View Full Version : Mongol stuff
Seven.the.Hun
02-16-2004, 12:16
i'll just keep posting in this one to update on all efforts...
hmm, ok, so we are dealing with mongols, ok 1st things 1st, making mongols playable in HIGH...well lets see
1st change this...
SetStartDate:: 1231
SetPeriod:: HIGH
SetEarlyPeriodStartDate:: 1087
SetHighPeriodStartDate:: 1205
SetLatePeriodStartDate:: 1321
one of the 1st things u see in campmap/startpos/high...
what was done was make high start in 1231 instead of 1205...that way it starts in the year the golden horde appears in Khazar...
worx good and any date beyond this can be adjusted accordingly, i'll add that in somewhere if u dont know how...
...and lets move on in campmap/startpos/high...
make sure to do this...it will be minor at first...
SetActiveFaction:: FN_GOLDEN_HORDE FT_MAJOR
then...
SetRegionOwner:: ID_KHAZAR FN_GOLDEN_HORDE
then...
AddOffice:: FN_GOLDEN_HORDE "such and such"
AddOffice:: FN_GOLDEN_HORDE "such and such"
AddOffice:: FN_GOLDEN_HORDE "such and such"
AddOffice:: FN_GOLDEN_HORDE "such and such"
AddOffice:: FN_GOLDEN_HORDE "such and such"
AddOffice:: FN_GOLDEN_HORDE "such and such"
...make up whatever title name u wish really, after this add in the loyalty,acumen,dread,warcraft,piety,vice_index,virtue_index, description accordingly, other titles will serve as a good example of how to make it up...
i dont recall if it's this way to start off with but make sure it says this somewhere where the other like entries are...
SetStartLeader:: FN_GOLDEN_HORDE 0 1 1
and...
PlaceLeader:: ID_KHAZAR FN_GOLDEN_HORDE
and...
AddHeir:: FN_GOLDEN_HORDE 1 13
AddHeir:: FN_GOLDEN_HORDE 1 11
AddHeir:: FN_GOLDEN_HORDE 1 5
ok...now you are down to make buildings, and make units in the startpos/high file...
use buildings u see elsewhere in the list to be safe, and make whatever buildings u wish in khazar...so when u start, they will be there and u will not have to build them...
and units, well with golden horde u really wanna put these in...
MakeUnit::ID_KHAZARGoldenHordeHeavyCavalry80//FN_GOLDEN_HORDE
MakeUnit::ID_KHAZARGoldenHordeWarriors80//FN_GOLDEN_HORDE
MakeUnit::ID_KHAZARGoldenHordeHorseArchers80//FN_GOLDEN_HORDE
keep spacing similar to other entries in MakeUnit::...and use spacebar and backspace to make it right... dont use tabkey...
same goes with all the startpos/high stuff...
now make as many units/buildings as u see fit, i go with something like 10-20 of each of the 3, as u start with only one province, and u will probably wanna expand into crimea, volga-bulgaria, ryazan, and kiev and georgia within a yr or 2, depending on who u wanna war with, russians or byzantines...
and at this point, do not make any agent entries for the golden horde, as it will crash, gotta add that elsewhere first...
so this will start the snowball rolling, good luck
Seven.the.Hun
02-16-2004, 12:29
for the 3 basic mongol army units in MakeUnit::
i set them all to start at 80 troops per unit because i edited them with knome editor so that they all train 80 troops per unit, its easy just change the #, this way, all the units u start with can be retrained later with no problem...
they will start off with whatever benefits the starting buildings offer...if u have any starting buildings that is...
and in column 13, Region ID troop advantage of knome, i would recommend adding ID_KHAZAR to one of those 3 mongol troop types...
golden horde horsearchers is row 41
golden horde heavycavalry is row 43
and golden horde footsoldiers is row 72
much like in column 13 ID_SCOTLAND is added to the first one for highlanders so that they automatically get the +1 valor thing when trained in scotland...
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Seven.the.Hun
02-16-2004, 12:45
ok, as far as making units...if u wanna import units from viking into medieval...or vice-versa, ok, a good example is jomsvikings which are in viking but not available in the early/high/or late periods...
open up VIKINGS_UNIT_PROD
go to edit at top of screen, down to find, type in jom, and it will take u down to jomsvikings...unless u wanna scroll down and find it yourself...
highlight it from the space right before the 'j' all the way to just before the next unit and copy...
and then u can paste it in the CRUSADERS_UNIT_PROD file at the bottom...
now since the game already has the image requirements for jomsvikings then nothing has to be changed, just that u need to open up knome editor and go to the bottom row and make the building requirements that u want and the faction and religion requirements, make sure they are also made available in the period u are starting in...if it be the mongol train then HIGH of course...
and now for creating units i found this infinetly useful and i believe kekvitirae is the author of this little guide...
To create new units follow these steps:
1. Open up your unit_prod11.txt file in Notepad and search for a unit that is a close match to what you want to create. To create a new heavy spear chucker, simply find the Bonnachts (found in the Viking's unit_prod11.txt file).
2. Highlight it all, right down to the beginning of the next unit under it.
3. Select Copy.
4. Scroll down to the point where the unit list ends and emptiness begins. If you have word wrap off, it wont be too far down.
5. On the line under the last unit, hit Paste. You now have an exact copy of the Bonnacht unit in the file. Save the file.
6. Download and install Gnome's editor from the Org's download tools.
7. Open up the unit_prod11.txt file with Gnome editor and edit the stats of the new unit (all the way down at the bottom of the list) however you please.
8. Rename the unit to something other than Bonnacht. Just dont put any spaces in the name. In this example, we'll choose the name SpearChuckers. Save the file.
9. Open up Windows Explorer and go to your MTW directory. Go to the Battle\UnitIcons\ directory and copy the file Bonnachts.LBM and paste it in a temporary directory.
10. Rename the file to SpearChuckers.LBM (remember, the file names must match that of the unit name) and move it back into the UnitIcons directory.
11. Go to the campmap\ directory and do exactly the same thing with Bonnachts.bif files in the Info_Pics\Units\ directory and the Review_Panel\Units\ directory, copying/renaming/moving.
12. In the Textures\Men\ directory, search every directory in there for references to Bonnachts*.txt and repeat the above. In this example, you should have a SpearChuckers.txt in the ActionsPage\ directory, and a SpearChuckers_W.txt and SpearChuckers_S.txt file in the NewPeasants\ directory.
13. Because the weapons are hidden from view until they fire, Bonnachts dont require files in the Items\ directory. However, If you choose to create a unit that has their weapons and shields visable at all times in battle, repeat the above by copying and renaming the directories of the unit you are imitating to the unit you are creating. Example: In the ArabInfantry_S.txt file, you will see the number 2. Look in Items\Shields2 (note the 2), and you'll see ArabInfantry directory. Copy and paste it into a temp directory, rename it to your new unit, and move it back. Do exactly the same thing with ArabInfantry_W.txt (which has a 5 in it, so you should look in Items\Weapons5\.
14. Go back to the root MTW directory and look in the Loc\Eng directory. Open up Names.txt in Notepad. Scroll down (or run a search) until you find this:
["Bonnachts_Singular"] {"Bonnacht"}
["Bonnachts_Plural"] {"Bonnachts"}
15. Copy it and paste it at the end of the unit list, just a few more lines down. Rename Bonnanchts_Singular to SpearChuckers_Singular. In fact, rename all four Bonnachts references to SpearChuckers. Again, watch the spelling and capitalization. Save the file.
16. Open up Descriptions.txt in the same directory with Notepad and run a search for ["Bonnachts_desc"]. Copy the whole line and paste it at the end of the unit list just a few lines down, exactly the same way you did with the Names.txt file.
17. Rename Bonnachts_desc to SpearChuckers_desc, and then edit the description however you please. Just remember that since the unit description box in the game has to sliding bar, you have to limit the description of the unit. Otherwise the game will cut off the excess part, leaving you with an incomplete description when you view the unit. Save the file.
18. Open up the DEADPAGE COORDS.txt file with Notepad in the Textures\Men directory.
19. Run a search for Bonnachts, and highlight and copy that line and the numbers under it, and paste it at the bottom of the list. Rename the now-pasted Bonnachts to SpearChuckers. Save the file.
Now, with any luck, you will have a new unit, the Spear Chuckers, at your beck and call. Just remember to assign it to a faction by tinkering with the Gnome editor and the unit_prod11.txt file.
To transfer a building from the VI campaign over to the original campaign (or vice versa), repeat steps 1-7. Open up the VIKINGS_build_prod13.txt, copy the lines relevant to the building you want, open up CRUSADERS_build_prod13.txt and paste the lines in. Then just tinker with the Crusader build_prod13.txt file until you get the right requirements set.
Seven.the.Hun
02-16-2004, 12:54
now to settle up those titles u created...
use knome, and open CRUSADERS_BUILD_PROD
for the techtree crap after the royal_palace, the chancellry/constables palace/marshal's palace/admiralty/university/surgeon's college/and the military academy...it will say something like this in column 15
"CATHOLIC,ORTHODOX,MUSLIM"
for the pagans/golden horde, just add a comma after muslim and type PAGAN so it looks like...
"CATHOLIC,ORTHODOX,MUSLIM,PAGAN"
then whatever building u did this for will be available for construction for the pagans aswell, most already are just that they dont really do anything until u adjust this too
Seven.the.Hun
02-16-2004, 13:06
ok...so with knome, CRUSADER_BUILD_PROD...
i basically decrease production times, which is column 6, decreasing them like some 2 years, some by half, just depends but i find that decreasing them makes your opponent armies and provinces more challenging...
example...
CASTLE column 6 is this "4, 1, 1, 8, 2, 2, 12, 3, 3, 16, 5, 5, 20, 10 ,10"
and i changed it to this "2, 1, 1, 4, 2, 2, 6, 3, 3, 8, 2, 2, 10, 5 ,5"
decreasing the time of castle building and castle defensive additions building a bit...
the same can of course be done with all buildings if u want...
Seven.the.Hun
02-16-2004, 13:18
if u wanna change or mess around with tradeable goods and resources and such in campmap/startpos/the period u choose
well its the same as with anything u type into a startpos file, if u type something in wrong, when u go to start the campaign, the period in which the typing error occurs will not be available, this is how u know u fudged up somewhere...
so in adding goods and resources, take, hmm, scotland, i dont think it starts with much stuff in HIGH
so i'd go to the right alphabetic place in SetResources:: and SetTradableGoods:: between SAXONY and SERBIA
and u go
SetResources:: ID_SCOTLAND then like IRON GOLD whatever
copy and past SetResources:: and SetTradableGoods:: and all ID_whatever region u want, just copy the id region name from elsewhere in the HIGH period if its not there in the goods/rescources list with the others...by cutting and pasting these things u will help to eliminate any text errors u might happen to type, thus its more efficient, just make sure to use spacebar and backspace to even it all out and avoid the tab key as i never use it...it should all work just fine...
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Seven.the.Hun
02-16-2004, 13:24
well i hope this is helpful for now, i've had one too many glasses of scotch through the night into this am...next i'll describe how to enable spies/emassaries/assassins for the pagans, and i'll go through how to make religious agents for pagans...
havent done pagan princesses yet but i'll try to look into it a bit to see if it works and how before i post...methinks i have read about that one too and that it works fine, so it should be easy...
anyway fare thee well to all...
drinks are on me...
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Seven.the.Hun
02-16-2004, 13:32
by the way, moderators and veterans...please let me know if i royaly screwed something up in method or typing or what not, i doublt check as much as i can, but i also know that assimilation of perspective is helpful and efficient
in veno veritas is it???
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Seven.the.Hun
02-18-2004, 13:56
to enable pagan spies/emissaries/assassins...
ok...
for the units...i chose to use the muslim agents to use as pagan aswell because i just think they look better than christian agents...
open up medieval/campmap/info-pics/agents...
what i did was right click on the muslim folder and copy it, then i pasted it in there again, and changed 'copy of muslim' to 'pagan'...
ok...to the campmap/pieces/agents...i did the same thing, make a copy of the muslim folder and rename it to pagan and just kept it in the same folder as the original muslim one
now, onto campmap/portraits/muslim, open this up, hold ctrl key and click the assassin, emissary, and spy folders, copy them...now go back outta that folder and in campmap/portraits/pagan, open that up and paste those 3 folders in there, as you will see there are no folders for them yet in the pagan portraits
now, to the campmap/review_panel folder, make a copy of the 'muslim' folder again and rename it 'pagan'
...now, since the 3 pagan agents are all still named spies/emissaries/assassins like the other religions, then there is no problem really and the same descriptions and agent_moving stuff and all that apply...
Seven.the.Hun
02-18-2004, 14:17
now for buildings/structures nonsense for the pagan spies/emissaries/assassins...
as i chose the muslim agent stuff for the men, i just picked catholic buildings to be different...
i hooked it up so there should not be problems with them showing up and stuff...
campmap/info_pics/buildings...and in campmap/review_panel/buildings......i just made a copy of the catholic folder and renamed it pagan and put them in same folder that the original catholic copy was in respectively...
wasnt even sure if all that was necessary totally but doesnt hurt to do so anyway...
i dont think any changes need to be made to taverns/brothels/palace court thing or what not, as in crusader_build, their gnome column 15 is blank so all religions have access, so now if u have the agent units from the previous post there, then when u build the buildings they should be available and show up and work fine and all that...
ok, just make sure that for spies/emissaries/assassins...in crusader_unit gnome thing, column 54 it says
"CATHOLIC, ORTHODOX, MUSLIM, PAGAN"...then the units are available for all 4 of these religions, and the 3 units should already be available to all_factions...so everything should work for them...
Seven.the.Hun
02-18-2004, 14:22
i'll look through other stuff, and make sure its ok, basically i moved the pagan sacrificial shrine thing in the viking campaign over to the medieval campaign, renamed it to simply 'shrine' and made pagan units for it, so pagans had their own priests running around spreading their good word or whatever...
and i made it so it is strickly prohibited for them to go around and molest the populace...they are more than welcome in the taverns and brothels though
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how much editing is required to make mongols playable at early level with VI installed it has more to do with nomadic conquest than anything else [tribe unifacation all tribes of mongol?] http://www.totalwar.org/forum/non-cgi/emoticons/gc-computer.gif
Seven.the.Hun
03-04-2004, 14:34
mongols early, hmm, well i wouldnt say its impossible, but come time of 1231, if u have mongols, and mongol horde shows up, that might be a disaster...
better to make a new pagan faction in early, or edit an existing faction in early to be pagan which is easier...
then you will have your pagan horde, and when the mongols come rolling through, they will be there aswell...
other than that without specifics i cant help further http://www.totalwar.org/forum/non-cgi/emoticons/confused.gif
Seven.the.Hun
03-14-2004, 13:19
ok, so opening viking building prod thing, and highlighting pagan sacrificial shrine, copying it and pasting it into crusaders building prod thing...
i personally did this and opened gnome and renamed it simply 'shrine' and for all this u gotta go through names.txt and desc.txt and alter accordingly, like when it says ["bowyer"]...just highlight and copy one of those and add to the botton of that particular list, and rename the building 'shrine' or whatever u wanna call it...
same said for the unit u want it to produce...in my case i just called it a 'shaman' and used the same strategy as above in tread, i just copied the orthodox portrait folder for priests twice, and put both in pagan folder, i just named one folder shaman, and the other i left as priest, even though they were the same, just so i didnt have to wonder whether or not there was any problem with the 'shaman' portrait folder
anyway covering all the other agent making stuff before,
i used orthodox bishops stuff to make pagan shamans by the way
then this should work fine,
for the shamans in the mod i use i just gave them the orthodox bishop traits and the grand inquisitor traits for affecting faith and zeal in a province, in gnome its column 66 and 67, i just gave them PAGAN{5} in these, making the rest 0s
if this is done right, then voila u have golden orthodox priests who are 'shamans' or whatever u wanna call them, just make sure your shrine is also an agent_producer in gnome, i think i touched on all of it,
if someone tries it after reading this thread and it doesnt work let me know and i'll go through something really thorough to weed out any missed steps so u can get it to work
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Seven.the.Hun
03-14-2004, 14:08
well, now i gotta work on that princess stuff
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