View Full Version : New Patrons, you can post your questions here
I'd Like to Welcome new Patrons to the Alchemist lab,
I hope all our regular visitors help them find their way around,
New Patrons can now Reply To Topics in this forum,
To assist in this integration a new Moderator has been appointed Lord of Storms.
The Dungeon shares Lord of Storms with the Entrance Hall
http://www.totalwar.org/forum/non-cgi/emoticons/smile.gif
New Patrons cannot start new topics or start new polls
If you have a Question that does not appear to fit into any other thread you can find, then PLEASE post it here and we will try to find the answer,
or make that such posts into a new thread,
or at least point out where all the Pit-Traps are http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif
at this time No-One can reply to posts in the Repository forum,
Repository is where you will find tons of FAQ's and Guides
http://www.totalwar.org/forum/non-cgi/emoticons/smile.gif
Edit3 forum has been removed from the public eye
- Edit3 (aka The Cell) is where we keep all the prisoners we'd rather the world forgot *evil cackle*
http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif
B.
Lord Of Storms
11-06-2003, 04:53
Quote[/b] (barocca @ Nov. 04 2003,01:17)]I'd Like to Welcome new Patrons to the Alchemist lab,
I hope all our regular visitors help them find their way around,
New Patrons can now Reply To Topics in this forum,
To assist in this integration a new Moderator has been appointed Lord of Storms.
The Dungeon shares Lord of Storms with the Entrance Hall
http://www.totalwar.org/forum/non-cgi/emoticons/smile.gif
New Patrons cannot start new topics or start new polls
If you have a Question that does not appear to fit into any other thread you can find, then PLEASE post it here and we will try to find the answer,
or make that such posts into a new thread,
or at least point out where all the Pit-Traps are http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif
at this time No-One can reply to posts in the Repository forum,
Repository is where you will find tons of FAQ's and Guides
http://www.totalwar.org/forum/non-cgi/emoticons/smile.gif
Edit3 forum has been removed from the public eye
- Edit3 (aka The Cell) is where we keep all the prisoners we'd rather the world forgot *evil cackle*
http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif
B.
I would also like to welcome the new patrons and as is my habit I will keep an eye out for your qeurys and do my best to answer them or steer you in the right direction to someone who can,. again Welcome http://www.totalwar.org/forum/non-cgi/emoticons/wave.gif LOS
Aymar de Bois Mauri
11-27-2003, 19:54
Thanks, guys http://www.totalwar.org/forum/non-cgi/emoticons/wave.gif
But I've only found out today that I could answer in this forum.
I see you haven't got any questions since 5NOV, so I guess you should announce it better on the Entrance Hall...
My question follows:
Quote[/b] ]
Quote[/b] ](me)
I'm moding ProjectileStats to include 5 different types of bows:
-Short Bow
-Composite Bow (greater range, between long and short)
-Mounted Short Bow (less acurate than the Short Bow)
-Mounted Composite Bow (less acurate than the Composite Bow)
-Long Bow
However, in the corresponding CrusaderUnitProd, under ProjectileType the definition of projectile is:
-SBow
-Long
-MTLG
I can't find any correspondence with the names in the ProjectileStats file...
Does this mean that this names are hard-coded and that others cannot be added???
(el_slapper)
Unfortunately yes. The lone you can use is the shuriken, aka "NINJ", but you have to completely revamp the graphics related.....
Please tell me that someone has found a way around the problem... http://www.totalwar.org/forum/non-cgi/emoticons/mecry.gif
Aymar de Bois Mauri
11-27-2003, 20:16
Well I've read the ProjectileStats FAQ and got my answer:
It isn't possible to ad new projectiles... http://www.totalwar.org/forum/non-cgi/emoticons/mecry.gif
Sorry for the inconvenience. http://www.totalwar.org/forum/non-cgi/emoticons/smile.gif
Hi all http://www.totalwar.org/forum/non-cgi/emoticons/smile.gif Not so much a new patron, more of an old one that hasn't been around in a while, but this thread seemed as good a place as any to post a general question, so here goes:
I'm trying to edit the vikings build file so that iron is required only for the top level armourers and metalsmiths, i.e. the first 2 levels can be built in any province that has a lvl3 castle and a lvl1 spearmaker.
Have tried changing the entry in the required resources column from {IRON} to "{}, {}, {IRON}", which looking at other columns in the file seemed like a good bet, but had no joy. Also tried putting spaces in the empty {}'s to see if that helped, more as a last ditch attempt than anything.
Anyone have any ideas? I know it's easy to remove the iron requirement completely, but that's not quite what i'm, after if possible.
Am I missing something stupid & obvious? http://www.totalwar.org/forum/non-cgi/emoticons/confused.gif
Am I flogging a dead horse on this one? http://www.totalwar.org/forum/non-cgi/emoticons/frown.gif
Thanks in advance for any help that anyone can offer http://www.totalwar.org/forum/non-cgi/emoticons/smile.gif
This is going to require a bit of experiemntation,
basically you need to add a new building to the tech tree,
duplicate the metalsmith line in the build prod file,
so you would have
metalsmith and nu_metalsmith,
edit "metalsmith" so it ONLY refers to levels one and two metalsmiths, in that entry you remove the dependency on iron,
edit "nu_metalsmith" so that it only refers to level three, dont change the requirement for having metalsmith1,
now you can build levels one and two anywhere, but to upgrade to level three requires iron,
YOU ARE ADDING A NEW BUILDING,
so read this thread as well,
[url="http://www.totalwar.org/cgi-bin/forum/ikonboard.cgi?act=ST;f=5;t=13006"]how to add new buildings
I'm very new to modding and I'd like to make some new units.
Could you tell me how to do that (change graphics, names, readup things, etc)?
shand994
01-23-2004, 06:38
just read through all the stickys itll all be explained
Sir Zack de Caldicot
01-23-2004, 13:30
Hello, Its wonderful I can POst here. Anyway, Is MTTM capaple of adding new models and graphics. Simply answer yes or now please http://www.totalwar.org/forum/non-cgi/emoticons/tongue.gif
Thank you
Thanks
*runs off to start modding, then slowly goes back to the computer, acting inconspicuously*
Hi guys.
I'm looking at changing the properties of the leaders in startpos for MTW V1.1
I've found the section with SetStartLeader:: and then nine numbers after it. I've managed to find out what each of the numbers represents but I've no idea how most of them influence the gameplay. Can somebody please help me to fill in the gaps??
Many thanks in advance:
1 - Loyalty - Only the Burgundians have a 1 for this, everyone else has 0. What does it actually do?
2 - Accumen - Affects how the faction in general gains wealth. No idea what the direct connection between the number and wealth gathering prowess is though.
3 - Dread - Affects the King's Dread. Again, no idea how the actual number relates to Dread.
4 - Warcraft - I guess this affects command, not sure how though.
5 - Piety - Affects piety in some waay - again, no idea how
6 - vice_index - Affects how the vices are chosen
7 - virtue_index - Affects how the virtues are chosen
8 - virtue_index - For some reason there's more than one of these
9 - virtue_index - In fact, there's three - what on earth is that all for?
I really have no idea how the nine numbers for each leader affect the actual stats they appear with. For example:
The english get 0 0 2 0 0 2 1 2 0 in my campaign, yet teh actual stats are as folows for the first King:
Influence - 8
Piety - 3
Dread - 9
Command - 4
Acumen - 4
V&Vs - Autocrat
So what's all that about - in what way do those few 0s and 1s and 2s give me those stats?
Sir Zack de Caldicot
01-24-2004, 20:17
ACTUALLY,
I do believe those are the roman-numerals from the heros.txt, correct me if im wrong http://www.totalwar.org/forum/non-cgi/emoticons/wave.gif
SIR ZACK DE CALDICOT
eh?
Sorry, dude. Can you clarify what u mean there?? http://www.totalwar.org/forum/non-cgi/emoticons/confused.gif
Jimbob Crackers
01-24-2004, 23:17
I am new to Modding how do I change the campaign map http://www.totalwar.org/forum/non-cgi/emoticons/confused.gif
Quote[/b] (maestro @ Jan. 24 2004,12:31)]Hi guys.
I'm looking at changing the properties of the leaders in startpos for MTW V1.1
I've found the section with SetStartLeader:: and then nine numbers after it. I've managed to find out what each of the numbers represents but I've no idea how most of them influence the gameplay. Can somebody please help me to fill in the gaps??
Many thanks in advance:
1 - Loyalty - Only the Burgundians have a 1 for this, everyone else has 0. What does it actually do?
2 - Accumen - Affects how the faction in general gains wealth. No idea what the direct connection between the number and wealth gathering prowess is though.
3 - Dread - Affects the King's Dread. Again, no idea how the actual number relates to Dread.
4 - Warcraft - I guess this affects command, not sure how though.
5 - Piety - Affects piety in some waay - again, no idea how
6 - vice_index - Affects how the vices are chosen
7 - virtue_index - Affects how the virtues are chosen
8 - virtue_index - For some reason there's more than one of these
9 - virtue_index - In fact, there's three - what on earth is that all for?
I really have no idea how the nine numbers for each leader affect the actual stats they appear with. For example:
The english get 0 0 2 0 0 2 1 2 0 in my campaign, yet teh actual stats are as folows for the first King:
Influence - 8
Piety - 3
Dread - 9
Command - 4
Acumen - 4
V&Vs - Autocrat
So what's all that about - in what way do those few 0s and 1s and 2s give me those stats?
*bump*
Anyone know the answer to how the numbers affect actual stats? Also - what do the numbers under the heirs represent in the same file?? http://www.totalwar.org/forum/non-cgi/emoticons/cheers.gif
http://www.totalwar.org/forum/non-cgi/emoticons/idea.gif
After much more investigation I have discovered what these numbers actually represent. I appears that my original source where they represent the stats of teh Kings is only relevent when you're dealing with VI, and I'm using TW v1.1
The numbers represented here in the startpos files in V1.1 of MTW represent teh numbers after the names of the particular kings. For example, if you change the first number to 6 on the English, you get King William VI innit. The Kings then follow the sequence of numbers until the sequence starts again.
Cool
http://www.totalwar.org/forum/non-cgi/emoticons/gc-jester.gif
Zhuge_Liang
01-28-2004, 20:37
well, forgive me for my bad english, I will explain...
i used not to play the battles, but I always won because my army was stronger
I began playing with bizant and then when I began playing with other factions they became too powerfull
I began playing spanish and then bizant took controll of the russian lands
after unify all the world few times with spain, spanish become so strong to defeat muslims on early...
seen this I began playing with french, and while spanish was becoming strongh, I could unify the world
then I saw french defeats british and become powerfull while spanish defeats muslims and bizant takes russia
then I played the pope, and unify the world with them, and then, happened what I have never seen, pope become agressive, he began attacking naples and taking all italy
the same to danish, which never had moved, after unify the world with them they began attacking germans, as the swiss I added on early, who end to take all germany
then I played with turkians and as the other factions, they become strong and defeat egiptians and bizant
the same to aragonese, who move on valencia and toulouse
what happen? do I teach to my pc?
I have to say that since I play a few battles and I figth without play it, my army began to capture the enemy leader, what I have never seen before
Sir Zack de Caldicot
01-28-2004, 21:16
yeah, if you choose automatically fight battle, or whatever it says http://www.totalwar.org/forum/non-cgi/emoticons/gc-jester.gif , you always get that message, probably because when you command personally, you now the details of the battle
Zhuge_Liang
01-28-2004, 22:26
is usual the nations became stronger after I win the game with them?
When I change CRUSADER_11 and put my own faction into anything it says:
Unknown faction specified
FN_IRISH
I thought I had done all of the required work and my faction is playable ... just not in battles ... but do you know how I can make it regonised the Irish as a faction?
I'm just trying to debug my mod using the -ian command line switch and using the AI to control my faction (#) But i want to experiment with the AI build priorities and composition of AI armies; Is there a way (or key) to let the AI control the battles as well? http://www.totalwar.org/forum/non-cgi/emoticons/confused.gif I've already tried SHIFT+# but it doesn't seem to work http://www.totalwar.org/forum/non-cgi/emoticons/angry.gif Also are there any other tips people can give on debugging? (i.e time saving ideas, jumping to certain era's??? etc.)
Cheers for any replies
*Ringo*
....yay my half century of posts.... http://www.totalwar.org/forum/non-cgi/emoticons/gc-party2.gif http://www.totalwar.org/forum/non-cgi/emoticons/gc-jester.gif http://www.totalwar.org/forum/non-cgi/emoticons/gc-balloon.gif http://www.totalwar.org/forum/non-cgi/emoticons/gc-2thumbsup.gif http://www.totalwar.org/forum/non-cgi/emoticons/bigthumb.gif http://www.totalwar.org/forum/non-cgi/emoticons/wave.gif http://www.totalwar.org/forum/non-cgi/emoticons/smokin.gif http://www.totalwar.org/forum/non-cgi/emoticons/gc-toff.gif
(found the solution to my problem now, i was just being stupid http://www.totalwar.org/forum/non-cgi/emoticons/gc-clown.gif )
I came on too strong again, didn't I? I'm so desperately lonely. http://www.totalwar.org/forum/non-cgi/emoticons/wink.gif
Help I still haven't figured this out.
Katar, Have you made sure you declared the faction? Set regions? Start position? This is just off the top of my head, i'm at work right now but will try to give a more detailed answer later http://www.totalwar.org/forum/non-cgi/emoticons/wave.gif Unless someone with more modding experience wants to help out http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif
*Ringo*
Anyone know the name of the flag that is visible during battles? The one that hovers over the unit and shows whether or not they are selected.
There's one for the general and one for the rest. Oddly, I haven't discovered it yet and it's really annoying.
Any help would be appreciated.
Suraknar
02-03-2004, 09:58
Ahh, yes thought something was different here :)
Well, nice to find you all once more.
Permit me to offer the drinks :)
http://www.totalwar.org/forum/non-cgi/emoticons/cheers.gif
It apears that in the year and something I have been away much much progress has been made, I sure do have lots of catching up to do in terms of moding Info, and I see Tools too.
I remember functionality of the sprites had just been documented back then and now, we have Hellenic and Napoleonic Mod Projects, to name a few, with all new sprites.
If memmory serves there was an issue with adding new sprites back then, something with folders not being recognised by the engine. Has that been addressed now?
Much to read much to learn http://www.totalwar.org/forum/non-cgi/emoticons/gc-2thumbsup.gif
Thoros of Myr
02-05-2004, 08:14
This is regarding dead bodies to display in Barocca's STW mod.
I followed [DnC]'s instruction given in the post in the Repository but they still are not showing...
any help would be appreciated thank you.
hey man, um how do i enable the PoN faction so i can play them on early campaign? i seached the forums but cant seem to find the right topic. thx.
Open Early.txt located here:
C:\Program Files\Total War\Medieval - Total War\campmap\startpos
Use the find function to find "SetActiveFaction" then make the following change.
Change the "MINOR" in this line to "MAJOR"
SetActiveFaction:: FN_NOVGOROD FT_MINOR
so it look like this:
SetActiveFaction:: FN_NOVGOROD FT_MAJOR
I made a new faction and now and then I get a CTD (usually the same year as I autosave, so that's probably it). All flags and units work, battle is no problem, I can't figure out why I get the CTD during on the campaign map though, it crashes right after it says "thinking".
Anyone had any similiar experience?
If I reload the autosave it will crash again, however, if I take a previous manual save and load it, it usually works fine and continues as normal.
/Saxit
BarkingBeagle
02-18-2004, 23:55
OK, here's my question; does anyone in in what files the Sherwood Foresters and Welsh Bandits are set so that they can hide in the open? It does not seem to work when I create a new unit as a copy of Sherwood Foresters.
HobbyGeneral
02-26-2004, 19:40
I have a few things that i would like some clarity in.
1. I have downloaded and unpacked the STW for MTW, great mod, love all the new clans, my best regards to the ones who are working on it. However, there are no edited "event pictures" for the campaign map events. The thing is i was planning to make my own to, lift up the gaming experience so to say, heh. The question, were the heck() do i find those pictures so that i can edit them? I just cant find them. http://www.totalwar.org/forum/non-cgi/emoticons/confused.gif
2. Is it a complete waste of time to retouche a unit-*.bif with only Adobe PS7? I've been working on a remake of the Negro spearmen to remake this into a Samurai, now i'm wondering, since it's taking disgustingly amounts of time, if i'm better of learning some simple shareware 3d program to work with instead?
Not even the "Hi-res" are exactly hi-res if you know what i mean, so the nitpicky details might better be scrapped for speeding up the process. http://www.totalwar.org/forum/non-cgi/emoticons/gc-wall.gif
Kaiser of Arabia
03-12-2004, 19:18
OK, this is my first post, but, can someone send me their Crusaderprod_unit11 file, or whatever it's called? Mine is all screwed up and I need someone to send me theirs. Send it to caporegime1984@aol.com . Thanks in advance
-Caporegime http://www.totalwar.org/forum/non-cgi/emoticons/handball.gif
Lord Of Storms
03-12-2004, 20:20
Quote[/b] (Saxit @ Feb. 13 2004,09:44)]I made a new faction and now and then I get a CTD (usually the same year as I autosave, so that's probably it). All flags and units work, battle is no problem, I can't figure out why I get the CTD during on the campaign map though, it crashes right after it says "thinking".
Anyone had any similiar experience?
If I reload the autosave it will crash again, however, if I take a previous manual save and load it, it usually works fine and continues as normal.
/Saxit
Here is some info I think may help as it sounds like the probelm we all encountered on our first attempt at a new faction in VI, we were all getting the CTD's until this solution was found:
New patron Lysander provided the following (new?) information on this issue in the Entrance Hall:
-----
ok, I have been having a lot of trouble adding a new faction (e.g., FN_FREE21 //Welsh )without a game crash; however, I have figured out the secret to this miserable little task...
Now, the problem was that game crashes occured as the newly defined faction left the campaign map for the battle map--oddly this crash would only occur with certain units (e.g., peasants, highland clansmen, kerns, etc.). I discovered that only those units which were culled from texture folders associated with face-shields caused the crash. Units drawn from texture folders which are not associated with face-shields (e.g., archers--which use the texture folder "Pestunic")do not cause a battle crash. Therefore newly defined factions, such as FN_FREE21 //WELSH, cannot utilize units which are drawn from the following bif texture folders, as they are associated with face-shields:
"Peasant"
"ChainHlm"
"HlPlArSH"
"LArmWCav"
"MKnight"
"MSHelm"
"PlateS"
Since Mtw/Vi can utilize 10 new customizable bif folders, the above texture folders can be copied and renamed "Custom0" through "Custom6" respectively--just make sure the bif images inside the folders are also renamed (e.g., Custom0_H.bif to replace Peasant_H.bif, etc.). After this, one only needs to open the CRUSADERS_UNIT_PROD11 file and change the texture body type (e.g., from "Peasant" to "Custom0") for each unit that used the troublesome textures. Now new factions can use all available units without experiencing a crash-to-desktop on the battle map--although face-shields will not be used in the game.
Yet, if one wishes to retain face-shields in the game then only those units which specificaly use face-shields should be drawn from the old texture folders and used only by the original factions. New factions must be denied access to those specific units. This is easily done if new factions are muslim or pagan, however loyalist revolts might unexpectedly add such units as feudal-men-at-arms or feudal sergeants to newly added catholic factions--therefore care must be taken if face-shields are included in a game with new factions.
Well, this system has worked well for me and as of this moment I have built a grand Welsh kingdom stretching across much of Europe. I have fought all the battles myself, and, although not all have been victories, I have yet to experiance a game crash.
I hope this information can be of help to those intrested.
I hope this helps you...LOS
Lord Of Storms
03-12-2004, 20:35
Quote[/b] (BarkingBeagle @ Feb. 18 2004,16:55)]OK, here's my question; does anyone in in what files the Sherwood Foresters and Welsh Bandits are set so that they can hide in the open? It does not seem to work when I create a new unit as a copy of Sherwood Foresters.
BB, The info for that is in the unit prod 11 files if you open it with gnome editor in column 18 you will see the unit class label string part of this label is "AMBUSH" this coupled with column 44 "is this unit invisible" should read YES are the settings that give the units the abilty to hide in the open...LOS
Lord Of Storms
03-12-2004, 20:41
[QUOTE=Quote (HobbyGeneral @ Feb. 26 2004,12:40)]I have a few things that i would like some clarity in.
1. I have downloaded and unpacked the STW for MTW, great mod, love all the new clans, my best regards to the ones who are working on it. However, there are no edited "event pictures" for the campaign map events. The thing is i was planning to make my own to, lift up the gaming experience so to say, heh. The question, were the heck() do i find those pictures so that i can edit them? I just cant find them. http://www.totalwar.org/forum/non-cgi/emoticons/confused.gif
2. Is it a complete waste of time to retouche a unit-*.bif with only Adobe PS7? I've been working on a remake of the Negro spearmen to remake this into a Samurai, now i'm wondering, since it's taking disgustingly amounts of time, if i'm better of learning some simple shareware 3d program to work with instead?
Not even the "Hi-res" are exactly hi-res if you know what i mean, so the nitpicky details might better be scrapped for speeding up the process. http://www.totalwar.org/forum/non-cgi/emoticons/gc-wall.gif
Lord Of Storms
03-12-2004, 21:09
Quote[/b] (Caporegime1984 @ Mar. 12 2004,12:18)]OK, this is my first post, but, can someone send me their Crusaderprod_unit11 file, or whatever it's called? Mine is all screwed up and I need someone to send me theirs. Send it to caporegime1984@aol.com . Thanks in advance
-Caporegime http://www.totalwar.org/forum/non-cgi/emoticons/handball.gif
Welcome Capo, you have mail, you did not specify VI or reg MTW so I assumed VI if not let me know I will resend, you could also do a reinstall and that would give you fresh copy of the unit prod, or install to a dummy folder and copy from there, be sure to make back ups of all files before making changes...LOS
Kaiser of Arabia
03-13-2004, 00:27
Thank you, LOS.
-Caporegime
P.S. Heh, this is, how do you say, cute...
http://www.totalwar.org/forum/non-cgi/emoticons/gc-behead.gif
http://www.totalwar.org/forum/non-cgi/emoticons/rolleyes.gif
A little advice please. Im a Newbie modder In the middle of beta testing a mod i've been working on. All seems fine exept, three elite cavalry units I've created keep appearing as Royal bodygaurds out of era and for the wrong factions e.g Venetians get my Frankish Knechte, Novgorods get my Knights of the Banderium and the Turkish get knights of the Holy Sepulchra. Just wondering if there was a specific error that could be causing this or if its just a lost syntax error in the unitprodfile. Will I have to go back to the drawing board. (uuuggghhhhhhhhhhhhhh)
Nomad.
Ok this is my first post on this forum, I just have a quick question:
I’m currently implementing new campaign map castle pieces for the Middle Earth mod and have got them in and set their flag positions but am having trouble setting the Castle selector position:
In VI:
“SetCastleSelectorPos:: 52 11 53 4 53 4 52 11 52 11”
apparently these have to be adjusted AND the extra settings in the .buf files. When I go to view the extra settings in the .buf I get “Extra info begins at 11075, 4 bytes total First Integer: 91” does anyone know how to adjust these extra settings and what affect they have on the castle selector position?
Cheers - Hoggy
It's ok I did a bit of rooting around and sorted so ignore the post above :)
Hey all,
2nd post, thanks in advance for your patience. I am new to Medieval Total War, I played STW for a long time and recently picked up MTW. I downloaded Med Mod 1.85 for the MTW version, no VI.
I read through the readme and as Poland your able to build Tutonic Knights. I have taken Prussia in my game but for the life of me I cant figure out what buildings I need to get these units.
Are they for crusades exclusively?
I couldnt download the med mod spreadsheet at Wes's site the link is down. I wasnt sure where to post this so I thought here would be a good start.
Any help/direction would be greatly appreciated.
Odin
Would editing the NAMES.TXT file then loading a previous campaign where there were errors cause the game to crash?
I've just had my first go at adding a new faction, the Portuguese, and everything was going fine until about 100 years in. I started getting crashes but could avoid it by removing units from all the build queues, though i can't find a reason for it to crash anyway.
Also is there a log file that is created during a crash?
VikingHorde
03-21-2004, 21:59
thanks, its good to be here http://www.totalwar.org/forum/non-cgi/emoticons/bigthumb.gif
jbluvchild
03-22-2004, 13:54
http://www.totalwar.org/forum/non-cgi/emoticons/wave.gif Hi all , first I'd like to say wow I have been browsing your varies forums and the knowledge you all posses is profound. I am very intrested in learning a thing or two. I do have a request however , after seeing the potential this game actually has with modding and customizing a good friend and I grew very excited with the thought of actually seeing a child hood game we played transpire into a pc game, how ever the ability to actually make it work is beyond our abilities , so if any one can help us at all that would be great. We have no problems with some compensation. Oh and Lord of Storms we live in Tampa Bay http://www.totalwar.org/forum/non-cgi/emoticons/bigthumb.gif Thanks All
Lord Of Storms
03-23-2004, 06:54
Greetings jbluvchild, and Welcome fellow Floridian,
Compensation is not neccessary you will find most of our resident Modders to be a friendlly and most helpful bunch,
No self respecting modder and member of this community would ask for money to help out with a Mod.
I would suggest you begin a topic stating your idea,
and see what kind of response you get and if any interest is stirred up.
I would be most happy to help you in any way I can,
feel free to post here or use PM or mail me at ronin27k@aol.com anytime,
I am curious to hear what your idea for a mod is about?
...LOS http://www.totalwar.org/forum/non-cgi/emoticons/wave.gif
jbluvchild
03-23-2004, 10:49
thank you Lord for the warm welcome and to all for the great in put and effort every one has displayed in a most victories attempt in making the total war games that much more enjoyable , i will email you LOS so that you might have a understanding of what we would like to attempt any help would be much appreciated http://www.totalwar.org/forum/non-cgi/emoticons/bigthumb.gif
Myrddraal
03-30-2004, 13:03
Can someone tell me what the latest version of LMM is and where to get it. I think I have an old version. http://www.totalwar.org/forum/non-cgi/emoticons/confused.gif
Wodens Wulf
03-30-2004, 19:13
Hi,
Im new to this forum.
Can anyone tell me if it is possible to increase unit size and how i might do it?
For example to make it so i have 400 Peasants per unit instead of 200.
Lord Of Storms
03-30-2004, 19:36
Quote[/b] (Myrddraal @ Mar. 30 2004,06:03)]Can someone tell me what the latest version of LMM is and where to get it. I think I have an old version. http://www.totalwar.org/forum/non-cgi/emoticons/confused.gif
You can look on the org's download page I know the only LMM versions we have are there, in the Beta section.
Only a few versions were released, what version do you have?
let me know what you find and I will try and help you out...LOS
Norseman
03-30-2004, 20:38
Quote[/b] ]
For example to make it so i have 400 Peasants per unit instead of 200.
Can't be done. The game will CTD with anything more than 200 per unit.
Sir Zack de Caldicot
03-31-2004, 01:59
Sorry to trouble you guys but I screwed up my Projectile.txt file without backing up http://www.totalwar.org/forum/non-cgi/emoticons/gc-wall.gif
If someone could send an Unmodded VI Projectiles.txt to me at Urukhai_Footsoldier@hotmail.com
that would be great http://www.totalwar.org/forum/non-cgi/emoticons/bigthumb.gif
Mouzafphaerre
04-14-2004, 11:49
-
Will somebody please see my thread?
http://www.totalwar.org/cgi-bin....t=16892 (http://www.totalwar.org/cgi-bin/forum/ikonboard.cgi?act=ST;f=5;t=16892)
Thanks.
_
Two questions on Medieval:
Is it possible to edit the units to display 'regiment names' on the battle map? Since the game tracks individual kills it should track individual units, and the rest is just a decorative font under the type of unit picture. The province name and the build order of the type of unit could be used to do this automatically- Wessex 1, Flanders 3 etc.
Can the supply of the land units be altered so that their cost is calculated in the same manner as the ships? The mechanism must exist, though it would be necessary to apply it to unbesieged castles, citadels and fortresses rather than ports. If this could be made to work offensives would cost more and the conquest of the entire map would be made more difficult.
MalibuMan
04-18-2004, 08:42
Quick question:
You know how you can make the map go green in provinces over 100% loyalty, to help with large empires. Is there a way to change the loyalty level at which this occurs (e.g. I'd like it to only go green at about 180%)?
Cheers
CountMRVHS
04-27-2004, 02:42
Hi all,
I'm new here and hope this is the right place to post this question....
I've looked around quite a bit but can't find any guide to making francland a playable province on the Viking map... I've wanted to do this for some time but don't know how.
I have some experience modding, as I've added a few factions, a few units, and tinkered with startpos and some basic stuff, but can someone help me with this?? I'm working on a Dark Age campaign, set in the time of the saxon invasions and the British resistance, and it would be fun to have francland available.. Many thanks in advance
Amogi, *brilliant* question by the way I hope it is possible to add supply costs
Mouzafphaerre
04-27-2004, 04:32
-
Until I learned that Francland doesn't really exist (except on the map texture), I had thought that the process of enabling Sahara could have been applied. (See the Repository for how to.) However, it must be possible.
You need to define the region on the real map (the LBM) and then declare the province, its attributes, borders etc.
Honestly, I would make Isle of Wight rather than Francland. http://www.totalwar.org/forum/non-cgi/emoticons/wink.gif
MedMod 4.0 will utilize a totally new map made from scratch. So will Fury of the Northmen mod. Contact WesW, Eastside Character, PseRamesses or any other involved modder for details.
Finally, welcome to the ORG. http://www.totalwar.org/forum/non-cgi/emoticons/wave.gif
_
CountMRVHS
04-27-2004, 21:12
Thanks for the welcome
Now, when you say "contact" those folks, do you mean "contact them about their mods" or "contact them with my question about adding Francland"?
And, how would I go about contacting them, other than scanning for their names and hijacking threads - something I don't want to do
I've got a lot of mileage out of Starkhorn's excellent Faction guide for VI -- is it too much to hope that there is some similar guide for making changes to the campaign map? Is there a repository of this knowledge sitting around somewhere I'm unaware of?
So many questions
Thanks for the reply
http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif
Howdy, i have a question. I'm thinking about building Olog-Hai units for METW and they need to be the size of a small elephant like the excellent ones Flip has done for HTW. Do I need to use multiple BIFs to make this larger unit or will it fit on one BIF page if i reduce the number of anims? Hope someone can help.
many thanks - hoggy
Quote[/b] (amagi @ April 14 2004,12:22)]Two questions on Medieval:
Is it possible to edit the units to display 'regiment names' on the battle map?
No, no moddable mechanisim exists in game to allow this.
Quote[/b] (amagi @ April 14 2004,12:22)]Can the supply of the land units be altered so that their cost is calculated in the same manner as the ships?
No, no moddable mechanisim exists in game to allow this.
much of the game mechanics are hard code,
we dont have access to the code.
B.
Quote[/b] (hoggy @ May 21 2004,00:24)]Howdy, i have a question. I'm thinking about building Olog-Hai units for METW and they need to be the size of a small elephant like the excellent ones Flip has done for HTW. Do I need to use multiple BIFs to make this larger unit or will it fit on one BIF page if i reduce the number of anims? Hope someone can help.
many thanks - hoggy
a maximum of 2 bifs per unit are allowed,
one for the animal/vehiclke and one for a rider/driver.
thus all the animations for the animal would needs be in one bif file,
but you could put riders in another,
getting the two to work together will take some effort and is not something i have attempted.
Quote[/b] (CountMRVHS @ April 27 2004,15:12)]Thanks for the welcome
Now, when you say "contact" those folks, do you mean "contact them about their mods" or "contact them with my question about adding Francland"?
And, how would I go about contacting them, other than scanning for their names and hijacking threads - something I don't want to do
I've got a lot of mileage out of Starkhorn's excellent Faction guide for VI -- is it too much to hope that there is some similar guide for making changes to the campaign map? Is there a repository of this knowledge sitting around somewhere I'm unaware of?
So many questions
Thanks for the reply
~:D
editing/making a campaign map,
almost exclusively we use Wellington's LukMapMaker (LMM) to make our campaign maps,
you could do this by hand but it will take you literally ages,
i made a 6 province map by hand in the early days and it was a nightmare.
Download LMM versions 3 and 4,
the instructions are in the readme files of those tool versions.
B.
Many thanks Barocca, I was actually after finding out if Flip's HTW elephants used one BIF or not (not including the riders). The Olog-hai are essentially trolls the size of an indian elephant and I'm just trying to work out if a unit can be elephant sized without being made out of two BIFs. Anyone know? Flip? :)
- hoggy
Myrddraal
05-21-2004, 21:27
In the Gnome editor for units, there is a column titled 'Scale'. The larger the scale, the more the bif is enlarged.
Good luck http://www.totalwar.org/forum/non-cgi/emoticons/gc-2thumbsup.gif
scooter_the_shooter
05-22-2004, 13:15
ok i cant find gnome editior any where and it lets you edit units right http://www.totalwar.org/forum/non-cgi/emoticons/confused.gif
Duke John
05-22-2004, 20:32
Welcome to the Dungeon ceasar010,
You can find Gnome Editor through Files (in the menu which you can see in the topleft of your screen) => Tools => UnitBuildProj_Editorv2.0 made by LordGnome.
Cheers, Duke John
Kaiserin Katja
05-23-2004, 16:49
Hi Guys This is a great Forum I have been following the Tips posted here for some time and have had some nice Successes especially with tips from LOS, Barocca, dessa14, Starkhorn,and KekvitIrae.You guys are really Fantastik(Vielen Dank/Thank You) But i was wondering if anybody knows how to replace an existing MTW Faction's Shield images with a Viking age one? I would like to replace the Burgundian's Shield Images with the irish from the Viking era. I tried copying the Irish.BIF from the Vikings Castleflags to the MTW Castleflags and renaming to Burgundian. Did the same for vikings/prebatshields to MTW Prebatschields, Christian/Schields/Vikings to MTW, Muslim/Schields/Vikings to MTW, and finally Battle/Flags/Vikings to Battle/Flags. then went to early.text and changed Burgundy line to "Irish_lge" "Irish_sml" "Irish" "F1014" "F1014". the Game doe not work then. Does anyone Know what I did wrong? Thank you all for the Help.
Viscount
05-29-2004, 19:35
Shogun TW question.....
I know it's old, but I've been using it to cut my teeth modding and I've enjoyed what I've managed thus far.
In brief, I'm re-inventing the game in an 18th c. European model.
I'd like to know if there is a way to make the AI deploy it's muskets in two ranks like it does for the Korean Javlines (who seem to be the only troops to deploy in two ranks).
The idea being to replicate 18thc 'Platoon" fireing systems. I have to sckew the AI's numbes and such to make up for the fact that it dosen't use the faster musket reload speed (a shot every 16 seconds) and in a firefight, gets chewed.
Does anyone know how to remove NTW, I want to play medmod instead. I've already tried to use Crazy Ivans original stats but the graphics are still crewed up.
Thx all
Woreczko
05-31-2004, 08:04
1) What exactly does "starting honour handicap" column in unitprod.txt file? Does it makes every produced unit start at specified valour level and thus improves stats accordingly?
I thought, that it could be used to improve accuracy of some missile units without granting them new missile weapon, am I right?
2) What`s the morale bonus (not honour level), specified in unitprod file?
Myrddraal
05-31-2004, 22:05
The moral bonus is to do with how easily units flee.
Units with poor moral i.e. Peasants flee easily.
Woreczko
06-01-2004, 11:32
Quote[/b] (Myrddraal @ May 31 2004,16:05)]The moral bonus is to do with how easily units flee.
Units with poor moral i.e. Peasants flee easily.
Then how does it differ from "honour level"?
Hello
I have some problems to create a new faction I following the guide but nothing happens after. Im not interessted in creating a complete new faction, i want only create one for custom battles. Can you just sum up what is importent for custom battle-factions.
Thanks
Woreczko, honour/valour level is how good the unit is in combat. This increases with battle experience (and other stuff).
Morale determines when a person will flee. If they are heaviy outnumbered and they have lost a lot of men, they're going to have low morale. If their flanks are protected and they're beating the enemy, they will have high morale.
Woreczko
06-03-2004, 10:47
Quote[/b] (Kaatar @ June 01 2004,12:45)]Woreczko, honour/valour level is how good the unit is in combat. This increases with battle experience (and other stuff).
Morale determines when a person will flee. If they are heaviy outnumbered and they have lost a lot of men, they're going to have low morale. If their flanks are protected and they're beating the enemy, they will have high morale.
Hmmm, I`m pretty certain that "honour_level" entry is responsible for the base morale of your unit, for example religious fanatics have 8 honour level and they start battle in an impetous state, just like knights (usually), despite they are not awesome fighters.
However I don`t know what "morale bonus" is responsible from. Most units have a flat 0, but fanatics have 4, clansmen 2, longbows 4 (it`s not a complete list).
Myrddraal
06-03-2004, 14:26
Woreczko u may have noticed that units wich say 'poor moral' in the description and run away easily in battle, like peasants, have a moral bonus of -2.
I'm fairly certain about this one. http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif
Woreczko
06-03-2004, 15:07
Yes, but peasants have also -2 honour level. Same goes for urban militia (-1 honour, -2 morale bonus).
Let`s look at archers, they have also poor moral in the description:
Archers INFANTRY 225 5 1 0 80 60 1 DISCOURAGED "CATH_REBELS(15), CATH_LOYALISTS(15), CATH_PEASANTS(15), CATH_BANDITS(15), CATH_ZEALOTS(15), ORTH_REBELS(15), ORTH_LOYALISTS(15), ORTH_PEASANTS(15), ORTH_BANDITS(15), ORTH_ZEALOTS(15), MUS_REBELS(15), MUS_LOYALISTS(15), MUS_PEASANTS(15), MUS_BANDITS(15), MUS_ZEALOTS(15), CATH_HERETICS(15), ORTH_HERETICS(15), MUS_HERETICS(15), PAG_REBELS(15), PAG_LOYALISTS(15), PAG_PEASANTS(15), PAG_BANDITS(15), PAG_ZEALOTS(15)" FN_ENGLISH "POVERTY_STRICKEN(143.75), DESPERATE_DEFENCE(11.5), CATHOLIC_EXPANSIONIST(92), CATHOLIC_NAVAL_EXPANSIONIST(92), CATHOLIC_TRADER(115), CATHOLIC_CRUSADER_TRADER(115), CATHOLIC_EXPANSIONIST_CRUSADER(92), CATHOLIC_DEFENSIVE_CRUSADER(92), POPE(57.5), CATHOLIC_DEFENSIVE(92), CATHOLIC_ISOLATIONIST(57.5), ORTHODOX_DEFENSIVE(92), ORTHODOX_EXPANSIONIST(92), ORTHODOX_STAGNANT(115), MUSLIM_PEACEFUL(115), MUSLIM_EXPANSIONIST(92), MUSLIM_DEVOUT(92), BARBARIAN_RAIDER(46), REBELS(115), CLOSE_TO_SUPPORT_LIMIT(25.3)" { BOWYER } "MISSILE, AMBUSH, ANTI_SPEAR, WEAK" ALL_PERIODS YES "HEIGHT( 85 ), RADIUS( 25 ), SCALE( 120 ), PROJECTILE_TYPE( SBOW ), SAMURAI( NO ), MARCH_SPEED( 6 ), RUN_SPEED( 10 ), CHARGE_SPEED( 11 ), 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( 1 ), MELEE_BONUS( -1 ), DEFENCE_BONUS( -2 ), ARMOUR_LEVEL( 1 ), HONOUR_LEVEL( -1 ), AMMO( 28 ), FORMATIONS_PREFERRED_NUM_ROWS( 3 )" NO "own_unit_tooltip1, own_unit_tooltip2, other_unit_tooltip1, other_unit_tooltip2" "PESTUNIC, YES, YES" ALL_FACTIONS "Missile, Shocktroop, Spear, Cavalry" "SKIRMISH(2), ADVANCE_PARTY(1),
OUTFLANKING_FORCE(1), MAIN_BODY(1), HOLD_TERRAIN(0), RESERVE(0), REINFORCEMENT(1), ASSAULT(0), ASSAULT_COVER(2), ASSAULT_COVER_CASTLE_ATTACK(0), COVER(2)" 0 NONE YES 1 NO 0 0 SWORD YES ALL_PERIODS ALL_FACTIONS
They have no moral bonus (so I guess 0) but -1 honour.
Another example:
FeudalKnights CAVALRY 425 21 1 0 80 40 1 PREFERRED "CATH_REBELS(5), CATH_LOYALISTS(10), CATH_PEASANTS(5), CATH_ZEALOTS(5), CATH_HERETICS(1)" "POVERTY_STRICKEN(23.1), DESPERATE_DEFENCE(23.1), CATHOLIC_EXPANSIONIST(277.2), CATHOLIC_NAVAL_EXPANSIONIST(277.2), CATHOLIC_TRADER(231), CATHOLIC_CRUSADER_TRADER(231), CATHOLIC_EXPANSIONIST_CRUSADER(277.2), CATHOLIC_DEFENSIVE_CRUSADER(184.8), POPE(115.5), CATHOLIC_DEFENSIVE(184.8), CATHOLIC_ISOLATIONIST(115.5), ORTHODOX_DEFENSIVE(184.8), ORTHODOX_EXPANSIONIST(277.2), ORTHODOX_STAGNANT(231), MUSLIM_PEACEFUL(231), MUSLIM_EXPANSIONIST(277.2), MUSLIM_DEVOUT(277.2), BARBARIAN_RAIDER(369.6), REBELS(231), CLOSE_TO_SUPPORT_LIMIT(97.02)" "{ROYAL_COURT2, ARMOURER2, HORSE_BREEDER2}" "ATTACKER,AMBUSH,ANTI_MISSILE,CAVALRY" ALL_PERIODS YES "HEIGHT( 125 ), RADIUS( 50 ), SCALE( 138 ), PROJECTILE_TYPE( NONE ), SAMURAI( YES ), MARCH_SPEED( 9 ), RUN_SPEED( 20 ), CHARGE_SPEED( 22 ), MIN_TURNSPEED( 2 ), MAX_TURNSPEED( 8 ), TURN_TO_MOTION_SPEED( 8 ), MAX_INMOTION_TURN( 96 ), FORMATION_WIDTH_SPACING( 115 ), FORMATION_LENGTH_SPACING( 125 ), ENGAGEMENT_THRESHOLD( 2000 ), CHARGE_BONUS( 8 ), MELEE_BONUS( 4 ), DEFENCE_BONUS( 3 ), ARMOUR_LEVEL( 4 ), HONOUR_LEVEL( 8 ), AMMO( 0 ), FORMATIONS_PREFERRED_NUM_ROWS( 4 )" NO "own_unit_tooltip1, own_unit_tooltip2, other_unit_tooltip1, other_unit_tooltip2" HORSE "MAILHCAV, YES, YES, LiHorse" ALL_FACTIONS "Missile, Shocktroop, Spear, Cavalry" "SKIRMISH(0), ADVANCE_PARTY(1),
OUTFLANKING_FORCE(1), MAIN_BODY(1), HOLD_TERRAIN(0), RESERVE(1), REINFORCEMENT(1), ASSAULT(2), ASSAULT_COVER(0), ASSAULT_COVER_CASTLE_ATTACK(0), COVER(0)" CATHOLIC 0 UNCONTROLLED CAV YES 1 NO 0 0 "BerberCamel, bedouincamelwarriors" FeudalFootKnights SWORD ALL_PERIODS
Feudal knights again have no morale bonus, but 8 honour value and IMHO that is why they have high morale. Maybe moral bonus is just additive to honour, in that case both of us are right, however I`m not sure.
Hi everyone,
I've read through a few of your excellent FAQs in the Repository, and think I've already found the answer to my question, but I thought I'd do a quick post to check.
I'm doing a research project into developing an AI system to control large crowds of units, and I'm looking for a pretty interface to put over my ugly engine. I immediately thought one of the TW games might do a good job, but thought it best to check with the experts before I spend too much time on what is probably a dead end.
Is it possible to mod one of the TW games to have units controlled (in battle scenes) by my scripting?
As I said, I'm pretty sure from the FAQs that the answer is no, but I thought it worth an ask just in case.
Thanks in advance
Aelf
Not really. You have to make ai scripts using a built-in scripting language, and that's only for historical battles. So it won't work properly.
Kaiserin Katja
06-05-2004, 03:59
Hi all. I finally made a pretty good mod (for a newbie) where I enabled early Novgorod and added the Irisch, Serbians, and Lithuanians. I want to give the mod to my Friends so I downloaded the trial version of Win.zip 9.0. but i can't attach the File to an Email. I think it's too big(500mb). Is this file compressed or did something go rong? I use verizon email service. I would appreciate any tips from any knowlegable modders. Thank you.
PS. Great thanks to LOS, Dessa, KevitIrae for all the great Posts. http://www.totalwar.org/forum/non-cgi/emoticons/cheers.gif
Are you sure its 500mb? If it is, you should definitely take out soem files But if its 500kb, it sounds about right (sort of). If you've added the names and a new unitprod as well, it will probably come to this compressed. But I don't know why you can't send it. Its below the size aceppted by most mail services. it could be not accepting .zip files. You could try changing the .zip to something else, like .txt and telling them to remove this. But if it was really a 500mb file, you can only really use cd.
Encaitar
06-13-2004, 05:26
Hi guys, I have a question:
How can you determine which title-naming system a mod uses? i.e. when generals are given a title, will their name appear as "Lord FORENAME" (as in Vikings) or "Lord SURNAME" (as in regular Medieval)
I am trying to get the Vikings naming system, but instead it is using the Medieval system.
Thanks.
Is that just for the factions with no surname?
Encaitar
06-14-2004, 03:11
Nope, it works (in Vikings) for factions that have both forenames and surnames. A "Sir Forename Surname" becomes "Lord Forename". That's what I'm trying to get to happen.
timoshenko
06-16-2004, 21:35
Is there any documentation for the binary format of .jjm files? I'd like to ouput my own from my own program.
timoshenko
06-23-2004, 16:37
Well, since there doesn't seem to be any response, I'll give a few more details. Maybe they will motivate someone too divulge.
I'm about halfway through writing the engine for a operational/strategic game. It's a multiplyer turn based thing, on the We Go principle. That is, all players turn in their orders for their units, then the sim runs, and results are sent out. It can be played either over email or head to head.
It's not hex based or province based, it's coordinate based. It's not a "Strategy" game in the traditional senese. Resource managment is about supply lines, not manufacturing.
Each turn could represent 15minutes, or a week, depending on what is suitable for the scale of each particlar scenario. Similarly, map size could cover a few kilometers or a few hundred kilometers.
I'm hoping to do actual combat resolution in a third-party game. So you could fight your battles in MTW, or Combat Mission or even on the Tabletop with Warhammer or DBA.
Right now it has some basic map editing tools. In the near future, it will be able to read in DEM or similar topographic data to create the maps.
Problem is, the formats for map files and similar things are undocumented for most of these computer games. So the user has to convert my maps and troops into the target game's map by hand, a complete waste of time.
So, I'm looking game that will let write my own maps & OOBs in it's native format. Using the Historical Map format, MTW is fairly open for troop setup and deployment., but I need to be able to input terrain as well as OOBs.
I've stopped working on most of the game until I can find at least one commercial game (that I like playing) that is open enough for my needs.
As a benefit to you, I will be releasing modular chunks of the program as they develop. So, if I can get the format for MTW or STW terrain files, you could see a US Geographical Survey to MTW or STW convertor posted here soon.
Anyway, any pointers toward a source for the file format would be most welcome.
Duke John
06-24-2004, 08:02
Welcome to the Org, timoshenko
.jjm files are certainly not images, I think they are like 3D objects. I am afraid that you will have a very hard time looking for an editor/exporter. CA has some unusual tools to make files, the buildings ingame cannot be modified either (except for size).
Wellington was developing a tool for editing maps, but he is no longer around.
So...good luck
Duke John
timoshenko
06-24-2004, 22:03
Thanks for the reply, Duke John. If there is no documentation, I'll have to try something else.
ANway, after fiddling around a bit, I suspect that Historical Battles are single player only, which rule them out for my purposes. Maybe this was an obvious thing to test first, but I didn;t even consider the MTW would be limited that way.
The maps can be loaded into multiplayer, but the force makeups and postions can't. I'm having a hard time believing the evidence before my eyes. Why wouldn't I want to play my against my friends in an Agincourt scenario? The "you setup in that circle, I set up in this circle" gets old after a while, IMHO. If I'm correct, any ideas on _why_ MTW was designed this way?
timoshenko
06-25-2004, 15:39
Hmm, ok, after digging around, it seems like I may be able to have multiplayer historical's using this flag in the Player:: entry of the .bdf file:
LOCAL/ARTIFICIAL
But, since I only have one computer and one MTW, I can't test it. Has anyone verified that you can have more than one LOCAL player in a historical map? And if so, how do you set up the server and have clients log on?
Duke John
06-25-2004, 16:14
The developers had mp-campaign originally in mind. This was changed but there are still traces of that in the files. That entry you found might be a leftover from an unfinished feature. In other words, don't have high hopes that you can pull it off.
Cheers, Duke John
mutineer
06-29-2004, 21:13
Hi
I was hoping someone might be able to help?
Ive got the swiss up and running, but really want to make them able to crusade
Can this be done, and if so, how?
Many thanks http://www.totalwar.org/forum/non-cgi/emoticons/wave.gif http://www.totalwar.org/forum/non-cgi/emoticons/gc-help.gif
Mutineer
Angainor
07-01-2004, 01:05
Hello everybody, here is my question. Is it possible to trigger events for the campaign map? For example, if faction(A) can control 75% of the map can I use this as a trigger for a second neutral faction(B) to invade the lands under faction(A) control. I thought it could be similar to the mongol invasion in MTW. I was told this probably isn't possible but I should ask my question here just in case. Any thoughts?
Duke John
07-01-2004, 01:17
Welcome to the Org, Angainor and mutineer http://www.totalwar.org/forum/non-cgi/emoticons/medievalcheers.gif
To answer the first question, yes you can give the Swiss the ability to Crusade. Using Gnome Editor you should add in CRUSADERS_BUILD_PROD.TXT FN_SWISS to the factions that can build Chapter Houses. Then you add FN_SWISS to the factions that can train Crusades in CRUSADERS_UNIT_PROD.TXT.
About coding events. Nope, such things are hardcoded and we simply don't have the option to change that.
Cheers, Duke John
Assassins_Shadow
07-02-2004, 21:42
I am quite new to modding( and this forum), and I was wondering? Is it possible to change the campaign map( add new territories, divide up old ones, etc.)? And if it is, does anyone know how, or maybe you could direct me to a thread about this. http://www.totalwar.org/forum/non-cgi/emoticons/gc-inquisitive.gif
BigCheese
07-05-2004, 11:18
I know it possible. Although you can only add 8 new provinces. You need to download two files form The Org to make new maps Think one is called a LukMap generator can't remember the other one.
http://www.totalwar.org/forum/non-cgi/emoticons/wacko.gif
dewinter
07-08-2004, 06:38
got a mod question..
im currently playing med mod..and am trying to change a few things in it and running into some problems.
land bridges.
in med mod wes broke the link between constantinope and nicea..and flanders and wessex..
im trying to completely sever the connection to constantinople to asia minor by breaking the connection constantinople has to trebizond..and breaking maracco and granada to slow the wipe out the turks usually deal the byzantine and the spanish deal the almahods (or vise versa)
it seems wes removed the connecting province or regions from eachothers entry in the set_neighbors section and simply nullified the border information with a couple dashes //
anytime i atempt the above ..or try to modify the makebuildings or makeunit entries to much one of the following happen.
the new version of the mod simply disapears from the selection list.
or..the camp loads with no buildings built and the only unit for each faction on the map is the king (deffinalty makes for an interesting game )
ive checked spelling several times..im wondering if the number of spaces between entries is strict..or if only so many modifications can be made .
any help would be apreceated
https://forums.totalwar.org/forum/non-cgi/emoticons/biggrin.gif Does anyone know if its possible to mod the cheat "deadringer". One million florins is to much in one go and it tempts me to cheat too much. It would be nice to just add a few thousand now and again, when things get a bit scary. Otherwise I suppose I could just increase my intial starting money, Or just suffer for my mistakes.
https://forums.totalwar.org/forum/non-cgi/emoticons/gc-anxious.gif
https://forums.totalwar.org/forum/non-cgi/emoticons/biggrin.gif Oh and another question,
Does anyone know if there's a limit to the number of new titles you can add. As I've noticed a few of the new titles I've created change occasionally. i.e My Earl of Warwick's loyalty oscillates between 1 and 2.
Thanks for any advice,
https://forums.totalwar.org/forum/non-cgi/emoticons/wave.gif
sunsmountain
07-17-2004, 16:16
I have a question about the future game of Rome:TW. Is there a group of people already starting (preliminary work: unit design, installing 3D studio max) a mod for this great game?
If so, where, when, how, etc.
Dextarious
07-17-2004, 22:09
I downloaded Razor AI. 1.0 from the file section, then I installed it, two files were then subseqeutnly in the main folder of the medeival folder, both TXT files named Razor AI Prod, and razor ai Units, but I see none of the changes that were claimed in the Readme TXT, nor do I see any detailed instructions on how to install them. Do I need to rename them? It seems to me like medeival wouldnt even recognize them with their current names?
Quote[/b] (sunsmountain @ July 17 2004,17:16)]I have a question about the future game of Rome:TW. Is there a group of people already starting (preliminary work: unit design, installing 3D studio max) a mod for this great game?
If so, where, when, how, etc.
https://forums.totalwar.org/forum/non-cgi/emoticons/biggrin.gif I doubt it m8,
I think R:TW could be a whole new ball game. So unless someone gets a sneek prevew of the programming, we'll have to wait.
https://forums.totalwar.org/forum/non-cgi/emoticons/wave.gif
AlexPeters
07-19-2004, 22:26
Battle formations (AI)
Interesting but poorly documented aspect of the game. Has anyone figured out how they could be modified ?
Which files are important (...\FormationData), which flags cause what behaviour, which file is used in situation A/B/C - perhaps a modding guide or thread on this topic available ?
There is a special part for the turks ('Template Ottoman' in HistoricalFormations.txt), i asked myself if it's possible to add an own formation only for (as an example) the spanish.
Thanks, Alex
Big57mac
07-20-2004, 00:55
Hello,
Where is the Lord of the Rings forum for the mod? Since I cannot search the forums, I can't find it.
Thank you.
AlexPeters
07-20-2004, 02:38
Hi BigMac https://forums.totalwar.org/forum/non-cgi/emoticons/biggrin.gif ,
the 'official' threads for the mods could be found at The Engineers Guild.
Silmarillion:Total War (https://forums.totalwar.org/cgi-bin/forum/ikonboard.cgi?act=ST;f=27;t=16225)
Middle Earth: Total War (https://forums.totalwar.org/cgi-bin/forum/ikonboard.cgi?act=ST;f=27;t=16223)
The METW Mod has an additional forum (external link):
Middle Earth: Total War at metw.net (http://www.metw.net/forum/portal.php)
Alex
I have made several search attempts and had no luck, so if this is a question already asked and answered please forgive my dumbality.
Has anyone come up with a technique to get the AI to continue to develop a region with a troop valor bonus beyond the improvements required to build the unit that receives the valor bonus?
https://forums.totalwar.org/forum/non-cgi/emoticons/wink.gif Hi Eukates,
Welcome to the Guild,
You can effect what buildings are created by the AI in the Crusader_Buildprod13 file in the games main Total war directory. Columns 10 and 11 are the ones you'll need to adjust. Use gnome editor to open/edit the file. However I'm still learning about this, so you'll probably need more help on changing the value's in column 10 and 11. I think, the higher the values the greater the incentive is for the AI to build.
https://forums.totalwar.org/forum/non-cgi/emoticons/wave.gif
Despot of the English
07-25-2004, 10:36
I'd really love to mod MTW but it all seems a bit overwhelming. Where's the best place to start? I'd love to create new provinces and new units but I guess that's too ambitious for a beginner?
So for someone with little or no modding experience (at the moment all I can do is make non-playable factions playable and adjust the amount of money you begin the game with) where's the best place to start on the road to modding?
Thanks for your help https://forums.totalwar.org/forum/non-cgi/emoticons/medievalcheers.gif .
i am just starting up useing these mods, the olny on ei got now is ntw but can anyone give me the links for the other mods like that. also i downloaded a stw mod but it don't seem to want to work because there is no downloader on it and i don't know how to do it any other way.
thanks
Quote[/b] (Despot of the English @ July 25 2004,04:36)]I'd really love to mod MTW but it all seems a bit overwhelming. Where's the best place to start? I'd love to create new provinces and new units but I guess that's too ambitious for a beginner?
So for someone with little or no modding experience (at the moment all I can do is make non-playable factions playable and adjust the amount of money you begin the game with) where's the best place to start on the road to modding?
Thanks for your help https://forums.totalwar.org/forum/non-cgi/emoticons/medievalcheers.gif .
https://forums.totalwar.org/forum/non-cgi/emoticons/biggrin.gif I think the place where most people start there modding is in the Unit prod files (eg.Crusaders_unit_prod11)in the main Total war directory. At least thats where I started. Here you can change unit stats and with a bit more editing in several other files you can also introduce new units.
But the easiest place is probably the startpos files in Campmap/startpos. In these files you can mod the entire starting position for any era. You can Decide what buildings, recources, units, money's, colour schemes, titles, provinces, etc, etc, etc, nations/factions start with. The scripting is very straight forward and the text format is quite self explanatory. But read one of the guides just to be on th safe side.
https://forums.totalwar.org/forum/non-cgi/emoticons/bigthumb.gif
Despot of the English
07-26-2004, 13:37
Thanks Kali https://forums.totalwar.org/forum/non-cgi/emoticons/gc-2thumbsup.gif .
Those unit prod files look a bit muddled and a little confusing https://forums.totalwar.org/forum/non-cgi/emoticons/gc-dizzy2.gif
Quote[/b] (Despot of the English @ July 26 2004,07:37)]Thanks Kali https://forums.totalwar.org/forum/non-cgi/emoticons/gc-2thumbsup.gif .
Those unit prod files look a bit muddled and a little confusing https://forums.totalwar.org/forum/non-cgi/emoticons/gc-dizzy2.gif
https://forums.totalwar.org/forum/non-cgi/emoticons/biggrin.gif If you open it with "gnome editor" (download from the Org) all the muddle sorts itself into rows and columns with easily understandable column headers. I suppose the first step should have been to, download gnome editor from the Org. Although when adding new units to the unit_prod file its easier to copy and paste the relevant lines to the bottom of the script list, without Gnome and then check them with Gnome. It all soon starts to make sence once you've used gnome a few times.
https://forums.totalwar.org/forum/non-cgi/emoticons/bigthumb.gif
Despot of the English
07-27-2004, 10:03
Excellent. That's good to know. Thanks https://forums.totalwar.org/forum/non-cgi/emoticons/gc-2thumbsup.gif .
I've just found Starkhorn's excellent Adding a New Faction PDF.
*runs off to add the Dutch faction*
saundersag
08-03-2004, 13:33
i am in the process of making a mod and i would like to simulate the way that the mongols attack without having a province. i would like to do it with the french could somone show me how to code that
AlexPeters
08-08-2004, 10:33
Hi saundersag,
did you recognize that there are at least three other mods in development that deal with italian renaissance ?
The Two Crowns mod and the XVI-XVII mod are covering italy in different parts of the renaissance and with 'lesser depth' but the Citadel mod (https://forums.totalwar.org/vb/showthread.php?t=34755) seems to be a 'copy' of your mod (or vice versa).
Scripting the French (and other factions) as CA did with the mongols isn't possible in my opinion (and not only mine regarding the posts on this topic) as it is hardcoded (same with swiss and burgundy). An option would be a forced die out of that faction and the reappearance of an heir.
That's kind of a fake scripting. ~;) You create the french faction, give them a province but do not place a leader. Add a male heir with an age of 0 and the faction will die out after the first turn of the campaign and the heir will lead the reappearance of his faction 16 years later.
Alex
Celephaith
08-19-2004, 19:49
I have been modding MTW for a while, and just recently VI, and the main focus of my mods have been making Pagan and Celtic factions. I have focused on these things for two reasons: 1. I'm Welsh. and 2. I hate Christians. In MTW, I was successful in creating a pagan Welsh faction, but unsuccessful at taking the pagan shrines from VI and putting them into my MTW mod. So I began modding VI, where I had the pagan shrines, but I was unsuccessful at making it so that my pagan Welsh would have princesses. I was able to do that in my MTW mod.
So here I am, succeding in many modding aspects, but when it comes to these things it seems I have hit a brick wall. Please help! All I need to know is how to move the pagan shrines from VI into MTW, and how to give the pagan factions in VI princesses. Oh, one more thing. I kinda gave up on this idea, but it would be nice if I could create druids for both MTW and VI. Thanks in advance to whomever can help me.
-Brandon Celephaith
oldnfaded
08-21-2004, 06:16
Can anyone please tell me how to "rem" out the opening movie and credits? I have searched for the startup script but am damned if I can find it. Anyone help please?
Oldnfaded
Duke John
08-21-2004, 07:43
There is no startup script. That is all hardcoded. But you can avoid the intro by adding an empty .TXT file in the root directory of MTW. Name this file: skipcredits.txt
TheSaber
08-21-2004, 10:43
Hello, everyone. I have just a quick question: Is it possible, after you create a new unit, to make them use a certain portrait, rather than the default for whatever faction?
Tom14_77
08-21-2004, 20:25
hey everyone i have a question i want to no if anyone out there knows any good guides on making unit graphics i no how to do all the txt on the units and i have read all of the guides but i still have no clue on making the great graphics for the units icons. I have fireworks (the same as paintshop pro) please help (sorry i am confuzing).
Try " Creating review panel bifs" on this part of the forum or Duke Johns done a very comprehensive guide which i think is in the Repository. The better your 2d program the better the results. I recommend something like photoshop but paintshop seems a popular choice.
~D
TTTTrainUK
08-22-2004, 19:06
What effect does this column have? I've tried changing it between 5 and 100 and there seems to be no difference to the unit in battle.
Couldn't see this covered in any of the guides and FAQs - point me to one if I missed it.
Meneldil
08-22-2004, 20:46
How can I make an historical campaign ?
Skallagrim
08-27-2004, 14:15
Hi there,
could anyone tell me how to change weapons for new units? Maybe i'm half-blind or something but i've been searching for this without finding anything which deals with this problem.
In this case i created a new unit with an own name and different stats which looks like berserkers. What i want to find out is how i can give them double-handed Axes, like the Woodsmen have. Of course they should also wield the axes with both hands.
The "best" i have achieved so far is the berserkers wielding spears with one hand... :shrug:
Any idea how to get this right?
speedythefreak
08-30-2004, 12:52
Hello all, I've tried to follow your step by step guide for creating new units but I have a serious problem. Following Duke's John step by step guide.I've created a flemish mercernary unit from the actual flemish infantry in the BKB super late mod, I've made it available for the burgundians. When it's time to build the unit, everything looks fine the uniticon is in the panel ready to be build, after the two years needed instead I get a trébuchet, same thing for other units I've created . What is going wrong, can you help me.In custom battle mode everything is all right it's in the campaign mode it happens.
Speedfreak
BKB has inserted 256 units which is the max number allowed. Any more and it will wrap to the first unit.
speedythefreak
08-30-2004, 20:18
:jumping:
Thanks a lot pal !!!
Everything is working great so far !!!
Speedfreak
oldnfaded
09-03-2004, 17:25
There is no startup script. That is all hardcoded. But you can avoid the intro by adding an empty .TXT file in the root directory of MTW. Name this file: skipcredits.txt
Many thanks . All mods now running great without damn intro and esc button punching. Saves so much time during modding . Thanks again.
Hi,
I've had MTW for about a month now and I'm trying to mod the startpos file in order to give some of the weaker factions a little more survivability. I've followed the instructions here in the forums and am still getting a message telling me I can't move files to or from the MTW directory. Can anyone give me a quick rundown of how it's done? I'm getting a little frustrated..I've triple checked that the moded file is named in the same manner as the original file in the MTW directory and still no luck.
Arrgh. Nevermind...I've discovered my mistake. It's hard to mod when you have all the technical savy of a square of moldy cheese.
Blodrast
09-07-2004, 20:51
since this was probably addressed before, I thought it wasn't worth spamming a new thread for that. I searched for it, but came up empty.
Anyway, here's my question.
I remember finding a file on AI tactical formations among MTW's files, a long time ago. I had neither the time nor the interest at that point to dig deeper into it and see what it's all about, but since it was a text file, I was wondering whether it was possible to mod it ? Has anyone tried that ?
Unfortunately I don't have a copy of MTW available to see what the exact filename was, but I'm sure you know whaat I'm talking about.
The point of this was that IIRC quite a few of AI's battlefield tactics were outlined in that file, and thus modding it might make for if not a more challenging AI, at least a different one ;)
I would also appreciate your pointing me to a thread that this has already been discussed in, if such exists (again, I looked for one, but couldn't find it).
Apologies if this is a non-issue.
Duke John
09-08-2004, 08:23
Hi Blodrast,
It is indeed possible. You can find the formation text files in the folder /FormationData. I believe you need to edit AiBasicFormations
You can download more info about the formation files here. (http://www.mizus.com/Files/k0rgs8gVt/MTW/Stats/formationdatafiles.zip) Although the title is misleading the info also applies to medieval.
Good luck,
Duke John
oldnfaded
09-08-2004, 11:09
Sorry for repeating this post but I REALLY need help on this one!!!!
Thanks to info posted by the patrons of the org , I have become a major modder. heheh However I have searched the archives for some time for a solution without result
:wall:
My first mod was to add four regions in Frankland and the Franks to Viking invasion with emmisaries and pagan shamn etc. learned a lot on this one.
My latest attempt was an Arthurian mod. I erased the map labels and did fresh ones . Created all new regions (redrawn map.) changed all the factions and religions to 5th century ones. Modded the buildings and units. added new agents etc. This is working and I intend to upload the mod for others to test. It appears to be working fine. Some of the troop images on the battle maps are not right ie too medieval and I want to progress to making animation bifs sometime soon and In particular late Roman troop types. I looked at the ones in fall of Rome but although nice they are 2nd century Lorica segmentata rather than the lighter mail and tunics of the 4th and 5th century. I want to try animations anyway heh
Now for the question ?=0)
:help:
I want to create a Vortigern mod ie early 5th century. Since it will use almost the same troop types as the Arthurian model I wanted to keep it all in the same directory. Now although I can use different era descriptions using the era title this does not seem to work for the faction descriptions.
Ie@["Era_description_ARTHUR"] works, whereas
@["FSM_faction_info_faction_FN_00_ARTHUR"] does not
Is there a solution to this or will I need a seperate installation for each mod. The faction description seems to be the only problem in keeping both mods in the same directory/installation. I find it hard to believe there is no solution but having seen the chaotic state of the TW script files it would not surprise me. They appear to have been programed by a commitee rather than professional programers. Shame considering how great the game is.
~:eek:
Oldnfaded
Blodrast
09-08-2004, 15:16
Thank you, Duke John. :bow:
oldnfaded
09-10-2004, 13:30
Hi
My Arthurian mod is ready for posting . It is however 67MBs zipped with map portraits etc. Where and how can I upload this and make it available for beta testing.
oldnfaded
Myrddraal
09-10-2004, 16:30
If no one else will, I'll upload it for u. Send it to the.mad.toad@gmail.com
But I'd rather it was put on the org or something.
oldnfaded
09-10-2004, 19:12
If no one else will, I'll upload it for u. Send it to the.mad.toad@gmail.com
But I'd rather it was put on the org or something.
You want me to E mail 67MBs. Hmm I can try but Im not sure my mail box will take it. I would prefer a direct FTP. Can't upload to the org , there is a 2mb limit
oldnfaded
speedythefreak
09-16-2004, 00:48
Hello to all
I' m actually having a big problem in trying to modify existing unit graphic in some of the existing mods. First, I definitly love the BKB super mod, the unit roster is wonderful, but I would like to include or change some of the unit graphics or simply add some. For example, some of Duke John's unit graphics for WotR are actually great, I really like his footknights, squires and armoured longbowmen, how can I introduce them in the BKB mod. When you look at the BKB supermod texture/men folder you see there are 9 custom folder containing several data for many different units, Duke John's WotR also have about 8 or 9 custom foldercontaining bifs. Logically speaking, I can't add any of Duke John's bifs into BKB custom folders without screwing up everything. What can I do, can someone help me ?
Speedfreak
mynameisjonas
09-18-2004, 19:01
Hi all,
I'm trying to add a new ship unit, what does the strength value after the range, attack, defence, etc., mean? For all ships that value defualt is zero, is the value no longer needed? Also, on a semi-related topic, why do I lose carracks in battle to lesser ships even when it's 1 on 1? Are ship attack and defence values dependent on the Era or technology develpoments? Ie., if a Carrack unit is modded so that it can be created in High Era, before gunpowder is invented, and can be created with just, say, shipyard2, will its battle effectivness be limited to ships of that Era because of the lack of gunpowder, etc? Or is it solely based on the attack, defence values in the crusaders_unit_prod11 file?
This is probably a rather dumb question but where can I download the Fall of Rome - Total War MOD. It's not located at the Files link at the top of the page.
Thanks.
Found them, thanks anyway.
Finally got my mod working in strategy and battle (except for a game-end CTD that I am working on). However, I always had trouble getting the expected results in setting up heirs/famous-kings (sometimes the same set of numbers would give good results in one game and bad results in the next game). I believe that I have figured out what is going on. As best as I can surmise, the game is hard-coded to decrease heir command ratings if you are taking too many provences. For example with a given set of "SetKing/Famous-King" numbers, if I "fort-up" on owned provences, I get the heir command ratings that I would expect (more or less). However with the same settings and an aggressive provence capture sequence, all of the heirs start getting a zero command rating. The question is: Am I missing something or is this game "feature" a real hard-coded gotcha???? Since it appears that the game is also hard-coded to give new units command ratings in a random fashion over the range of 0 to half of the Kings command rating, getting a King with zero command rating is bad news. Anyone out there got any suggestions???
TIA and Bye from Duane
Dragoncrusader
09-25-2004, 08:06
Hi
I want to create a couple of historical battles but cannot work out how to do it. Does anyone have an editor to amend the .bdf and .adf? I did ask this question a couple of times in the Entrance Hall but most of the posts are now about RTW, so I think peoples focus if elsewhere.
thanks
Dragoncrusader
Hello, i've been fiddling with GNOME editor and the unit files, i'd like to receive some help on a couple of questions:
1)I've been trying to change the danish leader unit to Varangian Guard, but all i get are CTDs or Royal Knights is i leave them as leader unit.
I also made the varangian guard buildable by the faction, so i'm a bit confused on making it work...
2)How do i change (stat wise) an unit weapon? For example, what should i do if i want to give Pron. All. a lance instead of spear?
Thanks.
Hi...
I'm quite new to modding, so this may be something easy to solve... but I've tried just about everything i can think of... and now i'm stuck... so i hope someone can help!!!
Anyway, here's the problem. I've created a new campaign (modified fro mthe late period) and have made a new faction, with new units etc. Game-wise, everything works fine... but the names of certain factions have changed to other factions (if that makes any sense).
Basically, starting with the Italians, all the factions alphabetically after them, right through to the Turks, have the names of the Faction directly after them (alphabetically).
So in all:
The Italians are called The Polish
The Polish are called The Russians
The Russians are called The Spanish
The Spanish are called The Turkish
The Turkish are called The Aragonese
Now, my Faction's name begins with K, and my faction seems to have replaced the Italians on the campaign faction selection screen (ie. to play as the italians you would have to choose the Polish, as there is no more selectable 'Italian' faction). I assume this is why the faction names past this point have been 'bumped up'.
The Almohads through to the Hungarians are fine, and are named correctly, excluding the Aragonese who are now called the Burgundians (as the Turkish took the Aragonese slot). Considering the Burgundians are not even mentioned in the SetActiveFaction list though, i have no idea why they pop up on the select screen!!!
And lastly the Golden Horde are being called the Italians!
I haven't at all changed the names of factions, or switched any around, and all the other campaigns have the factions named correctly... so i assume the problem really is rooted with this campaign in particular and the fact that it has a new faction.
Does anyone know of this problem, and how it can be fixed?
Thanks in advance for any advice offered.
:uneasy: It seems that this thread is quite slow in answering...
Monkwarrior
11-27-2004, 13:48
Anyway, here's the problem. I've created a new campaign (modified fro mthe late period) and have made a new faction, with new units etc. Game-wise, everything works fine... but the names of certain factions have changed to other factions (if that makes any sense).
Basically, starting with the Italians, all the factions alphabetically after them, right through to the Turks, have the names of the Faction directly after them (alphabetically).
....
Now, my Faction's name begins with K, and my faction seems to have replaced the Italians on the campaign faction selection screen (ie. to play as the italians you would have to choose the Polish, as there is no more selectable 'Italian' faction). I assume this is why the faction names past this point have been 'bumped up'.
I am not sure, but it seems to be a problem in the newcampaign_faction_specific that you must have created in the folder Loc\Eng\ (or the language of your version).
The order of the factions that appear in that file must fit exactly with the order in which they are declared in the campmap\startpos\newcampaign file.
At least it is what I think.
Hope it is useful to you.
Good luck!
Monkwarrior
11-27-2004, 13:56
Hello, i've been fiddling with GNOME editor and the unit files, i'd like to receive some help on a couple of questions:
1)I've been trying to change the danish leader unit to Varangian Guard, but all i get are CTDs or Royal Knights is i leave them as leader unit.
I also made the varangian guard buildable by the faction, so i'm a bit confused on making it work...
2)How do i change (stat wise) an unit weapon? For example, what should i do if i want to give Pron. All. a lance instead of spear?
Thanks.
Sorry if I did not understand well your questions, but this is my opinion.
1) Did it work the change to make Varagian Guard (V.G.) buildable for danish? Which period is it?
Be careful because V.G. are restricted to early. There is a column in Gnome that controls this aspect. If your are playing high or late, V.G. won't appear.
2) Not sure. There is also a column (at the end I think) where the weapon is stated. But I don't know is it is enough changing this.
Good luck.
Thanks for your answer.
I solved the first problem as it was caused by the mighty varangites requiring two years to build, i replaced that with 1 and now they form a nice royal bodyguard.
Regarding the second one i'm unsure as the weapon colums in gnome cites a defs file that i'm currently unable to find...
I am not sure, but it seems to be a problem in the newcampaign_faction_specific that you must have created in the folder Loc\Eng\ (or the language of your version).
The order of the factions that appear in that file must fit exactly with the order in which they are declared in the campmap\startpos\newcampaign file.
At least it is what I think.
Hope it is useful to you.
Good luck!
Thanks for the reply Monkwarrior ~:)
In terms of order, my faction appears after the swiss in all entries, and is declared after the swiss in my startpos campaign file - so this is not what's wrong.
But what you said did open my eyes to something. Because actually i edited the DEFAULT_FACTION_SPECIFIC file in Loc/Eng, to include my Faction, and didn't create a new txt file specific to my campaign.
When i looked at the campaign_faction_specific txts, i noticed they have 'free slots' for factions. These free slots do not appear in the default_faction_specific file. So perhaps this is the problem?
I will make a new faction_specific txt.file based around the late period one.. and see how it goes. But how will the game know to use that particular txt file for my campaign? What would i have to rename it to?
Thanks again for the advice MonkWarrior :bow:
oops... silly me... lol.. i know what to name it!!! the same as my startpos campaign txt file ;)
Wasn't thinking... lol
Well... i made a new campagin_faction_specific txt file... but it didn't solve the problem. And it wasn't recognising my faction's name anymore either.. so i reverted back to using the default_faction_specific file.
:dizzy2: I just don't know what to do now tho!!
Hope someone can still help!
Monkwarrior
11-28-2004, 09:16
Regarding the second one i'm unsure as the weapon colums in gnome cites a defs file that i'm currently unable to find...
Yes, it is true. Are you going to change the weapon IN THE GRAPHIC FILES?
The problem if you change the 70 column in gnome is that there is no mean (in my knowledge) to test if the change has consequences.
Perhaps more skilled modders... :embarassed:
No, i just want to change the weapon stat wise, since graphically it would be almost the same, IE giving Pron. All. a lance instead of a spear...
Luke1212
02-04-2005, 12:35
i recently downloaded the patchit software pack to make the game not stop at the year 1452 but when i run it the error message i get is
Unable to open the file Late.cpg
in the directory \Program Files\Total War\Medieval - Total War\SaveGames
Access is denied.
TEST NOT SUCCESSFUL
1) I have renamed the save file to Late.cpg
2) I am using the Late_era_patch file
Thanks in advance
King Clas
02-21-2005, 17:54
Hi all
I have a great music track i would like to put into medieval but i cant figure how do this. I hope i but this in the correct otherwise tell me and ill post where it belongs. Thanks all
/Clas
Pilsette
03-01-2005, 01:33
Hi,
I've changed the Aragonese Faction into a new Faction. It problably works all right, but there is an important problem: where can I edit the Glorious Achievements for the Factions?
You can't, they're hardcoded except for the homelands...
Pilsette
03-02-2005, 22:45
You can't, they're hardcoded except for the homelands...
That's not the answer I expected ;-)
How can I add a new faction? I already know the "New Faction Guide", but in other languages like german it doesn't work!
amritochates
04-06-2005, 16:22
:help: I am working on a Mod for MTW1.1 and was wondering if it was possible to add new factions to the strategic map for 1.1 as in VI?? :help:
If possible then could someone please post me a step by step guide to introducing a new faction in MTW1.1, since all guides are written from a MTW-VI point of view with clarifications regarding the following points:
a.Since the Heroes.txt appears only in VI how do I set a new faction leader
b.How should I refer to my faction in the Startpos and UNit11 and Build13.txt- as Fn01 or Fn21 or FnScots or FnFree01
c.The names for my faction in the Names.txt should be interspersed with the other faction fore and sur-names or do they go to the bottom of the list.
d.Since Faction Colors are hardcoded in 1.1 what will be the new faction color
I tried adding Scots as a new faction but everytime I chose it I got an instant CTD, in addition the Scots appeared as the same faction color as the HRE. A similar CTD happened if I tried to choose the Scots in the custom battle menu. If someone has sucessfully added a new faction to MTW1.1 a link to his or her Mod would be very helpful indeed.
:help: Finally for my Mod I need a copy of the Huscarle.LBM from the Textures / Men/Huscarle folder from MTW-VI- If some one could mail me this file to amritaghata@yahoo.co.in, I shall be eternally grateful to him/her- so do please please have pity on a poor modder. :help:
amritochates
04-06-2005, 16:42
PS. I also was wondering if It was possible to add a new map to MTW1.1 as has been done in the XL and BKB Mods and how should I go about it. Thanks a lot in advance-look eagerly to your responses.
amritochates
04-06-2005, 16:44
PS. I was also wondering if It was possible to add a new map to MTW1.1 as has been done in the XL and BKB Mods and how should I go about it. Thanks a lot in advance-look eagerly to your responses. :bow:
Hello it's been awhile since I was here and I was wondering if it was possible to add VI units to MTW 1.1. I have already tried inserting WesW's RussianDvors and Berdyshi .lbm's, .bifs and all the related files but I keep getting an unknown unit error on stratup. Would someone mind telling me if this is impossible or if I'm just missing something.
Card
Lord Liendecker
05-08-2005, 21:40
Hello, Im a new member of the org. Just started modding this year by looking at all the forums for modding information. I can successfully make my own units in gnome editor and make my own factions, using already made maps (havent worked with graphic files yet, i gotta buy new software).
Next thing i wanted to do was make a new agent, so coppying the data for assassins i made a new one called the Knight of the round table, it had the exact same stats as the assassin, but i gave it the infopanel and review panel of a knights templar.
But when i opened the game and tried to build one of these a message poped up saying:
KnightRT had been declared as GENERIC, PAGAN, CATHOLIC, ORTHIDOX, MUSLIM, CHRISTIAN,
but its IMAGETYPE_STANDING was requested from campmap\Pieces\units\CATHOLIC\ and is not
present there or in the root directory
**** Using default image ***
it did not show that agent's piece image, rather just a small box with a question mark. I could right click it and see its portrait and info, the only thing missing was the piece image.
i assume this file was the agent image, that shows up on the campaign map.
i searched for any files that had "_standing" in the name but there werent any at all. and strangely enough there was no folder called "CATHOLIC" in the specified directory. I then searched for all files with the name "assassin" (mostly portrait files, which i didnt coppy)(there were two in the review_panel directory, which i did not coppy since i used knights templar image for that) (and there were several in the campmap\pieces directory which i coppied and moved to the new "Catholic" location. but this did no good
Could someone help me fill in this missing gap with a valid file. I havent seen instructions on making new agents yet id love it if someone could address that topic. Also it would be great if you could identify what a piece image file is so i can replace this agents image with that of a MTW faction leader.
GeneralTildor
05-10-2005, 00:45
What is modding. IS it a way to make my own campaign map, units, and geography? I don't know. I would like someone to explain Modding to me. Just basic. No real detail. More then a dictionary, yet less than a 1,000 words.
General Tildor. A new dude. :help:
Lord Liendecker
05-24-2005, 01:40
:medievalcheers: Well, General Tildor, I bid thee welcome.
modding is bassically the ability to change this game however you would like to change it. Nearly everything that you see in the game is modifyable.
(as long as its not hard-coded into the game program, and as long as it follows the game format of campaign map and battle map and buying units and buildings and agents with some form of money)
what is most limiting is finding out how to do it and getting necessary programs, and finding the time to do it.
when i started modding, i decided that i was bored with the TW map configuration and units. ~:handball: so i looked up in the Repository for guides. I followed the directions very closely. And then i successfully made my own scouting unit, My own knight units, and my own spearmen units. I then found a step by step guide on how to make factions. I followed that and sucessfully made 11 new playable factions. I figured out how to assign my own units to factions using the special "gnome editor" program (created just for editing units and buildings) and i can now make new factions and units as i please ~:cool:
i did not have the appropriate programs to make new graphics or new campaign maps, but you can do it, it takes more time, and i havent found such a clear explanaiton on how to do them, ~:confused: but id love to. (NOTE TO ANYONE WHO CAN SHARE THIS WITH ME ~;) )
you can also rename factoins, rename anything including unit generals and all that, you can even change the faction colors, which i was happy about. ~:)
Have fun modding if you should choose to do so, and Godspeed in your ventures.
With humble blessings,
Lord Liendecker
Spartacus
06-04-2005, 20:13
Is it possible to mod the MTW Campaign so it has 2 or 4 turns per year as 1 year per turn really bugs me.
william the bastard
06-04-2005, 21:53
Hi all.
can someone tell me, where i can find a "step by step" for LMM4 ? i've got problem to edit a decent campaign map. Need help!
.:vVv:.Monkey
06-09-2005, 21:23
Greetings,
When you open the Crusader_unit_prod11.txt file with the Gnome Editor, in certain columns such as Column 62- Armor Piercing Weapon or Column 70-Weapon Type, you read warnings such as:
"This column is linked from Linked To workshet, which is itself linked to the summary and unit def sheets. Please edit the factors there"
OR
"Note this column is linked from the UnitDefs sheet and should not be edited directly"
Where are these Summary and Unit Definition Sheets these columns are talking about? Am I missing something?
Thks! ~:cheers:
The Electric Celt
06-23-2005, 15:15
Could anyone tell me what the best mods are ,briefly give a description of what they add/change and where I can find them or this information
I await salivating
Because I couldn't find an answer to my questions on the forums I will try it here:
I'm a total newbie to MTW but love the game-concept very much. I'm only annoyed by the fact, that I have to produce tons of strategic units and searching for them after every turn. So I want to make a short tiny mod in which I make the strategic units more expensive and much stronger that you need only a few of them, better: you can't afford so much of them. Now my questions are: -is there a way that you can build only one unit of the same kind, -how can I make assassins/spies/emissaries stronger (I know there is a way for cardinals/bishops etc...), -if I make a unit much more expensive, I fear the AI could stick on trying to produce it, because there are not enough florins for it. So, how do I have to manipulate the AI-behaviour to build those units only when the AI is rich...
Hope to get some answers to my questions on this way,
thanks,
Ulysses
Hello! xD
Ive got a big problem. T_T Everytime i want to start the game an error occurs which says "Too many data columns found in parsefile". I edited the last column of the crusader unit prod file (mercenary yes/no etc.) and now im stuck and dont know what ive done wrong. The original file works fine. Where lies the problem? Plz help me! :mercy:
wchs1981
08-12-2005, 02:55
Hey Total Warriors. I have a question. I have Medieval Total War. I need
Viking Invasion. I can find the two together on the web, and I can find
VI at Amazon USED AT UP TO $58!! Does anyone know where I can find
it at a better price? Btw, I'm in Tennessee, US., although with buying
online, I guess it doesn't matter where you are. Thanks for any help.
I had a problem similar to this, as well. I never discovered the reason for it. However, at about the same time as the problem ceased, I also turned off my Norton Antivirus autoprotect mode. I suspect that Norton AV was doing something while checking the autosave and caused it to get corrupted. Since turning off Norton AV in the background, I have not had the problem again; but since I didn't not associate the two at the time, I can't be sure they are related.
Ive shut down every background program. Its always the same: I cant start MTW cuz of the error message. It seems i have to use an oldbackupfile. The whole work for nothing. >_<
I'm sorry, Laza. It happens. It's entirely possible that a bug simply crept into the program and died. Blame it on cosmic rays... or the girl scouts or something.
locobuDz
08-15-2005, 09:13
Hey- I am wondering just how you would go about allowing a faction such as Aragon to be able to build buildings of Islamic nature; specifically Mosques? I've tried to add Catholic and Orthodox to EARLY_MODDED_CRUSADER_BUILD_PROD13.TXT in a test. The result was the game crashing to a particular error whenever I tried to click on the mosque. The error had the title of "Non existant generic filename requested for Building." and said "Image filename = INFOPIC_FILENAME, Culture = CATHOLIC"
So obviously this has something to do with cultures and non-existent files? I also forgot to mention the mosque didn't have its usual picture and instead had a generic picture with mosque over the top of it. So I suspect it may have something to do with the info pics and culture settings?
If you look in the campmap directory, you'll find a folder called Info_Pics. In that folder is a folder for building info_pics. In the building folder are separate folders for Catholic, Muslim, and Orthodox pics. Even though you modded the building_prod file to allow the Catholic and Orthodox cultures to build a mosque, the game program can't find the relevant pics in the info_pic folder. Easy enough to fix. Just copy and past the mosque.bif file from /campmap/info_pics/building/muslim into /campmap/info_pics/building/catholic or /orthodox. That should solve the problem of the info_pic crash.
Lord Liendecker
08-26-2005, 21:49
Ive noticed that some forums do not allow posts and others only have a few threads that have ever been posted, so i assume there are limits to where new members can post.
Where can new members of the org post threads?
Just about every one except the ones like the Repository thread which specifically say that not to post there.
strongpoppa
09-02-2005, 08:37
I am a newbie and I'm wondering if there is a mod that brings MTW. up to RTW graphics and map standards. I love both games but RTW's battles and maps are soooo much better! Thanks, good site!
The Emperor
09-03-2005, 16:13
I'm a sorta newbie to MTW moddin, but I was wondering if there is a way to unlock frankland (sp?) in the VI campaign?
The Emperor
Hi all, I´d lik to know where the event pictures are stored in MTW, and what tool I need to view them, the same goes for the unit info pictures. I´ve trid the dragon*something* editor, but that kind of screws up the pictures, making them transparent in places.
Lord Liendecker
09-24-2005, 21:08
ok, someone else was asking about the event pictures, and ive looked all over the directory and couldnt find them anywhere. Could someone help us on this.
but for the info_pic files you need one of these
http://www.mizus.com/Tools/Files/
readbif22b.zip 20-Sep-2003 12:53 162k
TEST_readbif23a.zip 27-Jan-2004 13:59 195k
TEST_readbif23b.zip 01-Feb-2004 13:16 194k
TEST_readbif23c.zip 01-Feb-2004 13:16 193k
im not sure which one's better, try the last one readbif23c. I have an older version readbif21 and it views the files fine, the only problem i have with it is when editing, i have to do it pixel by pixel. i think its time i updated.
the info_pics are found in the directory: campmap/Info_pics and under the subdirectory of: units, buildings, agents and ships. with the readbif program youll find that you have to open the program first then on use file/open to open a bif file. double clicking it doesnt open the file.
YOu may want to try
RSW_read_bif_buf_v22..> 20-Sep-2003 12:53 161k
i havent tried it yet but it i believe it will read bif files as well as buf (which are used for agent and army pieces on the camp map)
The info pics will show up unique for each unit made. But for buildings, the info pics depend on the scripting in collumn 8 of Crusader_Build_prod13.txt (in the main directory). If you have Gnome editor, you can change collumn 8 to read the name of the info_pic/*.bif file that you want, or you could overwrite an old info_pic file with a new one. (The names of the Info_pic files and the buildings that they are assigned to are according to the information in collumn 8)
if you dont have gnome editor, you can get it in the same url
Gnome_UnitBuildProj_..> 20-Sep-2003 12:53 85k
Lord Liendecker
09-24-2005, 21:50
Hey, The Emperor,
welcome to MTW modding,
It is possible to add a new country of Frankland to VI addon, but it would be no more simpler than adding a new island or a new province, what youll have to do is change the LukMap.lmb, and the startpos/*.txt, as well as add some entries to the loc/eng/names.txt and other txt files. This a process is usually hard for beginers because it takes time to learn it. Since i myself am not sure how to do it exactly i suggest that you Look for instructions on how to make campaign maps, around the forum database. :book: Ask about how to change the LukMap using PaintShopPro, how to add new provinces to the spatrpos/*.txt, and ask about other scripting that might be needed.
Sorry i cant help you more than just tell you what to look for, i havent successfully changed the campmap yet so i couldnt help you for sure. Good luck ~:cheers:
modding can be a very fun and usefull tool, because TW can be made to simulate whatever you can imagine, but it takes a bit of getting used to.
Hey maybe someone can help me, I was wondering if you are able to edit stacks? I find it very troublesome that you can only have 960 men or 16 units. But 960 men is no where near enough to fit 16 units in. I was wondering if there was a way to get rid of the 960 man limit so it would allow you to fit the full 16 units in a stack no matter how many men there are. That would be great because I like to have a single stack be a seperate, full army with infantry, cav, artillery and all that. Very annoying having to have a stack, plus a couple extra units.
thanks in advance
Yeah, my question is the same as Simovek
Someone please help.
-ZainDustin
jagmaster
02-21-2006, 21:38
hi,
can i ask how one would fix the mtw custom battles for the french to be able to select highland clansmen?
thanks
NodachiSam
05-14-2006, 05:52
Because the French and Scottish were allied? That's a cool idea.
DukeofSerbia
05-22-2006, 18:27
hi,
can i ask how one would fix the mtw custom battles for the french to be able to select highland clansmen?
thanks
You need Gnome editor to open files where are units stats. You can without Gnome, but it's hard.
When you open with Gnome, just find Highland Clansmen and the last row is for mercenaries and custom battles.
IRPhydeaux
06-19-2006, 03:22
Hello all,
I am pretty well stumped and thought i'd throw out a request for help. I have been modding unit stats and startpos files for a long time now. I decided to try something new and do some basic map modding as well. After reading the guides in the archives I understood that the .LBM files actually control gameplay and the maptext files are only the display. All i want to change is the display. I wanted to blur out the names on the map now and then insert my own modded names. I downloaded a paint program and made the changes to the maptext files. However when my camp map tries to load I get a CTD. What could I be doing wrong?
things I know and tried to fix.
I know that you can't save as and then move your maptext in because the paint program changes things so I loaded the original maptext made all the changes at once and then saved back to the original folder.
I know it works best on low res and i tried changing the map in both low and high res as maptext and maptext2
I heard something about file sizes but didn't understand.
Any help out there?
ChaosSlayer
09-07-2006, 09:37
Hello everyone
I have a question for the experts.
In my mod I makign a new faction which I call Celts, and i am making them out of Burgundians. All the mechanics parts are working fine, its just few things I like to know how to change.
I want to make my Celts Pagan, however if I set their culture to Pagan all their portraits will revert to those of the Mongol Horde. Of course i could just go into viking folder and copy all the viking portrets over horde portrets, but them all the mongols will look like vikings =)
SO basicly, while running a regular medieval campaign i am trying to have both- let mongols use their portraits, and have my ex-burgundians to be pagans with vikings portraits (scots, irish whatever from VI)
any ideas?
also - is it posible to add prists and princesses for Pagan faction?
also for Pagan AI behavior there only seems to be barbarian_raider, is it posible to set pagan faction to naval_expansionist etc?
thank you =)
UPDATE: well with help from BBK i figured all of these out, so no need to reply =)
Well ChaosSlayer,
You can open the Startpos file.
Inside there is a section saying
//========================================
//
// Override function for the portraits..
//
// When this is specified the game will
// ignore the factions culture when
// locating the portrait images and
// use this folder instead..
//
//========================================
PortraitsOverride::
After PortraitsOverride:: place the name of the faction and then the folder in "" 's.
For example:
PortraitsOverride:: FN_REBELS "Catholic"
So in your case put "Vikings".
And yes you can set a Pagan faction to naval_expansionist, as that is the Ai selection.
More on the Priests and Princesses later :2thumbsup:
Greetings
I was wondering if anyone could give me some insight into MTW's AI, in particular, what sets a faction against the player. Ive been playing MTW/XL
for a while now and seem to, no matter what faction Im playing, attract lots and lots of Assassins. Is there certain types of behavior that makes the Ai send Spies and Assassins or is it just random? I want to know to satisfy my own curiosity but It might also help with subterfuge guide that's being created
If Theres a Ai guide then cool, I'll check it out but ive searched the forums and cant find one - Any help much appreciated :2thumbsup:
Aenarion
09-28-2006, 08:35
Hi Vidar. I would like to see such a guide regarding AI in MTW, but as u said, I can't find neither. Although, I managed to find this. I'm not sure if it will fit for all your requests because it is about 'Tweaking the AI to build more balanced armies' :- https://forums.totalwar.org/vb/showthread.php?t=33846
Hope this 'partially' helps. Although I would still like to know if there are any AI MTW guides.
Thanks,
Aenarion
Many thanks Aenarion, Ive checked out the Thread you posted and although it isnt exactly what i was talking about, there are certain comments within the thread that are illuminating with regards to what is known about the Campaign Ai - My questions may be one's only one of the the developers can fully answer, although it has just occurred to me that part of what I want to know (What makes The Ai send spies, Assassins etc) might lie in an examination of the different Ai personality types, hmmm... :inquisitive: - Anyway Cheers for responding The thread was useful. I think i'll go and Check out your Silmarillion mod now sounds interesting - :2thumbsup:
Aenarion
09-28-2006, 11:21
Glad you've found it abit useful.:2thumbsup:
I think i'll go and Check out your Silmarillion mod now sounds interesting
Thanks!:2thumbsup: We really need some support hehe!
CountMRVHS
09-29-2006, 16:37
Anyone know the max number of factions that can exist in MTW VI?
I'm making a mod based on the Early game, set in the time of Charlemagne. I've added 6 factions: the Franks, the (continental) Saxons, the Mercians, the Bretons, the Basques, and the Avars. I could get to the campaign map with all of those.
However, after I tried to add a Bulgar faction (following Ex_Starkhorn's guide I printed out a couple years back for MTWVI), I was unable to get to my mod on the main menu. The selection simply wasn't there. I could see the selections for Vikings, Early, High, Late, and a couple other campaigns I've made, but not my "Charlemagne" campaign.
I wondered if I've hit some sort of faction limit. I've created all these factions "from scratch" as it were; in other words, I didn't simply rename the French as the Franks, the Germans as the Saxons, or what have you. The French, English, Germans, and several other factions still exist as factions in the startpos files, but *not* in my game.
Any ideas as to why I can't get to my campaign?
CountMRVHS
Edit: Disregard!
The error was a simple typo, as I found when I scrutinized my startpos file. I had placed my king in buGLaria rather than buLGaria. D'oh. Let that be a lesson to all you kids out there -- mod slowly, mod safely!
Galagros
09-29-2006, 17:04
I'm think the limit is 30. But on second thought it could be 21... I can't recall, but it has been discussed a lot so you should be able to do a quick search and get your answer.
Good luck with your mod.
I didn't know where to post my question so I posted in the Main Hall but then Martok kindly directed me here so I'll just quote what I posted before ~:)
I didn't know where to post this exactly so I'll just post it here.
I'm in a good game at the moment with the Vikings in the VI expansion pack and the game is telling me I only have 20 years left when I want more time to play about.
How do I make it so I got an extra 500 years or so?
Cheers.
Knight Templar
09-29-2006, 19:51
https://forums.totalwar.org/vb/showpost.php?p=1255075&postcount=3
CountMRVHS
10-08-2006, 17:09
I've went ahead through Gnome editor and made Knights Templar trainable in Jerusalem at a Chapter House plus Horse Breeder plus Swordsmith. Started a game as English, built a Crusade in Wessex, and noticed there were no Templars in my Crusade.
Is this because I specified the Templars' province of origin and required buildings? In the unmodded version, the Templars and all other Crusader knights have no building reqs listed.
I'd like to be able to make Templars trainable in Jerusalem, but I'd also like to have them in a Crusade that originates in, say, Wessex or Ile de France. I don't really want to be able to *build* templars anywhere other than Jerusalem; I figure if I make them trainable in Wessex or Ile de France I'll get Templar-spamming from the AI. Is it possible to keep them linked to Crusades AND trainable in Jerusalem?
CountMRVHS
Aenarion
10-08-2006, 18:30
Hi CountMRVHS,
Did you assign the Templar Units to be playable with the English faction? Also, did you specify the period in which they could appear (i.e. early, high or late or all periods)? Try and check these out, they might help solve your problem.
Thanks, :bow:
Aenarion
CountMRVHS
10-08-2006, 23:31
Hi Aenarion,
The only fields I changed for the Templars in Gnome were the Building requirements and province requirement (which I made Jerusalem). I think the Templars were already specified for the French, English, and Sicilians.
In any case, my main concern is that I want the Templars to spontaneously appear in Crusades. I know I could set the game up so I could train Templars wherever I choose, but I don't want this to mean that they'll no longer appear in Crusades. When I started a test Crusade as the English, no Templars appeared, but I got some Fanatics and Order Foot Soldiers.
However, the absence of the Templars in that particular Crusade might be coincidental -- IIRC, sometimes when you start a Crusade you don't necessarily get the Templars (or Teutonic Knights, if you're German, or Hospitallers if you're Italian, etc), so there might be some randomness involved.
Basically, I'm curious if my giving the Templars building requirements and a province requirement means that they'll no longer ever appear in my Crusades.
CountMRVHS
R'as al Ghul
10-10-2006, 11:48
Column 11 of the unit_prod file, opened in Gnome editor gives you the Rebelling Troop type mixes. For Knight Templar the value is set to CRUSADE(-10). You can also experiment with positive numbers, a CRUSADE(250) should result in plenty of Knights in almost all Crusades.
Is it possible to keep them linked to Crusades AND trainable in Jerusalem?
Not sure, it may result in the Templars only being able to join Crusades that originate in a province that fulfills the building requirements. But generally, yes of course, how else would you have peasants or other trainable troops in your crusades?
R'as
R'as al Ghul
10-10-2006, 11:58
The Ai regards several values to determine what units it should build:
1. The personality the faction is set to (Catholic_Crusader for example), these are defined in the startpos but can/will change once the game runs.
2. In the unit_prod you'll find a column "Unit choices" which includes all possible personality values and an integer. The higher the integer, the more likely the AI will build a certain unit when set to a certain personality
3. Initial cost and upkeep cost
4. Usability of the unit, from "Unit class"
If you, for example, set the Assassin to DESPERATE_DEFENSE (250) it's most likely that it will produce Assassins when it gets set to that personality by the game. The integer numbers have to be compared against the other values of the other units. If the peasants are set to DESPERATE_DEFENSE (300) it's likely the AI will build peasants before Assassins.
R'as
Many thanks Aenarion, Ive checked out the Thread you posted and although it isnt exactly what i was talking about, there are certain comments within the thread that are illuminating with regards to what is known about the Campaign Ai - My questions may be one's only one of the the developers can fully answer, although it has just occurred to me that part of what I want to know (What makes The Ai send spies, Assassins etc) might lie in an examination of the different Ai personality types, hmmm... :inquisitive: - Anyway Cheers for responding The thread was useful. I think i'll go and Check out your Silmarillion mod now sounds interesting - :2thumbsup:
Peasant Phill
10-19-2006, 15:47
I want to play the papacy in MTW XL. One of their GA goals is crusading but they are uable to. I have notified VikingHorde of this problem and it will be fixed.
In the meantime I would like to fix it myself. I think I just have to let the papacy build the chapterhouse. So how would I do that?
PS I have no modding experience
R'as al Ghul
10-20-2006, 09:44
You need to open the build_prod file (that comes with the mod) with Gnome and edit column 20.
The vanilla build prod entry reads:
"{ FN_ENGLISH, FN_FRENCH, FN_GERMAN_HRE, FN_ITALIAN, FN_SPANISH, FN_ARAGONESE, FN_SICILIAN }"
Change this to
"{ FN_ENGLISH, FN_FRENCH, FN_GERMAN_HRE, FN_ITALIAN, FN_SPANISH, FN_ARAGONESE, FN_SICILIAN, FN_PAPACY }"
That enables the Chapter House for the Papacy.
Gnome can be downloaded here (http://www.mizus.com/files/files/Tools/Gnome_UnitBuildProj_Editorv2.0.zip)
R'as
Peasant Phill
10-20-2006, 12:21
Thanks R'as for the fast reply. I'll try it at once.
Will it cause problems when I want to play another campaign I started earlier with the Volga-Bulgars?
R'as al Ghul
10-21-2006, 08:55
Thanks R'as for the fast reply. I'll try it at once.
Will it cause problems when I want to play another campaign I started earlier with the Volga-Bulgars?
Not nessecarily, but I found out that changes can often lead to corrupt save games. It's always good to backup the files you're editing. You can then swap them back if you should need to.
R'as
Peasant Phill
10-21-2006, 10:51
Thanks again R'as
Harold Godwinson
11-18-2006, 14:16
Greetings. ~:wave: I have a couple mod questions.
First, how do I raise the cap on the number of troops a general can command from 960 to 2,000?
Second, how can I change the age at which princes and princess are available? I would like to extend the availability of princess. They become seamstresses too quickly for my taste. And I'd like to reduce the age at which princes "come of age" to become king to 15, instead of 16.
I only have the original game. I don't have VI. Thanks for your time. :)
BlackHat
11-19-2006, 04:52
Greetings. ~:wave: I have a couple mod questions.
First, how do I raise the cap on the number of troops a general can command from 960 to 2,000?:)
On the Main Screen go to Options->Performance and change the unit size from default to huge. (This doubles the number of men in a standard unit. (ie Archers will have 120 men instead of 60, Infantry will have 200 instead of 100, Calvary will have 80 instead of 40, etc.)
This will also raise the max number of men in a stack to 1920. You can still only have 16 units max in a stack though.
(It also doubles the build times of most units. ie, it will take 2 years to build a unit of 200 spearmen instead of 1 year)
Second, how can I change the age at which princes and princess are available? I would like to extend the availability of princess. They become seamstresses too quickly for my taste. And I'd like to reduce the age at which princes "come of age" to become king to 15, instead of 16.
Hmm, I am pretty sure this is hard coded in the game, and can not be changed.
Later,
Blackhat
P.S. I don't think you can change the unit size of a game in progress, but I might be wrong.
Harold Godwinson
11-19-2006, 16:32
On the Main Screen go to Options->Performance and change the unit size from default to huge. (This doubles the number of men in a standard unit. (ie Archers will have 120 men instead of 60, Infantry will have 200 instead of 100, Calvary will have 80 instead of 40, etc.)
This will also raise the max number of men in a stack to 1920. You can still only have 16 units max in a stack though.
(It also doubles the build times of most units. ie, it will take 2 years to build a unit of 200 spearmen instead of 1 year).
Thanks. I always believed changing the unit size to huge would make the units themselves appear huge. I thought, who would want to fight battles with huge soldiers? :stupido2:
Hmm, I am pretty sure this is hard coded in the game, and can not be changed.
Later,
Blackhat
I think so too. Thanks again. ~:cheers:
Thanks. I always believed changing the unit size to huge would make the units themselves appear huge. I thought, who would want to fight battles with huge soldiers? :stupido2:
I thought that too when I first got the game.
thefirstoneill
02-16-2007, 11:23
Hi there
I am a new member and have just completed a new campaign mod for Medieval viking invasion. Ive managed to everything I set out to do, converting Danish to a Pagan society, the only thing Im stuck with is pagan king portraits, I cannot find where they are stored, I have found all the other cultures king portraints and have managed to import Viking general portraits into the pagan folder so I know have viking gernerals but cannot find where the pagan kings are located. Can anyone please help :help:
Kind Regards
Semper Proesto Patrice Servive
Just add:
PortraitsOverride:: FN_IRISH "vikings"
To the bottom of the startpos file and it will use the Viking style portraits
thefirstoneill
02-17-2007, 00:47
Hi thanks for the quick reply, I tried
PortraitsOverride:: FN_DANISH "vikings"
but I got an error message
NO PORTRAITS FOR THIS OVERIDE TYPE
Do I need to make to make a pagna file within the viking folder.?
This is my first big mod, and most of it has seemed fairly straight forward but ive been trying allsorts to fix this one prob. THink the prob is caused by me declaring te culture of the danish as pagan culture, and there isnt any Pagan Kings folders, but it is getting a pagan (golden horde) portrait from somewhere, I was hoping just to cut an paste a selection of viking portraitis into that folder, but I cant locate the folder.
Sorry to be dim
:smash: many thanks
Woops sorry I thought I edited that line. My bad, should be:
PortraitsOverride:: DANISH "vikings"
thefirstoneill
02-17-2007, 11:29
Greetings again
should it be
PortraitsOverride:: DANISH "vikings"
or
PortraitsOverride:: FN_DANISH "vikings"
Im still curious as too where the program is locating pictures for Pagan Kings from though
Big thanks for your ongiong assistance. This is the first time I've joined a forum and I must admit Im find it very exciting. I feel I can be a little more daring with te mods Im trying as I know there is such a wealth of support available.
Thanks again
PortraitsOverride:: DANISH "vikings"
The portraits are in campmap/portraits, they are arranged by culture.
thefirstoneill
02-17-2007, 18:57
Hello agaiin.
I tried PortraitsOverride:: DANISH "vikings" in the startpos file, but then the game wont load. so I tried PortraitsOverride:: FN_DANISH "vikings" but then I get the orginal error
I m confused about the location of the portraits. As the pagan folder has no sub folder for kings, so I assumed it was defaulting to the general file, so I took out the tga's and replaced them with viking ones but the game still found a golden horde pagan portrait from some where. I tried adding a sub folder for kings within the pagan folder and populated it with viking king portaits but with the same result, ie a golden horde.
Tis most strange, but I sure there is something really simple I am missing (possibly a brain LOL )
Thanks Again
Try this:
PortraitsOverride:: DANISH "vikings\\vikings"
EDIT: I'm not sure how the Golden Horde portraits work either.
thefirstoneill
02-18-2007, 02:45
ok I've made some real progress. Ive inserted folders within the portraits/pagan folder for spys, princess,,emissary,assassin. Which are correctly populating during the game. But kings are still fed from the general folder, I know this for sure, as I tested it by populating the general folder with renamed princess tga's and theyturned up as both king and general pics, I then did the same using muslin generals and the ingame pics changed to them.
I think there must be a command somewhere that instructs that Pagan kings are fed from general rather than king folder, so Im now hunting for this command line.
The pemise of the campaign Im working on is that with the conversion of Scandinavia, devout viking pagans set up a new kingdom of Valhalla and Jomsborg (corsica and sardinia) this kingdom then attracts other exiled pagan people, celts rus, golden horde . The campaign will be a raiding game, so the choice of lands is ideal as allows easy access to muslim, orthodox and catholic lands. Ive given the faction (modified danes) access to a wide range of troops, from pagan lands such as the steppe, wales, russia.
The spies, emissaries, and assassin, portraits are 50%,25%,25% Viking, Orthodox, muslim, so they can be set on missions where they would blend with the population. Generals are 50% Viking, 25% Pagan (golden horde), 25% Catholic (from viking invasion , so really celtic)
I really wanted to restrict King portraits to Helmeted viking portraits, which is why this prob has been such a bug bear,
If you come up with any ideas please let me know
Thanks for all your help so far, I am really enjoying this modding :clown:
thefirstoneill
03-01-2007, 17:56
Ive managed to complete a couple of new campaign mods, mainly due to the great information Ive found on this site. I have moded start pos files, unit and building files, names, and finally managed to make an entirley new uniy (Knights of Avalon), one thing I cant seem to do is find the source for the information parchments (such as the ones which show the birth or maturity of an heir, or the notification that u have reached a technological advantage. Could anyone help me with where these are located, I believe they are subdivided by religion, but I cant find them anywhere , can anyone help , Many thanks
BETTER TO DIE LIKE A LION, THAN LIVE LIKE A LAMB :egypt:
thefirstoneill
03-11-2007, 20:58
Hi there
can you tell me if it is possible to add a new projectile type. Im using te gnome editor, but it refers to values being linked to the worksheet, what worksheet does it mean. I need to be able to define a projectile shortname, so I can allocate it to units, but there is no entry point on the projectile to but this shortname (eg Long for longbow) in on the projectile txt file
thanks again
Jason
DrIstvaan
03-11-2007, 22:50
Hi everyone, I've just bought Total War Eras, and thus acquired Medieval TW. So, I don't know a bit about modding it, but I'd like to do something simple: alter the ending date of 1453. Is there some way to do so? (Yes, I know, that would make the game non-historica, but I value long games much more than that.) I think there should be, as I know there are mods to it located in completely other time periods, but how?
Also, can I do something about .bif files? AFAIK, these are packed data files, but how can I unpack them?
Thanks in advance for any answers!
DrIstvaan
03-13-2007, 08:22
Nevermind, I've probably found the date thing.
.bif files are image files, viewable with, readbif_v23c (http://www.box.net/public/kcd2ciy431).
End-date:
SetGameEndDate:: "Number"
In the relevant Startpos file.
DrIstvaan
03-13-2007, 22:56
Thanks for the info! I didn't know .bif files were images... Anyway, then I won't be trying to unpack them ~:).
EatYerGreens
03-31-2007, 17:35
one thing I cant seem to do is find the source for the information parchments
...MTW\Loc\Eng\EVENTS.TXT
I've only browsed this file so far. I'm rather wary of making changes to it though.
For instance, in the diplomatic messages section and others, the responses seem to be 'graded' in severity. In the "alliance rejected" section, the first entry is a polite let-down, then progresses through increasing degrees of sternness, all the way up to "I was lucky to keep my head attached to my neck".
In cases like that, I can't help feeling that there's something hard-coded controlling this, so attempting to add extra lines might cause a CTD. A random number generator is of no use without setting a limit to stop it exceeding the number of available messages in this file.
So, altering the content of the text inside the { } brackets is probably safe but attempting to add new messages might not be.
The tricky part is that you (or anyone using your mod) could be playing for, literally, months before a particular variant of a message gets picked by the randomizer and it won't be until then that any CTD-causing problem reveals itself.
I don't know if EVENTS.txt can be 'aliased' in the same way that the era and hero files can and, if your mod has overwritten this file, the user's vanilla campaigns will be also be affected.
Lastly, some lines in this file have an '@' at the left-hand end but the majority of them do not. I have no idea what these are for, at the moment.
So I'm sure this has already been answered before, but I haven't been able to find it.
I've already created four additional factions for my mod, but upon finishing the fourth, I've come to notice an error. I've created the Norse faction (making them pagan), and since the only pagan faction in the MTW game is the Golden Horde, the game automatically assigns Mongol portraits to the Norse leaders. I was wondering if there is a way to import the .tgas used for the VI campaign and use those for my norse kings without replacing the Golden Horde portraits?
Wow this is mildly embarassing. After looking a few posts above mine, I've answered my own questions.
For anyone else wondering; I simply added this line to the end of my startpos file:
PortraitsOverride:: FN_Norse "vikings\\vikings"
It worked like a charm
Lance510
06-03-2007, 22:27
Adding Faction To MTW 2.01 (with Viking Invasion addon)Early Period ?
I've gotten a little help from reading through some of the threads here but have mostly just parsed stuff myself.
what I have done is gone through CAMPMAP/Startpos/Early and added my faction every where that i see factions by name. Same with LOC/ENG for all faction specific and defaults. I copied and renamed the Byzantine Files in Game end so I could make the faction playable.
Here is what I get
1] My faction (Armenians) appears in the Early Period as playable and can be selected and the Game will start. Though the faction description header says "This Label Does not exist" followed by assorted letters and punctuation marks.
2]I had given them only Horse archers for units. However my leader is always a Highland clansman (and I made the Arnenians Orthodox!). If using the Gnome editor I add Kataphractoi (or any other unit) as the leader Default and buildable by the Armenians, Then as soon as I click the .exe to start the game I get an error pop up "Collumn_Unit_Faction_Leader Unknown Faction Specification Column 28 row 85. Which of course corresponds to the leader entry in the Gnome editor for Crusaders_unit_Production11.
I'm Guessing that given the "Label Does not exist" in 1] above and the Unknown faction message in 2. That there is yet another placw I need to add my faction name. Before Crusader Production will recognize it. Any Ideas?
A list of all .txt files that need to be modified and where they are would be real cool if y'all could point me at that. BTW a lot of links that various threads here point to for more info are dead or wrong.
Thanks for your Time
Aenarion
06-04-2007, 15:48
Hi Lance510. First of all, welcome to the forum!
Now, for your questions:
1] My faction (Armenians) appears in the Early Period as playable and can be selected and the Game will start. Though the faction description header says "This Label Does not exist" followed by assorted letters and punctuation marks.
Well I think you've modified the right text files. What I would suggest is to check whether you've missed a line in a file or else, check whether you've written the exact same name for each and every reference to your new faction. Sometimes, the game gets mixed up when a faction is mispelled in another file - and so it doesn't recognize it fully.
2]I had given them only Horse archers for units. However my leader is always a Highland clansman (and I made the Arnenians Orthodox!). If using the Gnome editor I add Kataphractoi (or any other unit) as the leader Default and buildable by the Armenians, Then as soon as I click the .exe to start the game I get an error pop up "Collumn_Unit_Faction_Leader Unknown Faction Specification Column 28 row 85. Which of course corresponds to the leader entry in the Gnome editor for Crusaders_unit_Production11.
As for this next question, I'm really not sure. It always happened to me aswell, but I never gave any notice to it. I'm really not certain which files to modificate when it comes to determining the actual units for your factions.
A list of all .txt files that need to be modified and where they are would be real cool if y'all could point me at that.
Well as far as I'm concerned, you did all what was intended to. But still, here is the list of text files I used to modify to get a faction working in game.
Folder Loc/Eng:-
EARLY_FACTION_SPECIFIC.txt (depends on which era you are putting your faction in)
NAMES.txt
STARTPOS.txt
GLORYGOALS.txt
DESCRIPTIONS.txt (for unit descriptions as specified in the Unit_Prod11.txt file)
DEFREGSPEC.txt
DEFAULT_REGION_SPECIFIC.txt
DEFAULT_FACTION_SPECIFIC.txt
CHANGES.txt
Folder Campmap/startpos/
Early.txt
BTW a lot of links that various threads here point to for more info are dead or wrong.
Yes, unfortunately, most guides have been written some 3 years ago and have long since been abandoned, mainly due to the introduction of Rome Total War and now Medieval II Total War.
I hope that helps abit. I know it's not alot but that's how far my knowledge goes when it comes to MTW modding.
Thanks, :bow:
Aenarion
Lance510
06-04-2007, 22:27
Hi Aenarion
And thanks for your reply. Thanks very much for the synopsis list of files that need to be modified. I found this tutorial
http://shoguntotalwar.yuku.com/topic/4447/t/A-few-How-To-s-on-Modding-MTW-and-MTW-VI.html
and it is a huge help. In fact I'm kind of stunned that I even got as far as I did without knowing that you have to use predefined open slots for new factions. The up shot is that my game Locks at the beginning of turn 2 the way I did things.
I solved most of my Issues my making the Germans the Armenians (replaced the Germans on the map with Swiss and Burgundians) I Followed the Tutorial but some how missed the part on how to get them to show up as the "Armenians" on the selection screen. I will go through again using your file list. And stick to using the Paste function for enters so that all will be the same. Once I am sure that I have the techniques down for modding existing factions I will try recreating the Armenians as a new faction and make Germany into a huge mess of warring prince states as it should be;^) The HRE can be there but should probably have only Austria as nobody really paid much attention to the Emperor most of the time!!
I am getting the hang of the Gnome editor and now have Kataphractoi Generals.
Lance510
06-04-2007, 22:36
Does anybody know what happens with the Golden Horde appearance event if you do one of the following
1] Make the horde a playable faction at the start of the Early Period.
2] Remove the Golden horde From the Faction list in the early period
The deal is I really hate these guys they make life real miserable, (as in life they did) for anybody in the East when they show up. So I would rather have them as a playable faction right from the start with substantially truncated power or just not have them show up at all.
Aenarion
06-05-2007, 08:47
Glad you found it useful.
without knowing that you have to use predefined open slots for new factions.
Ah yes of course. I didn't mention it since I thought you had already done it if your faction appeared in the game ... always discovering new things hehe ...
As regards to the Golden Horde, as far as I'm concerned, it is a hard-coded faction just like the Papacy, which means that it's literally impossible to edit or modify in anyway. I'm not sure about the Golden Horde, but the Papacy definately. Maybe someone else on the forum can confirm this.
Thanks, :bow:
Aenarion
Lance510
06-05-2007, 23:03
Well I did some messing with the Horde. And what I got was crashes when I try to delete them. If any one cares I can repost what I posted on another forrum about my experiance and the conclusions I came to. So I'm thinking the best simple way to defang them is to change their behaivor from "rampaging Barbarians" or what ever it is to "desperate defense" this might at least just pin them down in the places that they start.
Sad the lack of interest currently in MTW, I went through a lot of work getting RTW to run on my machine and it was a huge disapoitnment. I don't think I will bother with MTWII until it is in the bargain bins. My Favortite of the Games is still STW, too bad it is not very moddable. But you can have some fun moving the start positions around.
I'm pretty sure, though not 100% sure that you can avoid the Papacy and Horde by simply basing your mod on VI instead of MTW. I'm not 100% sure how this works but the Samurai Wars mod doesn't have the Papacy faction. It may avoid the GH by simply not covering the year 1231, but I think it also avoids the Horde by being based on the VI campaign. I think some other mods take the same approach. If you try to remove the Horde from the MTW campaign then I'm pretty sure it will crash the game when 1231 arrives - even if you do it thoroughly. I can't be certain though as I've never tried this myself.
Lance510
06-06-2007, 21:45
Caravel,
Basing a Mod on VI would do the trick! And evidenced from the other mods that have been done there must be a way around the start and end years. I'm guessing though that this is a TREMENDOUS amount of work. Now I really could be wrong about this but a have one small piece of evidence that suggest that VI actually looks for some info in a different way than MTW. I tried Using shields from VI for a faction in MTW. Cut pasting a shield declaration line from VI to a does not work. neither does using a faction color line from VI in a MTW faction. in the case of the Shields VI uses the faction name for all the declarations but MTW uses number strings for the last two entrees. I,m guessing (Just guessing at the Moment) that there are other cases like this.
Now just changing the start year to 1233 for an MTW build is a lot less work. but does cut down on scenario length substantially and still requires some (though a lot less work) to get some of the early unit types to show up.
Thanks for the good ideas.
Now I'm going to check see whats different about the VI Startpos.txt header from MTW it might still be worth a try sometimes things are more simple than one expects.
Lance510
06-07-2007, 00:10
Ok Here is what i got there are a lot of difrences in the Start POS header for VI compared to MTW. the main one that drew my attention is the ability to set a scenario end date in VI.
Changing start dates in MTW Early and High lead to a CTD when the scenario finishes loading. Setting a Star of 1700 and an end of 1800 for the Late period casuses no problems in the first few turns at least. But hnow my head hurst so I am stopping for a while
BTW VI will accept a start date at least as early as 100ad.
So what I am going to try to do to get my game to work the way I want it is try
setting my EARLY startpos as Late with a start of 1500 and an end of 1900. I will of cours have to make some changes in the Unit Production file(eg Crusader) to have the early units show up. Umm might be a big headache with royal knights as they change in each period.
Ok Here is what i got there are a lot of difrences in the Start POS header for VI compared to MTW. the main one that drew my attention is the ability to set a scenario end date in VI.
You can also define this in the MTW startpos. Hard coded default is 1453.
I will of cours have to make some changes in the Unit Production file(eg Crusader) to have the early units show up. Umm might be a big headache with royal knights as they change in each period.
You shouldn't need to change that so long as you still have three comparable eras. Units are set to either EARLY, HIGH, LATE or "ALL_PERIODS". Two of the first three can be also used in conjunction as follows: "EARLY, HIGH" "HIGH, LATE". Whatever dates you use this should apply so you shouldn't need to change it. So if you could get away with using 2087, 2205, 2321 and 2453 (or 87, 205, 321 and 453) as your early/start, high, late and end dates you can then leave the unit prod file alone. Of course I'm not sure if the engine will accept any of those dates. Note: Using a different time frame will also remove all of the historic events, such as the Cathars, Children's Crusade, Council of Clermont etc. If you overlap the old time frame you will still see those events but happening at the wrong "times" so as to speak.
Lance510
06-07-2007, 22:22
Caravel,
Thanks for your reply. I will go over it tonight. I can see i will have some questions. But today is proving to be reall busy from the "real" world standpoint:juggle2:
leicester
07-30-2007, 22:45
hi guys, i just kicked in. been playing mTW for bout a year (mostly VI now), and i love it. just....it is all bout conquering, but i want to do more job with agents..and i heard there is an option to edit stats (valour) of your agents up to rank 9 (i wanna see grand inquisitor burn the pope :D:D)
TheLastJanissary
08-03-2007, 04:30
Hi. I'm playing the BKB Super Mod and I would like to take the Indian Elephant unit from Hellenic and add it to the early era for BKB. I have both mods and tried to follow the adding a new unit guide to tranfer it over, but it didn't work out. The Super Early era disappeared from the choices, though I didn't edit it's startpos file. I think the problem is that the graphic for the elephant doesn't exist and I'd have to move the whole file into BKB. I think it uses lihorse. Can anyone help walk me through this. Thanks.
Wladyslaw IV
08-09-2007, 22:37
I have a question - can units set on huge ever take just one turn to complete, or is it hard coded at two?
macsen rufus
08-13-2007, 14:30
BTW VI will accept a start date at least as early as 100ad.
I'll add a little to that: it will accept start dates much earlier, but it gets buggy below 40AD - this seems to be the real threshold. I've found that if you start before 40AD all/most the kings will be unmarried and will spend the first turn deciding the need for heirs is urgent and marrying local peasant girls. It seems to be related to starting kings all being aged between 30 and 40 years old. And there's also a danger of having kings with a starting age of -64,000 years (approx!), and they will crash the game on the first turn.
If the game starts in or after 40AD, then all the start kings will be married from the beginning of the game and be aged between 30-40.
macsen rufus
08-13-2007, 14:46
Hi. I'm playing the BKB Super Mod and I would like to take the Indian Elephant unit from Hellenic and add it to the early era for BKB. I have both mods and tried to follow the adding a new unit guide to tranfer it over, but it didn't work out. The Super Early era disappeared from the choices, though I didn't edit it's startpos file. I think the problem is that the graphic for the elephant doesn't exist and I'd have to move the whole file into BKB. I think it uses lihorse. Can anyone help walk me through this. Thanks.
Hi TLJ,
You will have a bit of fun doing this, as the Hellenic TW team did something very sneaky with their cavalry units ~D If you've looked at the BIFs you'll see horses (and elephants) are already included, not put together in the same way as in MTW with a separate rider and mount. To get away with this they've still got the LiHorse listed as a mount for these animations (because a mount is still needed if it's declared as Cavalry), but the actions page entries for LiHorse (IIRC) have been "fixed" so that the "rider" animation (which already includes the horse) is attached to a single transparent pixel rather than the full mount animation.
The "elephant" animation is in the "SMAILCAV" folder in HTW, this will need to be copied across to your other mod (probably in a custom folder) with the bif files renamed appropriately. You will also need a horse animation reserved and not used by any other cavalry unit in your existing mod, then copy over the action page entries for LiHorse from HTW. This is likely to be your limiting factor, as all the horse animations will be used already. One solution would be to "remount" some of your cav units from LiHorse to maybe KHorse, then keep LiHorse with the HTW actions as your elephant "mount". Another possibility might be to change the definition of the elephant to INFANTRY in your unit_prod file. It should still work okay, you just won't be able to select it as cavalry if you do a "Ctrl-C" during battle. Obviously you would need to remove the references to its "mount" from the unit_prod file if you go this route.
It should be possible to do it this way, as I think that's how Cegorach has dealt with some of his cavalry units in the Pike and Musket Mod (eg dragoons which are "mounted infantry" do not select with Ctrl-C).
Hope this helps.... :2thumbsup:
Although I am currently working on my Dark Ages Total War, I have a side mod for a Teutonic Campiagn (1226-1410). I have been working on some Review_panel graphics and would like your criteque (please be as objective as possible).
https://i189.photobucket.com/albums/z41/YourLordandConqueror_2007/TeutonicFootKnight2.jpg
I will have more later. I am also wondering if BKB would allow me usage of some of his unit graphics and if the Hellenic team would too. Cheers!
macsen rufus
08-15-2007, 09:39
Looks like a nice image, LYC :bow:
The one comment I would make is that self-made info_pics have a tendency to screw up if you use transparency within the image - although your bif looks in all respects like an MTW original, they will often have areas of black pixels around the transparency in-game. You can see this effect in some other mods - some XL info_pics do this for instance, and it occurs even if you simply open and re-save an original info_pic with Bif_reader. I've done much fiddling with palettes etc trying to overcome this but in the end settled for a more brute-force solution... namely using a section of the 366x448 parchment scroll as background, then cutting it to a straight edge so ensure a smooth edge where the "bulk" transparency begins. This works fine, and although it adds a bit to the filesize, I believe the black dots are too high a price for shaving a few bytes off. So long as the "parchment" section is properly aligned the joins will not show. I also find its worth keeping various colour tables, and my "info_pic" palette sees some heavy use for preparing ones from new sources.
But if you've found another way round this one, I'd love to hear it ~D
If you want to use HTW bits I suggest you PM Komninos as he was the HTW lead programmer - he doesn't hang round here much any more but has popped in once or twice since I started my Ancient mod (which uses a LOT of HTW bits, with due acknowledegments and permission).
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