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zimoo
04-01-2007, 13:12
First of all let me just thank all the great modders here who have taken the time to write tutorials, they are very helpful :)

I have recently (meaning the last few days) been learning how to mod RTW and I have some questions. It's nothing too basic (i.e. adding units) as I already have a good modding experience from other games, it's more just a general wondering of what is possible with RTW (using BI for mod).

1) Is it possible to have female generals? I know I could make a recruitable general unit which is female, but I'd like to have the females in my family tree become generals. Is this possible or am I just dreaming?

2) I came across some code that allows units to change appearance based on which faction recruited them. Would it be possible to implement this for stats, or would I need a new unit?

3) Can units get a different texture when upgraded with armour? I believe I saw this while playing M2:TW. Is it available in RTW:BI?

4) Is there a limit to the amount of traits/ancillaries in the game?

5) Is there a limit to the amount of hidden resources?

That's all for now. Any help would be greatly appreciated.

wlesmana
04-01-2007, 13:30
1. Nope. Your general model is defined and that model is the default. The only way(s) you could have a female model is:
- Use RTW: Alexander as base, where you can have unique model for generals, but this is limited to generals at the start of the campaign. New generals will use the default model.
- Use an androgynous model, like someone in complete armor.

Female family members cannot become generals.

2. You'll need a new unit entry. The appearance by the faction is also limited to texture, so their model must remain the same.

3. Nope.

4. Yes, but I don't remember the cap.

5. Yes, I don't remember but it's pretty high.

Poulp'
04-01-2007, 15:39
4)

export_descr_ancillaries.txt
ExcludedAncillaries: Min 0, max 3. Default usage, experimentation. Extras cause CTD.
Effects: Min 0, max 8. Assumption, experimentation. Extras make it impossible to gain ancillary through a trigger and cause erratic effects if an existing ancillary is transferred.

5)

export_descr_buildings.txt
Hidden resources: Min 1?, max 63 or 64 (not sure which). Extras cause a CTD, not including rome causes a CTD (I think), not including italy prevents Marian reforms (I think). Experimentation, experimentation. But see here for a way to overcome the limitation.

look in hard coded limits for further answers
https://forums.totalwar.org/vb/showthread.php?t=42905

zimoo
04-01-2007, 15:56
Ok thanks, that's pretty much what I expected the answer to be, I just wanted to make sure.

Thanks for the limits. Regarding the traits/ancillaries, does that simply mean there is no limit to the amount, but there are limits on the effects and ExcludedAncillaries? If so that is great.

Another question:

6) The phalanx formation has been removed in BI. Is there any way to bring it back, whilst still keeping the new formations (mainly shield wall...which I guess is suitable to phalanx anyway)?

Poulp'
04-01-2007, 16:33
I knew about the 8 ancillaries-limit.
I don't remember reading about a limit to traits, although because of anti traits, you can't have all traits in the trait list.


6) I know the opposite is possible, you can implement BI features in RTW.
but I have no clue about implementing RTW features into BI, sorry.

Makanyane
04-01-2007, 22:58
The phalanx formation has been removed in BI. Is there any way to bring it back, whilst still keeping the new formations (mainly shield wall...which I guess is suitable to phalanx anyway)?
I don't think that actually requires any specialised modding. BI export_descr_unit.txt will accept phalanx as an attribute same as RTW and it certainly gets game dominating advantages if flanking is prevented in battle - just look at it close up to make sure animation is doing what you want it to (I tend to play zoomed out so haven't paid a lot of attention to that)

I think there may be limit to number of traits per general but it is definitely a lot higher than for ancillaries.

zimoo
04-02-2007, 12:04
Ok I'll try that when I get around to coding the Greeks, thanks for the help :)