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*** Introduction to SPM
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SPM (Shield Position Modifier)
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SPM is a very basic utility that allows for changing shield positions/sizes for MTW units.
Yoy do NOT need to install anything to use SPM. Source code is provided for those of you
who may wish to expand/enhance SPM. If you wish to do so you have my full permission as
SPM is provided as Freeware.
In order to use this utility correctly you should have a basic understanding of how
shields are defined (for units) within MTW.
You should understand that any shield is defined within a rectangle (actually it's a
parallelogram) and thus has 4 pairs of x/y co-ords. These co-ordinates for the shield
positions are specified as "sets" within shield positioning files.
Each shield positioning file comprises 48 lines of co-ords, in 4 "sets" of 12. Each "set"
defines the shield positions for each camera-angle for a sequence of 12 frames.
SPM changes these sets of x/y coordinates in order to "manipulate" the positioning
of the shield relative to the figure - in other words changing the size, look and position
of the shield relative to the figures images in a 12 frame sequence.
Within MTW many units have shields that look different. For example, there are small
round shields, large round shields, triangular/kite shaped shields, rectangular shaped
shields etc: However, ALL of these different shield shapes are 'encapsulated' within an
image rectangle and these rectangles are defined via the parameters defined in the
various shield positioning files.
These shield positioning files specify the position of a shield image, relative to a figure
image, in terms of a rectangle. Each of these files define the positions required for an
"Action" (for all 4 different camera-angles).
UM_LoTR is special utility, geared specifically to the PCX images produced for
for the MTW Lord Of The Rings mod (ie: LoTR MOD Team).
Whilst UM_LoTR is specifically directed towards processing images as created by
DJ for the LoTR mod, it is also intended to be as flexable as possible in order
that it may be used for similar future MTW modding projects - that also provide
new PCX images in a similar structure to the ones being provided for the LoTR mod.
UM_LoTR provides the functionality required to convert a number of PCX images
into a complete structure that is acceptable for integration into the MTW Total
War PC game.
These images may represent completely different units/factions/actions for a
specific mod.
UM_LoTR Principles
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UM_LoTR will process any user input via stages. There are 4 stages of processing, and
each stage of processing will amend images in a manner preparatory for the next stage
of processing.
All input to UM_LoTR can be supplied AS IT BECOMES AVAILABLE. UM_LoTR has many defaults
(both files and values) that it uses if an alternate file is not supplied by the user.
For example, picture files, positioning files, weapons and shields ect are NOT
required initially. Hence, the user may supply more input as and when it becomes
available.
UM_LoTR components
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UM_LoTR is written in VBScript, and consists of a main module (UM_LoTR.vbs) that
executes submodules contained in a special directory (UMSubs).
By providing UM_LoTR in VBScript this allows all recipients to access the source
code (simply right clicking on any "xxxx.VBS" module and choosing edit).
UM_LoTR utilises 2 main third party objects -
- a GUI interface, curtesy of Jim Warrington
- a test version of a graphics package, curtesy of ChestySoft
These are a modified and enhanced version of the production unit files from CA.
Special info.
1. These files contain a number of similar units. These units should be the same in both files for the game to work if an extra unit exists in one of them that does not exist in the other then there is no problem! (this was proven after a number of crushes I had :-) )
2. The files were modified since the result from the original file did not work for me (the quotes were one of the things that was omitted). The other reason is that they contain a number of improvements that were developed on the original MTW production files that make our life as moders much easier.
3. These files produce the original production files with minor changes!
4. After you make your changes save the first sheet as a tab delimited .txt file. Then open the resulting file with a word pad and replace all """ with " and save again.
Changes to the original production files!
1.Weapon factors.
Small value changes like the addition of a defense point on the sword units since the sword though it is an attack weapon it gives adequate defense. Spears have 1 attack and 1 defense they are a very balanced weapon. Other changes include the equation of the foot sword with the CAV_SWORD values, and the addition of a number of spear types that some of us need for other periods so you get SM_SPEAR, LONG_SPEAR and in the future a SARIZA will be included for the Alexandrian and Hellenistic units.
2.Shield factors
New shield types were added though not passed in the tables yet! You get LT_LARG, HVY_LARGE and SM_CAV. LT_LARGE represents large shields made out of skins like the prehistoric ones or the ones used by the Persians and the Savanna African tribes. HVY_LARGE are the large armored shields used by the Romans, Greeks and the later western shields. SM_CAV is a small shield for cavalry.
3.Charge factors
I hate the fact that SHOCK is at troop types! Shock troops are disciplined troops that attack in a wall manner (Greek Hoplites). The way they fight after the initial crush has nothing to do with how they attack. The SHOCK troop type should be changed to Interdependent where one man protects the man beside him (hmmm to implement it later of the Hoplites) The FOOT_SHOCK and CAV_SHOCK are inserted here to give extra charge punch to these units practically all Heavy cavalry with lances falls in to the CAV_SHOCK category. I am not sure if in these age there were any true FOOT_SHOCK units.
4.Movement factors
They have been equalized for various FOOT and CAV. All men run more or less the same. The speed factors now take the value of the "Movement penalty" depending on their weapons and armor.
5. Ship tables
I have not used them on this version but you can get an opinion on how the values would come up.
Form Komninos
MTW_Prod_Files.zip
The original Excel worksheet used by CA to create the unit- and building stats in MTW VI.