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View Full Version : MTW vs VI unit_prod primacy



Servius
01-06-2004, 20:15
There is a unit_prod file for MTW (begins with "Crusaders") and a newer one for VI (begins with "Vikings").

After playing some Early campaigns with the VI Xpac I have seen VI units in several AI armies. Thus, even when playing the Early, High, and Late time periords, the game still references parts of the Vikings_unit_prod file.

I changed all the "Scalability?" settings in the Crusaders_unit_prod file to NO, so that I could play with the Medium stack size but still have the same size units, just a bigger stack size cap. I neglected to change those in the Vikings_unit_prod file though, and I found this out when I played a Viking campaign and all the units were scaled up to the Medium size.

However, I have changed things in the Crusaders_unit_prod file, used the VI Xpac program, played a Early campaign and the changes made in the Crusaders_unit_prod file worked.

My question is, does the game only check the Vikings_unit_prod file...
a) when playing a Viking Era game and
b) when VI units appear in Early, High, and Late games?

I'm confused because the Vikings_unit_prod includes all the data in the Crusaders_unit prod too. I want to know which I have to edit in order to change the stats for units, depending on which time period I'm going to play.

Also, if I want to change stats for MTW units like Billmen or something, do I change them in the Crusaders or Vikings unti_prod files?

CBR
01-06-2004, 20:30
If playing the standard MTW campaign (Early, High and Late era) the game uses the crusader prod file. If playing the Viking era it will use the viking prod file.

The crusader prod file has some of the new units that came with the Viking Expansion and that should be the new units you see in the AI armies.

So if you want to edit units that are supposed to be used in your standard MTW campaign that you only need to edit them in the crusader prod file.


CBR

Ja'chyra
01-06-2004, 21:32
I think, but I could be wrong, that the Vikings units available in VI are only available in the early period. As CBR said you change these in the Crusaders file, you may have to add which buildings they can be trained at, I'm not sure, but this is so easy with Gnome editor even I can do it http://www.totalwar.org/forum/non-cgi/emoticons/joker.gif