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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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.
How can I make an historical campaign ?
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?
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
BKB has inserted 256 units which is the max number allowed. Any more and it will wrap to the first unit.
:jumping:
Thanks a lot pal !!!
Everything is working great so far !!!
Speedfreak
Many thanks . All mods now running great without damn intro and esc button punching. Saves so much time during modding . Thanks again.Quote:
Originally Posted by Duke John
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.
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.
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.
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
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
Thank you, Duke John. :bow:
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
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.
Quote:
Originally Posted by Myrddraal
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
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
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?
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.
Found them, thanks anyway.
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
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
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.
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.
:uneasy: It seems that this thread is quite slow in answering...
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).Quote:
Originally Posted by Syrak
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!
Sorry if I did not understand well your questions, but this is my opinion.Quote:
Originally Posted by Zarax
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.
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...
Thanks for the reply Monkwarrior ~:)Quote:
Originally Posted by 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:
oops... silly me... lol.. i know what to name it!!! the same as my startpos campaign txt file ;)
Wasn't thinking... lol