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Spartan198
02-21-2008, 11:32
(1) Where do I edit the unit numbers of specific troops?
(2) How do you modify the descr_units file so that all phalanx troops assume the distinct formation used by Macedonian royal pikemen? I've looked over the file and think I may know but not sure (royal pikemen alone are described as "greek_hypaspist").
(3) Is there any way to copy Macedonian cavalry to the Greeks as Greek heavy cavalry without having to do any reskinning?

Horseman
02-21-2008, 12:17
1)in export_descr_unit the unit size in on the line "soldier"

So for the Macedon royal Pikemen you have

soldier greek_hypaspist, 60, 0, 1

greek_hypaspist refers to the model used in descr_model_battle

The highlighted number referes to the number of men in the unit on normal unit size - 60 is the max

2) When you say distinct formation do you mean that they are wider than other phalnax troops?

If so you want to change the default ranks of the unit again in export_descr_unit on the line "formation"

For Royal pikemen you have...

formation 1, 1, 2, 2, 5, square, phalanx

The red number is the default ranks, you'll notice that for most pike troops it is 8.....change this to 5 (as it is for royal pikemen) and they'll have the same formation

For non pike phalanx (Hoplites etc) you can lower their default ranks to make them deploy wider.

3) Yes its easy for this unit as there is already a Greek HC skin used for Greek armoured generals bodyguard using the macedonian heavy cavalry model

Just add greek_cities to the ownership line of Macedonian Heavy cavalry in export_unit and then goto export_descr_buildings and make macedonain heavy cavalry buildable by the Greek Cities. You will also need to enable them to build the level 3 stables in the same file.

Hope that helps

Spartan198
02-21-2008, 13:16
Does it matter which order the owning factions are listed?
Where in the file do I give the level 3 stables to the Greeks?

Horseman
02-21-2008, 13:56
It does not matter what order you have faction ownership in.

And dont worry, its the hippodrome level you want for the Greek Cities to build Macedonian heavy cavalry but they already can (provides them with pigs......)

So all you need to do is add in the red bits here into your export_descr_buildings and make sure you remember to add it on to the Circus Maximus level too incase you capture a city with that high a stables!

hippodrome requires factions { carthage, eastern, parthia, egyptian, greek_cities, macedon, seleucid, roman, }
{
capability
{
recruit "carthaginian warhounds" 0 requires factions { spain, }
recruit "carthaginian cavalry" 0 requires factions { spain, }
recruit "carthaginian medium cavalry" 0 requires factions { spain, }
recruit "barb cavalry gaul" 0 requires factions { gauls, }
recruit "barb cavalry german" 0 requires factions { germans, }
recruit "barb cavalry dacian" 0 requires factions { dacia, }
recruit "barb cavalry scythian" 0 requires factions { scythia, }
recruit "barb wardogs briton" 0 requires factions { britons, }
recruit "barb wardogs dacian" 0 requires factions { dacia, }
recruit "barb wardogs gaul" 0 requires factions { gauls, }
recruit "barb wardogs german" 0 requires factions { germans, }
recruit "barb wardogs scythian" 0 requires factions { scythia, }
recruit "barb noble cavalry gaul" 0 requires factions { gauls, }
recruit "barb noble cavalry german" 0 requires factions { germans, }
recruit "barb noble cavalry dacian" 0 requires factions { dacia, }
recruit "barb scythian nobles scythian" 0 requires factions { scythia, }
recruit "barb noble horse archers scythian" 0 requires factions { scythia, }
recruit "carthaginian cavalry" 0 requires factions { carthage, }
recruit "numidian cavalry" 0 requires factions { numidia, }
recruit "carthaginian medium cavalry" 0 requires factions { carthaginian, }
recruit "carthaginian elephant forest" 0 requires factions { carthage, } and resource elephants
recruit "carthaginian elephant african" 0 requires factions { carthage, } and resource elephants
recruit "numidian camel riders" 0 requires factions { numidia, } and resource camels
recruit "east cavalry" 0 requires factions { pontus, }
recruit "east horse archer" 0 requires factions { armenia, parthia, }
recruit "east heavy cavalry" 0 requires factions { pontus, }
recruit "east persian cavalry" 0 requires factions { parthia, }
recruit "east cataphract archer" 0 requires factions { armenia, }
recruit "east cappodocian cavalry" 0 requires factions { pontus, }
recruit "east heavy cataphract" 0 requires factions { armenia, parthia, }
recruit "east elephant" 0 requires factions { parthia, } and resource elephants
recruit "egyptian cavalry" 0 requires factions { egyptian, }
recruit "egyptian nubian cavalry" 0 requires factions { egyptian, }
recruit "egyptian cleruch" 0 requires factions { egyptian, }
recruit "egyptian bedouin" 0 requires factions { egyptian, } and resource camels
recruit "greek light lancer" 0 requires factions { macedon, }
recruit "greek cavalry" 0 requires factions { seleucid, thrace, greek_cities, }
recruit "greek medium cavalry" 0 requires factions { greek, }
recruit "greek elephant small" 0 requires factions { seleucid, } and resource elephants
recruit "greek heavy cavalry" 0 requires factions { macedon, greek_cities, }
recruit "east heavy cataphract" 0 requires factions { seleucid, }
recruit "greek elephant african" 0 requires factions { seleucid, } and resource elephants
recruit "greek incendiary pigs" 0 requires factions { greek_cities, }
recruit "roman cavalry auxillia" 0 requires factions { roman, }
recruit "roman light cavalry" 1 requires factions { roman, } and not marian_reforms
recruit "roman medium cavalry" 0 requires factions { roman, } and marian_reforms
recruit "roman heavy cavalry" 0 requires factions { roman, } and marian_reforms
recruit "roman wardogs" 0 requires factions { roman, }
recruit "roman pigs" 0 requires factions { roman, }
stage_races 1 requires factions { roman,}
}
construction 6
cost 4800
settlement_min large_city
upgrades
{
circus_maximus
}

Makanyane
02-21-2008, 13:58
No it doesn't matter what order the factions are listed in (and you can use culture instead of faction if you want all of one culture to have same unit)

You change who can build which buildings in the export_descr_buildings.txt file not the EDU

you also need to change the recruitment lines in that file so your faction can actually recruit the unit.



don't forget to look up the entry in descr_model_battle.txt for the units as well and make sure they have a texture entry for the factions that can now build them.


EDIT: gah, posted too late, already answered oops....

Horseman
02-21-2008, 14:28
The Macedonian HC already has a texture for the Greek Cities and Seleucids as it is used as their armoured Generals Bodyguard. It also has a unit card for the Greek Cities (not sure for the Seleucids on this one!)

Spartan198
02-21-2008, 14:37
It does not matter what order you have faction ownership in.

And dont worry, its the hippodrome level you want for the Greek Cities to build Macedonian heavy cavalry but they already can (provides them with pigs......)

So all you need to do is add in the red bits here into your export_descr_buildings and make sure you remember to add it on to the Circus Maximus level too incase you capture a city with that high a stables!

hippodrome requires factions { carthage, eastern, parthia, egyptian, greek_cities, macedon, seleucid, roman, }
{
capability
{
recruit "carthaginian warhounds" 0 requires factions { spain, }
recruit "carthaginian cavalry" 0 requires factions { spain, }
recruit "carthaginian medium cavalry" 0 requires factions { spain, }
recruit "barb cavalry gaul" 0 requires factions { gauls, }
recruit "barb cavalry german" 0 requires factions { germans, }
recruit "barb cavalry dacian" 0 requires factions { dacia, }
recruit "barb cavalry scythian" 0 requires factions { scythia, }
recruit "barb wardogs briton" 0 requires factions { britons, }
recruit "barb wardogs dacian" 0 requires factions { dacia, }
recruit "barb wardogs gaul" 0 requires factions { gauls, }
recruit "barb wardogs german" 0 requires factions { germans, }
recruit "barb wardogs scythian" 0 requires factions { scythia, }
recruit "barb noble cavalry gaul" 0 requires factions { gauls, }
recruit "barb noble cavalry german" 0 requires factions { germans, }
recruit "barb noble cavalry dacian" 0 requires factions { dacia, }
recruit "barb scythian nobles scythian" 0 requires factions { scythia, }
recruit "barb noble horse archers scythian" 0 requires factions { scythia, }
recruit "carthaginian cavalry" 0 requires factions { carthage, }
recruit "numidian cavalry" 0 requires factions { numidia, }
recruit "carthaginian medium cavalry" 0 requires factions { carthaginian, }
recruit "carthaginian elephant forest" 0 requires factions { carthage, } and resource elephants
recruit "carthaginian elephant african" 0 requires factions { carthage, } and resource elephants
recruit "numidian camel riders" 0 requires factions { numidia, } and resource camels
recruit "east cavalry" 0 requires factions { pontus, }
recruit "east horse archer" 0 requires factions { armenia, parthia, }
recruit "east heavy cavalry" 0 requires factions { pontus, }
recruit "east persian cavalry" 0 requires factions { parthia, }
recruit "east cataphract archer" 0 requires factions { armenia, }
recruit "east cappodocian cavalry" 0 requires factions { pontus, }
recruit "east heavy cataphract" 0 requires factions { armenia, parthia, }
recruit "east elephant" 0 requires factions { parthia, } and resource elephants
recruit "egyptian cavalry" 0 requires factions { egyptian, }
recruit "egyptian nubian cavalry" 0 requires factions { egyptian, }
recruit "egyptian cleruch" 0 requires factions { egyptian, }
recruit "egyptian bedouin" 0 requires factions { egyptian, } and resource camels
recruit "greek light lancer" 0 requires factions { macedon, }
recruit "greek cavalry" 0 requires factions { seleucid, thrace, greek_cities, }
recruit "greek medium cavalry" 0 requires factions { greek, }
recruit "greek elephant small" 0 requires factions { seleucid, } and resource elephants
recruit "greek heavy cavalry" 0 requires factions { macedon, greek_cities, }
recruit "east heavy cataphract" 0 requires factions { seleucid, }
recruit "greek elephant african" 0 requires factions { seleucid, } and resource elephants
recruit "greek incendiary pigs" 0 requires factions { greek_cities, }
recruit "roman cavalry auxillia" 0 requires factions { roman, }
recruit "roman light cavalry" 1 requires factions { roman, } and not marian_reforms
recruit "roman medium cavalry" 0 requires factions { roman, } and marian_reforms
recruit "roman heavy cavalry" 0 requires factions { roman, } and marian_reforms
recruit "roman wardogs" 0 requires factions { roman, }
recruit "roman pigs" 0 requires factions { roman, }
stage_races 1 requires factions { roman,}
}
construction 6
cost 4800
settlement_min large_city
upgrades
{
circus_maximus
}

Ah,thanks. That's what I needed to know.

Spartan198
02-21-2008, 14:39
The Macedonian HC already has a texture for the Greek Cities and Seleucids as it is used as their armoured Generals Bodyguard. It also has a unit card for the Greek Cities (not sure for the Seleucids on this one!)

The Seleucids have more cavalry than we can shake a stick at,that much is for sure.

Horseman
02-21-2008, 14:55
Yes they do, but they should have more!!!!!!

Historically they should have some HC lancers (like the Macedonian HC) aswell - they didn't use Only Cataphracts and Companians as their HC!

Spartan198
02-21-2008, 15:12
I'm gonna have to work at it,because I did everything exactly as told,but still seem to have made a mistake somewhere,because the game won't play when the Greek HC changes are made.

Horseman
02-21-2008, 15:21
This would be a good time to mention show_err

If you right click on your desktop short cut and select properties then add -show_err onto the end of the target line you should get an error message when the game crashes telling you where to look/what file to look in

your target line should look (something) like this:

"D:\Program Files\The Creative Assembly\Rome - Total War\RomeTW.exe" -show_err
The D: part at the front should be whatever drive you have rome iunstalled on, if you only have 1 hard drive then it should be C:

The Creative Assembly might read as Activision...font worry about that.

Its just the last bit highlighted in red you need to copy

Spartan198
02-21-2008, 15:30
Makanyane said I needed to "change the recruitment lines so I could actually recruit the unit". Where do I do that?
BTW,I haven't tested it yet,but I might have made the mistake in the EDB.
I noticed this when looking over the original: {macedon }
I'm not 100% sure,but I may have put this on the modded file: {macedon, greek_cities}
Meaning I should probably have put a space at the end as such: {macedon, greek_cities }
I'm going to go test the changes,so I'll probably be back on here in a few.

And my file did read "Activision",but now it's listed as "Travis Rome Total War Gold" or something like that. Like I said in my first post,I run Vista and had to rename the file to unlock the files. I tried that security method,but it didn't work for me.

Note: Visual aides help me immensely,especially with file changes. Thanks.

Spartan198
02-21-2008, 15:39
Well,that didn't seem to be it,because the game still crashes.

Horseman
02-21-2008, 15:42
The recruitment line was this bit

recruit "greek heavy cavalry" 0 requires factions { macedon, greek_cities, }

So you have done that, and yes you need a space so it should read

{macedon, greek_cities }

As for the Activision/Travis Rome Total War Gold that is not important (as long as its pointing to your rome directory!) Its the -show_err at the end that is important, and you do need a space between the " and the -

If you do have anymore trouble I can PM you my messenger address if you like.

Horseman
02-21-2008, 15:48
Oh my Kingdom for an EDIT button!!!!!!

Did you get an error message when the game crashed?

If so what was it?

If not can you post on here the changes you have made in export_descr_unit and export_descr_buildings?

And by that I mean copy and paste the relevant sections from your files?

Spartan198
02-21-2008, 15:56
Okay,the mistake is definitely in the EDB file,because I have access to heavy cav in custom battle,but is it at all possible to create a duplicate of the heavy cavalry entry to rename "Greek Heavy Cavalry"?
It seems kinda odd that the Greeks would be using "Macedonian cavalry".

Spartan198
02-21-2008, 16:02
Oh my Kingdom for an EDIT button!!!!!!

Did you get an error message when the game crashed?

If so what was it?

If not can you post on here the changes you have made in export_descr_unit and export_descr_buildings?

And by that I mean copy and paste the relevant sections from your files?

No,no error message. The copyright screen or whatever will pop up for a few seconds,then when the intro movie is about to play,it just goes back to my desktop.

And,unfortunately,I can't copy anything from my files here because I run the game on my notebook,and access the internet on my mom's desktop (both Dells :2thumbsup: ). Though I'll probably be getting a router next month.

Horseman
02-21-2008, 16:08
Yes creating a duplicate unit is easy enough to do.

I'll direct you here
https://forums.totalwar.org/vb/showthread.php?t=51750

As this is where I learnt how do do that and it exlains alot better than I probably could. It is a bit more complex (but not that much)

Spartan198
02-21-2008, 16:17
I can't just cut and paste a copy of the unit info and call it Greek HC?

Horseman
02-21-2008, 16:21
Not quite as strait forward as that no, if you read the tutorial its quite easy to follow

Spartan198
02-21-2008, 16:29
I have the tutorial in open in a second window and am reading it over while awaiting your responses. It does appear fairly simple,but I've only skimmed it so far.

I got some other modifications I'm thinking about,too,but I'll leave them until I finish with this cav thing.

But I am somewhat confused with this "show_err" thing (I'm as novice as it comes with computers).

Horseman
02-21-2008, 16:42
Ok on your desk top you will have your RTW Icon, right click on it and select properties

Select the shortcut tab accross the top (listed with General and properties)

The target line will show you where this shortcut points too and will end with RomeTW.exe"

On the end add -show_err (with a space between the " and the -)

so it looks like this (new bit in red!) RomeTW.exe" -show_err

Dont delete anything just add the show_err to the end.

Once that is done when RTW CTD or KTM yo should get an error message most of the time (some errors dont get reported but most do) On a KTM you need to exit the game to see the message

That make more sense?

Spartan198
02-21-2008, 16:57
Much more sense. Thanks! I'll go make the above changes again and see what happens.

Horseman
02-21-2008, 17:31
Well let us know how you get on

Spartan198
02-21-2008, 17:35
Success! And I ended up not needing - show_err to find it.
I didn't spot the comma after greek_cities in your entry. :jawdrop:
... sorry,my bad. :embarassed:

Horseman
02-21-2008, 17:49
No probs thats all good!

I would recommend leaving the -show_err in though, it doesn't effect the game but will come in handy if you intend to mod anything else :yes:

Spartan198
02-21-2008, 18:07
Yeah,I think I will.
The Modder inside me seems to have been awakened,so I'm going to add all three gladiator types to each Roman faction,and I'm thinking of attempting to port the Theban Sacred Band over from Alexander. I'll read up that link and see what's possible.
I know where to come if I need help. :2thumbsup:

Horseman
02-21-2008, 18:10
Thats how it started for me, adding a few units here and there then next thing I knew I was adding ZoR's and changing all sorts.

Now I'm modding a complete conversion and making (well trying to make) a fantasy based mod with a whole different map!

Once the modder inside you awakens its hard to stop!

Good Luck