontrolled, normal and disciplined, respectively. So presumably when discipline is upgraded the uncontrolled units become normal and the normal units become disciplined. At least I think that's how it works.
The discipline upgrade is really of questionable value as uncontrolled units can be useful (they get a morale bonus from charging without orders and can be devastating attackers - i.e. Futuwwa, Ghazi and Nizari - or conversely they can wreck the battle - idiot Knights (CHARRRGGGGGEEE!!!!!)). The discipline upgrade is probably only useful for very high morale, elite cavalry units that you really don't want charging off on a whim (i.e. Knights).
I seem to remember morale having a cap, but cannot remember what it is - should be well above 7 though.
1. unit_prod - How does column 19 "Moral Bonus" work? We have HONOUR_LEVEL in units' stats so what is the "moral bonus" for?
2. build_prod - column 11 "AI building influences for building combos". The same question. How does it work? Does it combine with column 10? How?
Hello Stazi
1. No idea. AFAIK the honor bonus is the morale you are always talking about and the unit info card abilities at a glance refer to that. It might simply not being used as the one that is meant to be at how many kills the unit valores up. That one is just not used.
2. I think that the numbers in parenthesis mean how much other buildings influence the AI in building the building the column has been writen for (if that makes sense). In similar manner imo works the other column that refers to AI unit builds in the unit_prod file. I had to tweak some of those for eligious agents slightly for the Caravel Mod.
1. I think the "Morale Bonus" column is either unused or is only used in MP/custom battles as a modifier - most likely the former. The actual morale bonus stat is the misnamed "HONOUR_LEVEL". Valour/Honour is not set in the unit prod, all units start at 0 or get their bonuses from the bonus regions, master buildings, the general, experience in battle, etc.
sulla1982ad
06-10-2011, 13:20
What is the most popular and stable mod for medieval? Can anyone link me to a download for it.?
What is the most popular and stable mod for medieval? Can anyone link me to a download for it.?
There are mod threads in the Engineer's Guild (https://forums.totalwar.org/vb/forumdisplay.php?40-The-Engineers-Guild) forum, take a look around and see if anything matches what you are looking for. There are also some Hosted Mods (https://forums.totalwar.org/vb/forumdisplay.php?74-Hosted-mods-for-M-TW).
There are some older, established mods like MedMod and BKB, newer ones like Tyberius, Redux, and Caravel, and total conversions like Pike and Musket and Samurai Warlords. I guess it all depends on what you are looking for in a mod. Do you want a Medieval themed mod, with better gameplay or faction options, or something completely different?
sulla1982ad
06-12-2011, 10:39
I want a mod that is set in the medieval era. I also might want to play hotseat games with it, so its got to be fairly popular.
"Fairly popular" is a relative term when talking about Medieval 1. I'm not sure how many people are still playing it regularly, with the all technical problems the game has with newer systems.
If you want, I can move this to either the Main Hall or the Engineer's Guild. Those get more traffic from the players or mod teams, respectively.
I have a question. How the stats vice_index/virtue_index affect the holder's vice & virtue ? (startpos files - Region Governor Titles & Faction Offices)
Thank you.
I have a question. How the stats vice_index/virtue_index affect the holder's vice & virtue ? (startpos files - Region Governor Titles & Faction Offices)
Thank you.
Good question. I'd like to know it too. I've run a few tests but even with extreme values it doesn't seem to affect the game. Looks like leftovers of an abandoned feature. Additional v&v's given along with titles would be nice.
I have a question. How the stats vice_index/virtue_index affect the holder's vice & virtue ? (startpos files - Region Governor Titles & Faction Offices)
I'm not sure how they are used. For both the AddTitle and AddOffice lines, these are always zero for the main campaign startpos files. For the VI campaign, the AddTitle lines have -1 for all provinces for both. Maybe certain VnVs aren't active for the VI campaign?
Welcome to the Org, Cyclone! ~:wave:
I am not exactly sure should I post this here, but anyways.
I recently restarted a savegame in which I played as the Republic of Novgorod, which I had somehow modded in(I don't exactly remember how, but it was something really simple, like editing a text file) so that I could play as them in early period. Now I am wondering, what happens when the clock hits 1205 and the game goes to high period - will I be able to continue playing at all, and if I will, what happens to my units, e.g. will I be able to recruit those awesome Rus Spearmen anymore?
The factions throughout the game depend on the startpos file that you start the campaign with. So you will continue to be Novgorod after the High era kicks in. Had you started in High, you would be the Russians, but they don't exist in the EARLY.txt file.
You will lose the ability to recruit Rus Spearmen once the High era begins though, they are limited to Early only. In the unit prod file, just about every unit the Russians can recruit are also recruitable by Novgorod, I believe the only exception is Round Shield Spears. Once High rolls around, you are stuck with Armoured Spearmen as your only spear units.
BluegoRed
03-04-2014, 15:55
Hey everyone, new to modding and was searching for a way to change to date triggers for historical events. I can't find it for MTW 1 in the files or folders and only "how to" I can find online if for MTW 2. Any knowledge on this matter?
Welcome to the Org, BluegoRed!
Unfortunately, I believe all of the date triggers are hardcoded in Med 1. Stazi might know of some super-secret ways to change them, but they are not set in any of the text files.
BluegoRed
03-04-2014, 21:48
Thanks for the welcome.
I thought it was something like that, hoping for something. thanks though.
RexMundi412
06-15-2014, 19:15
I edited "Medieval - TotalWar\campmap\startpos\Early.txt" with NotePad++ to be able to play as The Golden Horde. With the exception of a few minor in game bugs that has gone well. After playing a few decades it seemed I didn't have many specialized or even basic unit types available for training. So I tried editing "Medieval - TotalWar\crusaders_unit_prod11.txt" in NotePad++ to make HorseArchers available. When trying to launch the game after editing "crusaders_unit_prod11.txt" in NotePad++ it starts to launch, showing the Total War splash then fails(it did give an error report once, sadly I didn't write down what it was, but I believe it said format?).
I then tried to edit "crusaders_unit_prod11.txt" with basic NotePad and it worked. So I thought it may be the encoding since I had NotePad++ set to ANSI as UTF-8(UTF-8 without BOM), changing the encoding didn't work(note: when I edited "Early.txt" I never fiddled with the encoding so I'm assuming that saved as ANSI as UTF-8 and there were no issues there). But I'm not quite sure it's an encoding issue, since after editing "crusaders_unit_prod11.txt" in basic NotePad I opened in NotePad++ hit space then backspace just to be able to save in NP++ and the game launched. Then in NP++ I then tried to make Spearmen available to The Golden Horde on the same "crusaders_unit_prod11.txt" file and once again the game failed to load.
I can edit in basic NotePad, but I hope someone has an idea as to what's going on when trying to edit in NotePad++ because I would prefer to edit with it.
Thanks to anyone who helps me try to sort this issue!
When you give a unit to Golden Horde do you change culture the unit belongs to?
I've never had problems with np++.
RexMundi412
06-16-2014, 01:27
Hi Stazi thanks for the reply. This is my 1st time modding MTW, so please forgive any nubishness.
By "culture" I'm guessing you mean religion? In any case no, I was just adding some basic units like spearmen and horsearchers(which I think can go to any religion) since for some reason they weren't available to The Golden Horde, maybe because TGH aren't supposed to be available till the High Period? And to make some of TGH's units available in the early period. For what ever reason any edit I do in NP++ won't work, but the exact same edits in basic NotePad does work.
This maybe a rabbit hole? But I read somewhere you could open the files in Excel? So I thought maybe I was losing some compatibility there? The furthest researching that I got what some file type or compatibility called ".CSV"(comma-separated values). I read that NP++ used to have it, but got rid of it because of stability issues and it was only now available as a plug-in. I didn't want to go ahead and get that until if I knew that was the issue.
Thanks,
~ Rex
_
Edit:
Doing some testing here with NP++(NotePad++), I have found that it fails to launch when adding characters(text and such) to "crusaders_unit_prod11.txt"(haven't tested when removing). By that I mean when adding "GOLDEN_HORDE" or the like to a units playable factions.
EXAMPLE:
Taking
"SPANISH,ARAGONESE,BURGUNDIAN,BYZANTINE,DANISH,ENGLISH,FRENCH,GERMAN_HRE,ITALIAN,POLISH,RUSSIAN,HUNGA RIAN,NOVGOROD,PAPIST,SICILIAN,SWISS, TURKISH"
and adding:
"GOLDEN_HORDE,SPANISH,ARAGONESE,BURGUNDIAN,BYZANTINE,DANISH,ENGLISH,FRENCH,GERMAN_HRE,ITALIAN,POLISH, RUSSIAN,HUNGARIAN,NOVGOROD,PAPIST,SICILIAN,SWISS, TURKISH"
But if I just change a number or charachter using NP++ it does launch.
Example:
From
"{HORSE_BREEDER3, ARMOURER3}"
to
"{HORSE_BREEDER1, ARMOURER2}"
EDIT:
I appear to have found the solution. It does seem to have something to do with encoding? I had been mostly using NP++ to edit/make webpages, and I had in "Preferences/New Document" set to "UTF-8 without BOM" for that. So it seemed when opening the .TXT it was converting it and even if I switch encoding or converted to ANSI something was changing and the edits would fail. But switching "Preferences/New Document" to "ANSI" seems to have worked with the few tests I have run so far.
Thanks for the help,
~ Rex
EDIT:
Well I seem to be having issues with NP++ again, even with the changes noted in my previous edit. Since I found Gnome_UnitBuildProj_Editorv2.0 (http://www.atomicgamer.com/files/68503/gnome_unitbuildproj_editorv2-0-zip) and may get a free Excel editor if I can find one, I'll probably put this issue on the side burner for awhile. If I ever pinpoint the issue, I'll edit that in here.
RexMundi412
06-18-2014, 16:15
I want to try making a campaign map. But I can't sort which file(s) I need to edit to do that? Also it would be a nice bonus if someone could point me to where I could find a copy of LMM(Automatic LukMap & Script creator). I know there probably isn't many people still modding MTW, but If a copy is found, staff may want to think about hosting it here?
Unfortunately the Org's downloads section is a bit messed up, but the files do exist on our host. Most of the mod tools you need should be in this AtomicGamer directory (http://www.atomicgamer.com/directory.php?id=6681). The AG MTW section is a goldmine of Org Medieval TW history. :yes:
RexMundi412
06-18-2014, 17:26
Thank you very much drone! If you have editing permissions you may wish to add that link to the 1st post here... Automatic LukMap & Script creator (https://forums.totalwar.org/vb/showthread.php?13155-Automatic-LukMap-Script-creator). It's the main place my searching kept leading me to and especially since it's a "sticky".
~ Rex
A while back I ran through the Engineer's Guild and updated broken links in the mod threads, I neglected to check the links here, some work but I'm sure a few are broken. I guess it's time to get busy! :whip:
Lord Ahrens
03-26-2015, 01:51
Hello everyone, not to sure if anyone can give me an answer for this but I have an issue on a mod im working on. I have redone most gameplay aspects for the VI portion of Medieval, but have issues with the Rebel Faction showing portraits. Every time a rebellion occurs their army lacks the default leader portrait in Campaign map + the pre battle screen and states no portrait for this unit type? If someone with knowledge to fix this could tell me id be a happy camper.
Baron von Manteuffel
08-19-2015, 17:50
Hello, I upgraded to Windows 7 Pro two years ago and was able to play these awesome Medieval Total War mods once again. To anyone who has upgraded to Windows 10, does Medieval Total War play without issues? Thanks.
ConjurerDragon
04-07-2019, 13:46
I never modded anything in M:TW before - is it possible to add unitprovinces to the campaign map?
e.g. in the early campaign Sinai has Mamluk Horse Archers as their +1 valour special unit.
Would it be possible to add Bedouin Camel warriors to Arabia as special unit?
Would it be possible to add a special unit usable by the Turks or Mamluks to Palestine? It currently has Knights Templar as their specialty, so has that to be replaced or can a province have 2 special units for different owners?
And if it is possible what would be the easiest way to change it?
AFAIK, yes you can do the modifications requested. Use GnomeEditor to edit the provinces!
You will want to edit the unit prod file for your campaign (CRUSADERS_UNIT_PROD11.TXT or VIKINGS_UNIT_PROD.TXT).
First, make a backup of the file before editing!
Find the row of the unit you wish to modify.
Find the column in that row titled: Region ID troop advantage (column #12)
Add the province ID to that column. You can find the IDs in the startpos file (campmap/startpos/EARLY.txt, look for DeclareLandRegion lines)
As an example, here is the row for Highlanders. Note column #12 has "ID_SCOTLAND"
HighlandClansman INFANTRY 100 3 1 0 16 60 1 DISCOURAGED "CATH_REBELS(-15), CATH_LOYALISTS(-15), CATH_PEASANTS(-15), CATH_BANDITS(-15), CATH_ZEALOTS(10), ORTH_REBELS(-15), ORTH_LOYALISTS(-15), ORTH_PEASANTS(-15), ORTH_BANDITS(-15), ORTH_ZEALOTS(10), CATH_HERETICS(-15), ORTH_HERETICS(-15)" ID_SCOTLAND "POVERTY_STRICKEN(232.5), DESPERATE_DEFENCE(9.3), CATHOLIC_EXPANSIONIST(111.6), CATHOLIC_NAVAL_EXPANSIONIST(111.6), CATHOLIC_TRADER(93), CATHOLIC_CRUSADER_TRADER(93), CATHOLIC_EXPANSIONIST_CRUSADER(111.6), CATHOLIC_DEFENSIVE_CRUSADER(74.4), POPE(46.5), CATHOLIC_DEFENSIVE(74.4), CATHOLIC_ISOLATIONIST(46.5), ORTHODOX_DEFENSIVE(74.4), ORTHODOX_EXPANSIONIST(111.6), ORTHODOX_STAGNANT(93), MUSLIM_PEACEFUL(93), MUSLIM_EXPANSIONIST(111.6), MUSLIM_DEVOUT(111.6), BARBARIAN_RAIDER(148.8), REBELS(93), CLOSE_TO_SUPPORT_LIMIT(9.3)" { CASTLE} "ATTACKER,AMBUSH" 2 ALL_PERIODS YES "HEIGHT( 85 ), RADIUS( 25 ), SCALE( 120 ), PROJECTILE_TYPE( NONE ), SAMURAI( NO ), MARCH_SPEED( 6 ), RUN_SPEED( 12 ), CHARGE_SPEED( 13 ), MIN_TURNSPEED( 2 ), MAX_TURNSPEED( 8 ), TURN_TO_MOTION_SPEED( 8 ), MAX_INMOTION_TURN( 96 ), FORMATION_WIDTH_SPACING( 75 ), FORMATION_LENGTH_SPACING( 75 ), ENGAGEMENT_THRESHOLD( 1500 ), CHARGE_BONUS( 6 ), MELEE_BONUS( 5 ), DEFENCE_BONUS( -3 ), ARMOUR_LEVEL( 1 ), HONOUR_LEVEL( 0 ), AMMO( 0 ), FORMATIONS_PREFERRED_NUM_ROWS( 4 )" NO "own_unit_tooltip1, own_unit_tooltip2, other_unit_tooltip1, other_unit_tooltip2" "PEASANT, YES, YES" ALL_FACTIONS ID_SCOTLAND "Missile, Shocktroop, Spear, Cavalry" "SKIRMISH(0), ADVANCE_PARTY(1),
OUTFLANKING_FORCE(0), MAIN_BODY(2), HOLD_TERRAIN(0), RESERVE(1), REINFORCEMENT(1), ASSAULT(0), ASSAULT_COVER(0), ASSAULT_COVER_CASTLE_ATTACK(2), COVER(0)" "CATHOLIC, ORTHODOX" 0 UNCONTROLLED UNFORMED SMALL YES 1 NO 0 0 "PAGAN(0), CATHOLIC(0), ORTHODOX(0), ISLAMIC(0), JEWISH(0), HERETIC(0)" "PAGAN(0), CATHOLIC(0), ORTHODOX(0), ISLAMIC(0), JEWISH(0), HERETIC(0)" SWORD YES ALL_PERIODS "FN_ENGLISH,FN_FRENCH"
Only one special unit will be displayed in the province scroll, but you can have multiple units per province.
ConjurerDragon
04-08-2019, 18:02
AFAIK, yes you can do the modifications requested. Use GnomeEditor to edit the provinces!
I just downloaded GnomeEditor 2.0 and tried to add the Bedouin Camels bonus to Arabia.
You will want to edit the unit prod file for your campaign (CRUSADERS_UNIT_PROD11.TXT or VIKINGS_UNIT_PROD.TXT).
First, make a backup of the file before editing!
Find the row of the unit you wish to modify.
Find the column in that row titled: Region ID troop advantage (column #12)
Add the province ID to that column. You can find the IDs in the startpos file (campmap/startpos/EARLY.txt, look for DeclareLandRegion lines)
As an example, here is the row for Highlanders. Note column #12 has "ID_SCOTLAND"
HighlandClansman INFANTRY 100 3 1 0 16 60 1 DISCOURAGED "CATH_REBELS(-15), CATH_LOYALISTS(-15), CATH_PEASANTS(-15), CATH_BANDITS(-15), CATH_ZEALOTS(10), ORTH_REBELS(-15), ORTH_LOYALISTS(-15), ORTH_PEASANTS(-15), ORTH_BANDITS(-15), ORTH_ZEALOTS(10), CATH_HERETICS(-15), ORTH_HERETICS(-15)" ID_SCOTLAND "POVERTY_STRICKEN(232.5), DESPERATE_DEFENCE(9.3), CATHOLIC_EXPANSIONIST(111.6), CATHOLIC_NAVAL_EXPANSIONIST(111.6), CATHOLIC_TRADER(93), CATHOLIC_CRUSADER_TRADER(93), CATHOLIC_EXPANSIONIST_CRUSADER(111.6), CATHOLIC_DEFENSIVE_CRUSADER(74.4), POPE(46.5), CATHOLIC_DEFENSIVE(74.4), CATHOLIC_ISOLATIONIST(46.5), ORTHODOX_DEFENSIVE(74.4), ORTHODOX_EXPANSIONIST(111.6), ORTHODOX_STAGNANT(93), MUSLIM_PEACEFUL(93), MUSLIM_EXPANSIONIST(111.6), MUSLIM_DEVOUT(111.6), BARBARIAN_RAIDER(148.8), REBELS(93), CLOSE_TO_SUPPORT_LIMIT(9.3)" { CASTLE} "ATTACKER,AMBUSH" 2 ALL_PERIODS YES "HEIGHT( 85 ), RADIUS( 25 ), SCALE( 120 ), PROJECTILE_TYPE( NONE ), SAMURAI( NO ), MARCH_SPEED( 6 ), RUN_SPEED( 12 ), CHARGE_SPEED( 13 ), MIN_TURNSPEED( 2 ), MAX_TURNSPEED( 8 ), TURN_TO_MOTION_SPEED( 8 ), MAX_INMOTION_TURN( 96 ), FORMATION_WIDTH_SPACING( 75 ), FORMATION_LENGTH_SPACING( 75 ), ENGAGEMENT_THRESHOLD( 1500 ), CHARGE_BONUS( 6 ), MELEE_BONUS( 5 ), DEFENCE_BONUS( -3 ), ARMOUR_LEVEL( 1 ), HONOUR_LEVEL( 0 ), AMMO( 0 ), FORMATIONS_PREFERRED_NUM_ROWS( 4 )" NO "own_unit_tooltip1, own_unit_tooltip2, other_unit_tooltip1, other_unit_tooltip2" "PEASANT, YES, YES" ALL_FACTIONS ID_SCOTLAND "Missile, Shocktroop, Spear, Cavalry" "SKIRMISH(0), ADVANCE_PARTY(1),
OUTFLANKING_FORCE(0), MAIN_BODY(2), HOLD_TERRAIN(0), RESERVE(1), REINFORCEMENT(1), ASSAULT(0), ASSAULT_COVER(0), ASSAULT_COVER_CASTLE_ATTACK(2), COVER(0)" "CATHOLIC, ORTHODOX" 0 UNCONTROLLED UNFORMED SMALL YES 1 NO 0 0 "PAGAN(0), CATHOLIC(0), ORTHODOX(0), ISLAMIC(0), JEWISH(0), HERETIC(0)" "PAGAN(0), CATHOLIC(0), ORTHODOX(0), ISLAMIC(0), JEWISH(0), HERETIC(0)" SWORD YES ALL_PERIODS "FN_ENGLISH,FN_FRENCH"
Only one special unit will be displayed in the province scroll, but you can have multiple units per province.
I added ID_ARABIA in column 12 of the Bedouin Camels and it worked perfectly. It even shows when I load my saved Mamluks game despite my fears that I would have to start a new game to be able to actually use it.
:bow:
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