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eat cold steel
09-05-2002, 15:42
There were some complains about having to micromanage agents in the middle and later parts of the game, and how assassins are not worth the effect in a 400 year campaign, well I have uploaded some an updated startpos files for late and high, and build_prod unit_prod text files. These will allow you to play without spys, assassins, priests etc. The effect of churches etc on faith have been increased 5 times to cover for the lack of religious pieces.

I am sorry for not reading all the instruction before uploading file - there is no readme, who ever has access to the zip please stick something in for me, make sure you back up the old ones before overwriting them, High and late.txt goes in campmap\startpos, the other 2 goes into root.

These are not official in any way, just something I knocked up quickly (it's not on the com site, just the org site.) I haven't tested it extensive, just auto-ran the campaign for a while, so may not work very well at all in terms of playability.

Papewaio
09-05-2002, 16:19
WOW

I will send this to the mod forum and let them help.

barocca
09-06-2002, 00:03
you'll find this file under the stats section of the medieval downloads
:-)
http://www.totalwar.org/MTWFiles/

[This message has been edited by barocca (edited 09-05-2002).]

Kraellin
09-06-2002, 01:59
frankly, i'm one of the ones that like all the agents, but thanks ECS; a welcome addition, i'm sure, for some.

K.


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The only absolute is that there are no absolutes.

Lord Krazy
09-06-2002, 02:53
Have I got this right .You have posted new
prod files without bishops and so on?

Can we replace these units with non
stratigic units or is 122 max.
As this would be nice.

Lord Krazy.

Lord Krazy
09-06-2002, 03:00
I was thinking is this an addon or a
take away lol.

LK

barocca
09-06-2002, 04:29
I doubt that 122 is the max,
have you tried adding your dalcrossians? to the fullrelease?

Shiro
09-06-2002, 04:48
This is fantastic! Thanks!

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"Everything Shiro said sounds good to me."
-Solypsist

Lord Krazy
09-06-2002, 07:15
Quote Originally posted by barocca:
I doubt that 122 is the max,
have you tried adding your dalcrossians? to the fullrelease?[/QUOTE]
----------------------------------------------

Bar,

MEDIEVAL_TW.EXE caused an EXCEPTION_ACCESS_VIOLATION in module MEDIEVAL_TW.EXE at 016F:00423893
EAX=00000001 EBX=7FFFFFFF ECX=00000000 EDX=0000000C ESI=010AF274
EDI=02288070 EBP=010AF384 ESP=010AF1A8 EIP=00423893 FLG=00210202
CS=016F DS=0177 SS=0177 ES=0177 FS=08D7 GS=0000
016F:00423893 (0x00000000 0x02291FDB 0x010AF68A 0x00000004) MEDIEVAL_TW.EXE
016F:0048985D (0x00000017 0x0000001F 0x00000001 0xFFFFFE70) MEDIEVAL_TW.EXE

this is Irish for tough shit I belive.
But my Gailga is not what it should be.

That is why I asked otherwise I would have
released my Clontarf mod.Insted I am going
to replace existing units as I did in the
demo and make a Campaigne.
No point in doing all that work
for one battel.So I will release a pack
with 10 or so new units to go with the
campaigne.It's the only way I can think of
introducing new units and not mess around
with the original install.I am extremly open
to suggestion.
So please someone from CA tell me if this
is bullshit or not.Thank you.

Lord Krazy

eat cold steel
09-06-2002, 14:36
You should be able to add more units no problem, 112 is not the max, to test it out you can just copy and paste a whole row of data and change the ientifier to begin with. Remember to add new stuff you need all the other bits and pieces to go with the unit prod: tooltip entries in tooltip.txt, bifs for Campmap\Info_Pics, and unit icons for Battle\UnitIcons. Give it a try there is bound to be somethings I've forgotten about, see how you get on anyway.

Lord Krazy
09-06-2002, 15:30
Quote Originally posted by eat cold steel:
You should be able to add more units no problem, 112 is not the max, to test it out you can just copy and paste a whole row of data and change the ientifier to begin with. Remember to add new stuff you need all the other bits and pieces to go with the unit prod: tooltip entries in tooltip.txt, bifs for Campmap\Info_Pics, and unit icons for Battle\UnitIcons. Give it a try there is bound to be somethings I've forgotten about, see how you get on anyway.[/QUOTE]

---------------------------------------------
E.C.S. thank you for your reply.
I did not put in bifs for camp map
but did all the rest you mentioned
so it's either that or one of the things
u didn't mention or of course I'm just dumb
which should not be ruled out.

I shall try again,I would have anyway
even if you told us it wasn't doable lol.
Thanks again.

Lord tired but still Krazy.

Lord Krazy
09-06-2002, 16:49
E.C.S.,

So far I have added a refferance to my new unit in

prod11

actionpages

unit bif \men\relivant folder: plus _W.txt plus weapons folder

unit bif \campmap\ info_pics\units: plus file.txt

deadpagecoor.txt

names.txt

not sure what I'm suposed to do in tooltip.txt

same error still shows.

so can u think what else I should do,
or may I be as bold to ask sorry
no beg you for a sample unit with the "bits"
it requires to function or at least a list
of all the files needed to do it as
anymore research into this may
cause a divorce in my family.
Eat cold dinner will be my name.
Cheers.


Lord Krazy.

eat cold steel
09-06-2002, 17:34
Right, I am not sure what caused the problem, where are you getting the crash? A couple of other things you need to do to the text files in Loc:
Description.txt - add in a desecription follow the format there with the lable under unit descriptions.
names.txt - slot in your new unit but singular and plural, again follow the format there, order shouldn't matter, just tag your at the end.
Tooltip.txt - my fault, can't find anything to do with units there.

Lord Krazy
09-06-2002, 17:52
ok making progress made mistake in
names don't know what but it boots now
just need to add a couple of bits.
I was using almgarvars changed name romans
in prod nothing else pasted it in.
did what I said above except for names
did not put icon will that matter?
I will do the description now.
I have changed the name txt before
so I'm not sure why that messed up
but I will do it again.Will it matter
if name is the same plural and singular
I can't see why but I'll try anything
If you don't got any thing to do stay
tuned I'll be back very soon thank you
very much.This is what I call
coustumer service .

Lord Krazy

Lord Krazy
09-06-2002, 18:20
added icon in review_panel and battle icon
and bobs you uncle still can't figure the names shit but I don't care right now
Thank you very much for all your help It will not go to waste.

Lord Krazy http://www.totalwar.org/ubb/smile.gif http://www.totalwar.org/ubb/biggrin.gif http://www.totalwar.org/ubb/cool.gif

ps added desc as well .

C I was right I am dumb.

[This message has been edited by Lord Krazy (edited 09-06-2002).]

eat cold steel
09-06-2002, 19:31
Oops problem with changing prod files! I've just realised that you cannot change your production text files half way through your campaign, doing so can lead to problem. If you want to use new prods files you'll have to start a new campaign! In my current campaign, all the building id's have been shift down 4 because I've removed some buildings to do with spies, and doesn't match my savegames anymore, regions ended up with wrong buildings. You have been warned.

Lord Krazy
09-06-2002, 19:47
just like to let u know error in names
was because I did not change the name
in the plural bit
I had ["Romans_plural"] ("Romans")
would not work
I put ["Romans_plural"] ("Romanus")
and it worked.

It will be imposible for me to win the loto
today .Let's c if it works he he.

Not that u need me to confirm anything
but for what it's worth dumbo got it to
work, so anyone can.
Cheers.

Lord Krazy

barocca
09-07-2002, 01:08
NOW
if we could only add FRESH unit bif files,

but these seem to be a hardcoded list,

i tried adding one of LK's bif's to the unit entries in the prod file - and the game was very angry with me for doing so...

So then I Simply replicated a bif file and folder,
changed the names of the bifs,
then edited an entry in the prod file to use that bif, and
unknown/unrecognised file name
error at line xx column xx

now if the program did not know the names of the bif files when it loaded, but simply read them from a list, even the unit_prod file, then we could add bifs to our hearts content,

I hate having to sacrifice elements of the game just to build a mod,

Naturally it would be up to the modder to get everything behaving as it should,

Lord Krazy
09-07-2002, 01:38
you have mail.
royal foot nights
with fullplar bif could be one option.


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I messed up the integraty of the names file
that's why it would not work earlier .
no problem now .

LK

barocca
09-07-2002, 03:01
Quote Originally posted by Lord Krazy:
you have mail.
royal foot nights
with fullplar bif could be one option.
[/QUOTE]
thanks,

second send of name.txt failed
please resend

09-07-2002, 03:27
Hi,

I'm glad someone is addressing this issue. Pesonally, I'd like to see an adjustable feature for all three campaigns to let you pick and choose which agents would be left out.

So, if you don't have emmisaries, how do you negotiate? How do you marry off your princesses?

I do really like the idea of ditching all of them, as dealing with the HORDES of agents, mine and theirs can become a pain. For one thing, keeping track of them. I'd like to have a list (I know there IS a list, but it doesn't let you sort) that I could sort that would also display agents that are in foreign provinces in color.

Of course, I'd also like the map display back, so you can see what's going on without diploying fifty-leven emmisaries.

barocca
09-07-2002, 06:21
i'm playtesting it now,

of course i had to combine it with the 16AD mod, but thats because i'm a twisted puppy,

you have emissaries and princesses
and you still build watchtowers - but that allows you to "question" travellers and gain information about neighbouring provinces...

mp84
09-08-2002, 14:02
Hey,

I noticed you took out the agents for the High and Late periods, however, and out of curiousity really, how come it wasn't done for the early period?

Just curious, and if there's a way to do it, then let me know http://www.totalwar.org/ubb/smile.gif..

thanks,

Mike

barocca
09-08-2002, 14:12
you start the early game without agents,
as far as i can tell the change prevents you building any!

(in late and high some factions begin with agents already deployed)

09-08-2002, 22:49
Hello,

Well, that's great (that the change works for early without any further hassle).

Only thing I'll miss is assassinating the Pope when he excoms me. Had it happen in my current game because Germany wouldn't accept a ceasefire in time. They started the war when we were allies, but that didn't seem to matter to His Holiness. Took me 6 or 7 years and I don't know HOW many assassins, but I got the job done.

Thanks for all the work, y'all.



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