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Are you sure its 500mb? If it is, you should definitely take out soem files But if its 500kb, it sounds about right (sort of). If you've added the names and a new unitprod as well, it will probably come to this compressed. But I don't know why you can't send it. Its below the size aceppted by most mail services. it could be not accepting .zip files. You could try changing the .zip to something else, like .txt and telling them to remove this. But if it was really a 500mb file, you can only really use cd.
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Hi guys, I have a question:
How can you determine which title-naming system a mod uses? i.e. when generals are given a title, will their name appear as "Lord FORENAME" (as in Vikings) or "Lord SURNAME" (as in regular Medieval)
I am trying to get the Vikings naming system, but instead it is using the Medieval system.
Thanks.
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Is that just for the factions with no surname?
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Nope, it works (in Vikings) for factions that have both forenames and surnames. A "Sir Forename Surname" becomes "Lord Forename". That's what I'm trying to get to happen.
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Is there any documentation for the binary format of .jjm files? I'd like to ouput my own from my own program.
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Well, since there doesn't seem to be any response, I'll give a few more details. Maybe they will motivate someone too divulge.
I'm about halfway through writing the engine for a operational/strategic game. It's a multiplyer turn based thing, on the We Go principle. That is, all players turn in their orders for their units, then the sim runs, and results are sent out. It can be played either over email or head to head.
It's not hex based or province based, it's coordinate based. It's not a "Strategy" game in the traditional senese. Resource managment is about supply lines, not manufacturing.
Each turn could represent 15minutes, or a week, depending on what is suitable for the scale of each particlar scenario. Similarly, map size could cover a few kilometers or a few hundred kilometers.
I'm hoping to do actual combat resolution in a third-party game. So you could fight your battles in MTW, or Combat Mission or even on the Tabletop with Warhammer or DBA.
Right now it has some basic map editing tools. In the near future, it will be able to read in DEM or similar topographic data to create the maps.
Problem is, the formats for map files and similar things are undocumented for most of these computer games. So the user has to convert my maps and troops into the target game's map by hand, a complete waste of time.
So, I'm looking game that will let write my own maps & OOBs in it's native format. Using the Historical Map format, MTW is fairly open for troop setup and deployment., but I need to be able to input terrain as well as OOBs.
I've stopped working on most of the game until I can find at least one commercial game (that I like playing) that is open enough for my needs.
As a benefit to you, I will be releasing modular chunks of the program as they develop. So, if I can get the format for MTW or STW terrain files, you could see a US Geographical Survey to MTW or STW convertor posted here soon.
Anyway, any pointers toward a source for the file format would be most welcome.
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Welcome to the Org, timoshenko
.jjm files are certainly not images, I think they are like 3D objects. I am afraid that you will have a very hard time looking for an editor/exporter. CA has some unusual tools to make files, the buildings ingame cannot be modified either (except for size).
Wellington was developing a tool for editing maps, but he is no longer around.
So...good luck
Duke John
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Thanks for the reply, Duke John. If there is no documentation, I'll have to try something else.
ANway, after fiddling around a bit, I suspect that Historical Battles are single player only, which rule them out for my purposes. Maybe this was an obvious thing to test first, but I didn;t even consider the MTW would be limited that way.
The maps can be loaded into multiplayer, but the force makeups and postions can't. I'm having a hard time believing the evidence before my eyes. Why wouldn't I want to play my against my friends in an Agincourt scenario? The "you setup in that circle, I set up in this circle" gets old after a while, IMHO. If I'm correct, any ideas on _why_ MTW was designed this way?
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Hmm, ok, after digging around, it seems like I may be able to have multiplayer historical's using this flag in the Player:: entry of the .bdf file:
LOCAL/ARTIFICIAL
But, since I only have one computer and one MTW, I can't test it. Has anyone verified that you can have more than one LOCAL player in a historical map? And if so, how do you set up the server and have clients log on?
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The developers had mp-campaign originally in mind. This was changed but there are still traces of that in the files. That entry you found might be a leftover from an unfinished feature. In other words, don't have high hopes that you can pull it off.
Cheers, Duke John
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Hi
I was hoping someone might be able to help?
Ive got the swiss up and running, but really want to make them able to crusade
Can this be done, and if so, how?
Many thanks http://www.totalwar.org/forum/non-cg...icons/wave.gif http://www.totalwar.org/forum/non-cg...ns/gc-help.gif
Mutineer
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Hello everybody, here is my question. Is it possible to trigger events for the campaign map? For example, if faction(A) can control 75% of the map can I use this as a trigger for a second neutral faction(B) to invade the lands under faction(A) control. I thought it could be similar to the mongol invasion in MTW. I was told this probably isn't possible but I should ask my question here just in case. Any thoughts?
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Welcome to the Org, Angainor and mutineer http://www.totalwar.org/forum/non-cg...evalcheers.gif
To answer the first question, yes you can give the Swiss the ability to Crusade. Using Gnome Editor you should add in CRUSADERS_BUILD_PROD.TXT FN_SWISS to the factions that can build Chapter Houses. Then you add FN_SWISS to the factions that can train Crusades in CRUSADERS_UNIT_PROD.TXT.
About coding events. Nope, such things are hardcoded and we simply don't have the option to change that.
Cheers, Duke John
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I am quite new to modding( and this forum), and I was wondering? Is it possible to change the campaign map( add new territories, divide up old ones, etc.)? And if it is, does anyone know how, or maybe you could direct me to a thread about this. http://www.totalwar.org/forum/non-cg...nquisitive.gif
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I know it possible. Although you can only add 8 new provinces. You need to download two files form The Org to make new maps Think one is called a LukMap generator can't remember the other one.
http://www.totalwar.org/forum/non-cg...cons/wacko.gif
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got a mod question..
im currently playing med mod..and am trying to change a few things in it and running into some problems.
land bridges.
in med mod wes broke the link between constantinope and nicea..and flanders and wessex..
im trying to completely sever the connection to constantinople to asia minor by breaking the connection constantinople has to trebizond..and breaking maracco and granada to slow the wipe out the turks usually deal the byzantine and the spanish deal the almahods (or vise versa)
it seems wes removed the connecting province or regions from eachothers entry in the set_neighbors section and simply nullified the border information with a couple dashes //
anytime i atempt the above ..or try to modify the makebuildings or makeunit entries to much one of the following happen.
the new version of the mod simply disapears from the selection list.
or..the camp loads with no buildings built and the only unit for each faction on the map is the king (deffinalty makes for an interesting game )
ive checked spelling several times..im wondering if the number of spaces between entries is strict..or if only so many modifications can be made .
any help would be apreceated
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https://forums.totalwar.org/forum/no...ns/biggrin.gif Does anyone know if its possible to mod the cheat "deadringer". One million florins is to much in one go and it tempts me to cheat too much. It would be nice to just add a few thousand now and again, when things get a bit scary. Otherwise I suppose I could just increase my intial starting money, Or just suffer for my mistakes.
https://forums.totalwar.org/forum/no...gc-anxious.gif
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https://forums.totalwar.org/forum/no...ns/biggrin.gif Oh and another question,
Does anyone know if there's a limit to the number of new titles you can add. As I've noticed a few of the new titles I've created change occasionally. i.e My Earl of Warwick's loyalty oscillates between 1 and 2.
Thanks for any advice,
https://forums.totalwar.org/forum/no...icons/wave.gif
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I have a question about the future game of Rome:TW. Is there a group of people already starting (preliminary work: unit design, installing 3D studio max) a mod for this great game?
If so, where, when, how, etc.
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I downloaded Razor AI. 1.0 from the file section, then I installed it, two files were then subseqeutnly in the main folder of the medeival folder, both TXT files named Razor AI Prod, and razor ai Units, but I see none of the changes that were claimed in the Readme TXT, nor do I see any detailed instructions on how to install them. Do I need to rename them? It seems to me like medeival wouldnt even recognize them with their current names?
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Quote:
Originally Posted by [b
Quote[/b] (sunsmountain @ July 17 2004,17:16)]I have a question about the future game of Rome:TW. Is there a group of people already starting (preliminary work: unit design, installing 3D studio max) a mod for this great game?
If so, where, when, how, etc.
https://forums.totalwar.org/forum/no...ns/biggrin.gif I doubt it m8,
I think R:TW could be a whole new ball game. So unless someone gets a sneek prevew of the programming, we'll have to wait.
https://forums.totalwar.org/forum/no...icons/wave.gif
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Battle formations (AI)
Interesting but poorly documented aspect of the game. Has anyone figured out how they could be modified ?
Which files are important (...\FormationData), which flags cause what behaviour, which file is used in situation A/B/C - perhaps a modding guide or thread on this topic available ?
There is a special part for the turks ('Template Ottoman' in HistoricalFormations.txt), i asked myself if it's possible to add an own formation only for (as an example) the spanish.
Thanks, Alex
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Hello,
Where is the Lord of the Rings forum for the mod? Since I cannot search the forums, I can't find it.
Thank you.
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Hi BigMac https://forums.totalwar.org/forum/no...ns/biggrin.gif ,
the 'official' threads for the mods could be found at The Engineers Guild.
Silmarillion:Total War
Middle Earth: Total War
The METW Mod has an additional forum (external link):
Middle Earth: Total War at metw.net
Alex
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I have made several search attempts and had no luck, so if this is a question already asked and answered please forgive my dumbality.
Has anyone come up with a technique to get the AI to continue to develop a region with a troop valor bonus beyond the improvements required to build the unit that receives the valor bonus?
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https://forums.totalwar.org/forum/no...icons/wink.gif Hi Eukates,
Welcome to the Guild,
You can effect what buildings are created by the AI in the Crusader_Buildprod13 file in the games main Total war directory. Columns 10 and 11 are the ones you'll need to adjust. Use gnome editor to open/edit the file. However I'm still learning about this, so you'll probably need more help on changing the value's in column 10 and 11. I think, the higher the values the greater the incentive is for the AI to build.
https://forums.totalwar.org/forum/no...icons/wave.gif
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I'd really love to mod MTW but it all seems a bit overwhelming. Where's the best place to start? I'd love to create new provinces and new units but I guess that's too ambitious for a beginner?
So for someone with little or no modding experience (at the moment all I can do is make non-playable factions playable and adjust the amount of money you begin the game with) where's the best place to start on the road to modding?
Thanks for your help https://forums.totalwar.org/forum/no...evalcheers.gif .
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i am just starting up useing these mods, the olny on ei got now is ntw but can anyone give me the links for the other mods like that. also i downloaded a stw mod but it don't seem to want to work because there is no downloader on it and i don't know how to do it any other way.
thanks
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Quote:
Originally Posted by [b
Quote[/b] (Despot of the English @ July 25 2004,04:36)]I'd really love to mod MTW but it all seems a bit overwhelming. Where's the best place to start? I'd love to create new provinces and new units but I guess that's too ambitious for a beginner?
So for someone with little or no modding experience (at the moment all I can do is make non-playable factions playable and adjust the amount of money you begin the game with) where's the best place to start on the road to modding?
Thanks for your help
https://forums.totalwar.org/forum/no...evalcheers.gif .
https://forums.totalwar.org/forum/no...ns/biggrin.gif I think the place where most people start there modding is in the Unit prod files (eg.Crusaders_unit_prod11)in the main Total war directory. At least thats where I started. Here you can change unit stats and with a bit more editing in several other files you can also introduce new units.
But the easiest place is probably the startpos files in Campmap/startpos. In these files you can mod the entire starting position for any era. You can Decide what buildings, recources, units, money's, colour schemes, titles, provinces, etc, etc, etc, nations/factions start with. The scripting is very straight forward and the text format is quite self explanatory. But read one of the guides just to be on th safe side.
https://forums.totalwar.org/forum/no...s/bigthumb.gif
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https://forums.totalwar.org/forum/no...ns/biggrin.gif If you open it with "gnome editor" (download from the Org) all the muddle sorts itself into rows and columns with easily understandable column headers. I suppose the first step should have been to, download gnome editor from the Org. Although when adding new units to the unit_prod file its easier to copy and paste the relevant lines to the bottom of the script list, without Gnome and then check them with Gnome. It all soon starts to make sence once you've used gnome a few times.
https://forums.totalwar.org/forum/no...s/bigthumb.gif
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Excellent. That's good to know. Thanks https://forums.totalwar.org/forum/no...-2thumbsup.gif .
I've just found Starkhorn's excellent Adding a New Faction PDF.
*runs off to add the Dutch faction*
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Re: New Patrons, you can post your questions here
i am in the process of making a mod and i would like to simulate the way that the mongols attack without having a province. i would like to do it with the french could somone show me how to code that
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Re: New Patrons, you can post your questions here
Hi saundersag,
did you recognize that there are at least three other mods in development that deal with italian renaissance ?
The Two Crowns mod and the XVI-XVII mod are covering italy in different parts of the renaissance and with 'lesser depth' but the Citadel mod seems to be a 'copy' of your mod (or vice versa).
Scripting the French (and other factions) as CA did with the mongols isn't possible in my opinion (and not only mine regarding the posts on this topic) as it is hardcoded (same with swiss and burgundy). An option would be a forced die out of that faction and the reappearance of an heir.
That's kind of a fake scripting. ~;) You create the french faction, give them a province but do not place a leader. Add a male heir with an age of 0 and the faction will die out after the first turn of the campaign and the heir will lead the reappearance of his faction 16 years later.
Alex
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Pagan Factions
I have been modding MTW for a while, and just recently VI, and the main focus of my mods have been making Pagan and Celtic factions. I have focused on these things for two reasons: 1. I'm Welsh. and 2. I hate Christians. In MTW, I was successful in creating a pagan Welsh faction, but unsuccessful at taking the pagan shrines from VI and putting them into my MTW mod. So I began modding VI, where I had the pagan shrines, but I was unsuccessful at making it so that my pagan Welsh would have princesses. I was able to do that in my MTW mod.
So here I am, succeding in many modding aspects, but when it comes to these things it seems I have hit a brick wall. Please help! All I need to know is how to move the pagan shrines from VI into MTW, and how to give the pagan factions in VI princesses. Oh, one more thing. I kinda gave up on this idea, but it would be nice if I could create druids for both MTW and VI. Thanks in advance to whomever can help me.
-Brandon Celephaith
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Re: New Patrons, you can post your questions here
Can anyone please tell me how to "rem" out the opening movie and credits? I have searched for the startup script but am damned if I can find it. Anyone help please?
Oldnfaded
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Re: New Patrons, you can post your questions here
There is no startup script. That is all hardcoded. But you can avoid the intro by adding an empty .TXT file in the root directory of MTW. Name this file: skipcredits.txt
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Re: New Patrons, you can post your questions here
Hello, everyone. I have just a quick question: Is it possible, after you create a new unit, to make them use a certain portrait, rather than the default for whatever faction?
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Re: New Patrons, you can post your questions here
hey everyone i have a question i want to no if anyone out there knows any good guides on making unit graphics i no how to do all the txt on the units and i have read all of the guides but i still have no clue on making the great graphics for the units icons. I have fireworks (the same as paintshop pro) please help (sorry i am confuzing).
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Re: New Patrons, you can post your questions here
Try " Creating review panel bifs" on this part of the forum or Duke Johns done a very comprehensive guide which i think is in the Repository. The better your 2d program the better the results. I recommend something like photoshop but paintshop seems a popular choice.
~D
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Units base strength column in unitprod
What effect does this column have? I've tried changing it between 5 and 100 and there seems to be no difference to the unit in battle.
Couldn't see this covered in any of the guides and FAQs - point me to one if I missed it.
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Re: New Patrons, you can post your questions here
How can I make an historical campaign ?
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Changing Weapons
Hi there,
could anyone tell me how to change weapons for new units? Maybe i'm half-blind or something but i've been searching for this without finding anything which deals with this problem.
In this case i created a new unit with an own name and different stats which looks like berserkers. What i want to find out is how i can give them double-handed Axes, like the Woodsmen have. Of course they should also wield the axes with both hands.
The "best" i have achieved so far is the berserkers wielding spears with one hand... :shrug:
Any idea how to get this right?
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Re: New Patrons, you can post your questions here
Hello all, I've tried to follow your step by step guide for creating new units but I have a serious problem. Following Duke's John step by step guide.I've created a flemish mercernary unit from the actual flemish infantry in the BKB super late mod, I've made it available for the burgundians. When it's time to build the unit, everything looks fine the uniticon is in the panel ready to be build, after the two years needed instead I get a trébuchet, same thing for other units I've created . What is going wrong, can you help me.In custom battle mode everything is all right it's in the campaign mode it happens.
Speedfreak
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Re: New Patrons, you can post your questions here
BKB has inserted 256 units which is the max number allowed. Any more and it will wrap to the first unit.
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Thanks for the tip Tombom !!!
:jumping:
Thanks a lot pal !!!
Everything is working great so far !!!
Speedfreak
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Duke john and skip intro
Quote:
Originally Posted by Duke John
There is no startup script. That is all hardcoded. But you can avoid the intro by adding an empty .TXT file in the root directory of MTW. Name this file: skipcredits.txt
Many thanks . All mods now running great without damn intro and esc button punching. Saves so much time during modding . Thanks again.
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Overwrite problems
Hi,
I've had MTW for about a month now and I'm trying to mod the startpos file in order to give some of the weaker factions a little more survivability. I've followed the instructions here in the forums and am still getting a message telling me I can't move files to or from the MTW directory. Can anyone give me a quick rundown of how it's done? I'm getting a little frustrated..I've triple checked that the moded file is named in the same manner as the original file in the MTW directory and still no luck.
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Re: New Patrons, you can post your questions here
Arrgh. Nevermind...I've discovered my mistake. It's hard to mod when you have all the technical savy of a square of moldy cheese.
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Re: New Patrons, you can post your questions here
since this was probably addressed before, I thought it wasn't worth spamming a new thread for that. I searched for it, but came up empty.
Anyway, here's my question.
I remember finding a file on AI tactical formations among MTW's files, a long time ago. I had neither the time nor the interest at that point to dig deeper into it and see what it's all about, but since it was a text file, I was wondering whether it was possible to mod it ? Has anyone tried that ?
Unfortunately I don't have a copy of MTW available to see what the exact filename was, but I'm sure you know whaat I'm talking about.
The point of this was that IIRC quite a few of AI's battlefield tactics were outlined in that file, and thus modding it might make for if not a more challenging AI, at least a different one ;)
I would also appreciate your pointing me to a thread that this has already been discussed in, if such exists (again, I looked for one, but couldn't find it).
Apologies if this is a non-issue.
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Re: New Patrons, you can post your questions here
Hi Blodrast,
It is indeed possible. You can find the formation text files in the folder /FormationData. I believe you need to edit AiBasicFormations
You can download more info about the formation files here. Although the title is misleading the info also applies to medieval.
Good luck,
Duke John
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Sorry but REALLY need help here
Sorry for repeating this post but I REALLY need help on this one!!!!
Thanks to info posted by the patrons of the org , I have become a major modder. heheh However I have searched the archives for some time for a solution without result
:wall:
My first mod was to add four regions in Frankland and the Franks to Viking invasion with emmisaries and pagan shamn etc. learned a lot on this one.
My latest attempt was an Arthurian mod. I erased the map labels and did fresh ones . Created all new regions (redrawn map.) changed all the factions and religions to 5th century ones. Modded the buildings and units. added new agents etc. This is working and I intend to upload the mod for others to test. It appears to be working fine. Some of the troop images on the battle maps are not right ie too medieval and I want to progress to making animation bifs sometime soon and In particular late Roman troop types. I looked at the ones in fall of Rome but although nice they are 2nd century Lorica segmentata rather than the lighter mail and tunics of the 4th and 5th century. I want to try animations anyway heh
Now for the question ?=0)
:help:
I want to create a Vortigern mod ie early 5th century. Since it will use almost the same troop types as the Arthurian model I wanted to keep it all in the same directory. Now although I can use different era descriptions using the era title this does not seem to work for the faction descriptions.
Ie@["Era_description_ARTHUR"] works, whereas
@["FSM_faction_info_faction_FN_00_ARTHUR"] does not
Is there a solution to this or will I need a seperate installation for each mod. The faction description seems to be the only problem in keeping both mods in the same directory/installation. I find it hard to believe there is no solution but having seen the chaotic state of the TW script files it would not surprise me. They appear to have been programed by a commitee rather than professional programers. Shame considering how great the game is.
~:eek:
Oldnfaded
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Re: New Patrons, you can post your questions here
Thank you, Duke John. :bow:
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HEELP!!! How can i upload my mod???
Hi
My Arthurian mod is ready for posting . It is however 67MBs zipped with map portraits etc. Where and how can I upload this and make it available for beta testing.
oldnfaded
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Re: HEELP!!! How can i upload my mod???
If no one else will, I'll upload it for u. Send it to the.mad.toad@gmail.com
But I'd rather it was put on the org or something.
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Re: HEELP!!! How can i upload my mod???
Quote:
Originally Posted by Myrddraal
If no one else will, I'll upload it for u. Send it to
the.mad.toad@gmail.com
But I'd rather it was put on the org or something.
You want me to E mail 67MBs. Hmm I can try but Im not sure my mail box will take it. I would prefer a direct FTP. Can't upload to the org , there is a 2mb limit
oldnfaded
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Re: Some questions regarding unit graphics
Hello to all
I' m actually having a big problem in trying to modify existing unit graphic in some of the existing mods. First, I definitly love the BKB super mod, the unit roster is wonderful, but I would like to include or change some of the unit graphics or simply add some. For example, some of Duke John's unit graphics for WotR are actually great, I really like his footknights, squires and armoured longbowmen, how can I introduce them in the BKB mod. When you look at the BKB supermod texture/men folder you see there are 9 custom folder containing several data for many different units, Duke John's WotR also have about 8 or 9 custom foldercontaining bifs. Logically speaking, I can't add any of Duke John's bifs into BKB custom folders without screwing up everything. What can I do, can someone help me ?
Speedfreak
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Re: New Patrons, you can post your questions here
Hi all,
I'm trying to add a new ship unit, what does the strength value after the range, attack, defence, etc., mean? For all ships that value defualt is zero, is the value no longer needed? Also, on a semi-related topic, why do I lose carracks in battle to lesser ships even when it's 1 on 1? Are ship attack and defence values dependent on the Era or technology develpoments? Ie., if a Carrack unit is modded so that it can be created in High Era, before gunpowder is invented, and can be created with just, say, shipyard2, will its battle effectivness be limited to ships of that Era because of the lack of gunpowder, etc? Or is it solely based on the attack, defence values in the crusaders_unit_prod11 file?
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Re: New Patrons, you can post your questions here
This is probably a rather dumb question but where can I download the Fall of Rome - Total War MOD. It's not located at the Files link at the top of the page.
Thanks.
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Re: New Patrons, you can post your questions here
Found them, thanks anyway.
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Re: New Patron: Heir question (or hard-coded gotcha)
Finally got my mod working in strategy and battle (except for a game-end CTD that I am working on). However, I always had trouble getting the expected results in setting up heirs/famous-kings (sometimes the same set of numbers would give good results in one game and bad results in the next game). I believe that I have figured out what is going on. As best as I can surmise, the game is hard-coded to decrease heir command ratings if you are taking too many provences. For example with a given set of "SetKing/Famous-King" numbers, if I "fort-up" on owned provences, I get the heir command ratings that I would expect (more or less). However with the same settings and an aggressive provence capture sequence, all of the heirs start getting a zero command rating. The question is: Am I missing something or is this game "feature" a real hard-coded gotcha???? Since it appears that the game is also hard-coded to give new units command ratings in a random fashion over the range of 0 to half of the Kings command rating, getting a King with zero command rating is bad news. Anyone out there got any suggestions???
TIA and Bye from Duane
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Re: New Patrons, you can post your questions here
Hi
I want to create a couple of historical battles but cannot work out how to do it. Does anyone have an editor to amend the .bdf and .adf? I did ask this question a couple of times in the Entrance Hall but most of the posts are now about RTW, so I think peoples focus if elsewhere.
thanks
Dragoncrusader
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Re: New Patrons, you can post your questions here
Hello, i've been fiddling with GNOME editor and the unit files, i'd like to receive some help on a couple of questions:
1)I've been trying to change the danish leader unit to Varangian Guard, but all i get are CTDs or Royal Knights is i leave them as leader unit.
I also made the varangian guard buildable by the faction, so i'm a bit confused on making it work...
2)How do i change (stat wise) an unit weapon? For example, what should i do if i want to give Pron. All. a lance instead of spear?
Thanks.
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Re: New Patrons, you can post your questions here
Hi...
I'm quite new to modding, so this may be something easy to solve... but I've tried just about everything i can think of... and now i'm stuck... so i hope someone can help!!!
Anyway, here's the problem. I've created a new campaign (modified fro mthe late period) and have made a new faction, with new units etc. Game-wise, everything works fine... but the names of certain factions have changed to other factions (if that makes any sense).
Basically, starting with the Italians, all the factions alphabetically after them, right through to the Turks, have the names of the Faction directly after them (alphabetically).
So in all:
The Italians are called The Polish
The Polish are called The Russians
The Russians are called The Spanish
The Spanish are called The Turkish
The Turkish are called The Aragonese
Now, my Faction's name begins with K, and my faction seems to have replaced the Italians on the campaign faction selection screen (ie. to play as the italians you would have to choose the Polish, as there is no more selectable 'Italian' faction). I assume this is why the faction names past this point have been 'bumped up'.
The Almohads through to the Hungarians are fine, and are named correctly, excluding the Aragonese who are now called the Burgundians (as the Turkish took the Aragonese slot). Considering the Burgundians are not even mentioned in the SetActiveFaction list though, i have no idea why they pop up on the select screen!!!
And lastly the Golden Horde are being called the Italians!
I haven't at all changed the names of factions, or switched any around, and all the other campaigns have the factions named correctly... so i assume the problem really is rooted with this campaign in particular and the fact that it has a new faction.
Does anyone know of this problem, and how it can be fixed?
Thanks in advance for any advice offered.
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Re: New Patrons, you can post your questions here
:uneasy: It seems that this thread is quite slow in answering...
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Re: New Patrons, you can post your questions here
Quote:
Originally Posted by Syrak
Anyway, here's the problem. I've created a new campaign (modified fro mthe late period) and have made a new faction, with new units etc. Game-wise, everything works fine... but the names of certain factions have changed to other factions (if that makes any sense).
Basically, starting with the Italians, all the factions alphabetically after them, right through to the Turks, have the names of the Faction directly after them (alphabetically).
....
Now, my Faction's name begins with K, and my faction seems to have replaced the Italians on the campaign faction selection screen (ie. to play as the italians you would have to choose the Polish, as there is no more selectable 'Italian' faction). I assume this is why the faction names past this point have been 'bumped up'.
I am not sure, but it seems to be a problem in the newcampaign_faction_specific that you must have created in the folder Loc\Eng\ (or the language of your version).
The order of the factions that appear in that file must fit exactly with the order in which they are declared in the campmap\startpos\newcampaign file.
At least it is what I think.
Hope it is useful to you.
Good luck!
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Re: New Patrons, you can post your questions here
Quote:
Originally Posted by Zarax
Hello, i've been fiddling with GNOME editor and the unit files, i'd like to receive some help on a couple of questions:
1)I've been trying to change the danish leader unit to Varangian Guard, but all i get are CTDs or Royal Knights is i leave them as leader unit.
I also made the varangian guard buildable by the faction, so i'm a bit confused on making it work...
2)How do i change (stat wise) an unit weapon? For example, what should i do if i want to give Pron. All. a lance instead of spear?
Thanks.
Sorry if I did not understand well your questions, but this is my opinion.
1) Did it work the change to make Varagian Guard (V.G.) buildable for danish? Which period is it?
Be careful because V.G. are restricted to early. There is a column in Gnome that controls this aspect. If your are playing high or late, V.G. won't appear.
2) Not sure. There is also a column (at the end I think) where the weapon is stated. But I don't know is it is enough changing this.
Good luck.
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Re: New Patrons, you can post your questions here
Thanks for your answer.
I solved the first problem as it was caused by the mighty varangites requiring two years to build, i replaced that with 1 and now they form a nice royal bodyguard.
Regarding the second one i'm unsure as the weapon colums in gnome cites a defs file that i'm currently unable to find...
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Re: New Patrons, you can post your questions here
Quote:
Originally Posted by Monkwarrior
I am not sure, but it seems to be a problem in the newcampaign_faction_specific that you must have created in the folder Loc\Eng\ (or the language of your version).
The order of the factions that appear in that file must fit exactly with the order in which they are declared in the campmap\startpos\newcampaign file.
At least it is what I think.
Hope it is useful to you.
Good luck!
Thanks for the reply Monkwarrior ~:)
In terms of order, my faction appears after the swiss in all entries, and is declared after the swiss in my startpos campaign file - so this is not what's wrong.
But what you said did open my eyes to something. Because actually i edited the DEFAULT_FACTION_SPECIFIC file in Loc/Eng, to include my Faction, and didn't create a new txt file specific to my campaign.
When i looked at the campaign_faction_specific txts, i noticed they have 'free slots' for factions. These free slots do not appear in the default_faction_specific file. So perhaps this is the problem?
I will make a new faction_specific txt.file based around the late period one.. and see how it goes. But how will the game know to use that particular txt file for my campaign? What would i have to rename it to?
Thanks again for the advice MonkWarrior :bow:
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Re: New Patrons, you can post your questions here
oops... silly me... lol.. i know what to name it!!! the same as my startpos campaign txt file ;)
Wasn't thinking... lol
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Re: New Patrons, you can post your questions here
Well... i made a new campagin_faction_specific txt file... but it didn't solve the problem. And it wasn't recognising my faction's name anymore either.. so i reverted back to using the default_faction_specific file.
:dizzy2: I just don't know what to do now tho!!
Hope someone can still help!
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Re: New Patrons, you can post your questions here
Quote:
Originally Posted by Zarax
Regarding the second one i'm unsure as the weapon colums in gnome cites a defs file that i'm currently unable to find...
Yes, it is true. Are you going to change the weapon IN THE GRAPHIC FILES?
The problem if you change the 70 column in gnome is that there is no mean (in my knowledge) to test if the change has consequences.
Perhaps more skilled modders... :embarassed:
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Re: New Patrons, you can post your questions here
No, i just want to change the weapon stat wise, since graphically it would be almost the same, IE giving Pron. All. a lance instead of a spear...
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Re: New Patrons, you can post your questions here
i recently downloaded the patchit software pack to make the game not stop at the year 1452 but when i run it the error message i get is
Unable to open the file Late.cpg
in the directory \Program Files\Total War\Medieval - Total War\SaveGames
Access is denied.
TEST NOT SUCCESSFUL
1) I have renamed the save file to Late.cpg
2) I am using the Late_era_patch file
Thanks in advance
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Re: New Patrons, you can post your questions here
Hi all
I have a great music track i would like to put into medieval but i cant figure how do this. I hope i but this in the correct otherwise tell me and ill post where it belongs. Thanks all
/Clas
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Re: New Patrons, you can post your questions here
Hi,
I've changed the Aragonese Faction into a new Faction. It problably works all right, but there is an important problem: where can I edit the Glorious Achievements for the Factions?
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Re: New Patrons, you can post your questions here
You can't, they're hardcoded except for the homelands...
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Re: New Patrons, you can post your questions here
Quote:
Originally Posted by Zarax
You can't, they're hardcoded except for the homelands...
That's not the answer I expected ;-)
How can I add a new faction? I already know the "New Faction Guide", but in other languages like german it doesn't work!
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Re: New Patrons, you can post your questions here
:help: I am working on a Mod for MTW1.1 and was wondering if it was possible to add new factions to the strategic map for 1.1 as in VI?? :help:
If possible then could someone please post me a step by step guide to introducing a new faction in MTW1.1, since all guides are written from a MTW-VI point of view with clarifications regarding the following points:
a.Since the Heroes.txt appears only in VI how do I set a new faction leader
b.How should I refer to my faction in the Startpos and UNit11 and Build13.txt- as Fn01 or Fn21 or FnScots or FnFree01
c.The names for my faction in the Names.txt should be interspersed with the other faction fore and sur-names or do they go to the bottom of the list.
d.Since Faction Colors are hardcoded in 1.1 what will be the new faction color
I tried adding Scots as a new faction but everytime I chose it I got an instant CTD, in addition the Scots appeared as the same faction color as the HRE. A similar CTD happened if I tried to choose the Scots in the custom battle menu. If someone has sucessfully added a new faction to MTW1.1 a link to his or her Mod would be very helpful indeed.
:help: Finally for my Mod I need a copy of the Huscarle.LBM from the Textures / Men/Huscarle folder from MTW-VI- If some one could mail me this file to amritaghata@yahoo.co.in, I shall be eternally grateful to him/her- so do please please have pity on a poor modder. :help:
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Re: New Patrons, you can post your questions here
PS. I also was wondering if It was possible to add a new map to MTW1.1 as has been done in the XL and BKB Mods and how should I go about it. Thanks a lot in advance-look eagerly to your responses.