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View Full Version : 2 Questions, about skins and units.



Melea Lord
08-18-2006, 12:07
1) What file do you edit and what bit to change a unit's speed and stamina?

2) What program's do you need to skin in this game? Don't tell me you need 3ds Max. That's like a £1000 program! And I know there's a free version but it only lasts a month.

Melea Lord
08-18-2006, 12:13
Oh and 1 more. I got a mod that makes all factions cept Slave and SPQR playable. I want to make them both capable of being played myself cause I've modded a lot of files and don't want to start again. (I had an idea of joining all the rebels under a few different banners and giving them diplomats, spies and more units, but I'll do that later when I'm more confident in my modding abilities).

Ra-az
08-18-2006, 12:35
As far as I know (also newbie modder):

1)export_descr_unit.txt.
2)You'll need 3dmax (sorry!) maybe Gmax** is also possible by now.
3)I wouldn't know this.

Tip: Try to explain what you mean by skinning. Do you mean "to do with texturing" or "to do with rigging a skeleton"

There's propably more experienced people that can help you better (I hope they will:laugh4: ).

** Gmax is a free version of 3dMax especially designed for modding games, but it functions via gamepacks for every game, so if the designers of TW didn't buy or create a gamepack 4 TW it won't work.

I hope this is of some use to ya

Atilius
08-18-2006, 14:24
1) What file do you edit and what bit to change a unit's speed and stamina?

A unit's speed on the battle map is linked to it's model, so you would have to change the model to change it's speed. There are some global terrain speed modifiers in Data\descr_battle_map_movement_modifiers.txt, but these would apply to all units.

A unit's stamina can be modified in Data\export_descr_unit.txt by adding "hardy" or "very_hardy" to the unit's "attributes" line. However, I believe stamina in this sense means how quickly the unit recovers from fatigue, not how quickly it becomes fatigued.


2) What program's do you need to skin in this game? Don't tell me you need 3ds Max. That's like a £1000 program! And I know there's a free version but it only lasts a month.

To skin is to create new textures for exisiting models. You can do this with any program that can edit *.tga files. For what little skinning I do, I use Photoshop Elements which costs about $90.



I got a mod that makes all factions cept Slave and SPQR playable. I want to make them both capable of being played myself...

Playing the Senate is not really an option. There is a post from CA's Captain Fishpants in this thread (https://forums.totalwar.org/vb/showthread.php?t=59432&highlight=Senate+playable) which says "basically, the game will crash sooner or later."

I believe the slave faction is also a problem, but can't recall the details or find the thread which discusses them.

Melea Lord
08-18-2006, 16:29
I read in another thread that as long as you don't touch the senate tab or the senate standings tab nothing will go wrong. At least tell me how to make SPQR playable so I can have a little go.

I have a couple of things that I would like to do in the future, just want to know if they're capable of being done. Don't tell me how to do it!:

1) Add a new settlement called Naxos (something like that) to the middle of Sicily island, Put Syracause under Scipii rule at begining and made Capua ruled by SPQR at begining.

2) Add new factions like: Rebel Barbarians, Rebel Greeks, Eastern Rebels, Southern Rebels and make them all playable.

Also could someone tell me if there are any hardcoded limits when editing the Character Traits file?

(just noticed I'm a member now! Not a Junior! Yay!)

snevets
08-18-2006, 16:52
To make multiple rebel factions which are anti factions of those factions you would need to use BI, and would need to remove a faction for every one you create.

Melea Lord
08-18-2006, 17:17
They would be just like all the other factions and I would give them settlements owned originally by rebels at the beginnning.

Atilius
08-21-2006, 01:48
I read in another thread that as long as you don't touch the senate tab or the senate standings tab nothing will go wrong!

According the post I linked to earlier, this is not so. Selecting the Senate tab will immediately crash the game, but there are other problems too.



At least tell me how to make SPQR playable so I can have a little go.


In descr_strat.txt at the top of the file, move romans_senate from the non-playable list to the playable list. In file Data\text\campaign_descriptions.txt add tags {IMPERIAL_CAMPAIGN_SENATE_TITLE} and {IMPERIAL_CAMPAIGN_SENATE_DESCR} followed by some suitable text.



I have a couple of things that I would like to do in the future, just want to know if they're capable of being done. Don't tell me how to do it!:

1) Add a new settlement called Naxos (something like that) to the middle of Sicily island, Put Syracause under Scipii rule at begining and made Capua ruled by SPQR at begining.

2) Add new factions like: Rebel Barbarians, Rebel Greeks, Eastern Rebels, Southern Rebels and make them all playable.


This can all be done, but as snevets indicates, the maximum number of factions is fixed at 21.



Also could someone tell me if there are any hardcoded limits when editing the Character Traits file?


Check out the Hard-coded limits (https://forums.totalwar.org/vb/showthread.php?t=42905)thread.

Melea Lord
08-21-2006, 10:45
So if I have to delete factions to make new ones, forget that.

However how do I make rebel factions capable of recuiting diplomats, spies and assasins? Do I just go to Export_Descr_Buildings and go to the markets/governement administrator buildings and copy line and change the faction name to rebel? But there are several rebels in different cultures, how can I make greek rebels build greek agents and vice versus with the other cultures? Same with foot troops I think they should be able to recuit as they do build. Wait, if they build, why arn't any of the buildings got rebel in the buildable factions?

Makanyane
08-21-2006, 15:28
Most of recruitment and building in export_descr_building.txt is set by culture and not faction - if you look in descr_sm_factions.txt you will see that that faction name for the rebels is actually slave and that they are in the roman culture, the roman culture can build most buildings in EDB - and can recruit spys, diplomats etc. If slave faction (rebels) don't do this it is probably something hardcoded.

Melea Lord
08-21-2006, 17:34
In several posts i have read something like: "Gasp, a rebel diplomat", usually from people who don't mod the game. So rebels can have diplomats.

And I'm sorry but I didn't understand your point when you sed:

"descr_sm_factions.txt you will see that that faction name for the rebels is actually slave and that they are in the roman culture, the roman culture can build most buildings in EDB"

If your telling me that Slave (aka. rebel) is actually in the Roman culture, explain the fact in Descr_Strat it's got stuff like:

"sub faction {Faction}"

In front of each General. So your telling me it's hardcoded that Slaves can't recuit agents or soldiers? Or are you telling me it's hardcoded that I can't make slaves recuit agents and soldiers to their sub faction? I seriously didn't get your point, Makanyane, at all sorry.

Makanyane
08-21-2006, 20:35
What I was trying to explain is that if Slave faction worked like any other faction it would already have the ability to build buildings and recruit units including spies etc that were available to the Roman culture, so adding a separate recruitment lines in EDB for { slave,} is unlikely to make any difference.

Don't know about them recruiting diplomats as I always mod diplomats out of game - cos bribing is too annoying. But I'm sure I've never seen a rebel spy.

There is obviously some stuff hardcoded about slave faction as it effectively shadows all others factions, taking over cities when they rebel, and also does not have a faction leader etc, etc. I was thinking that the AI behaviour of the Slave faction is probably hard coded so it doesn't have the inclination to recruit spies etc.

Hmmm. Have just had a go making them playable and when played by human player they can build buildings and recruit soldiers and spies. If the city is occupied by a slave army thats placed in it in descr_strat the type of units recruited are those of that armies sub_faction 'faction', random rebels still seem to generate outside of cities and the units in those are related to the rebel faction for the region in descr_regions.

Melea Lord
08-21-2006, 22:50
So the Rebels can recuit and build like any other factions but just don't because their AI is designed not to. I understand now! :idea2: :2thumbsup: