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Re: New Patrons, you can post your questions here
Ok Here is what i got there are a lot of difrences in the Start POS header for VI compared to MTW. the main one that drew my attention is the ability to set a scenario end date in VI.
Changing start dates in MTW Early and High lead to a CTD when the scenario finishes loading. Setting a Star of 1700 and an end of 1800 for the Late period casuses no problems in the first few turns at least. But hnow my head hurst so I am stopping for a while
BTW VI will accept a start date at least as early as 100ad.
So what I am going to try to do to get my game to work the way I want it is try
setting my EARLY startpos as Late with a start of 1500 and an end of 1900. I will of cours have to make some changes in the Unit Production file(eg Crusader) to have the early units show up. Umm might be a big headache with royal knights as they change in each period.
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Re: New Patrons, you can post your questions here
Quote:
Originally Posted by Lance510
Ok Here is what i got there are a lot of difrences in the Start POS header for VI compared to MTW. the main one that drew my attention is the ability to set a scenario end date in VI.
You can also define this in the MTW startpos. Hard coded default is 1453.
Quote:
Originally Posted by Lance510
I will of cours have to make some changes in the Unit Production file(eg Crusader) to have the early units show up. Umm might be a big headache with royal knights as they change in each period.
You shouldn't need to change that so long as you still have three comparable eras. Units are set to either EARLY, HIGH, LATE or "ALL_PERIODS". Two of the first three can be also used in conjunction as follows: "EARLY, HIGH" "HIGH, LATE". Whatever dates you use this should apply so you shouldn't need to change it. So if you could get away with using 2087, 2205, 2321 and 2453 (or 87, 205, 321 and 453) as your early/start, high, late and end dates you can then leave the unit prod file alone. Of course I'm not sure if the engine will accept any of those dates. Note: Using a different time frame will also remove all of the historic events, such as the Cathars, Children's Crusade, Council of Clermont etc. If you overlap the old time frame you will still see those events but happening at the wrong "times" so as to speak.
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Re: New Patrons, you can post your questions here
Caravel,
Thanks for your reply. I will go over it tonight. I can see i will have some questions. But today is proving to be reall busy from the "real" world standpoint:juggle2:
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Re: New Patrons, you can post your questions here
hi guys, i just kicked in. been playing mTW for bout a year (mostly VI now), and i love it. just....it is all bout conquering, but i want to do more job with agents..and i heard there is an option to edit stats (valour) of your agents up to rank 9 (i wanna see grand inquisitor burn the pope :D:D)
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Re: New Patrons, you can post your questions here
Hi. I'm playing the BKB Super Mod and I would like to take the Indian Elephant unit from Hellenic and add it to the early era for BKB. I have both mods and tried to follow the adding a new unit guide to tranfer it over, but it didn't work out. The Super Early era disappeared from the choices, though I didn't edit it's startpos file. I think the problem is that the graphic for the elephant doesn't exist and I'd have to move the whole file into BKB. I think it uses lihorse. Can anyone help walk me through this. Thanks.
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Re: New Patrons, you can post your questions here
I have a question - can units set on huge ever take just one turn to complete, or is it hard coded at two?
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Re: New Patrons, you can post your questions here
Quote:
BTW VI will accept a start date at least as early as 100ad.
I'll add a little to that: it will accept start dates much earlier, but it gets buggy below 40AD - this seems to be the real threshold. I've found that if you start before 40AD all/most the kings will be unmarried and will spend the first turn deciding the need for heirs is urgent and marrying local peasant girls. It seems to be related to starting kings all being aged between 30 and 40 years old. And there's also a danger of having kings with a starting age of -64,000 years (approx!), and they will crash the game on the first turn.
If the game starts in or after 40AD, then all the start kings will be married from the beginning of the game and be aged between 30-40.
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Re: New Patrons, you can post your questions here
Quote:
Originally Posted by TheLastJanissary
Hi. I'm playing the BKB Super Mod and I would like to take the Indian Elephant unit from Hellenic and add it to the early era for BKB. I have both mods and tried to follow the adding a new unit guide to tranfer it over, but it didn't work out. The Super Early era disappeared from the choices, though I didn't edit it's startpos file. I think the problem is that the graphic for the elephant doesn't exist and I'd have to move the whole file into BKB. I think it uses lihorse. Can anyone help walk me through this. Thanks.
Hi TLJ,
You will have a bit of fun doing this, as the Hellenic TW team did something very sneaky with their cavalry units ~D If you've looked at the BIFs you'll see horses (and elephants) are already included, not put together in the same way as in MTW with a separate rider and mount. To get away with this they've still got the LiHorse listed as a mount for these animations (because a mount is still needed if it's declared as Cavalry), but the actions page entries for LiHorse (IIRC) have been "fixed" so that the "rider" animation (which already includes the horse) is attached to a single transparent pixel rather than the full mount animation.
The "elephant" animation is in the "SMAILCAV" folder in HTW, this will need to be copied across to your other mod (probably in a custom folder) with the bif files renamed appropriately. You will also need a horse animation reserved and not used by any other cavalry unit in your existing mod, then copy over the action page entries for LiHorse from HTW. This is likely to be your limiting factor, as all the horse animations will be used already. One solution would be to "remount" some of your cav units from LiHorse to maybe KHorse, then keep LiHorse with the HTW actions as your elephant "mount". Another possibility might be to change the definition of the elephant to INFANTRY in your unit_prod file. It should still work okay, you just won't be able to select it as cavalry if you do a "Ctrl-C" during battle. Obviously you would need to remove the references to its "mount" from the unit_prod file if you go this route.
It should be possible to do it this way, as I think that's how Cegorach has dealt with some of his cavalry units in the Pike and Musket Mod (eg dragoons which are "mounted infantry" do not select with Ctrl-C).
Hope this helps.... :2thumbsup:
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Re: New Patrons, you can post your questions here
Although I am currently working on my Dark Ages Total War, I have a side mod for a Teutonic Campiagn (1226-1410). I have been working on some Review_panel graphics and would like your criteque (please be as objective as possible).
https://i189.photobucket.com/albums/...ootKnight2.jpg
I will have more later. I am also wondering if BKB would allow me usage of some of his unit graphics and if the Hellenic team would too. Cheers!
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Re: New Patrons, you can post your questions here
Looks like a nice image, LYC :bow:
The one comment I would make is that self-made info_pics have a tendency to screw up if you use transparency within the image - although your bif looks in all respects like an MTW original, they will often have areas of black pixels around the transparency in-game. You can see this effect in some other mods - some XL info_pics do this for instance, and it occurs even if you simply open and re-save an original info_pic with Bif_reader. I've done much fiddling with palettes etc trying to overcome this but in the end settled for a more brute-force solution... namely using a section of the 366x448 parchment scroll as background, then cutting it to a straight edge so ensure a smooth edge where the "bulk" transparency begins. This works fine, and although it adds a bit to the filesize, I believe the black dots are too high a price for shaving a few bytes off. So long as the "parchment" section is properly aligned the joins will not show. I also find its worth keeping various colour tables, and my "info_pic" palette sees some heavy use for preparing ones from new sources.
But if you've found another way round this one, I'd love to hear it ~D
If you want to use HTW bits I suggest you PM Komninos as he was the HTW lead programmer - he doesn't hang round here much any more but has popped in once or twice since I started my Ancient mod (which uses a LOT of HTW bits, with due acknowledegments and permission).
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Re: New Patrons, you can post your questions here
Can you give me an example? Oh, a quick clarification, did you add any graphics to Ancient Totalwar? What I really need is those barbarian looking (forgot the file names) units. Are those yours?
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Re: New Patrons, you can post your questions here
Hi YLC,
A few of the Ancient:TW infopics are new, or rather, retouched: Nordic Halberdiers, Carpathian Swordsmen, Celtic Swordsmen, Tribal Warriors, Tribal Swordsmen, Tribal Axemen are the ones that spring to mind, and they would probably be the ones suited for a Dark Ages scenario. Feel free to use them, if they will serve your purpose. I'm not 100% happy with the swordsmen yet, though, so they will be redone eventually (the sword image I used was too low-res to be blown up to that size really, but hey, it's a genuine Bronze Age sword ~D)
The actual files names will be (all .bif, obviously): Nordic_Halb, Carp_Swords, CelticWarriors, Barb_raiders, Barb_swords, Barb_axes (you will spot that the Celtic Swords and Barb swords are basically just mirror images - there must have been a lot of left-handed fighters in the Bronze Age :laugh4: )
See if you can identify where all the bits of the tribal axemen came from ~D
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Re: New Patrons, you can post your questions here
Thanks for the help Mascen Rufus. Looks obscenely complicated, but I may go ahead and give it a shot and see what happens, haha.
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Re: New Patrons, you can post your questions here
Quote:
Originally Posted by macsen rufus
Hi YLC,
A few of the Ancient:TW infopics are new, or rather, retouched: Nordic Halberdiers, Carpathian Swordsmen, Celtic Swordsmen, Tribal Warriors, Tribal Swordsmen, Tribal Axemen are the ones that spring to mind, and they would probably be the ones suited for a Dark Ages scenario. Feel free to use them, if they will serve your purpose. I'm not 100% happy with the swordsmen yet, though, so they will be redone eventually (the sword image I used was too low-res to be blown up to that size really, but hey, it's a genuine Bronze Age sword ~D)
The actual files names will be (all .bif, obviously): Nordic_Halb, Carp_Swords, CelticWarriors, Barb_raiders, Barb_swords, Barb_axes (you will spot that the Celtic Swords and Barb swords are basically just mirror images - there must have been a lot of left-handed fighters in the Bronze Age :laugh4: )
See if you can identify where all the bits of the tribal axemen came from ~D
Its the reason their are so many right handed people nowadays. They sent all the left handed people to war and stayed home themselves :laugh4: . Really though, thanks a bunch, that saves me some time editing creativly. The only thing left for me is whther or not I can use the animations. I have (read closely) zero skill as an animation editor. My main problem right now is coming up with enough animations for the Europeans because that vast majority are too heavily armored for use in DATW. If their is a guide to Animation editing (particulary for weapons, thats a major one) then I would be eternally grateful. If you want, use the link in my sig to see what I have done so far and give some suggestions.
P.S. - I love ATW by the way. Looks good. I keep trying as the Israelites, and have just a couple questions...
1) Why does everyone hate them? I can't seem to form an alliance with any of my eastern nieghbors, although the europeans welcome me with open arms.
2) Did you some how make assassins more effective? Every time I make an agent, it dies the next turn, especially priests, and particularly in provinces with ports.
3)Why do the Isrealites lack eastern swordsmen?
4) Do you mind if I put a link to ATW in my sig?
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Re: New Patrons, you can post your questions here
Quote:
Originally Posted by YLC
1) Why does everyone hate them? I can't seem to form an alliance with any of my eastern nieghbors, although the europeans welcome me with open arms.
Well, three thousand years later, things still haven't changed much :laugh4: But seriously, I think it's the culture difference - all the neighbours are "Muslim" culture, whilst the Israelites are "Orthodox".
Quote:
2) Did you some how make assassins more effective? Every time I make an agent, it dies the next turn, especially priests, and particularly in provinces with ports.
I don't think there's anything you can do to improve assassins stat-wise other than valour upgrades and practice, but there are a few things that may contribute to this - many factions can't build border forts (the "civilised" factions can, though), so I think the AI produces more agents to compensate. Also, I've followed HTW in having valour upgrades for agents, up to +3, so you can get some pretty good ones "out of the box", so to speak. I have considered changing this, but I like the brothel review panel graphics ~D
I still might make it go Brothel1 --> Happiness only; Brothel2 --> Happiness + spies; Brothel 3 --> Spies v1 + assassins, which might help priests and emissaries survive a bit longer!
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3)Why do the Isrealites lack eastern swordsmen?
Purely for faction and tactical variety - but have you noticed the parashim and eastern light cavalry dismounts?
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4) Do you mind if I put a link to ATW in my sig?
Not at all, but would suggest a link to the "Downloads" thread rather than a direct link to the download itself, as that way you won't need to update it when new versions are released :2thumbsup:
@TLJ: you're welcome - if you come unstuck, just holler!
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Re: New Patrons, you can post your questions here
Hi there,
After posting in the specific mod threads themselves with little luck, I've decided to post my current question here. I use XL, and have recently downloaded the Hero Creator, and my question is obvious, how can I get the heroes on to the XL campaign(s)? I've been successful with the Hero Creator on the original campaigns, but am confused as to which Heroes and Changes Files I load for creating heroes on XL. If it helps I usually play from the Early Period.
Cheers and thanks guys, Frunk.
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Re: New Patrons, you can post your questions here
Hi Frunk,
I've never used the Hero creator myself, so not sure how exactly it outputs the data, but you will need to enter the info into the XL_EARLY_HEROES.txt (same for high and late if necessary) in the campmap/names folder.
If you're making up new names that don't already exist you will also need entries in LOC/ENG/names.txt to translate them (you can use changes.txt instead, but I never bother - only one file to check that way!)
Good luck!
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Re: New Patrons, you can post your questions here
Hi!
I'm new here and not sure if this is the right place to post this, but, anyway..
I'm working on a mod that let's you play the vikings on the Europe map in Medieval. Instead of creating new factions I'm simply reorganizing some of the old ones to new regions, for example the Polish are now the Bulgars and the Italians are the Irish. Some are the same, like France, but basically it's a lot of switching around with the regions and factions. The mod starts in 793 btw..
However, I'm having a problem with the Mod.txt file (Early.txt), more specifically the SetRegion part. I have been assigning new regions to different factions and so on, and it worked fine until something happened and I have no clue what went wrong.. as far as I can see there is nothing wrong, but my mod no longer appears among the playable campaigns next to Vikings, Early and so on..
Does somebody know what the problem could be? It drives me crazy since nothing seems to be wrong, and it's worked up until now. It's extremely frustrating. :wall:
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Re: New Patrons, you can post your questions here
Hi Svitjod,
Yes this is just the place for the question :2thumbsup: Welcome to the Org :bow:
Remote diagnosis can be a bit hit and miss - but then it's not always easy close up either.. Anyway, from what you say, I assume that it was working up until you changed the region owners? Does this mean you got your Viking faction working first?
The fact that your campaign is not available in the start selection suggests (most likely, but not guaranteed) that the problem is a corruption in the formating of the startpos file. This could be something as inconsequential as a comma in the wrong place, but there are a lot of options.
So I would start by going over the SetRegionOwner lines very carefully, preferably start afresh - put it away, sleep on it, and have another look in the morning. I find most of my bugs take hours t sort out if I keep plugging away, but usually next morning I see it straight off ~D
Check: are all the :: bits correct? Dropping one of these could kill it. Have you definitely placed the leaders in provinces the faction owns? (Although I did manage once to place a king in "enemy territory" and it still loaded). You haven't duplicated any provinces whilst cutting and pasting? If you miss one out there's no problem, it just goes to the rebels. Have you checked that the new region owners' culture lines up with the culture of the provinces they own (again this is one you can push a fair way, and I'm not sure where the breaking point is....)
Some things to try: remove all the MakeBuilding and MakeUnit entries from your startpos and try again - you may have culture clashes with building types. Disable all your other startpos files (just change the .txt extension to .bak, then you can change it back when you're finished without risking any damage to the contents :2thumbsup: ), then try reloading the game. Obviously this isn't going to make it work, but it might force the game to give you an error message, which might just help...
Was there ANYTHING else that you changed in that editing session?
If none of that finds it, then holler again :bow:
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Re: New Patrons, you can post your questions here
Quote:
Originally Posted by macsen rufus
Hi Svitjod,
Yes this is just the place for the question :2thumbsup: Welcome to the Org :bow:
Remote diagnosis can be a bit hit and miss - but then it's not always easy close up either.. Anyway, from what you say, I assume that it was working up until you changed the region owners? Does this mean you got your Viking faction working first?
Thanks for the welcome.
Yeah, I'm sitting up close and it's definitely not easy. I could go for some remote diagnosis.. Well, yes it was working even when I had done a few changes to the SetRegionOwner lines, or rather, quite a few actually. I'm doing it for the third time now, having scrapped the two first corrupted files, and somewhere in the editing of SetRegion it just stops working. The mod just isn't there anymore, and for no apparent reason.
I didn't really get my Viking faction working straight away, instead I just started assigning new regions for all the different factions to start with and it seemed to be working fine. I use the Danish as Vikings and have given them Denmark, Sweden and Norway.
Quote:
Originally Posted by macsen rufus
The fact that your campaign is not available in the start selection suggests (most likely, but not guaranteed) that the problem is a corruption in the formating of the startpos file. This could be something as inconsequential as a comma in the wrong place, but there are a lot of options.
So I would start by going over the SetRegionOwner lines very carefully, preferably start afresh - put it away, sleep on it, and have another look in the morning. I find most of my bugs take hours t sort out if I keep plugging away, but usually next morning I see it straight off ~D
Check: are all the :: bits correct? Dropping one of these could kill it. Have you definitely placed the leaders in provinces the faction owns? (Although I did manage once to place a king in "enemy territory" and it still loaded). You haven't duplicated any provinces whilst cutting and pasting? If you miss one out there's no problem, it just goes to the rebels. Have you checked that the new region owners' culture lines up with the culture of the provinces they own (again this is one you can push a fair way, and I'm not sure where the breaking point is....)
Since I didn't change anything else but the startpos file I'm guessing here's where the problem occurs. I'm very thorough when it comes to not leaving out commas and tab and stuff like that, but it's still possible I missed something.
I have started fresh three times now and the same thing happens every time. I'm working on the regions and something just happens and it's driving me nuts. :wall: I have not placed any leaders yet but that didn't seem to matter, because if it did, then the campaign wouldn't work from the start, right?
Duplicating provinces doesn't seem to matter either, but I'm still careful not to do that. And that goes for region culture as well. Even though I seem to be doing everything right, it simply stops working. The program is laughing in my face it seems.. ~:mad
Quote:
Originally Posted by macsen rufus
Some things to try: remove all the MakeBuilding and MakeUnit entries from your startpos and try again - you may have culture clashes with building types. Disable all your other startpos files (just change the .txt extension to .bak, then you can change it back when you're finished without risking any damage to the contents :2thumbsup: ), then try reloading the game. Obviously this isn't going to make it work, but it might force the game to give you an error message, which might just help...
Was there ANYTHING else that you changed in that editing session?
If none of that finds it, then holler again :bow:
I have removed all the buildings and units as you said but it doesn't matter. I didn't change anything else in the startpos file except changing "true" to "false" and giving the campaign a name.
Well, thanks for the help. I'm still in the dark here but I appreciate all the input. If you have any other ideas let me know.
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Re: New Patrons, you can post your questions here
Hmmm, sounds very odd, and if you get the same result three times in a row, I would guess there's something you're trying to do that it doesn't like rather than a random error causing a formatting fault. This is the point where I'd get methodical, and literally go through one change at a time, and test it at each stage. If that means doing one province change at a time, so be it. It sounds like one of those problems where you will need to know what it is, before you can understand why it's happening.
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The program is laughing in my face it seems..
Yes, and it does have an evil sense of humour, too.... some of the problems I've come across include things like not liking a particular file name even though the file itself is fine (prod files) and works perfectly when it has a name the game does like!
I don't think changing the title would affect it, although I did have something recently with either the title or campaign description playing up, but I'd need to have a look at my startpos file to recall what exactly it was. Maybe try a copy with and without the title change first before trying the province changes, at least get that out of the equation....
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Re: New Patrons, you can post your questions here
Yeah, its extremely odd. If I could just figure out what's causing it.. but I guess I'll have to do it the way you said. One little change at a time. Tedious, but don't have a choice.
Sometimes this game seems to have a will of its own. Maybe it just doesn't like my mod and it wants me to take a hint. I mean, three times in a row! :laugh4:
Well, anyways. I have a couple of other questions aswell, perhaps you could help me with those too? I am a beginner at modding, and I really appreciate the help. Thanks again. :2thumbsup:
As I said I'm working on a Viking mod, because I really like that era. And to play the Vikings in VI without being able to raid the rest of Europe is no good. So what I'm wondering is:
-Has this been done before, and if yes, where can I find this mod?
-Is it possible to assign the ability that Vikings have to cross the ocean without ports to more than one faction. And does it even work in regular Medieval, or just VI?
-Are all the units in VI possible to incorporate into in regular MTW?
-Can I assign whatever units I want to a region as its special "bonus", ex. Saxon Huscarles in Mercia instead of Billmen?
-Are the special types of buildings in VI possible to use in regular MTW?
-Is there a way to make a ship jump directly from the Baltic to the Black Sea in one move, so as to simulate the voyage along the russian rivers?
I have more, but lets leave it at that for now. I'm a noob I know.. :yes:
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Re: New Patrons, you can post your questions here
Quote:
Originally Posted by Svitjod
Yeah, its extremely odd. If I could just figure out what's causing it.. but I guess I'll have to do it the way you said. One little change at a time. Tedious, but don't have a choice.
Quote:
-Has this been done before, and if yes, where can I find this mod?
There is the AGE OF WARLORDS by BKB - look at the modding section of the MTW part of the forum, though there is no Blatic if I am not wrong, but at least you have America...
Quote:
-Is it possible to assign the ability that Vikings have to cross the ocean without ports to more than one faction. And does it even work in regular Medieval, or just VI?
I doubt that. It seems a hardcoded option to the faction coded as FN_07
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-Are all the units in VI possible to incorporate into in regular MTW?
Yes, easily.
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-Can I assign whatever units I want to a region as its special "bonus", ex. Saxon Huscarles in Mercia instead of Billmen?
Yes, you can do what you want with this.
Quote:
-Are the special types of buildings in VI possible to use in regular MTW?
Yes, as long as you copy/paste them to the right building file.
Quote:
-Is there a way to make a ship jump directly from the Baltic to the Black Sea in one move, so as to simulate the voyage along the russian rivers?
Macsen can help you there, he told me it is so easy so I will save him the satisfaction, but it really is easy...:egypt:
BTW Welcome to the ORG, I have dropped in here (the modding help section) after a long time, I must add, but it is the place where everyone started except the first, few 'discoverers'.:yes:
The main thing is to never give up - some 'hardcoded' limits proved to be possible to break a number of times already.
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Multiplay problem with graphics change - NTW1
I've spent the last few weeks attempting some graphic changes to the NTW mod. Using Duke John's guide, bifreader and photoshop that now seems to be mastered. Changes have been made only to the figures themselves, uniform improvements. The whole thing works perfectly in SP. The problem comes when a number of us attempt a MP game. If I put up a game in the lobby nobody else can see it. With the unimproved version no problem.
The files that I have changed and sent to the other players are:
1. The 'Men' folder
2: Unit prod
3. The 'Names' file from ENG/LOC
Any ideas would be welcome.
As we're still not terribly familiar with modding I spose it would be nothing to do with altering the Hi res files and not the Low res ones??
falkonfive
Sample of the uniform changes which may be of interest
https://img167.imageshack.us/img167/...uardcaviz1.jpg
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Re: New Patrons, you can post your questions here
Quote:
Originally Posted by Svitjod
Tedious, but don't have a choice.
Not really, no... :laugh4: It's the "suck it and see" school of engineering, it may appear plodding and unexciting, but many discoveries have been made that way :2thumbsup:
There are two faction-naming "modes" that can used in MTW/VI - and if you compare the MTW and VI startpos files you'll immediately see the difference. Whereas MTW use faction and region names, VI uses numbers (eg FN_England, ID_Wessex, vs FN_02, ID_Landreg_07 etc etc)
So you need to know which mode you are going to use for your faction names. MTW mode really wants a Pope, I believe; VI mode allows you to have the raiding bonus/portless shipping for FN_07. I'm not sure if you can mix the two together such as using FN_07 in with named factions.... but suck it and see, I guess ~D
Quote:
Originally Posted by Cegorach
Macsen can help you there, he told me it is so easy so I will save him the satisfaction, but it really is easy...
The secret lies in defining the neighbouring provinces in the starpos file - regardless of what the map looks like, provinces are connected if you tell them they are ~D
So what you'd need to do is edit your SetNeighbours:: lines so that you add the following:
SetNeighbours:: ID_BALTIC_SEA ID_ ......................... ID_BLACK_SEA
SetNeighbours:: ID_BLACK_SEA ID_ .......................... ID_BALTIC_SEA
This will allow ships to pass between the two seas. Unfortunately you can't restrict it to just the Vikings.
Now you could also be really devious and allow access to the land regions along the rivers as well, so the Vikings could invade Kiev, for instance, or Pereyaslavl. But that would also require the addition of SetBorderInfo:: lines from the sea to the land region, as well as adding the SetNeighbours entry. Maybe try the Baltic-Black Sea link first :bow:
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I'm a noob I know..
Maybe, but all the great mods have been created by people who started as noobs, so don't let that hold you back :2thumbsup: And also when you ask questions it allows us to get some of our "secrets" into the public domain ...
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Re: New Patrons, you can post your questions here
Quote:
Originally Posted by cegorach
There is the AGE OF WARLORDS by BKB - look at the modding section of the MTW part of the forum, though there is no Blatic if I am not wrong, but at least you have America...
I doubt that. It seems a hardcoded option to the faction coded as FN_07
Yes, easily.
Yes, you can do what you want with this.
Yes, as long as you copy/paste them to the right building file.
Macsen can help you there, he told me it is so easy so I will save him the satisfaction, but it really is easy...:egypt:
BTW Welcome to the ORG, I have dropped in here (the modding help section) after a long time, I must add, but it is the place where everyone started except the first, few 'discoverers'.:yes:
The main thing is to never give up - some 'hardcoded' limits proved to be possible to break a number of times already.
I checked out the Warlords mod and its not quite what I'm looking for.
So, the raiding ability is hardcoded, and the FN_07 faction can't be used in regular MTW? In other words, there is no way whatsoever to use this function on the Europe map? Well, that's a death sentence for my mod I'm afraid.
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Re: New Patrons, you can post your questions here
It can, but you won't get the Pope this way and you will have to redefine the entire faction section for the mod...
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Re: New Patrons, you can post your questions here
Quote:
So, the raiding ability is hardcoded, and the FN_07 faction can't be used in regular MTW? In other words, there is no way whatsoever to use this function on the Europe map? Well, that's a death sentence for my mod I'm afraid.
Not necessarily - I'm not 100% certain you can't define an FN_07 in the standard game, only suspect it's so... and the other way round, might be a bit more long-winded but it will work, is to rename the factions to the number system rather than the name system. That would require a "find and replace" edit on all files that refer to faction names (startpos, prod_files, loc/eng/startpos.txt (for faction info) etc). You wouldn't need to rename flags and shields as they're called by names that don't need to be the same as the "in-game" faction names.
If you go this route you won't have the Pope faction (a bit anachronistic in Viking era anyway) and the HRE will lose its "elective" system for new emperors, both of which are minor losses IMHO ~D
In Ancient I have a full-Europe map that still uses ID_province_name notation with FN_xx numbered factions, so it can work on the large map.
@falkonfive
Nice unit changes for NTW :2thumbsup:
I'm not sure what your MP problem would be but it could be related to the hi res/lo res thing if different players are in different resolutions, but I'm afraid MP isn't my thing, although generally mods do work MP wise so long as everyone has the same install. If all the tests have been done from your development copy to someone with an install that may throw it, try doing a re-install for yourself and use that, rather than your development copy, to test MP.
The other point - it's simple to do the lo-res BIF as well, all you need to do is take your hi-res BMPs (12 for each BIF, as I'm sure you're well aware of now) and simply change image size in Photoshop down to 256x256, resave as the same filename but without the _H, then reload all frames into a new 256x256 BIF, and voila! Matching hi and lo res BIFs with the new uniforms.
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Re: New Patrons, you can post your questions here
Hi MR,
Sorry about the late reply, only just found it. Thanks for the comments re mods tho like most beginners I guess the more ya do the better they seem to appear and it makes ya want to go back and redo the early ones. :beam: Does it ever end??
Sorted the MP problem now, still not sure what it was but tinkered and suddenly it worked. Will take your advice re low res bifs and do 'em. Once the great work is finished in a week or two then we plan to release the mod for general consumption, title 1809 NTW V5. Even tho I say it myself its now a pretty accurate Napoleonic mod and plays rather well. Ideal for the history buffs be they SP or MP. Combined with our historical OB's available on the site it will attract a few Napoleonic enthusiasts I guess.
Falkonfive
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WIP
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Re: New Patrons, you can post your questions here
Quote:
Originally Posted by falkonfive
Sorted the MP problem now, still not sure what it was but tinkered and suddenly it worked. Will take your advice re low res bifs and do 'em. Once the great work is finished in a week or two then we plan to release the mod for general consumption, title 1809 NTW V5. Even tho I say it myself its now a pretty accurate Napoleonic mod and plays rather well. Ideal for the history buffs be they SP or MP. Combined with our historical OB's available on the site it will attract a few Napoleonic enthusiasts I guess.
Falkonfive
That MP problem must've been a glitch. Normally, whether you can join a game or not, you can at least see it. If the hosted game uses a mod or a map that you don't have, you still see the game but you get a version conflict. That's also a good indication that someone hasn't installed the files right.
Sometimes, though, you do everything right and you still can't see the hosted game. Then you can only log of and relog to gamespy.
Anyway, now that it works, I'd be interested to know if you get any problems while playing. We've considerable problems with the MP side of our Samurai Warlords mod (beta_8). Players desync with other players after making the first moves and drop from the game. We still haven't found the cause.
If you experience anything similar I'd appreciate it if you could report that here.
:bow:
R'as
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Re: New Patrons, you can post your questions here
Quote:
Originally Posted by R'as al Ghul
We've considerable problems with the MP side of our Samurai Warlords mod (beta_8).
Yes, but we don't use the beta8 to play online. We use Samurai Warlords (beta5) which has no desync problem, and is very stable online.
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Re: New Patrons, you can post your questions here
Yes, true.
I'm still dreaming of getting beta_8 just as stable as beta_5 and thought we could get some new clues to this desync problem.
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Re: New Patrons, you can post your questions here
Hi R'as,
First of all I think your right about the previous MP glitch. In the end my co-tester reinstalled everything exactly as he did before ( he says !! :beam: ) and off it went.
Regarding playing, we have tried at few games so far in MP with the mod at various stages. I'm extremely glad to say that up to the moment it runs like a dream. Max we have had is a 2v2 and a few 2v1's, 1 v 1's and everything seems smooth, no desync problems, only a few graphics adjustments to be made with weapons etc but nothing that caused major disruption. Considering we are all fairly new to this and stumbling along in the dark I'm surprised. I can tell you what we have changed from the original mod if that helps at all ( sorry if it sounds non-technical ).
1. All stats in the unitprod.txt have been changed
2. All the figure graphics have been overhauled and folders swapped about to accommodate new types. We have done no new figures. They are all modified old ones. All the usual stuff, swapping round action page files etc. Changes to the names file, made a small faction colour change in Startpos, made a few front end changes but just adding graphics.
At this stage it plays fine in MP and SP. We haven't touched the campaign. It's intended purely for MP battles ideally but of course SP games are possible. I am now putting the finishing touches and exploring changing unit icons, selection icons and hopefully some changes to flags. Hopefully this won't upset the MP aspect.
If its of any use to you I'll gladly send over any files you may want to look at if you want to compare. ( You'll no doubt understand 'em better than we do ! :laugh4: )
Falkonfive
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Re: New Patrons, you can post your questions here
Hi Org members, obviously, I'm new to the forums, so I'll just ask 2 quick questions, because those are the only real problems I have at the moment...
1. My mod to add the Outreamer (Crusader States) is working beautifully, and the faction is fully implemented with the help of Starkhorn's guide to modding, however, I am at a loss when it comes to the name files.
In his example, he used the already-made Welsh forenames and surnames as the name of his Welsh faction. Because there is no preset "Outreamer name list", I'm confused how to add the names to my faction. When I start the game, my king is always named "Roman numerals xxxisasdf### this label doesn't exist" and my generals/princes/agents don't have a name either. If someone could explain how to add the names to a new faction (including the "famous king" names) I would be very grateful.
2. The second is fairly simple question. Can you mod the Glorious Achievements other than homelands? For example, for my Outreamer faction, could I add the Glory Goal of conquering Constantinople in 1224?
Thank you for the help :)
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Re: New Patrons, you can post your questions here
Hi Blademaster, and welcome to the Org :bow:
Sounds like you've made a good start so far :2thumbsup:
Faction names are set in the campmap/names/(mod)heroes.txt file and there are a few entries you'll need to make.
First off, take a look at the bottom of the file where you'll find a series of names lists for forenames, surnames and princess names. Find the lists you want to use and take a note of their numbers. Near the top there is a declaration for each of these names. The only tricky one is the male forenames, as this has two numbers. The first one is for which list to use, the second one determines how many of those names are royal. So if the entry for your new faction was:
SetForename:: FN_new_faction 1 5
then you'd be using list 1, and the first five names would be used to name your kings and princes.
A little further down this file there's a section for setting your starting king (or rather "Famous Kings") but we'll keep it simple for now! It will be something like this:
Code:
FAMOUS_KINGS:: FN_01 1 // Mycenae
//name no. comnd, dread, piety, acumen portrait vnv
2, 1, 2, 2, 4, 4, -1, attacker1
The first row is the command, faction name, and the number of kings you've defined, in this case 1 (hence the keeping it simple :2thumbsup: )
The bottom row shows the king's stats.
Now the name "2" is selected from the name list below - using the example above, if you use list 1 and have 5 royal names these will be numbered 0-4 (NOT 1-5 - this is a common mistake), so you start king will have the third name in the list, and the number shows he is the first of that name.
Portrait -1 means random portrait, and the vnv must be selected from the list in events.txt, or you can have 'no_v', meaning no vices or virtues.
The other part you need to put in place will be found in your startpos file:
SetStartLeader:: FN_01 0 5 1 1 1 1 1
This says "pull famous king 0 from the list" (we only have the one, so he is listed as 0). The 5 confirms the number of "royal names", and the list of numbers afterwards tells how many of each name existed before the game started. The exception is our start king who counts as being king "before the game started". His number is the third one in the row of five 1s - this entry and the number in the "famous kings" line must agree. All other kings that follow will count as the 2nd with their respective names.
Once all these bits are in place you'll have starting kings with real names and numbers :bow:
Question 2: Sorry, but no, GA goals are very unmoddable.
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Re: New Patrons, you can post your questions here
Thank you for the response. My King's name is no longer all that gibberish, though his name is now simply "King I", and the Royalty/generals/agents still have no name. I'm trying to make my faction #22 on the list, but I don't think the game identifies my new names (which are all reused from other factions). Help? :)
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Re: New Patrons, you can post your questions here
Sorry for the double post, but I figured out the problem.
In the startpos file, it was still
//SetNameData:: "campmap\names\latin_HEROES.txt"
instead of...
SetNameData:: "campmap\names\latin_HEROES.txt"
:oops:
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Re: New Patrons, you can post your questions here
Macsen
Code:
FAMOUS_KINGS:: FN_01 1 // Mycenae //name no. comnd, dread, piety, acumen portrait vnv 2, 1, 2, 2, 4, 4, -1, attacker1
Do you know what is the second number's use in the game ? I have no idea - it doesn't seem to affect anything, but it surely does something.
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Re: New Patrons, you can post your questions here
Hi Cegorach,
that's the regnal number of the "famous king" - in this instance it would be "King (name 2) the 1st" - it has to match with the appropriate entry in the "SetStartLeader" line or you can get the "romannumeral" errors.
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Re: New Patrons, you can post your questions here
Amazingly it has no consequnces in my setting e.g.
Code:
FAMOUS_KINGS:: FN_POLISH 4
//name no. c d p a portrait vnv
1, 1, 1, 3, 5, 3, -1, mightywarrior1
6, 3, 2, 2, 4, 6, -1, builder3
0, 1, 5, 4, 4, 5, -1, mightywarrior3
4, 4, 1, 4, 5, 3, -1, defender1
The first king is Zygmunt III, second Kazimierz IV, third Stefan I and the fourth is Jan Kazimierz II - numbers are completely different.:juggle2:
The only wird thing I have noticed that the supposedly random portraits all show the same portrait (king02 - Stefan I ) except the fourth which shows amazingly accurately Jan II Kazimierz himself...:yes:
As you know PMTW cannot use fixed king portraits for some reason (contrary to heroes who are fine) so whn it is accurate I can only be glad it is this way...:sweatdrop:
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Re: New Patrons, you can post your questions here
The "famous kings" thing is a little bit broken, I believe, as I've noticed, and others have mentioned, that any but the first don't seem to pick up the stats correctly. Hence I only ever set one famous king for each faction, who will be the starting king, then just try to set up the "royal names" so that subsequent princes get appropriate names, and hope the succession goes to plan ~D The "later" famous kings are supposed to work IF the king with the right name and the right number just happens to come along, it certainly doesn't "make" him come along.
To be sure what's going on with your Zygmunt III I'd really need to look at your SetStartLeader line, and the "royal names" from the faction names list. I suspect that you are calling your first leader as famous king 1 (as opposed to 0), and that Zygmunt is your seventh name (ie number 6 when starting from 0). I think it might also "work" if the number quoted in the SetStartLeader declaration is HIGHER than the one quoted in your FamousKings declaration. The real problems come when it is LOWER, as this gives the Roman_numerals errors.
King portraits are a real mystery as well, I've found that they don't work too well either - I noticed that the way NTW got around this was just to give each faction a single king portrait - which is fine in as much as you can have your historic starting king with a correct portrait, but then all his successors look exactly the same... Portraits for heroes seem more reliable, but still not 100% - I managed to get Hannibal Barca right in my Punic Wars scenario, but whatever I tried, Scipio Africanus just flat out refused to show up correctly, so there's obviously more subtleties I haven't yet grasped on that front. (And most of what I have learnt came from PMTW ~D)
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Re: New Patrons, you can post your questions here
Quote:
Originally Posted by macsen rufus
The "famous kings" thing is a little bit broken, I believe, as I've noticed, and others have mentioned, that any but the first don't seem to pick up the stats correctly. Hence I only ever set one famous king for each faction, who will be the starting king, then just try to set up the "royal names" so that subsequent princes get appropriate names, and hope the succession goes to plan ~D The "later" famous kings are supposed to work IF the king with the right name and the right number just happens to come along, it certainly doesn't "make" him come along.
That is confirmed by my own results... I have only set 4 kings for 4 major campaigns - I know it is not necessary, but this was my first attempt in this area - in later changes I have stayed with one famous king per campaign...
Quote:
To be sure what's going on with your Zygmunt III I'd really need to look at your SetStartLeader line, and the "royal names" from the faction names list. I suspect that you are calling your first leader as famous king 1 (as opposed to 0), and that Zygmunt is your seventh name (ie number 6 when starting from 0). I think it might also "work" if the number quoted in the SetStartLeader declaration is HIGHER than the one quoted in your FamousKings declaration. The real problems come when it is LOWER, as this gives the Roman_numerals errors.
It looks this way:
Quote:
SetStartLeader:: FN_POLISH 0 8 3 3 2 4 1 2 4 1
Quote:
// 11: polish_forenames
ADD_FORENAMES::
"Stefan"
"Zygmunt"
"Aleksander"
"Wladyslaw"
"Jan Kazimierz"
"Jan"
"Kazimierz"
"Stanislaw"
"Michal"
"Henryk"
So I guess it works just fine thanks to that you have said i.e. higher number.
Quote:
Portraits for heroes seem more reliable, but still not 100% - I managed to get Hannibal Barca right in my Punic Wars scenario, but whatever I tried, Scipio Africanus just flat out refused to show up correctly, so there's obviously more subtleties I haven't yet grasped on that front. (And most of what I have learnt came from PMTW ~D)
I have a similar problem in ECW campaign, but solved that by setting a new sub folder in Viking directory titled Orthodox (since all factions with fixed portraits are othodox/Protestant there anyway) and put a new Misc folder out there as opposed to the main campaigns which use the 'vanilla' orthodox/catholic/pagan/muslim directories...
This feature didn't exist before 2.0 so it is quite a recent discovery. Maybe this will solve your problems ?
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Re: New Patrons, you can post your questions here
Hi people, I'm Falkonfives partner in crime on the 1809 team. Just a question regarding installer programmes. I made one for the 1809 V5 mod and it works great if your using the default directory, if you ain't your in trouble. I used custom install fields for all the files and folders and of course could only point em at where my install is, the default one. Even though you are able to direct the install to another folder, the custom fields take precedence. Any ideas? this is my first skirmish with this kind of thing so any help is greatly appreciated.:help:
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Re: New Patrons, you can post your questions here
Hi Napman,
I took a slightly devious route on this one - I use the "Clickteam" installer, which seems pretty popular (and is free, of course ~D). In my instructions I include a line to say "make your copy of MTW and rename it to this...", then set up the suggested name as the default install path. I've had very very few problems of people installing it to the wrong folder, so guess it's working okay :2thumbsup:
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Re: New Patrons, you can post your questions here
Quote:
Originally Posted by napman
Hi people, I'm Falkonfives partner in crime on the 1809 team. Just a question regarding installer programmes. I made one for the 1809 V5 mod and it works great if your using the default directory, if you ain't your in trouble. I used custom install fields for all the files and folders and of course could only point em at where my install is, the default one. Even though you are able to direct the install to another folder, the custom fields take precedence. Any ideas? this is my first skirmish with this kind of thing so any help is greatly appreciated.:help:
Hi napman,
as Macsen said, use the clickteam installer.
Here's how I do it:
- Tell people how to make a copy of the game to install the mod on
Post this manual at the same place where you announce your download - Make "C:\Program files\Medieval - Total War\" the default install path.
- Make a disclaimer in the installer WARNING people that they need to point the installer at the copy of Medieval they intend to use for the mod
(if you put it into the license agreement field in click-installer, people need to confirm that. - Lay back a second and enjoy the illusion that you've everything covered
- Prepare for a large number of people who've trouble installing
:bow:
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Re: New Patrons, you can post your questions here
Thanks guys, i'll check out this option, it certainly seems the logical route to take.
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Re: New Patrons, you can post your questions here
Thanks for the heads up on the Clickteam installer software guys, great tool. I worked out how to install to any directory that the user chooses as well, works a treat. It seems that if you create a folder for your install files and compile it into a directory structure that mirrors the install path, it copies and overwrites each file to it's own given destination without a hitch. Because it overwrites files and not folders it is 100% safe to do it this way, unlike other installers i tried that refuse to cooperate. Each file has an install path that is copied from the directory structure you set up in the source folder, so obviously it's important to get that bit right.
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Re: New Patrons, you can post your questions here
Anyone know how to edit the menu text. I want to remove some menu options as they are surplus to the mod, ie:campaign, tutorial etc. Played with the frontend text but nothing happened, is that the right file? Any help greatly appreciated.
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Re: New Patrons, you can post your questions here
Im new at this, but you're referring to ..\log\eng\frontend???
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Re: New Patrons, you can post your questions here
Hi All,
I've been modding and reading these forums for years, and I've never seen a comprehensive "How to" on adding new buildings, step by step.
Can anyone link me to an existing post? Thanks for any info you may have!
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Re: New Patrons, you can post your questions here
I managed to edit the menu etc and with 1809 ver 5.3 a totally new look is being employed, with no trace of MTW whatsoever. Hopefully it will be released during June.
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Re: New Patrons, you can post your questions here
I know nothing about the various formats in MTW that did not make it into RTW. So I have two questions about BIF files.
1. How can I view them? I have tried 3-4 pieces of free software that claim to read BIF files but none of them actually work with BIF files (they show either a blank or a default unread-but-detected image icon. (I've tried Konvertor, Pixviewer 3.1, and Nico's Viewer Pro. I need a way to display them all. The Bifreader seems to only display one at a time and I need to browse them - and it seems to have a cream mask over all the images so as to make it pretty useless for my purposes (I know some are supposed to be like this but not all- and it seems stronger than in-game) :inquisitive:
2. And - again the above software failed despite their claims to the contrary - I require something to batch convert the BIFs into TGAs (or via an intermediary file format if necessary).
I would imagine the above 2 issues were resolved early-on in MTW modding but they must be buried so deep as I have spent 3-4 hours at TWC and the ORG looking for the info all to no avail. And another 2-3 hours looking for software that seems not to work. Perhaps there are different types of BIF file and MTW uses ones specific to it?
Thx. for the help.
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Re: New Patrons, you can post your questions here
The readBIF program can import, export and (of course) read BIF files, it can be found on the mizus server. Go to "Tools" then scroll down to "RSW Read Bif Buf v22a.zip". If you've already tried this, and this is the one that's giving you the cream mask, then it's probably just a palette issue. The "cream" mask is probably just transparency, personally I'd change it to a cyan shade or a 128 Green. You do know what I'm on about right? Anyway, unfortunately there is no batch editting/converting with ReadBIF - you can only export and import 256 colour BMP files. But from there, it's quite easy to convert to a TGA file.
It should be noted that you must preserve the palette table or else you'll have all sorts of black dots and transparency issues all over your image.
Hope that helps. :wink2:
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Re: New Patrons, you can post your questions here
Thank you Raz.
This updated Bifreader gives green and cream rather than just cream :)
I can convert them to bmp, and bmp to tga - but I am not sure how to change the original image to get rid of the masking. I have played with the palette in bifreader but it makes no change to the image.
What a noob I am here :idea2:
I'll keep experimenting..
It is a great pity there is no batch viewer or convert - not only will it take a long time to convert them, but also to just view them :(
thx again.
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Re: New Patrons, you can post your questions here
Two questions:
1. How does one add a new resource? What files are involved?
2. Is it possible to add a VnV to a title? How?
Thanks,
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Re: New Patrons, you can post your questions here
Quote:
Originally Posted by jayban
1. How does one add a new resource? What files are involved?
By "Resource" you mean "Trade Good" right? To add a new trade good, navigate to your MTW folder, then open up the folder named "campmap", in there open up "startpos" - Here you will find all of the Eras in MTW and VI. You should have text files named "EARLY", "HIGH", "LATE" and if you have VI you'll find one named "VIKING" - you'll also find "TUTORIAL" which is, as one would expect, for the campaign tutorial. Open up the era that you want this new trade resource to appear.
In my example, I'll be using the High era to add the trade resource "Fine Wine".
Open High.txt and scroll down to "Declare the tradable goods for this campaign." section (Pressing ctrl+F and copying/pasting that into the box will get you there quicker). You'll find the resources available to this era listed here along with their base values. Copy/Paste the line that declares "WINE" and paste it at the bottom of that list and change the "WINE" part to "FINEWINE" without spaces, I'll also want to increase it's value slightly as the name suggests, it's finer than regular wine. It should look like this.
Now scroll down to the Set Region Resources section of that text file. Press ctrl+F and copy/paste this into the box and hit enter: "//Region Goods Available". Here it lists what resources and trade goods are available to a particular region. You'll note that it sets two things here:
"SetResources::" refers to raw mineral deposits such as copper and iron.
SetTradableGoods:: refers to, well... tradable goods such as silk and cotton. This is the one you want.
I'll be adding the Fine Wine goods exclusively to Burgundy. Scroll down to the line that says "SetTradableGoods:: ID_BURGUNDY", you'll also note here that it already has access to the standard wine trade good. We don't want it to have two trade goods otherwise France would be super powered, so we'll change it, delete the "WINE" part and add "FINEWINE" instead. It now should look like this:
Save the changes and exit HIGH.txt. Your done there for now. Head backwards from .../campmap/startpos/ and navigate to .../loc/eng/. Open up the text file named "DEFAULT_REGION_SPECIFIC", if you were modding the Viking era, you'd open "VIKING_REGION_SPECIFIC", but we aren't. So anyway scroll down to the line "@["goods_names"]", here it shows the names of trade goods back in HIGH.txt (and EARLY and LATE as well) in order. So for example, the first tradable good declared in the startpos was GLASSWARE, you'll note that Glassware is also the first here, so add Fine Wine to the bottom of the list, since it's last declared. You can add spaces too, as here it shows the name that will be seen in-game, the other name (with all capitals) is used internally by the system. Don't forget to add the @ sign and enclose the words in curly braces and quotes. It should look like this:
Now scroll down a touch further and you'll find the descriptions for each of the trade resources (also in order). Add a description for Fine Wine at the en of the list, make sure it uses the same things like the others (at sign and braces etc). It doesn't have to be too flash or really long, I just added:
@{"Extremely fine wine is produced here. It can be sold for a large profit."}
Save the changes and exit. Your pretty much done, just one last thing to add. Back out of .../Loc/Eng/ and head to Textures/campmap/goods/, here it lists the graphics files used to represent the trade goods in game. Merely copy and paste the file "WINE.bif" and rename it "FINEWINE.bif" and ensure the ".bif" part at the end is still there.
Start up a new campaign in High as the French and right click on the province of Burgundy, it should now have the Fine Wine tradable good. Hope that's what you asked for. If not, it helped my typing skills. ~:joker:
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Re: New Patrons, you can post your questions here
Many thanks Raz!!!
No, I was actually looking for a "How to" on resources (Iron, Forest, Salt, etc). In particular, "How to add a new resource".
(As a completely random example, let's say I wanted to create a resource called "Divine Right" and make a new building called "Royal Throne" that requires the resource to be in the province....)
Your post, however, is excellent for trade goods. I really appreciate the time you spent and it will speed up my adding of new trade goods to my mods in development.
I guess an alternative would be to...
1. Translate the resourece forest as something you would like as a new resource (Trade Route)
2. Rename the bif files you would use for the new trade route resource to "forest".
Would that work?
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Re: New Patrons, you can post your questions here
Resolved. Seems there is a folder called "coloured" that has the non-creamy (that's a technical term) images in. Thx to Aradan for finding.
I have another question now :)
Where can I find the video file that causes the background menu animation? This would be the equivalent of the background dump file in RTW. Thx.
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Re: New Patrons, you can post your questions here
Sorry Dol Guldur, but unfortunately those silhouettes in the background are non-moddifiable (that's a technical term as well, =P). I posted a thread about this earlier, found here: https://forums.totalwar.org/vb/showthread.php?t=99916
Note: If you scroll down to post #9 btw you'll find that Ashdnazg has used a hex-editor to remove the background soldiers. It does however leave a dark strip at the bottom but that's easily removable.
Hope that helps. :grin:
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Re: New Patrons, you can post your questions here
Gah, I actually wanted to convert it to wmv. Oh well. Thanks :laugh4:
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Re: New Patrons, you can post your questions here
Quote:
Originally Posted by
jayban
Many thanks Raz!!!
I guess an alternative would be to...
1. Translate the resourece forest as something you would like as a new resource (Trade Route)
2. Rename the bif files you would use for the new trade route resource to "forest".
Would that work?
That's pretty much it, but you will also need to modify some of the text associated with it as well. In the LOC/(Your language)/ folder there is a file called "tooltips.txt" and this carries the rollover text for the province parchment. Change the entry for forest to whatever suits your new resource.
The inability to add new resources is a real constraint to modding, with only six (IIRC) there's not a lot you can do. I have used forest in my mods for various things: ie provinces for Phoenician colonies or Roman legionary fortresses. This way you can limit certain buildings to certain provinces, very useful if you want to recreate some historical factors.
There is another route you can choose to do this, which is to re-assign the BUILDING type "Forest_clearing" - this one is useful because it is INDESTRUCTIBLE. I used this, re-labelled to "Natural Harbour" to be a pre-cursor to some naval developments. Of course, in such a case you must make it UNBUILDABLE as well. In my mod it was simple as I wasn't using any Islamic factions, so all I had to do was make a mosque a pre-requisite and then no-one could "build" natural harbours anywhere other than I had placed them in the startpos file. But any impossible combination should work (ie a church AND a mosque ~D)
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Re: New Patrons, you can post your questions here
Now, for the life of me, I cannot locate the event images :( Anyone point me to the right folder? Thx.
EDIT: I have screenshot them all from in-game - let me know if anyone else wants them.
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Re: New Patrons, you can post your questions here
If I want to try making some new units For MTW/VI, what programs could I use?
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Re: New Patrons, you can post your questions here
The tools of trade for the MTW modder be only two programs: Notepad and GnomeEditor! Sure there's others for the photoshop artist, but GnomeEditor is the one you want.
You can download it from the Mizus server. Scroll down to: Gnome_UnitBuildProj_Editorv2.0.zip and download that.
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Re: New Patrons, you can post your questions here
Hi all. After a quick browse of the mods area, I could not find what I'm looking for.
I am playing PMTW and I wish to adjust different factions aggressiveness. Is this possible,
and if so how?
Thanks in advance.
Alex
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NEW FOLDERS IN TEXTURES MEN
Hi!
How can I get MTW to accept new folders in textures/men? (I want to add new unit types to Fall of Rome)
I tried naming a folder Custom10 or OldPeasant or whatever in textures/men and I inserted the same file name in UNITPROD11 text e.g. "CUSTOM10, YES, YES" into column 48, but on start up she wouldn't have it. I get error message: "Description label is unknown"
Thank you
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Re: New Patrons, you can post your questions here
Hi Obliqueattack,
I think extra-folders only can be obtained if you named them from Custom0 to Custom9 and also as MongHKav or PlateSurCoat.
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Re: New Patrons, you can post your questions here
Yes, it is true what Belisario says. Any other folders aren't recognised.
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Fragmented Horses
Hi!
I've tried to add celticchariots from Ancient TW to Fall of Rome.
In Ancient TW, the chariots and horses are fine; but in Fall the chariots are fine but the horses are not; they come out fragmented or lying on their sides.
I have the plates in ArmHorse, renamed to ArmHorse; I've specified Armhorse in column 48 of unitprod; I've done actionpage and weapon.
Any ideas what the problem could be??
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Re: New Patrons, you can post your questions here
:oops:I forgot to do Armhorse in Actionspage -- problem solved!!!!
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Re: New Patrons, you can post your questions here
Hi All!
I'm pretty new to modding here, yet I've been planning to make a Big mod of MTW. Yeah...I could say the Mod I'm planning of as ITW:ROC (Indies Total War: Rise of Colonialists) - with 3 Campaign modes: India, Indochina, and East Indies. :idea2:
:help: :dizzy2:
My main problem now: I could not find a map editor, could any one give me something? And also - how do you change a faction's flag and unit/building graphics? While editing the faction name, titles, unit & buildings stats n desc is quite easy, I couldn't find a link to those things I've said.
:yes:
--Indonesian modders join me in the making of East Indies campaign please....--
:2thumbsup:
And oh yes, I'm talking about MTW not VI.
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Re: New Patrons, you can post your questions here
I don't think there's a "map editor." There's a LukMap script creator that lets you automate the text file for the regions but I don't really know how it works. It's stickied https://forums.totalwar.org/vb/showthread.php?t=30803 . There's also a tutorial by Viking Horde here https://forums.totalwar.org/vb/showthread.php?t=38121 basically a manual, long process but straight forward. He only added provinces but you can use same principles to make new map from scratch.
Quote:
And also - how do you change a faction's flag and unit/building graphics?
Which one?
Medieval - Total War\Campmap\info_pics\ units
Medieval - Total War\Campmap\info_pics\ Buildings
Medieval - Total War\Campmap\review panel\ units
Medieval - Total War\Campmap\review panel\ buildings
Medieval - Total War\Textures\campmap\ castleflags and prebat shield
You need readbif to read and edit the bifs. I don't have that talent to draw pixel by pixel so I use photoshop to edit images they way I want them to look. Then save as 256-color, indexed bmps on PS. Then import that to readbif, save as bifs.
https://forums.totalwar.org/vb/local...=d&pp=5&page=2
File number two gives you a bit info on what files you need to alter to edit "flags." Download that too and see for yourself. The readbif download is on the very bottom.
Also you also need to a program that supports tga files as that's the format the game uses for the flags you see on the battle field. Photoshop supports tga and if you don't have that grab Irfan View or something. Do a search on tga.
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Re: New Patrons, you can post your questions here
Hi all,
Quick question: It's been awhile, but I'm sure there is a method or a download for this:
Is there a debug command line or tool out there?
I'm having some inexplicable ctds on the campaign map for one of my mods I built.
Thanks for any help you can provide
Jay
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Re: New Patrons, you can post your questions here
You can use the -ian command line switch thingy, it allows you to swap between factions during the campaign and allows you to see all provinces using the "God-Mode" feature. But, other than that, the only truly effective debug tool is Notepad.
Just go through the files you've edited with a fine-tooth comb and with a little luck, you'll find the problem. Usually it's something very simple in the unit_prod.txt or something.
May I ask how you came upon these CTDs? Maybe someone else will recognise the problem and be able to offer a solution.
Best of luck.
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Re: New Patrons, you can post your questions here
I need an english copy of the Loc folder for MTW VI. Could anybody upload it for me, please?
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Re: New Patrons, you can post your questions here
I'll try upload it off later as it is on my other PC.
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Re: New Patrons, you can post your questions here
Is it possible for a building to have negative income?
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Re: New Patrons, you can post your questions here
Hi Vantek,
Why don’t you just try it? Anyhow, yes this should be possible, or so I hear…. Set a “cathedral income” on building X and then put a minus in front of the value you want the building to generate in florins (the cathedral income). As in “-99” for instance. Check in GnomeEditor for the right columns to work in.
Try it and then report back with your findings – there might be other people interested in this.
- Cheers
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Re: New Patrons, you can post your questions here
I've never modded anything :P I might look into it but it could be a long time before I get to it.
My deviant idea was to make the Metalsmith available to all provinces - but with flat yearly expenditure that gets massive on Guild and Master (say, -50, -100, -200, -500). The provinces with Iron would then have the option to build up to four levels of Iron Furnace which would have both the iron resource and a respective level (-1) of Metalsmith as a prerequisite, and would generate the exact income required to cancel the Metalsmith expenditure.
Do you think this could work? I guess it might generate problems for the dumbfounded AI, but could it function that way to begin with?
EDIT a day later: I have developed the idea to a more full form.
Metalsmith line available to all provinces:
Metalsmith: -50 "income"
Metalsmith's Workshop: -100
Metalsmith's Guild: -200
Master Metalsmith: -500
Iron Mine and Iron Mine Complex analogous with Copper Mine and Copper Mine Complex (I think it was 52 and 104 income?).
Smelter: +50 income, requires Keep, Iron Mine
Smelter's Workshop: +100 income, requires Metalsmith
Smelter's Guild: +200 income, requires Metalsmith's Workshop and Iron Mine Complex
Master Smelter: +500 income, requires Metalsmith's Guild
Build times and castle level requirements for the Smelter line analogous with Armourer.
Could this work?
(And what do you think of the idea? :P)