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SMZ
02-18-2007, 08:55
In the interest of sharing and hearing what other people have done, here's a thread for the personal tweaks I've done, and I'm interested in what other people have come up with too...

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1. Shield WallWhile fooling around in the unpacked 'data/export_descr_unit.txt' file, I noticed that the formations from Rome were left over in name at least (shield wall & testudo). No units in vanilla have these formations, but the potential seems to still be there. I haven't tested testudo, because I didn't see any units which I thought should have it, but shield wall did appear to function.

Granted that this style of warfare was becoming outdated, I wound up finding three units which I thought rightly deserved it. Viking Raiders, Dismounted Huscarls & Dismounted Druzhina. All three are described as being remnants of the previous age, still fighting on in the old style.

If you want this tweak: Add "shield_wall" in the formation line, after "square", to the unit you wish.

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2. Tourney The Tourney building currently says it provides "1 free upkeep slot", but no unit can use this bonus because Tourneys are built in castles and militia units aren't. It seemed to me that the thought behind the bonus was that knights would be drawn to the tourney, and thus they'd come of their own free accord and you wouldn't have to pay to billet them.

If you want this tweak: Add "free_upkeep_unit" in the attributes line to the knight units you wish.

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3. Scots Guards & Scots It made little sense to me that the French can get Scots Guards, and the Scots can't. And thus the 'Scots Longbowmen' was born. Now, I didn't want to simply copy the unit over - I wanted it to be an elite type unit, that wouldn't threaten the English rightful monopoly, and wouldn't be easy to obtain. The other problem with creating new units is, I wanted it to match Scotlands color scheme. Red and yellow archers in the midst of the blue, white and green horde would've stuck out.

The perfect solution? French Dismounted Archers. The French don't get this unit in campaign anyway - but essentially they're a longbowman with chainmail on. Exactly what I wanted. Best yet, the French colors are blue and white also.

If you want this tweak: Now this will take a little more than some tweaking, I'd call this some twinging too... So don't bother if you get confused by modding...

1st, the data/export_descr_units.txt file

type Scots Longbowmen
dictionary Scots_Longbowmen ; Scots Longbowmen
category infantry
class missile
voice_type Heavy
banner faction main_missile
banner holy crusade
soldier Noble_Highland_Archers, 36, 0, 1
attributes sea_faring, hide_forest, hardy, can_withdraw
formation 1.2, 1.2, 2.4, 2.4, 4, square
stat_health 1, 0
stat_pri 9, 3, arrow, 160, 45, missile, missile_mechanical, piercing, none, 25, 1
;stat_pri_ex 0, 0, 0
stat_pri_attr ap
stat_sec 2, 3, no, 0, 0, melee, melee_blade, piercing, sword, 25, 1.2
;stat_sec_ex 0, 0, 0
stat_sec_attr ap
stat_pri_armour 6, 6, 0, metal
;stat_armour_ex 6, 8, 0, 0, 6, 0, 0, metal
stat_sec_armour 0, 0, flesh
stat_heat 4
stat_ground 1, -2, 3, 2
stat_mental 9, normal, trained
stat_charge_dist 15
stat_fire_delay 0
stat_food 60, 300
stat_cost 1, 700, 125, 75, 55, 700, 4, 150
armour_ug_levels 3, 4
armour_ug_models Scots_Longbowmen, Scots_Longbowmen_ug1
ownership scotland
era 1 scotland
era 2 scotland
;unit_info 9, 9, 12

2nd, the data/export_descr_buildings.txt file

building professional_military
{
levels military_academy officers_academy
{
military_academy city requires factions { france , england, scotland, spain, portugal, turks, }
{
capability
{
recruit_pool "Scots Longbowmen" 1 0.2 2 0 requires factions { scotland, }
recruit_pool "Demi Lancers" 1 0.5 4 0 requires factions { england, }
recruit_pool "French Mounted Archers" 1 0.5 4 0 requires factions { france, }
recruit_pool "Tercio Pikemen" 1 0.5 4 0 requires factions { spain, }
}
material wooden
construction 4
cost 4800
settlement_min huge_city
upgrades
{
officers_academy
}
}
officers_academy city requires factions { france , england, scotland, spain, portugal, turks, }
{
capability
{
recruit_pool "Gendarmes" 1 0.7 6 0 requires factions { france, spain, }
recruit_pool "Scots Longbowmen" 1 0.3 3 0 requires factions { scotland, }
recruit_pool "Demi Lancers" 1 0.7 4 0 requires factions { england, }
recruit_pool "French Mounted Archers" 1 0.7 6 0 requires factions { france, }
recruit_pool "Tercio Pikemen" 1 0.7 6 0 requires factions { spain, }
}
material wooden
construction 6
cost 9600
settlement_min huge_city
upgrades
{
}
}
}
plugins
{
}
}

3rd, the data/text/export_units.txt file (if you still have strings.bin files - run a search on these forums for a string bin converter, you will soon have purty txt files) (you may notice that I have described their secondary weapon as a "falchion", which is a heavy, curved blade and explains why I left the "ap" ability on in the unit file)

{Scots_Longbowmen}Scots Longbowmen
{Scots_Longbowmen_descr}While the Scots have never gained their southern neighbors love for the bow, they still recognize the potential power in a stave of yew. Thus, a few Scots have taken the time to master the war bow, and combined with their own fierce natures, have become dangerous warriors indeed.
{Scots_Longbowmen_descr_short}These Scottish troops, while difficult to obtain, are powerful with both bow and falchion.

4th, the data/ui/unit info folder and the data/ui/units folder

This is where you add the unit card picture and unit info card picture. Simply go into the "france" folders, copy the "dismounted_french_archers" files and paste them into the "scotland" folders. Then rename the unit info file "scots_longbowmen_info.tga" and the units file "scots_longbowmen.tga"

5th, almost done - and now the last step. Right now, there is nothing for the game to reference on how to render your Scots Longbowmen - so they will be invisible on the battle map, even after all your hard work... so here's how to fix that...

Go to your data/unit_models/battle_models.modeldb file. Open it with Notepad. Now stare in confusion and shock for a few moments. Then thank Musashi for making a wonderful tutorial which even a doofus like me can understand... eventually.

Press Ctrl+F, then tell Notepad to find "dismounted_french_archers". You will see the number "29" in front of this. If you want to know what these things mean, do a search for Mushashi's guide. In front of that "29" insert a number of returns so you won't lose your place in the confusing maze of numbers and letters. Now, it's difficult - but follow the text from where it begins talking about the Dismounted French Archers on to where it stops talking about them. It will take up something like 4 lines of text. You will know you have reached the end when you come to this, "dismounted_lithuanian_cavalry". To make it easy, press Ctrl+F again, tell Notepad to find "dismounted lithuanian_cavalry" and then insert a number of returns BEFORE the 29 which preceeds that name, and AFTER this string of numbers, "-0.34999999 0.80000001 0.60000002".

I promise you, this really isn't hard, it's just confusing. Ok, you've got the piece of text you want to fiddle with isolated, now copy/paste it to a blank notepad document for ease of fiddling. Press Ctrl+H, tell Notepad to replace all "29 dismounted_french_archers" with "16 scots_longbowmen". Press Ctrl+H again and tell Notepad to replace all "33 dismounted_french_archers_ug1" with "20 scots_longbowmen_ug1". Now press Ctrl+H one last time and replace all "6 france" with "8 scotland". Now copy/paste your new altered block of text back into the original modeldb file. Don't overwrite anything, paste it into one of the empty spaces you made earlier. Now delete those returns until there is ONE single character space between your first "29" and whatever preceeds it, and ONE single character space after your last character and whatever was normally in the modeldb file. Delete the other space you made in the same way, there should be only ONE single space left between.

You're done. Enjoy your Scots Longbowmen, they're a good long range, smaller than normal, decent armor and backup weapon, but expensive and hard to get unit. The Yeoman and Retinue's will still tromp them and at lower cost and the French can afford to outfit their version in better armor. But you've got a long range, armor piercing scotsman, so you can shoot up regular archers and infantry - then close to melee and guard your pikemen's flank. Have fun.

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4. Patriarchs The game already has a tga picture created for these mythical creatures, but the poor neglected orthodox don't get them. The whole point of being orthodox is about having a pocket pope (patriarch) right? Right. So I fixed that.

If you want this tweak:
1st, data/text/export_ancillaries.txt file

{patriarch_of_constantinople}Patriarch of Constantinople
{patriarch_of_constantinople_desc}Unlike the weak western rulers, the Byzantine Emperor understands that the church should support the state, and not the state the church. Having the nations supreme spiritual leader on your payroll has its uses.
{patriarch_of_constantinople_effects_desc}Emperors do not worry about excommunication... Patriarchs worry about being replaced.
{patriarch_of_moscow}Patriarch of Moscow
{patriarch_of_moscow_desc}Unlike the weak western rulers, the Russian Czar understands that the church should support the state, and not the state the church. Having the nations supreme spiritual leader on your payroll has its uses.
{patriarch_of_moscow_effects_desc}Czars do not worry about excommunication... Patriarchs worry about being replaced.

2nd, data/export_descr_ancillaries.txt file

;------------------------------------------
Ancillary patriarch_of_constantinople
Type Religion
Transferable 0
Image orthodox_patriarch.tga
Description patriarch_of_constantinople_desc
EffectsDescription patriarch_of_constantinople_effects_desc
Effect Piety 3

;------------------------------------------
Ancillary patriarch_of_moscow
Type Religion
Transferable 0
Image orthodox_patriarch.tga
Description patriarch_of_moscow_desc
EffectsDescription patriarch_of_moscow_effects_desc
Effect Piety 3
and

;------------------------------------------
Trigger patriarch_of_constantinople_vnv_trigger
WhenToTest CharacterTurnEnd
Condition IsFactionLeader
and FactionBuildingExists = huge_cathedral_o
and FactionType byzantium

AcquireAncillary patriarch_of_constantinople chance 100

;------------------------------------------
Trigger patriarch_of_moscow_vnv_trigger
WhenToTest CharacterTurnEnd
Condition IsFactionLeader
and FactionBuildingExists = huge_cathedral_o
and FactionType russia

AcquireAncillary patriarch_of_moscow chance 100

3rd, data/export_descr_ancillaries_enums.txt file

patriarch_of_constantinople
patriarch_of_constantinople_desc
patriarch_of_constantinople_effects_desc
patriarch_of_moscow
patriarch_of_moscow_desc
patriarch_of_moscow_effects_desc

That's it. Easy nuff.

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5. Danish War Clerics I figured since they're clergy, they should inspire the troops.

If you want this tweak: Add "standard" to the unit attributes line in the data/export_descr_unit.txt file. It gives them the same effect as a Great Cross or Carroccio Standard.

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6. Faction Specific Buildings I'm getting tired, so I'll go into details on how to do this one later... basically though it annoyed me that some factions get as many as 3 special buildings, and others only get 1. I guess the Hungarians aren't special? =P Anyway, I fiddled around until everybody gets 3, a few of them needed description alterations, but most slid in smoothly. Here's the changes I made and rationale I used... (I'll explain how to do it yourself later)

Venice and Milan: the Print buildings. Progressive as they were, they picked up on the new tech quickly.

Sicily: the Hospital buildings and the Tourney buildings. The Sicilians have a couple of Muslim units, so I didn't see any point in denying them the Hospital, and the Normans are described as being the greatest knights alive... so I figure they surely liked a good helmet-thumping tourney or two.

Denmark: the Bank buildings. Maybe a bit premature, but they became known as merchants sooner or later.

Egypt: the Caravan buildings, and the ability to get Bedouin Camel Riders from them. (I changed it so the Beduoin are only Egyptian units now, and not mercenaries for everybody in the area.) Should be self-explanatory as to why.

Turks: the Military Academy buildings, and switched their Jannisaries to be produced from these. The Military Academy seems a perfect fit for the Turks anyway, they're the ones who came up with the idea if I remember correctly.

Byzantines: the Admiralty buildings, seemed a good fit. They had a strong naval tradition and liked having an official for everything.

Russians: the Castle Academia buildings and the Music buildings. All the other eastern european nations get the Academy, and call it a whim but the Music building seemed to fit them - I can't explain exactly why, but it's the impression I have.

Polish: the Tourney buildings. It says they have some of the best knights in Europe... they might be backwards, but I'm pretty sure they could figure out how to clear some bushes and have fun wacking each other with blunted weapons.

Hungarians: the Tourney buildings and the Race Track building. Same reason as above for the Tourney. The Race Track... well they're Huns, I mean, horses are like their life. I let them recruit Magyar from the first level and Hungarian Nobles from the second.

Scots: the Military Academy buildings and the Admiralty buildings. The Military Academy was for my Scots Longbowmen tweak above. The Admiralty... well, I figured since this is alternate history - if we suppose that the Scots ever took back the British Isles... well, they would've had to get some sailing experience if they wanted to go anywhere else. Tournies and Banks didn't seem to fit to me, and I toyed with Music and Sanitation briefly as a joke =P but in the end, I didn't want the much maligned Scotish to be the only 2 star faction, so I went with Admiralty.

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7. Missile Weapons I'll explain this one too later, but I redid a number of the missile unit numbers to fit more what I think history was like.

Self Bow: 120, Longbow: 170, Horse Crossbow: 140, Crossbow: 160, Steel Crossbow: 210, Horse Composite Bow: 150, Composite Bow: 170
Nahptha: 40, Javilin: 55, Pistol: 50, Hand Gun: 100, Arquebus: 140, Musket: 190
Ballista: 225, Catapult: 240, Trebuchet: 290/225
Bombard: 355, Rocket Launcher: 275, Grand Bombard: 410, Mortar: 305, Ribault: 165
Culverin: 460, Cannon: 425, Serpentine: 500, Basilisk: 500, Monster Ribault: 165, Monster Bombard: 500
Elephant Artillery: 380, Elephant Rocketeer: 250

The crossbows have been slowed down, (and I'd speed up the bows if I could), and the xbows have had their damage increased slightly too. (1/2 again rounded down for the small xbows, and 1/4 again rounded down for the steel xbows)

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ok, that's all I've got to share for the moment... what've you done?

sapi
02-18-2007, 09:20
Nice work!

:bow:

SMZ
02-18-2007, 09:43
no, no - you must share, I insist =]

R'as al Ghul
02-18-2007, 10:02
---------------
2. Tourney The Tourney building currently says it provides "1 free upkeep slot", but no unit can use this bonus because Tourneys are built in castles and militia units aren't. It seemed to me that the thought behind the bonus was that knights would be drawn to the tourney, and thus they'd come of their own free accord and you wouldn't have to pay to billet them.

If you want this tweak: Add "free_upkeep_unit" in the attributes line to the knight units you wish.

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ok, that's all I've got to share for the moment... what've you done?

Nice List. I also run my personal mod.
Imo, it was intended to have free upkeep slots in Castles, too. In the building file it clearly says that the first or second level castle gets a free upkeep slot. It just seems that they forgot to insert it for the other castle levels as well. It wouldn't make sense to only have the basic level provide a slot.
Based on that assumption I modded the file so that the highest castle level gives one slot less (5 slots) than the highest city level (6 slots). The 2nd level Tourney field provides the extra one to even with the city.
The effect is that it helps the AI considerably with its economy. As a player you have to consider if you field your armies or garrison them.

Also I'm still tweaking the unit stats on the quest for satisfying results. Currently I'm tweaking mass of soldiers and min attack delay. Then I'm testing the combat and movement modifiers for ground and fatigue modifiers for heat.
I'm also using the Darth formations and diplomacy but I'm not satisfyed with them and am tweaking them further. I'll share my results when they're worth it.

:bow:

R'as

SMZ
02-18-2007, 10:09
oh yeah, I suppose I should note that I'm using the 1.1 patch and Carl's Problem Fixer

I just remembered another thing I've fiddled with, which has seemed to help a lot, I've mentioned it before in another thread, but I saw where somebody mentioned that the data/descr_campaign_ai_db.xml file has a spot labled "GLOBAL AI PARAMS", there's a note there saying that it's not enabled - but I think it's lying. If you insert the values suggested at the very top of the file, and replace the 999.999's that are listed currently... diplomacy suddenly works. You can have allies, and the computer doesn't just insanely attack you no matter how powerful you are and how nice you're trying to be to them.


and I agree, it makes sense for Castles to have garrisons too... I think I'll go fiddle with that some more in line with what you mentioned... Cities support Militia, Castles should support the nobles power base, ie: knights

8. Free Upkeep & Recruitment Slots It seemed to me that the City/Castle dynamic was supposed to make you think about how to use a province. Cities make money and thus the free upkeep on them was primarily a defensive measure "just in case", while Castles operate as bases from which to attack and thus the recruitment slots on them was primarily a means to gather forces to smite your enemies quickly. I think, as things stand, two tweaks are in order. First, in vanilla the City eventually gains the same number of recruitment slots as the Castle, because currently no more recruitment slots are gained after maxing out at 3. Secondly, while the City marginally shares the Castle ability to recruit troops, the Castle does not similarly share the City ability, at least partly, to garrison troops. Therefore, I've boosed the Fortress to have 4 recruitment slots, and the Citadel to have 5 recruitment slots. I've also, given the Wooden Castle & Castle a single garrison slot, and the Fortress and the Citadel 2 garrison slots, with a Tourney this improves to 3.

If you want these tweaks: Go to your data/export_descr_building.txt file, and copy/paste the relevant section... or if you're getting the hang of things by now, just open the file, and make the small alterations yourself

building core_castle_building
{
convert_to core_building
levels motte_and_bailey wooden_castle castle fortress citadel
{
motte_and_bailey castle requires factions { northern_european, mesoamerican, middle_eastern, eastern_european, greek, southern_european, }
{
capability
{
recruit_pool "Hobilars" 1 0.2 2 0 requires factions { england, }
recruit_pool "Border Horse" 1 0.2 2 0 requires factions { scotland, }
recruit_pool "Mounted Sergeants" 1 0.2 2 0 requires factions { france, hre, milan, venice, papal_states, sicily, Normans, }
recruit_pool "Scouts" 1 0.2 2 0 requires factions { denmark, }
recruit_pool "Jinetes" 1 0.2 2 0 requires factions { spain, portugal, }
recruit_pool "Polish Shooters" 1 0.2 2 0 requires factions { poland, }
recruit_pool "Kazaks" 1 0.2 2 0 requires factions { russia, }
recruit_pool "Magyar Cavalry" 1 0.2 2 0 requires factions { hungary, }
recruit_pool "Skythikon" 1 0.2 2 0 requires factions { byzantium, }
recruit_pool "Desert Cavalry" 1 0.2 2 0 requires factions { moors, }
recruit_pool "Arab Cavalry" 1 0.2 2 0 requires factions { egypt, }
recruit_pool "Turkomans" 1 0.2 2 0 requires factions { turks, }
recruit_pool "Mongol Horse Archers" 1 0.2 2 0 requires factions { mongols, }
recruit_pool "Turkish Horse Archers" 1 0.2 2 0 requires factions { timurids, }
recruit_pool "Theigns" 1 0.2 2 0 requires factions { Saxons, }
recruit_pool "Peasants" 0 0.000001 0.999 0 requires factions { england, france, hre, denmark, spain, portugal, milan, venice, papal_states, Normans, Saxons, }
recruit_pool "Highland Rabble" 0 0.000001 0.999 0 requires factions { scotland, }
recruit_pool "Southern Peasants" 0 0.000001 0.999 0 requires factions { sicily, byzantium, }
recruit_pool "EE Peasants" 0 0.000001 0.999 0 requires factions { poland, russia, hungary, }
recruit_pool "ME Peasants" 0 0.000001 0.999 0 requires factions { moors, egypt, turks, mongols, timurids, }
wall_level 0
tower_level 1
law_bonus bonus 1
recruitment_slots 1
}
material wooden
construction 2
cost 600
settlement_min village
upgrades
{
wooden_castle
}
}
wooden_castle castle requires factions { northern_european, mesoamerican, middle_eastern, eastern_european, greek, southern_european, }
{
convert_to 0
capability
{
recruit_pool "Mailed Knights" 1 0.2 2 0 requires factions { england, scotland, france, hre, spain, portugal, milan, venice, papal_states, sicily, Normans, }
recruit_pool "Viking Raiders" 1 0.2 2 0 requires factions { denmark, }
recruit_pool "Polish Nobles" 1 0.2 2 0 requires factions { poland, }
recruit_pool "Boyar Sons" 1 0.2 2 0 requires factions { russia, }
recruit_pool "Hungarian Nobles" 1 0.2 2 0 requires factions { hungary, }
recruit_pool "Byzantine Cavalry" 1 0.2 2 0 requires factions { byzantium, }
recruit_pool "Arab Cavalry" 1 0.2 2 0 requires factions { moors, }
recruit_pool "Mamluk Archers" 1 0.2 2 0 requires factions { egypt, }
recruit_pool "Sipahis" 1 0.2 2 0 requires factions { turks, }
recruit_pool "Mongol Light Lancers" 1 0.2 2 0 requires factions { mongols, }
recruit_pool "Turkomans" 1 0.2 2 0 requires factions { timurids, }
recruit_pool "English Huscarls" 1 0.2 2 0 requires factions { Saxons, }
recruit_pool "Hobilars" 1 0.4 3 0 requires factions { england, }
recruit_pool "Border Horse" 1 0.4 3 0 requires factions { scotland, }
recruit_pool "Mounted Sergeants" 1 0.4 3 0 requires factions { france, hre, milan, venice, papal_states, sicily, Normans, }
recruit_pool "Scouts" 1 0.4 3 0 requires factions { denmark, }
recruit_pool "Jinetes" 1 0.4 3 0 requires factions { spain, portugal, }
recruit_pool "Polish Shooters" 1 0.4 3 0 requires factions { poland, }
recruit_pool "Kazaks" 1 0.4 3 0 requires factions { russia, }
recruit_pool "Magyar Cavalry" 1 0.4 3 0 requires factions { hungary, }
recruit_pool "Skythikon" 1 0.4 3 0 requires factions { byzantium, }
recruit_pool "Desert Cavalry" 1 0.4 3 0 requires factions { moors, }
recruit_pool "Arab Cavalry" 1 0.4 3 0 requires factions { egypt, }
recruit_pool "Turkomans" 1 0.4 3 0 requires factions { turks, }
recruit_pool "Mongol Horse Archers" 1 0.4 3 0 requires factions { mongols, }
recruit_pool "Turkish Horse Archers" 1 0.4 3 0 requires factions { timurids, }
recruit_pool "Theigns" 1 0.4 3 0 requires factions { Saxons, }
recruit_pool "Dismounted Polish Nobles" 1 0.2 2 0 requires factions { poland, }
recruit_pool "Peasants" 0 0.000001 0.999 0 requires factions { england, france, hre, denmark, spain, portugal, milan, venice, papal_states, Normans, Saxons, }
recruit_pool "Highland Rabble" 0 0.000001 0.999 0 requires factions { scotland, }
recruit_pool "Southern Peasants" 0 0.000001 0.999 0 requires factions { sicily, byzantium, }
recruit_pool "EE Peasants" 0 0.000001 0.999 0 requires factions { poland, russia, hungary, }
recruit_pool "ME Peasants" 0 0.000001 0.999 0 requires factions { moors, egypt, turks, mongols, timurids, }
wall_level 1
gate_strength 1
tower_level 1
free_upkeep bonus 1
law_bonus bonus 2
recruitment_slots 2
}
material wooden
construction 2
cost 1200
settlement_min village
upgrades
{
castle
}
}
castle castle requires factions { northern_european, mesoamerican, middle_eastern, eastern_european, greek, southern_european, }
{
convert_to 1
capability
{
recruit_pool "Druzhina" 1 0.2 2 0 requires factions { russia, }
recruit_pool "Vardariotai" 1 0.2 2 0 requires factions { byzantium, }
recruit_pool "Mongol Heavy Archers" 1 0.2 2 0 requires factions { mongols, timurids, }
recruit_pool "Mailed Knights" 1 0.4 3 0 requires factions { england, scotland, france, hre, spain, portugal, milan, venice, papal_states, sicily, Normans, }
recruit_pool "Dismounted Huscarls" 1 0.4 3 0 requires factions { denmark, }
recruit_pool "Polish Nobles" 1 0.4 3 0 requires factions { poland, }
recruit_pool "Boyar Sons" 1 0.4 3 0 requires factions { russia, }
recruit_pool "Hungarian Nobles" 1 0.4 3 0 requires factions { hungary, }
recruit_pool "Byzantine Cavalry" 1 0.4 3 0 requires factions { byzantium, }
recruit_pool "Arab Cavalry" 1 0.4 3 0 requires factions { moors, }
recruit_pool "Mamluk Archers" 1 0.4 3 0 requires factions { egypt, }
recruit_pool "Sipahis" 1 0.4 3 0 requires factions { turks, }
recruit_pool "Mongol Light Lancers" 1 0.4 3 0 requires factions { mongols, }
recruit_pool "Turkomans" 1 0.4 3 0 requires factions { timurids, }
recruit_pool "English Huscarls" 1 0.4 3 0 requires factions { Saxons, }
recruit_pool "Viking Raiders" 1 0.4 3 0 requires factions { denmark, }
recruit_pool "Dismounted Polish Nobles" 1 0.4 3 0 requires factions { poland, }
recruit_pool "Hobilars" 1 0.4 3 0 requires factions { england, }
recruit_pool "Border Horse" 1 0.4 3 0 requires factions { scotland, }
recruit_pool "Mounted Sergeants" 1 0.4 3 0 requires factions { france, hre, milan, venice, papal_states, sicily, Normans, }
recruit_pool "Scouts" 1 0.4 3 0 requires factions { denmark, }
recruit_pool "Jinetes" 1 0.4 3 0 requires factions { spain, portugal, }
recruit_pool "Polish Shooters" 1 0.4 3 0 requires factions { poland, }
recruit_pool "Kazaks" 1 0.4 3 0 requires factions { russia, }
recruit_pool "Magyar Cavalry" 1 0.4 3 0 requires factions { hungary, }
recruit_pool "Skythikon" 1 0.4 3 0 requires factions { byzantium, }
recruit_pool "Desert Cavalry" 1 0.4 3 0 requires factions { moors, }
recruit_pool "Arab Cavalry" 1 0.4 3 0 requires factions { egypt, }
recruit_pool "Turkomans" 1 0.4 3 0 requires factions { turks, }
recruit_pool "Mongol Horse Archers" 1 0.4 3 0 requires factions { mongols, }
recruit_pool "Turkish Horse Archers" 1 0.4 3 0 requires factions { timurids, }
recruit_pool "Theigns" 1 0.4 3 0 requires factions { Saxons, }
recruit_pool "Peasants" 0 0.000001 0.999 0 requires factions { england, france, hre, denmark, spain, portugal, milan, venice, papal_states, Normans, Saxons, }
recruit_pool "Highland Rabble" 0 0.000001 0.999 0 requires factions { scotland, }
recruit_pool "Southern Peasants" 0 0.000001 0.999 0 requires factions { sicily, byzantium, }
recruit_pool "EE Peasants" 0 0.000001 0.999 0 requires factions { poland, russia, hungary, }
recruit_pool "ME Peasants" 0 0.000001 0.999 0 requires factions { moors, egypt, turks, mongols, timurids, }
wall_level 2
tower_level 1
gate_strength 1
law_bonus bonus 3
free_upkeep bonus 1
recruitment_slots 3
}
material stone
construction 3
cost 2400
settlement_min town
upgrades
{
fortress
}
}
fortress castle requires factions { northern_european, mesoamerican, middle_eastern, eastern_european, greek, southern_european, }
{
convert_to 2
capability
{
recruit_pool "Polish Retainers" 1 0.2 2 0 requires factions { poland, }
recruit_pool "Druzhina" 1 0.2 2 0 requires factions { russia, }
recruit_pool "Byzantine Lancers" 1 0.2 2 0 requires factions { byzantium, }
recruit_pool "Mongol Heavy Lancers" 1 0.2 2 0 requires factions { mongols, timurids, }
recruit_pool "Feudal Knights" 1 0.4 3 0 requires factions { scotland, france, hre, denmark, spain, milan, venice, papal_states, hungary, }
recruit_pool "Norman Knights" 1 0.4 3 0 requires factions { sicily, }
recruit_pool "Dismounted Polish Nobles" 1 0.4 3 0 requires factions { poland, }
recruit_pool "Boyar Sons" 1 0.4 3 0 requires factions { russia, }
recruit_pool "Vardariotai" 1 0.4 3 0 requires factions { byzantium, }
recruit_pool "Granadine Jinetes" 1 0.4 3 0 requires factions { moors, }
recruit_pool "Mamluks" 1 0.4 3 0 requires factions { egypt, }
recruit_pool "Sipahi Lancers" 1 0.4 3 0 requires factions { turks, }
recruit_pool "Mongol Heavy Archers" 1 0.4 3 0 requires factions { mongols, timurids, }
recruit_pool "Viking Raiders" 1 0.4 3 0 requires factions { denmark, }
recruit_pool "Polish Nobles" 1 0.4 3 0 requires factions { poland, }
recruit_pool "Mailed Knights" 1 0.4 3 0 requires factions { Normans, }
recruit_pool "English Huscarls" 1 0.4 3 0 requires factions { Saxons, }
recruit_pool "Hobilars" 1 0.4 3 0 requires factions { england, }
recruit_pool "Border Horse" 1 0.4 3 0 requires factions { scotland, }
recruit_pool "Mounted Sergeants" 1 0.4 3 0 requires factions { france, hre, milan, venice, papal_states, sicily, Normans, }
recruit_pool "Scouts" 1 0.4 3 0 requires factions { denmark, }
recruit_pool "Jinetes" 1 0.4 3 0 requires factions { spain, portugal, }
recruit_pool "Polish Shooters" 1 0.4 3 0 requires factions { poland, }
recruit_pool "Magyar Cavalry" 1 0.4 3 0 requires factions { hungary, }
recruit_pool "Skythikon" 1 0.4 3 0 requires factions { byzantium, }
recruit_pool "Desert Cavalry" 1 0.4 3 0 requires factions { moors, }
recruit_pool "Arab Cavalry" 1 0.4 3 0 requires factions { egypt, }
recruit_pool "Turkomans" 1 0.4 3 0 requires factions { turks, }
recruit_pool "Mongol Horse Archers" 1 0.4 3 0 requires factions { mongols, }
recruit_pool "Turkish Horse Archers" 1 0.4 3 0 requires factions { timurids, }
recruit_pool "Theigns" 1 0.4 3 0 requires factions { Saxons, }
recruit_pool "Peasants" 0 0.000001 0.999 0 requires factions { england, france, hre, denmark, spain, portugal, milan, venice, papal_states, Normans, Saxons, }
recruit_pool "Highland Rabble" 0 0.000001 0.999 0 requires factions { scotland, }
recruit_pool "Southern Peasants" 0 0.000001 0.999 0 requires factions { sicily, byzantium, }
recruit_pool "EE Peasants" 0 0.000001 0.999 0 requires factions { poland, russia, hungary, }
recruit_pool "ME Peasants" 0 0.000001 0.999 0 requires factions { moors, egypt, turks, mongols, timurids, }
recruit_pool "Levy Spearmen" 0 0.000001 0.999 0 requires factions { england, }
recruit_pool "Highlanders" 0 0.000001 0.999 0 requires factions { scotland, }
recruit_pool "Sergeant Spearmen" 0 0.000001 0.999 0 requires factions { france, hre, milan, venice, papal_states, sicily, Normans, }
recruit_pool "Viking Raiders" 0 0.000001 0.999 0 requires factions { denmark, }
recruit_pool "Javelinmen" 0 0.000001 0.999 0 requires factions { spain, }
recruit_pool "Lusitanian Javelinmen" 0 0.000001 0.999 0 requires factions { portugal, }
recruit_pool "Woodsmen" 0 0.000001 0.999 0 requires factions { poland, russia, }
recruit_pool "Slav Levies" 0 0.000001 0.999 0 requires factions { hungary, }
recruit_pool "Byzantine Spearmen" 0 0.000001 0.999 0 requires factions { byzantium, }
recruit_pool "Berber Spearmen" 0 0.000001 0.999 0 requires factions { moors, }
recruit_pool "Kurdish Javelinmen" 0 0.000001 0.999 0 requires factions { egypt, }
recruit_pool "Turkish Javelinmen" 0 0.000001 0.999 0 requires factions { turks, }
recruit_pool "ME Levy Spearmen" 0 0.000001 0.999 0 requires factions { mongols, }
recruit_pool "Afghan Javelinmen" 0 0.000001 0.999 0 requires factions { timurids, }
recruit_pool "Peasant Spearmen" 0 0.000001 0.999 0 requires factions { Saxons, }
recruit_pool "Peasant Archers" 0 0.000001 0.999 0 requires factions { england, scotland, france, hre, denmark, spain, portugal, milan, venice, papal_states, Normans, Saxons, }
recruit_pool "S Peasant Archers" 0 0.000001 0.999 0 requires factions { sicily, hungary, byzantium, }
recruit_pool "EE Peasant Archers" 0 0.000001 0.999 0 requires factions { poland, russia, }
recruit_pool "Sudanese Javelinmen" 0 0.000001 0.999 0 requires factions { moors, }
recruit_pool "ME Peasant Archers" 0 0.000001 0.999 0 requires factions { egypt, turks, mongols, timurids, }
recruit_pool "Dismounted Feudal Knights" 1 0.4 3 0 requires factions { scotland, france, hre, denmark, spain, milan, venice, papal_states, hungary, }
recruit_pool "Dismounted Norman Knights" 1 0.4 3 0 requires factions { sicily, }
recruit_pool "Dismounted Boyar Sons" 1 0.4 3 0 requires factions { russia, }
recruit_pool "Dismounted Arab Cavalry" 1 0.4 3 0 requires factions { moors, egypt, }
recruit_pool "Dismounted Sipahi Lancers" 1 0.4 3 0 requires factions { turks, }
recruit_pool "Dismounted Heavy Archers" 1 0.4 3 0 requires factions { mongols, timurids, }
recruit_pool "Dismounted Feudal Knights" 1 0.5 4 0 requires factions { england, portugal, }
recruit_pool "Mailed Knights" 1 0.4 3 0 requires factions { england, scotland, france, hre, spain, portugal, milan, venice, papal_states, sicily, }
recruit_pool "Dismounted Huscarls" 1 0.4 3 0 requires factions { denmark, }
recruit_pool "Kazaks" 1 0.4 3 0 requires factions { russia, }
recruit_pool "Hungarian Nobles" 1 0.4 3 0 requires factions { hungary, }
recruit_pool "Byzantine Cavalry" 1 0.4 3 0 requires factions { byzantium, }
recruit_pool "Arab Cavalry" 1 0.4 3 0 requires factions { moors, }
recruit_pool "Mamluk Archers" 1 0.4 3 0 requires factions { egypt, }
recruit_pool "Sipahis" 1 0.4 3 0 requires factions { turks, }
recruit_pool "Mongol Light Lancers" 1 0.4 3 0 requires factions { mongols, }
recruit_pool "Turkomans" 1 0.4 3 0 requires factions { timurids, }
wall_level 3
tower_level 1
gate_strength 2
law_bonus bonus 4
free_upkeep bonus 2
recruitment_slots 4
}
material stone
construction 3
cost 4800
settlement_min large_town
upgrades
{
citadel
}
}
citadel castle requires factions { northern_european, mesoamerican, middle_eastern, eastern_european, greek, southern_european, }
{
convert_to 2
capability
{
recruit_pool "Dismounted Polish Knights" 1 0.4 3 0 requires factions { poland, }
recruit_pool "Khan's Guard" 1 0.4 3 0 requires factions { mongols, timurids, }
recruit_pool "Noble Swordsmen" 1 0.4 3 0 requires factions { scotland, }
recruit_pool "Noble Knights" 1 0.4 3 0 requires factions { france, }
recruit_pool "Imperial Knights" 1 0.4 3 0 requires factions { hre, }
recruit_pool "Chivalric Knights" 1 0.4 3 0 requires factions { spain, sicily, }
recruit_pool "Italian MAA" 1 0.4 3 0 requires factions { milan, venice, papal_states, }
recruit_pool "Polish Retainers" 1 0.4 3 0 requires factions { poland, }
recruit_pool "E Chivalric Knights" 1 0.4 3 0 requires factions { hungary, }
recruit_pool "Byzantine Lancers" 1 0.4 3 0 requires factions { byzantium, }
recruit_pool "Granadine Lancers" 1 0.4 3 0 requires factions { moors, }
recruit_pool "Mongol Heavy Lancers" 1 0.4 3 0 requires factions { mongols, timurids, }
recruit_pool "Feudal Knights" 1 0.4 3 0 requires factions { scotland, denmark, }
recruit_pool "Polish Knights" 1 0.4 3 0 requires factions { poland, }
recruit_pool "Boyar Sons" 1 0.4 3 0 requires factions { russia, }
recruit_pool "Vardariotai" 1 0.4 3 0 requires factions { byzantium, }
recruit_pool "Granadine Jinetes" 1 0.4 3 0 requires factions { moors, }
recruit_pool "Mamluks" 1 0.4 3 0 requires factions { egypt, }
recruit_pool "Sipahi Lancers" 1 0.4 3 0 requires factions { turks, }
recruit_pool "Mongol Heavy Archers" 1 0.4 3 0 requires factions { mongols, timurids, }
recruit_pool "Dismounted Polish Nobles" 1 0.4 3 0 requires factions { poland, }
recruit_pool "Mailed Knights" 1 0.4 3 0 requires factions { Normans, }
recruit_pool "English Huscarls" 1 0.4 3 0 requires factions { Saxons, }
recruit_pool "Hobilars" 1 0.4 3 0 requires factions { england, }
recruit_pool "Border Horse" 1 0.4 3 0 requires factions { scotland, }
recruit_pool "Mounted Sergeants" 1 0.4 3 0 requires factions { france, hre, milan, venice, papal_states, sicily, Normans, }
recruit_pool "Scouts" 1 0.4 3 0 requires factions { denmark, }
recruit_pool "Jinetes" 1 0.4 3 0 requires factions { spain, portugal, }
recruit_pool "Polish Shooters" 1 0.4 3 0 requires factions { poland, }
recruit_pool "Kazaks" 1 0.4 3 0 requires factions { russia, }
recruit_pool "Magyar Cavalry" 1 0.4 3 0 requires factions { hungary, }
recruit_pool "Skythikon" 1 0.4 3 0 requires factions { byzantium, }
recruit_pool "Desert Cavalry" 1 0.4 3 0 requires factions { moors, }
recruit_pool "Arab Cavalry" 1 0.4 3 0 requires factions { egypt, }
recruit_pool "Turkomans" 1 0.4 3 0 requires factions { turks, }
recruit_pool "Mongol Horse Archers" 1 0.4 3 0 requires factions { mongols, }
recruit_pool "Turkish Horse Archers" 1 0.4 3 0 requires factions { timurids, }
recruit_pool "Theigns" 1 0.4 3 0 requires factions { Saxons, }
recruit_pool "Peasants" 0 0.000001 0.999 0 requires factions { england, france, hre, denmark, spain, portugal, milan, venice, papal_states, Normans, Saxons, }
recruit_pool "Highland Rabble" 0 0.000001 0.999 0 requires factions { scotland, }
recruit_pool "Southern Peasants" 0 0.000001 0.999 0 requires factions { sicily, byzantium, }
recruit_pool "EE Peasants" 0 0.000001 0.999 0 requires factions { poland, russia, hungary, }
recruit_pool "ME Peasants" 0 0.000001 0.999 0 requires factions { moors, egypt, turks, mongols, timurids, }
recruit_pool "Levy Spearmen" 0 0.000001 0.999 0 requires factions { england, }
recruit_pool "Highlanders" 0 0.000001 0.999 0 requires factions { scotland, }
recruit_pool "Sergeant Spearmen" 0 0.000001 0.999 0 requires factions { france, hre, milan, venice, papal_states, sicily, Normans, }
recruit_pool "Viking Raiders" 0 0.000001 0.999 0 requires factions { denmark, }
recruit_pool "Javelinmen" 0 0.000001 0.999 0 requires factions { spain, }
recruit_pool "Lusitanian Javelinmen" 0 0.000001 0.999 0 requires factions { portugal, }
recruit_pool "Woodsmen" 0 0.000001 0.999 0 requires factions { poland, russia, }
recruit_pool "Slav Levies" 0 0.000001 0.999 0 requires factions { hungary, }
recruit_pool "Byzantine Spearmen" 0 0.000001 0.999 0 requires factions { byzantium, }
recruit_pool "Berber Spearmen" 0 0.000001 0.999 0 requires factions { moors, }
recruit_pool "Kurdish Javelinmen" 0 0.000001 0.999 0 requires factions { egypt, }
recruit_pool "Turkish Javelinmen" 0 0.000001 0.999 0 requires factions { turks, }
recruit_pool "ME Levy Spearmen" 0 0.000001 0.999 0 requires factions { mongols, }
recruit_pool "Afghan Javelinmen" 0 0.000001 0.999 0 requires factions { timurids, }
recruit_pool "Peasant Spearmen" 0 0.000001 0.999 0 requires factions { Saxons, }
recruit_pool "Peasant Archers" 0 0.000001 0.999 0 requires factions { england, scotland, france, hre, denmark, spain, portugal, milan, venice, papal_states, Normans, Saxons, }
recruit_pool "S Peasant Archers" 0 0.000001 0.999 0 requires factions { sicily, hungary, byzantium, }
recruit_pool "EE Peasant Archers" 0 0.000001 0.999 0 requires factions { poland, russia, }
recruit_pool "Sudanese Javelinmen" 0 0.000001 0.999 0 requires factions { moors, }
recruit_pool "ME Peasant Archers" 0 0.000001 0.999 0 requires factions { egypt, turks, mongols, timurids, }
recruit_pool "Dismounted Feudal Knights" 1 0.4 3 0 requires factions { scotland, denmark, }
recruit_pool "Dismounted Noble Knights" 1 0.4 3 0 requires factions { france, }
recruit_pool "Dismounted Imperial Knights" 1 0.4 3 0 requires factions { hre, }
recruit_pool "Dismounted Chivalric Knights" 1 0.4 3 0 requires factions { spain, }
recruit_pool "Dismounted Italian MAA" 1 0.4 3 0 requires factions { milan, venice, papal_states, }
recruit_pool "Dismounted Norman Knights" 1 0.4 3 0 requires factions { sicily, }
recruit_pool "Dismounted Boyar Sons" 1 0.4 3 0 requires factions { russia, }
recruit_pool "Dismounted E Chivalric Knights" 1 0.4 3 0 requires factions { hungary, }
recruit_pool "Dismounted Arab Cavalry" 1 0.4 3 0 requires factions { moors, egypt, }
recruit_pool "Dismounted Sipahi Lancers" 1 0.4 3 0 requires factions { turks, }
recruit_pool "Dismounted Heavy Archers" 1 0.4 3 0 requires factions { mongols, timurids, }
recruit_pool "Dismounted English Knights" 1 0.5 4 0 requires factions { england, }
recruit_pool "Dismounted Portuguese Knights" 1 0.5 4 0 requires factions { portugal, }
recruit_pool "Dismounted Feudal Knights" 1 0.7 6 0 requires factions { england, france, hre, spain, portugal, milan, venice, papal_states, hungary, }
recruit_pool "Arab Cavalry" 1 0.7 6 0 requires factions { moors, }
recruit_pool "Mamluk Archers" 1 0.7 6 0 requires factions { egypt, }
recruit_pool "Sipahis" 1 0.7 6 0 requires factions { turks, }
recruit_pool "Mongol Light Lancers" 1 0.7 6 0 requires factions { mongols, }
recruit_pool "Turkomans" 1 0.7 6 0 requires factions { timurids, }
recruit_pool "Mailed Knights" 1 0.4 3 0 requires factions { england, scotland, }
recruit_pool "Feudal Knights" 1 0.4 3 0 requires factions { france, hre, spain, milan, venice, papal_states, }
recruit_pool "Dismounted Huscarls" 1 0.4 3 0 requires factions { denmark, }
recruit_pool "Norman Knights" 1 0.4 3 0 requires factions { sicily, }
recruit_pool "Polish Nobles" 1 0.4 3 0 requires factions { poland, }
recruit_pool "Druzhina" 1 0.4 3 0 requires factions { russia, }
recruit_pool "Hungarian Nobles" 1 0.4 3 0 requires factions { hungary, }
recruit_pool "Byzantine Cavalry" 1 0.4 3 0 requires factions { byzantium, }
recruit_pool "Mailed Knights" 1 0.4 3 0 requires factions { france, hre, spain, portugal, milan, venice, papal_states, sicily, }
recruit_pool "Feudal Knights" 1 0.4 3 0 requires factions { hungary, }
wall_level 4
tower_level 1
gate_strength 2
law_bonus bonus 5
free_upkeep bonus 2
recruitment_slots 5
}
material stone
construction 4
cost 9600
settlement_min city
upgrades
{
}
}
}
plugins
{
}
}

Now, in line with the Tourney tweak listed above, you will have to choose which Castle based troops you would like to be able to use the garrison feature. I chose to limit it to Knight, and similar type troops. I further limited it to those which could be produced from the second level Castle itself and up, not including those more advanced units which were trained from the Stables buildings. I figured just like Militia garrison the cities, the "standard" knight should garrison the castle.

Here's a list of troops I added the "free_upkeep_unit" description to:
Men at Arms
Mailed Knights
Feudal Knights
English Knights
Portugese Knights
Imperial Knights
Chivalric Knights
Norman Knights
Polish Nobles
Polish Retainers
Polish Knights
Hungarian Nobles
E Chivalric Knights
Byzantine Cavalry
Byzantine Lancers
Boyar Sons
Druzhina
Sipahis
Sipahi Lancers
Arab Cavalry
Mamluks
Granadine Lancers

R'as al Ghul
02-18-2007, 10:19
Yes, changing the Global AI parameters is the first step to correct diplomacy.
I also highly recommend Carl's collection of fixes. :2thumbsup:
Here's a pic of the shield wall:

https://img142.imageshack.us/img142/3561/0029oc8.jpg

Carl
02-18-2007, 14:20
I also highly recommend Carl's collection of fixes.:2thumbsup:

:embarassed:

Thanks, the link's in my Sig and the README's in the linked to thread detail everything.

I'm actually playing the V1.14BETA ATM, but it's mostly V1.13 with some Diplomacy/Trait/Ancillary tweaks.

Titan of Gaul
02-18-2007, 15:10
Am I correct in saying the sheild wall is there because the saxon troops in the turorial use it?

SMZ
02-18-2007, 15:51
oh, lol... well that makes sense then

I of course as a manly man don't play tutorials, ask for directions, read manuals or watch demostrations....

... I am thus often confused, lost, breaking things and hopelessly behind =]

HoreTore
02-18-2007, 16:39
Well, these are in Carl's fixer(or will be? had my pc crash on me so I haven't followed it). And because of my crash, I don't have M2TW installed, nor my fixed files, so this is only from memory. But anyways:

Thieves Guild:

Annoyed with every AI city containing a thieves guild? This is the way to fix it:

- Open export_descr_guilds, and look for the three thieves triggers.
- Nerf the two first, the triggers for a spy ending in a settlement(endedinsettlement) and a spy entering a settlement/spying on someone(spymission) down to 1.
- Second, nerf the last one, creating a spy, down to 5.
- This is actually the one who triggers the most guilds, as the AI produces a lot of thieves from EVERY city, they don't centralize their production. I've tried it on 5, and it seemed to work well, until my pc crashed and stopped my testing. So if you find out that you need it lower, PLEASE tell us(me!) :)

Swordsmiths guild:

It's hard to get it as the turks. It's IMPOSSIBLE to get it as the russians. So, to change it, open up the guilds file again. if you scroll down, you will find a lot of unit triggers for swordsmiths guild. Copypaste one of those, and simply change the name for the unit to the one you want to trigger. For example, if you copy the trigger for dismounted knights, change where it says "dismounted knights" to the unit you want, for example "dismounted druzhina".

The dismounted axe units are appropriate for russia IMO, and for the turks you can add their heavy infantry and cavalry, like lancers and ottomans. You can also add units for factions who do not seem to get the guild, I have not researched this so I have no idea who that may be however, as well as other units you find appropraite. I would recommend units with very high quality weapons.

You can also change the swordsmiths guild dramatically. To me, it really doesn't make as much sense to only have a guild specializing in creating quality swords, as opposed to quality weaponry of any kind. Especially as the bonuses apply to every unit. Therefore, you can add triggers for EVERY unit with a high quality weaponry(and remove triggers for low quality sword units). If you do this, I would recommed changing their name and description from "Swordsmith" to "Weaponsmith" or something like that.

You can also add new guilds. As I don't have the files here, I can't give a good tutorial on how to do it however. From memory, you would have to add triggers and tresholds(the first part of the file) in the descr_guilds, as well as make a new entry in descr_units. There might be some other files you need to change too....

Traits:

Princesses:

To me, it doesn't really make any sense with every princess being butt-ugly. They should be the absolutely stunning women you have in almost every story ever told! The way I did this, and to me the easiest way of doing it, is simply finding the "IAmPrincess" trait in the trait file. Simply add "effect charm 3" in the line after the "Iamprincess" effect.
Note: I don't know exactly how this works, but the number of empty spaces seem to be important. So to be certain that your new effect works, simply copy the entire effects line from another trait with charm effects(like prettywoman) and change the number to the one you want.

Another princess related trait:

For a son, the traits of the father is a factor on his own traits, like intelligent and handsome. However, if your father married a stunning princess, you don't get a better chance of being a prettyboy. So, to change this, copypaste a genetic trigger(they're called DadsSomething"). When someone marries a goodlooking gal, he gets the trait "WifeIsFair". So, change where it says "and fathertrait <something>" to "and fathertrait WifeIsFair". Also change the effect to the trait you want it to effect, in this case Handsome.

I'm being nagged by my gf to eat dinner now however, so I'll post some more later.

HoreTore
02-18-2007, 18:00
Continuing:

Adding triggers for marrying hot merchant chicks:

When you marry a princess, you get a couple of traits depending on how hot she is. However, when you marry a generic one, they are ALWAYS neutral. They're never ugly or pretty. So, if you want to give the generic marriages more colourful, you'll have to do this:

1. This is a new trigger, which you can call whatever you like, for example "Trigger marryinggenericgirl". BTW, having a good name for your triggers makes it a lot easier to find it later on, and remember what it does and why it's there.
2. Add "WhenToTest CharacterMarries"
3. Don't make any conditions
4. Now, you list the traits you want it to affect. This would be all the "WifeIs" traits. Make a seperate line for all the traits. The lines would be "Affects WifeIsWhatever X Chance Y ".
5. Change the X to a number representing the treshold level for the trait. This would be 1.
Change the Y to a number representing the percentage chance of getting said trait.

But we're not done yet! If we stopped here, you could only get the first level of any of the traits. So:

1. Make a new trigger, call it "Trigger WifeisPretty2" for example(in this example, I'll use the trait WifeIsFair, and it will trigger the second level of the trait).
2. Add "WhenToTest CharacterMarries" as above.
3. Add "Condition Trait WifeIsFair >=1". This will make it trigger if it already has the trait WifeIsFair at level 1 or above.
4. Add "Affects WifeIsFair 1 Chance X"

Voila!

Now do this for all of the traits with tresholds.

If you want, you can also make it more likely for handsome guys to marry goodlooking girls, intelligent ones getting educated women, dumb ones getting dumb wives and so on.
To do this, add a trigger as usual. Set "WhenToTest CharacterMarries". Now make a condition with the trait you want as a condition, and add a treshold, like "intelligent >=1", will only apply for characters with 1 or more to the intelligent trait. Then list an effect with a treshold number, and a chance to get it.

Foz
02-19-2007, 00:46
I've seen free upkeep mentioned a lot... if anyone is interested, I wrote a patcher that makes all units eligible for free upkeep. As the primary requirement is that the unit must be able to be produced in a settlement for it to be free upkeep there, this actually avoids nasty things like free knights in cities... and of course it's far easier to install than going into your EDU and combing for the right units by hand. Plus it makes it more applicable to the AI too: no matter what units they decide to build, they get the right number of free upkeeps.

Anyway, it's the first link in my sig. You'll still need to modify your export_descr_building.txt file if you want free upkeep slots on all castle levels, but I leave that to each person, as it's a very simple modification to make.

MarekBrutus
02-21-2007, 09:48
In addition to few things already mentioned, I've changed the value of ReligionStarter trait.

Carl's fix enabled the trait to appear for all appropriate characters, but its value - 3 points of Piety does not improve game-play all that much.

The reason for it is the broken religious unrest in the settlements (cities especially, as castles have lowered unrest values, just as they have lower distance to the capitol penalty plus few other Public Order factors).

In patched game (1.1) without the Carls fix (which fixes the trait description), the Piety of the governor has a somewhat strange relation to religious unrest:

- governor with 0 Piety causes no unrest;
- 1 point of Piety = 5% religious unrest;
- each subsequent point is another 5%, up to Piety value of 5, where the religious unrest reaches 25%;
- governor with 6 Piety points once more causes no unrest.

So ReligionStarter with effect of 3 points of Piety guarantees some religious unrest in every city with the governor, unless said governor has acquired another 3 points of Piety in some way ... which unfortunately is not that easy (governor would need to recruit 8 priests for instance or join in 3 crusades).

Therefore I have changed the effect of this trait to 5 points of Piety. Acquiring one additional point requires little effort. There also is a good chance the governor will have it from the start.

Fending off the Inquisitors became somewhat easier, too.


I also think about remodelling some other traits that have to do with governing a city and general family member behavior.

For instance there are plenty opportunities for a character to acquire Gambling trait, but none to loose it - I am thinking of making an anti-trait for it, like Upright or Prim type of trait, or maybe adding conditions to some triggers (that have to do with inn type of building - a Prim general will not visit a Brothel so why should he acquire Gambling when the building is present in the city).

SMZ
02-21-2007, 10:24
nice to know about the unrest... *goes to tinker*

DukeKent
02-22-2007, 06:10
I added the "shield_wall" to the Dismounted_Sipahi_Lancers & Dismounted_Christian_Guard as described above. The mouse over shows shield wall in battle. But the button is for siege equipment. Not a problem their. My question is don't units get only one special ability. Won't shield_wall replace the schiltron special ability, or phalanx special ability of used on units that already have a special ability? In battle, how would you know which special ability to use? Such as schiltron, phalanx, or shield_wall?

DukeKent
02-22-2007, 06:19
Second question. The freeupkeep castle slots change does not appear to be working when done in the middle of a campaign for the Turks. I used Foz's tool. Eyeballed the file myself, and the changes were made by his tool. You and he took the same approach :book: So do I need to start a new campaign for the free castle upkeep slots to work?

MarekBrutus
02-22-2007, 06:28
Are you certain you have started the game from a batch file and made sure the game processes the unpacked files, not the archives, for data?


Because I made several changes during the game and all of them were showing right after being made. That included the free slots.

SMZ
02-22-2007, 09:42
sometimes you have to advance one turn before changes show, i don't know if that's one case - i know when you add a new unit in however, you won't get it when you first load, but next turn you will...

as to the formations, no idea if it will work with multiple formations or not, the units I added it to had no other formations.... although I do know that trebuchets have 2 special abilities, both fire and cows... and that seems to work fine

R'as al Ghul
02-22-2007, 11:33
My question is don't units get only one special ability. Won't shield_wall replace the schiltron special ability, or phalanx special ability of used on units that already have a special ability? In battle, how would you know which special ability to use? Such as schiltron, phalanx, or shield_wall?
You can have only one special formation. If you put in more than one, most probably only the first is active.


Second question. The freeupkeep castle slots change does not appear to be working when done in the middle of a campaign for the Turks. I used Foz's tool. Eyeballed the file myself, and the changes were made by his tool. You and he took the same approach :book: So do I need to start a new campaign for the free castle upkeep slots to work?

Foz's tool only does half the work. You still need to edit the castle entries in the file descr_buildings.txt. You can check the city line for the entries that need to added to the castle line. You don't need to start a new campaign for it to take effect.

Foz
02-22-2007, 16:21
Thanks Ra's. I just read this now, and was going to say the same thing :smile:

I actually looked at the second level castle walls, and made the castle free_upkeep_slots amounts progressive up from there (I think its value is 1, so my castles had none, 1, 2, 3, and 4 free upkeep slots). I took the one lonely free_upkeep_slot entry to represent intent of an upward scale, but you of course can use any amounts you want. Do keep in mind though that castle units usually have much larger upkeeps than city units, so giving castles equal or more slots than equivalent city levels is probably not recommended: they become far too powerful economically.

DukeKent
02-22-2007, 17:20
Thanks for the response to my questions. Did a little more testing on multi formations. When I tested with 3 formations on the welch spear I got a CTD on startup of M2TW. When I used only 2 formations it works fine. So it looks like most units only get one special ability (what R'as al Ghul said ) . I will double check my descr_buildings.txt file tonight to get the free castle upkeep working :beam:

R'as al Ghul
02-22-2007, 20:20
Here's an example: (I've highlighted the line that you need to insert)

}
wooden_castle castle requires factions { northern_european, mesoamerican, middle_eastern, eastern_european, greek, southern_european, }
{
convert_to 0
capability
{
recruit_pool "Mailed Knights" 1 0.2 2 0 requires factions { england, scotland, france, hre, spain, portugal, milan, venice, papal_states, sicily, Normans, }
recruit_pool "Viking Raiders" 1 0.2 2 0 requires factions { denmark, }
recruit_pool "Polish Nobles" 1 0.2 2 0 requires factions { poland, }
recruit_pool "Boyar Sons" 1 0.2 2 0 requires factions { russia, }
recruit_pool "Hungarian Nobles" 1 0.2 2 0 requires factions { hungary, }
recruit_pool "Byzantine Cavalry" 1 0.2 2 0 requires factions { byzantium, }
recruit_pool "Arab Cavalry" 1 0.2 2 0 requires factions { moors, }
recruit_pool "Mamluk Archers" 1 0.2 2 0 requires factions { egypt, }
recruit_pool "Sipahis" 1 0.2 2 0 requires factions { turks, }
recruit_pool "Mongol Light Lancers" 1 0.2 2 0 requires factions { mongols, }
recruit_pool "Turkomans" 1 0.2 2 0 requires factions { timurids, }
recruit_pool "English Huscarls" 1 0.2 2 0 requires factions { Saxons, }
recruit_pool "Hobilars" 1 0.4 3 0 requires factions { england, }
recruit_pool "Border Horse" 1 0.4 3 0 requires factions { scotland, }
recruit_pool "Mounted Sergeants" 1 0.4 3 0 requires factions { france, hre, milan, venice, papal_states, sicily, Normans, }
recruit_pool "Scouts" 1 0.4 3 0 requires factions { denmark, }
recruit_pool "Jinetes" 1 0.4 3 0 requires factions { spain, portugal, }
recruit_pool "Polish Shooters" 1 0.4 3 0 requires factions { poland, }
recruit_pool "Kazaks" 1 0.4 3 0 requires factions { russia, }
recruit_pool "Magyar Cavalry" 1 0.4 3 0 requires factions { hungary, }
recruit_pool "Skythikon" 1 0.4 3 0 requires factions { byzantium, }
recruit_pool "Desert Cavalry" 1 0.4 3 0 requires factions { moors, }
recruit_pool "Arab Cavalry" 1 0.4 3 0 requires factions { egypt, }
recruit_pool "Turkomans" 1 0.4 3 0 requires factions { turks, }
recruit_pool "Mongol Horse Archers" 1 0.4 3 0 requires factions { mongols, }
recruit_pool "Turkish Horse Archers" 1 0.4 3 0 requires factions { timurids, }
recruit_pool "Theigns" 1 0.4 3 0 requires factions { Saxons, }
recruit_pool "Dismounted Polish Nobles" 1 0.2 2 0 requires factions { poland, }
recruit_pool "Peasants" 0 0.000001 0.999 0 requires factions { england, france, hre, denmark, spain, portugal, milan, venice, papal_states, Normans, Saxons, }
recruit_pool "Highland Rabble" 0 0.000001 0.999 0 requires factions { scotland, }
recruit_pool "Southern Peasants" 0 0.000001 0.999 0 requires factions { sicily, byzantium, }
recruit_pool "EE Peasants" 0 0.000001 0.999 0 requires factions { poland, russia, hungary, }
recruit_pool "ME Peasants" 0 0.000001 0.999 0 requires factions { moors, egypt, turks, mongols, timurids, }
wall_level 1
gate_strength 1
tower_level 1
free_upkeep bonus 2
law_bonus bonus 2
recruitment_slots 2
}
material wooden
construction 2
cost 1200
settlement_min village
upgrades
{
castle
}

The subsequent castle levels miss that line. It would be logical to increase the number of slots for the higher levels accordingly.

DukeKent
02-22-2007, 23:18
That was it. I had only added that line for wooden castles:dizzy2: :2thumbsup: Which I no have any of, being beyond that stage of the game. Added the line to the other castles and voila. Thanks

SMZ
02-23-2007, 06:31
I just added a few more Jihad units today. It was bugging me that the Catholic factions got a full line of Crusade mercs pretty much - not to mention Knight Orders, while the Muslims only got the Ghazi and the Mutatawwi'a, both of which are simply light infantry.

Of course the Jihad is easier to control than the Crusade... but still, I felt a little fleshing out was in order.

So I created: Mahdi, Kharijites & Mujahideen. I'm no expert on Islam, but I tried to be as accurate as possible.

The Mahdi unit is only 1/3rd size; 3 Hit Points; bolsters nearby troops morale; powerful attack, charge, secondary attack and defense; and unable to rout. Like a Bodyguard unit they are thus very powerful, but require skillful use due to their small numbers. For those interested in the background, Mahdi is a messiah-like title to Shiite Muslims. Various persons thru history have claimed the name and led movements, the true Mahdi it is believed - if he ever comes - will usher in an era of prosperity and accendance for Islam.


{Mahdi}Mahdi
{Mahdi_descr}Meaning “Divinely Inspired One”, this man possesses a fervent belief in his own destiny to both lead the Islamic world into an era of prosperity and to purge the land of infidels. Driven by matchless willpower, armed and armoured exquisitely, and accompanied by a chosen band of men who share his faith, these men will always be in the vanguard of the glorious jihad.
{Mahdi_descr_short}Extremely powerful, small band of cavalry, ready to lead the jihad to success or die in the attempt.

The Kharijites are a medium level spearmen unit. Similar to Saracen Militia, they provide a disciplined, steady unit for the jihad. In the history, the Kharijites were a fundamental, militant sect, with a very exacting interpretation of the Quran. They were ready enough to slay even other Muslims who they believed were compromising in their beliefs, and in fact led several rebellions against various Islamic goverments as well as assassinating certain notables. I am thus sure that they would be in the forefront against any invading infidels.


{Kharijites}Kharijites
{Kharijites_descr}The Kharijites are a fundamental Islamic sect driven by an inflexible interpretation of the Quran. These men feel few qualms in smiting even fellow Muslims who they feel are less than devout... the nonbeliever receives no pity. These troops join the jihad armed with spear and zeal, and armoured with mail and faith. Eager to smite the infidel, they nonetheless understand the need for orderly battlelines and a chain of command.
{Kharijites_descr_short}Disciplined religious volunteers. Possess rudimentary training and are armed with both spear and mail.

The Mujahideen (pardon me if I offend anyone), are not really a historical unit because the name did not gain the connotation it has now until modern times. Mujahideen means 'warriors for the faith', but as many do not know, Islam teaches primarily of wars in forms other than arms and armours. There is first the inner jihad, the struggle against sin. Second there are the jihads of tongue and hand - meaning to spread truth and act righteously. And lastly there is the jihad of the sword. In any case, I formed them as a unit similar to Naffatun, carrying a single very powerful explosive jar with a very short range... they are rather unlikely to survive after delivering their salvo... and they can hide anywhere... you get the picture, lol.


{Mujahideen}Mujahideen
{Mujahideen_descr}Proclaiming themselves "Warriors for the Faith", these men have an almost unmatched fanaticism. Equipped with a large, fragile ceramic globe filled with a combination of deadly naptha and black powder, they strike fear into enemy hearts and wary caution into those of allies. Naphtha is a highly combustible mixture of chemicals which is extremely difficult to put out... carrying a substantial amount of this substance on ones person requires either great bravery or foolhardiness. Driven by religious fervor, these men have both in full.
{Mujahideen_descr_short}These dedicated men show little regard for their own safety as they strike with a deadly globe filled with flaming Naphtha and black powder.

And with that, my Jihads now have a bit of flavor. I've outlined the process for creating ones own units before, it's very detailed, so I won't repeat it - if anybody needs, just ask.

DukeKent
02-23-2007, 07:36
I searched the mods forum for a string bin converter without luck. What is the link to this tool. I have the \data\text files from Epostulary Richards early post. But the data/text/export_units.txt file was not amoung them :wall: Would love to add Longbowmen for the Scots in my current campaign.

SMZ
02-23-2007, 09:38
http://www.twcenter.net/forums/downloads.php?do=file&id=1006

here ya go

good to know about the formations too, thnx for reporting about that - and yeah, I forgot to note that the shield wall button looks like a battering ram before you click it and a flaming catapult ball after you click it... lol, but it still works

Rollon
02-23-2007, 20:05
Can't find the file battle_models.modeldb even though I ran the unpacker... What could be possibly wrong?

Lusted
02-23-2007, 20:09
It's in the data\unit_models folder.

Rollon
02-23-2007, 20:27
Yep, I know, but I see no files at all at that folder, only other folders like _generals_and_captains etc.
Should I run the unpacker second time?

SMZ
02-24-2007, 00:21
you should have these folders: _generals_and_captains, _units, attachmentsets, equipment_library, mounts, shields_library, weapon_testing & weapons_library...

... other than those folders, there is only one icon in the data/unit_models folder - that one other icon should say: battle_models.modeldb... if you haven't opened it with notepad before it will likely show the default windows icon, which might be what's throwing you off

Rollon
02-24-2007, 14:31
Thank you, SMZ. Unfortunately, I have only three sub-folders in that folder (_generals_and_captains, _units, attachmentsets) and no other files. I ran the unpacker twice, but that didn't help.
Well, no luck, thanks for help anyway. Will have to bear with invisible units:) (just tried to give Naffatuns to Byzantium).

HoreTore
02-24-2007, 15:27
A question about textures, models, animations and such things(that I have absolutely no idea of):

Are the models(or would that be textures?) of a unit linked with their weapons? Or can you add any weapon you want? For example, say you want to give Ghazi's spears, can you just add "spear" in the EDU file, or would you have to make a new model with a guy with a spear?

SMZ
02-24-2007, 19:07
sorry to hear Rollon... I'm not very experienced myself, so no clue why yours is different and how to fix

@HoreTore - adding "spear" would just be the first step - second you'd have to go into the modeldb file and alter what weapon the model was equipped with (at least I think that's how it would be done, haven't tried it myself) and the reason I haven't tried it, is the third step - which we can't do right now, (and I don't know how to anyway) is to change the animation so your newly designed soldier doesn't look odd while fighting... ie: if you just put a spear in his hand, he'd just swing it like an axe while in battle

I can however think of a way to do what you want, which is create a new Ghazi unit out of a current spear wielding type of soldier, and disable the old version of Ghazi... ie: use Saracen Militia or something - this is in fact what I did for my Kharijites, used the Saracen soldier as basis and the Afghan Javelinmen for the texture... and tada, spear armed jihad troop

HoreTore
02-24-2007, 19:27
Wasn't really trying to do anything, just wondering if there was a really easy way to make new units... Guess it'll take more time to do so.

mwarrior
02-25-2007, 17:37
@SMZ: your new jihad units sound great. Have you finished making them and if so, do you plan on releasing them because I would be interested to add them to my game too.

SMZ
02-25-2007, 18:12
yup, they're working just fine - I finally managed to get my Mujahideen to act almost completely like I wanted... they're explosion and subsequent lingering flames on the ground are great - I'm still trying to tinker it to where the explosion is large enough to catch them in the radius, had no luck with that so far - I've worked around it by giving them only one ammo, weak stats and the automatic charge after firing... so usually they go down after completely wrecking an enemy unit

I added one more, and my last Jihad unit yesterday - a fast, tough, small size horse archer for scouting - unit is called the "Sirya" and unlike most of the Jihad mercs, they're found more on the edges of islams domain, rather than the central areas


As far as releasing them as a mod... once I have everything tweaked just right, I might try that - but I really have no clue how, I'm a complete beginner at this, just learn kinda quick I like to think... so that's why I've been just posting the file edits I did, if that's what you meant - I'll make sure to add those onto this thread tonight

Shahed
04-11-2007, 01:03
Hey SMZ if you're still around can you post up please. Would love to see any progress you made.

Shahed
04-11-2007, 11:11
7. Missile Weapons I'll explain this one too later, but I redid a number of the missile unit numbers to fit more what I think history was like.

Self Bow: 120, Longbow: 170, Horse Crossbow: 140, Crossbow: 160, Steel Crossbow: 210, Horse Composite Bow: 150, Composite Bow: 170
Nahptha: 40, Javilin: 55, Pistol: 50, Hand Gun: 100, Arquebus: 140, Musket: 190
Ballista: 225, Catapult: 240, Trebuchet: 290/225
Bombard: 355, Rocket Launcher: 275, Grand Bombard: 410, Mortar: 305, Ribault: 165
Culverin: 460, Cannon: 425, Serpentine: 500, Basilisk: 500, Monster Ribault: 165, Monster Bombard: 500
Elephant Artillery: 380, Elephant Rocketeer: 250

Hi All !

Can someone please tell me how I should change this in the EDU.txt. I'm sure these are values from that file but I don't know what effect these changes will have. Will this affect rate of fire or ... ?

Shahed
04-11-2007, 15:10
Never mind the last question. There's an explanation on the top of the file which, belive it or not !, I completely overlooked.

What those figures do is change the missile range.

But I still have a question: is it enough just to chage the missile range like that or don't you have to change the weapon itself somewhere ? i.e if I change longbows to range of 190 (example) in unit des file don't I then also have to change the weapon itself somewhere else so that it's range is universally applied to all longbows ?

Thanks for the help.

Shahed
04-11-2007, 16:25
One more question: How do you increase the rate of fire of the longbow ?

If I change the parameter ; Min delay between attacks (in 1/10th of a second) it does'nt seem to make much of a difference to rate of fire. I'm guessing this refers to melee. So what's the parameter for rate of fire ?

Whacker
04-11-2007, 16:30
One more question: How do you increase the rate of fire of the longbow ?

If I change the parameter ; Min delay between attacks (in 1/10th of a second) it does'nt seem to make much of a difference to rate of fire. I'm guessing this refers to melee. So what's the parameter for rate of fire ?

You can't. Swing speeds/fire rates are all controlled directly in the game by animations, which we do not have access to. There's a thread in the mod area Sinan if you can find it, I posted some findings in there along with some others.

Edit - Linky: https://forums.totalwar.org/vb/showthread.php?t=82997

@ Carl \/ \/ \/ - Indeed, negative numbers have no effect. I couldn't even get positive numbers to really have an effect either, which leads me to somewhat suspect that this variable is broken or unused.

Carl
04-11-2007, 16:30
The value you want is "stat_fire_delay" and it's currentlly as low as it will go. An annoying fact i can tell you.

Foz
04-12-2007, 00:44
But I still have a question: is it enough just to chage the missile range like that or don't you have to change the weapon itself somewhere ? i.e if I change longbows to range of 190 (example) in unit des file don't I then also have to change the weapon itself somewhere else so that it's range is universally applied to all longbows ?

Thanks for the help.
If I recall the math correctly, the current maximum velocity for arrows is such that it allows a trip of ~230 meters on flat ground. So provided you don't set any ranges too close to that distance, you should not have to modify the projectile stats at all. That's how all bows are controlled, by the way - they fire arrows, which have defined stats in the projectiles file, just like all other projectiles do. As far as the game is concerned actual ranged weapons do not exist - bows or guns are simply graphics attached to soldiers, and have no real game effect. Projectiles do all the work.

Debe2233
04-13-2007, 11:12
Hullo, i'd like to request one showing of how to add buildings to a nations building list, tried adding the name in the "requires" field of the desc_building file but it didnt seem to work so obviously im missing something.

Ta muchly :)

SMZ
08-19-2007, 21:30
Hey SMZ if you're still around can you post up please. Would love to see any progress you made.
Just got net again and the 1.2 patch - fiddling away at the present - will post more soon...

Durallan
08-20-2007, 09:59
wow wb, youll notice the 1.2 patch is an improvement

Rocket-Man
12-04-2007, 21:16
I've seen free upkeep mentioned a lot... if anyone is interested, I wrote a patcher that makes all units eligible for free upkeep. As the primary requirement is that the unit must be able to be produced in a settlement for it to be free upkeep there, this actually avoids nasty things like free knights in cities... and of course it's far easier to install than going into your EDU and combing for the right units by hand. Plus it makes it more applicable to the AI too: no matter what units they decide to build, they get the right number of free upkeeps.

Anyway, it's the first link in my sig. You'll still need to modify your export_descr_building.txt file if you want free upkeep slots on all castle levels, but I leave that to each person, as it's a very simple modification to make.

I don't see a link to this file in your sig. Can you point me to a place I can find the file?

Thanks.

Zajuts149
12-05-2007, 21:28
Nice setup with the adding of units. I'll try that. I'm thinking of modding Norman Knights for the English. Will that be as difficult as adding a new unit?

Another mod I've done is to add Kings Stable to every nation and added the line that upgrades Generals units from Rome. That way you can have late Generals in the late game..

Flavius Merobaudes
12-05-2007, 23:18
I have Rome removed from my computer, so could you please post the line that upgrades generals?