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Re: New Patrons, you can post your questions here
Quote:
Originally Posted by
Vantek
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)
I've theorized with negative incomes but never got round to fully implementing them. Jee, I hope that negatives do indeed work because a mod I've been working on is quite dependent on it. :sweatdrop:
In any case, the idea sounds great! It should work if implemented correctly, but it's unlikely that the AI will be able to comprehend what on earth these contraptions are. You should most definitely try it out! :2thumbsup:
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Re: New Patrons, you can post your questions here
In my experience AI doesn't like to build high levels of Metalsmith in the first place, so I actually don't think it would create significant problems.
Thanks for the input! Though I fear I'm too busy to work myself into modding anytime soon ><
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Re: New Patrons, you can post your questions here
The AI will probably not want to build the metalsmith much as there are no units that depend on it, but in my epxerience it does build it and it does upgrade it. Adding the negative income to the building line may discourage it from building it and it may not.
Personally I would rather encourage the AI to build it, as otherwise it will be at a disadvantage against your super upgraded troops. In STW it was the armoury that required the iron deposits and the metalsmith (swordsmith in STW) that could be built anywhere. This makes more sense and gives all units/factions/provinces access to the weapons upgrades but makes the armour upgrades rarer. You can further balance this by ensuring that all factions have at least one province in their starting territory that contains iron deposits. On the other hand you can remove armour and weapon upgrades entirely to achieve the best balance.
:bow:
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Re: New Patrons, you can post your questions here
Quote:
originally posted by Asai Nagamasa
Adding the negative income to the building line may discourage it from building it and it may not.
It can and it does.
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Re: New Patrons, you can post your questions here
Hey all, I'm looking to start modding but I'm having trouble finding tools- I've read through many, many tutorials and so far every link I've found is broken. Could y'all point me in the right direction?
EDIT: I probably should be a little more specific in what I'm looking for. I'm going to be editing existing factions extensively, possibly adding new ones, creating new buildings and titles, creating many new units, and probably editing the map as well. The Gnome unit editor is a tool I'm looking for in particular, but I've also been having trouble finding the graphics tools used for making units.
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Re: New Patrons, you can post your questions here
Quote:
Originally Posted by
O'Hea
Hey all, I'm looking to start modding but I'm having trouble finding tools- I've read through many, many tutorials and so far every link I've found is broken. Could y'all point me in the right direction?
EDIT: I probably should be a little more specific in what I'm looking for. I'm going to be editing existing factions extensively, possibly adding new ones, creating new buildings and titles, creating many new units, and probably editing the map as well. The Gnome unit editor is a tool I'm looking for in particular, but I've also been having trouble finding the graphics tools used for making units.
You can grab Gnome Editor and pretty much every other MTW modding tool from the Mizus server:
http://www.mizus.com/files/files/
Tools can be found in the aptly named subdirectory:
http://www.mizus.com/files/files/Tools/
For Gnome Editor search for the following file name in the Tools link above:
Gnome_UnitBuildProj_Editorv2.0.zip
For editing those ancient BIF files which is most of the graphics in the game you'll want ReadBif, found in the same address:
RSW_read_bif_buf_v22a.zip
Ultimate Paint is used for LBM files which is another kind of rarely used and ancient graphics format:
Ultimate_Paint_2.8_lbm-editor.zip
There's other things you may or may not need. If you plan on editing the campaign map and the provinces and sea regions then you'll need a tool whose name currently escapes me. I'll edit this post with a link as soon as I find it.
Good luck, I hope that helps. :2thumbsup:
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Re: New Patrons, you can post your questions here
I just got back into this game after a long hiatus. Does someone remember how to elimate faction heirs?
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Re: New Patrons, you can post your questions here
Happy New Year everyone. mtwfan111, I believe you eliminate faction heirs in the startpos file, by removing lines from the script at the bottom of the page, there's a section marked for faction heirs.
I have two details to ask about:
Does anyone know how to adjust the destruction prices of buildings. I want to make a feature where you can "sell" a building, like one might sell a companyfor varying prices.
Also: Has anyone made a breakthrough in the agent properties, I believe a long time ago were hardcoded. I want to make a landbased agent that has properties of a ship in that it can establish trade routes on land and transport armies to non-adjacent procinces. If anyone knows how this might work, please post your ideas.
Thank you.
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Re: New Patrons, you can post your questions here
Quote:
Originally Posted by
Sir Breunor
I have two details to ask about:
Does anyone know how to adjust the destruction prices of buildings. I want to make a feature where you can "sell" a building, like one might sell a companyfor varying prices.
It is based on the price of the structure so you cannot add something which would give you more money than it costs.
Of course there is nothing to stop you from adding structures in the initial set up which could be impossible to build...
Hmmm... :idea2:
I think you might give me a new idea to implement in Pike and Musket.
Quote:
Also: Has anyone made a breakthrough in the agent properties, I believe a long time ago were hardcoded. I want to make a landbased agent that has properties of a ship in that it can establish trade routes on land and transport armies to non-adjacent procinces. If anyone knows how this might work, please post your ideas.
Thank you.
As far as I know it stays the same. There was a discussion a long time ago that spreading Jewish religion might increase income, but it seemed another MTW VI urban legend if anything else.
When it comes to transporting these units you can always try to modify the map by adding rivers or simply by linking some provinces which aren't next to each other.
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Re: New Patrons, you can post your questions here
Quote:
There was a discussion a long time ago that spreading Jewish religion might increase income
Hahahahaha that's hilrarious!
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Re: New Patrons, you can post your questions here
Quote:
Originally Posted by
Vantek
Hahahahaha that's hilrarious!
It wouldn't have been too much of a stretch historically speaking. At the time, Catholics thought collecting interest was a sin. The Jews didn't have that problem, meaning they could finance an enterprise, make a return, and re-invest their profits in something else. It's basically what the whole world does now, but up until the Italian renaissance Jews were pretty much the only folks who did it in Europe.
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Re: New Patrons, you can post your questions here
Has anyone found a link between tradable goods and buildings? IE: I would like to build: winery, and have trade good: wine enabled...build: wheat field, and have tradable good: wheat enabled. Has anybody ever done this?
Also where do I find the images for tradable goods so I can create new tradable goods. I know this is possible because I've seen them changed before, can anyone refresh my memory? Any information on modifying tradable goods would be helpful, perhaps I can come up with some more ideas, if you could direct me to the trade modification threads or tutorials that would also be nice.
Thank you.
Sir Breunor le Noire
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Re: New Patrons, you can post your questions here
Welcome to the org Sir Breunor, enjoy your stay,
No way to link tradeable goods to buildings afaik, although i dreamed many times how nice it would have been. The only building that "links" with trade goods is the trader, that gives out therelative income from land and naval trade relative to teh goods' value and where they are exported. Trade goods are declared at the beginning of the campaign for provinces and remain there always. They cannot be dynamically altered either over time which also would have been a nice proposition.
:bow:
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Re: New Patrons, you can post your questions here
Quote:
Originally Posted by
Sir Breunor
[FONT="Verdana"][B]Has anyone found a link between tradable goods and buildings?
The only link is that buildings with trading ability can be built in areas with trade goods.
However buildings can be made to require certain RESOURCES - gold, silver, salt etc. This way you can link certain building so certain areas, saldy there are only a couple hardcoded resources - metal ores, salt and one unused - forest. Still you can always re-name these resources and change their icons.
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Re: New Patrons, you can post your questions here
Quote:
Originally Posted by
cegorach
Still you can always re-name these resources and change their icons.
How do you rename and change resource icons. I think that would be something I could find useful. I've heard before that they could be changed and altered, but I don't know how? Could you please post about it here or help me find a guide?
Thank you.
Sir Breunor le Noire
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Re: New Patrons, you can post your questions here
Just open files in Loc/Eng folder of your MTW copy and search for 'silver'.
You should find the files responsible for transalation eventually and learn much about structure of MTW naming problems.
There should be two names - silver used for coding (shouldn't be changed) and silver (translated - on the right side). The second is the name which shows up on screen.
Icons are somewhere in campmap or textures - cannot check that at the moment.
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Re: New Patrons, you can post your questions here
Question about the WesW's Med Mod: I've searched high and low, but I couldn't find an answer to this question. Playing as the Byzantines in Glorious Achievement mode, I see that the Byzantines are the only ones without homeland points assigned (and 3 points for 10 provinces!) . I checked the "regowner_table" file where these points are assigned, and I see that the Byzantine faction is being described as "FN_BYZANTINE2" where all the other factions do not have this numerical appellation. I didn't want to change this without checking to see if it was important or not. Would deleting the 2 from the faction designator fix this problem?
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Re: New Patrons, you can post your questions here
Quote:
Originally Posted by
An_Exile
Question about the WesW's Med Mod: I've searched high and low, but I couldn't find an answer to this question. Playing as the Byzantines in Glorious Achievement mode, I see that the Byzantines are the only ones without homeland points assigned (and 3 points for 10 provinces!) . I checked the "regowner_table" file where these points are assigned, and I see that the Byzantine faction is being described as "FN_BYZANTINE2" where all the other factions do not have this numerical appellation. I didn't want to change this without checking to see if it was important or not. Would deleting the 2 from the faction designator fix this problem?
I haven't played the Medmod for quite some time, but I believe that the "2" refers to the Byzantines that you can play in the late period.
Wes probably wanted to create a new faction slot for them to escape all the hardcoded stuff originally associated with the Byz (such
as the influence bonus). The Byz in late are supposed to be weak, after all.
So yes, It would create problems to delete the "2".
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Re: New Patrons, you can post your questions here
Quote:
Originally Posted by
Durango
I haven't played the Medmod for quite some time, but I believe that the "2" refers to the Byzantines that you can play in the late period.
Wes probably wanted to create a new faction slot for them to escape all the hardcoded stuff originally associated with the Byz (such
as the influence bonus). The Byz in late are supposed to be weak, after all.
So yes, It would create problems to delete the "2".
Thanks. Due to some issues with the med mod, I went back to the XL mod with the tyberius addons. The Irish, except for the royal family, are all given Welsh names and surnames. There is an Irish entry for names there. Any ideas on what's going on?
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Re: New Patrons, you can post your questions here
Quote:
Originally Posted by
An_Exile
Thanks. Due to some issues with the med mod, I went back to the XL mod with the tyberius addons.
Same here. The Medmod is a fine effort, but in the end, you just can't beat the polished and bug free XL...
For example, the GA mode does not work in in Medmod (as you've noticed), and the option to start in High isn't there. My intent
right now BTW is to prepare a home mod based on XL+Tyberius. The Medmod was to restrictive for my tastes, particularly because
of the dullness of not being able to produce armies wherever I wanted on the map.
Quote:
Originally Posted by
An_Exile
The Irish, except for the royal family, are all given Welsh names and surnames. There is an Irish entry for names there. Any ideas on what's going on?
Interesting, I really never noticed that since I'm no expert on the history of the British isles. That problem would be easily corrected though,
if you are patient. Names are straightforward to mod in MTW.
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Re: New Patrons, you can post your questions here
Quote:
Originally Posted by
Durango
Interesting, I really never noticed that since I'm no expert on the history of the British isles. That problem would be easily corrected though, if you are patient. Names are straightforward to mod in MTW.
It's not hard really; instead of O'Connor and such, I'm seeing ap Cadwgyn and the like. What threw me for a loop was the King and royal family's names remaining Irish, and the presence of an Irish names list (though horrifyingly small); if that list was there, all the Irish generals and commanders should have Irish names. I'll do a check to see if perhaps the situation has changed and see if the royal family have welsh names now too; if so, the problem's the list association with the faction (and the beginning royal family's names are specially noted, I think), and I just have to find where to change that in the directory.
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Re: New Patrons, you can post your questions here
I was wondering if there was a way to create a building with the requirements of either of two previous buildings. I was interested in creating an elaborite tech tree that was very specific to tradable goods at the time, and I thought that some buildings might need not both, but one of two different buildings to be built. I haven't seen any of this in Total War, but I would be very happy if someone knew a way to do this. I think that it would be something simple in the build prod file. Perhaps, making two sets of brackets such as in line "{}, {castle}, {castle2}, {{castle}, {castle2}, {castle3}}, {castle4}, {castle5}, {{castle4}, {castle5}, {castle6}}, {castle7}, {castle8}, {{castle7}, {castle8}, {castle9}}, {castle10}, {castle11, gunsmith}, {{castle10}, {castle11}, {castle12}}, {castle13, foundry2}, {castle14, foundry3}" I think this line means that I could do something like this "{{bowyer}, {swordsmith}, {spearmaker}}" and have another building be built as a follow up to either one. Please let me know if you think this is right or if there is a different way to do this.
As I was copying this line I think I found some inconsistencies. I think this line means that a bare fortress either does not come with the demi-culvern towers that you built onto your citadel, or that you can get the demi-culvern ability without building gunsmith by building the fortress, and that the techtree poster that came with the package is wrong because even to build demi-culvern towers, you do not need gunsmith3, just gunsmith.
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Re: New Patrons, you can post your questions here
My memory is now fuzzy on this, but if you're referring to an "OR" dependency? For example a building that can be constructed once you've built either a church or mosque (not both), then this is already in the build prod file. As you have guessed, castle upgrades show you exactly how this works:
{}, {castle}, {castle2}, {{castle}, {castle2}, {castle3}}
Fort has no dependency
First fort upgrade depends on the fort
Second fort upgrade depends on the first upgrade
Keep depends on the fort or the first fort upgrade or the second fort upgrade
And so on.
The dependency you posted would work as a dependency for a building that could be constructed after building any of the three.
"{{bowyer}, {swordsmith}, {spearmaker}}"
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Re: New Patrons, you can post your questions here
Is there a way I can set a building so that I can either build one of two buildings but not both? So that as soon as I build one building, the ability to build the other goes away. I want to do this because I'm making a complex tech tree, and I want to save space on the in-game building menu, so that it doesn't overload with building possibilities. Maybe I can do this if I put all of them as upgrades with the prerequisite of the first building in line. Then will I be able to build any of the upgrades next, but not all of them?
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Re: New Patrons, you can post your questions here
I'm not sure that's possible. The only way to have a building automatically removed is to have it upgraded. You could have one building that has two possible upgrades, i.e.
building
building2
building3
You would then have to structure those as follows: "{}, {building}, {{building}, {building2}}"
This you understand already - it allows you to leapfrog from building to building3, bypassing building2 altogether. The problem enters when building 2 is constructed first as there is no way to stop the advancement on to building3.
If you want particular buildings per province, then try tying the building dependency down to a resource - in the same way that mines and metalsmiths work. So for example if you wanted a particular temple to be built only in a particular area, you could add a resource to that province, have the building depend on that and thus prevent it being built elsewhere. This particular temple could depend on a basic shrine which several other temples could also depend on, but not all would be buildable everywhere due to the resource dependency.
:bow:
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Re: New Patrons, you can post your questions here
When I open build_prod13.txt in Genome Editor, under column 17 (Troop upgrade capabilities label,) the original upgrades total: UPGRADE_ARMOR(4), UPGRADE_WEAPON(4), UPGRADE_VALOR(2), UPGRADE_DISCIPLINE(1), and total UPGRADE_MORALE(7). Can I upgrade beyond these original statistics? I know that some of the upgrades such as valor, armor, and weapon have icons that probably limit my ability to go above them, but is there a way for me to create more icons for a higher limit? For discipline and morale, is there is a higher limit than 1 and 7?
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Re: New Patrons, you can post your questions here
As far as I know the discipline stat affects the chances of a unit becoming impetuous. I think discipline has three values: -1, 0 and 1. This relates to uncontrolled, normal and disciplined, respectively. So presumably when discipline is upgraded the uncontrolled units become normal and the normal units become disciplined. At least I think that's how it works.
The discipline upgrade is really of questionable value as uncontrolled units can be useful (they get a morale bonus from charging without orders and can be devastating attackers - i.e. Futuwwa, Ghazi and Nizari - or conversely they can wreck the battle - idiot Knights (CHARRRGGGGGEEE!!!!!)). The discipline upgrade is probably only useful for very high morale, elite cavalry units that you really don't want charging off on a whim (i.e. Knights).
I seem to remember morale having a cap, but cannot remember what it is - should be well above 7 though.
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Re: New Patrons, you can post your questions here
1. unit_prod - How does column 19 "Moral Bonus" work? We have HONOUR_LEVEL in units' stats so what is the "moral bonus" for?
2. build_prod - column 11 "AI building influences for building combos". The same question. How does it work? Does it combine with column 10? How?
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Re: New Patrons, you can post your questions here
Hello Stazi
1. No idea. AFAIK the honor bonus is the morale you are always talking about and the unit info card abilities at a glance refer to that. It might simply not being used as the one that is meant to be at how many kills the unit valores up. That one is just not used.
2. I think that the numbers in parenthesis mean how much other buildings influence the AI in building the building the column has been writen for (if that makes sense). In similar manner imo works the other column that refers to AI unit builds in the unit_prod file. I had to tweak some of those for eligious agents slightly for the Caravel Mod.
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Re: New Patrons, you can post your questions here
1. I think the "Morale Bonus" column is either unused or is only used in MP/custom battles as a modifier - most likely the former. The actual morale bonus stat is the misnamed "HONOUR_LEVEL". Valour/Honour is not set in the unit prod, all units start at 0 or get their bonuses from the bonus regions, master buildings, the general, experience in battle, etc.
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Re: New Patrons, you can post your questions here
What is the most popular and stable mod for medieval? Can anyone link me to a download for it.?
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Re: New Patrons, you can post your questions here
Quote:
Originally Posted by
sulla1982ad
What is the most popular and stable mod for medieval? Can anyone link me to a download for it.?
There are mod threads in the Engineer's Guild forum, take a look around and see if anything matches what you are looking for. There are also some Hosted Mods.
There are some older, established mods like MedMod and BKB, newer ones like Tyberius, Redux, and Caravel, and total conversions like Pike and Musket and Samurai Warlords. I guess it all depends on what you are looking for in a mod. Do you want a Medieval themed mod, with better gameplay or faction options, or something completely different?
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Re: New Patrons, you can post your questions here
I want a mod that is set in the medieval era. I also might want to play hotseat games with it, so its got to be fairly popular.
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Re: New Patrons, you can post your questions here
"Fairly popular" is a relative term when talking about Medieval 1. I'm not sure how many people are still playing it regularly, with the all technical problems the game has with newer systems.
If you want, I can move this to either the Main Hall or the Engineer's Guild. Those get more traffic from the players or mod teams, respectively.
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Re: New Patrons, you can post your questions here
I have a question. How the stats vice_index/virtue_index affect the holder's vice & virtue ? (startpos files - Region Governor Titles & Faction Offices)
Thank you.
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Re: New Patrons, you can post your questions here
Quote:
Originally Posted by
Cyclone
I have a question. How the stats vice_index/virtue_index affect the holder's vice & virtue ? (startpos files - Region Governor Titles & Faction Offices)
Thank you.
Good question. I'd like to know it too. I've run a few tests but even with extreme values it doesn't seem to affect the game. Looks like leftovers of an abandoned feature. Additional v&v's given along with titles would be nice.
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Re: New Patrons, you can post your questions here
Quote:
Originally Posted by
Cyclone
I have a question. How the stats vice_index/virtue_index affect the holder's vice & virtue ? (startpos files - Region Governor Titles & Faction Offices)
I'm not sure how they are used. For both the AddTitle and AddOffice lines, these are always zero for the main campaign startpos files. For the VI campaign, the AddTitle lines have -1 for all provinces for both. Maybe certain VnVs aren't active for the VI campaign?
Welcome to the Org, Cyclone! ~:wave:
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Re: New Patrons, you can post your questions here
I am not exactly sure should I post this here, but anyways.
I recently restarted a savegame in which I played as the Republic of Novgorod, which I had somehow modded in(I don't exactly remember how, but it was something really simple, like editing a text file) so that I could play as them in early period. Now I am wondering, what happens when the clock hits 1205 and the game goes to high period - will I be able to continue playing at all, and if I will, what happens to my units, e.g. will I be able to recruit those awesome Rus Spearmen anymore?
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Re: New Patrons, you can post your questions here
The factions throughout the game depend on the startpos file that you start the campaign with. So you will continue to be Novgorod after the High era kicks in. Had you started in High, you would be the Russians, but they don't exist in the EARLY.txt file.
You will lose the ability to recruit Rus Spearmen once the High era begins though, they are limited to Early only. In the unit prod file, just about every unit the Russians can recruit are also recruitable by Novgorod, I believe the only exception is Round Shield Spears. Once High rolls around, you are stuck with Armoured Spearmen as your only spear units.
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Re: New Patrons, you can post your questions here
Hey everyone, new to modding and was searching for a way to change to date triggers for historical events. I can't find it for MTW 1 in the files or folders and only "how to" I can find online if for MTW 2. Any knowledge on this matter?
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Re: New Patrons, you can post your questions here
Welcome to the Org, BluegoRed!
Unfortunately, I believe all of the date triggers are hardcoded in Med 1. Stazi might know of some super-secret ways to change them, but they are not set in any of the text files.
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Re: New Patrons, you can post your questions here
Thanks for the welcome.
I thought it was something like that, hoping for something. thanks though.
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NotePad++
I edited "Medieval - TotalWar\campmap\startpos\Early.txt" with NotePad++ to be able to play as The Golden Horde. With the exception of a few minor in game bugs that has gone well. After playing a few decades it seemed I didn't have many specialized or even basic unit types available for training. So I tried editing "Medieval - TotalWar\crusaders_unit_prod11.txt" in NotePad++ to make HorseArchers available. When trying to launch the game after editing "crusaders_unit_prod11.txt" in NotePad++ it starts to launch, showing the Total War splash then fails(it did give an error report once, sadly I didn't write down what it was, but I believe it said format?).
I then tried to edit "crusaders_unit_prod11.txt" with basic NotePad and it worked. So I thought it may be the encoding since I had NotePad++ set to ANSI as UTF-8(UTF-8 without BOM), changing the encoding didn't work(note: when I edited "Early.txt" I never fiddled with the encoding so I'm assuming that saved as ANSI as UTF-8 and there were no issues there). But I'm not quite sure it's an encoding issue, since after editing "crusaders_unit_prod11.txt" in basic NotePad I opened in NotePad++ hit space then backspace just to be able to save in NP++ and the game launched. Then in NP++ I then tried to make Spearmen available to The Golden Horde on the same "crusaders_unit_prod11.txt" file and once again the game failed to load.
I can edit in basic NotePad, but I hope someone has an idea as to what's going on when trying to edit in NotePad++ because I would prefer to edit with it.
Thanks to anyone who helps me try to sort this issue!
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Re: NotePad++
When you give a unit to Golden Horde do you change culture the unit belongs to?
I've never had problems with np++.
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Re: NotePad++
Hi Stazi thanks for the reply. This is my 1st time modding MTW, so please forgive any nubishness.
By "culture" I'm guessing you mean religion? In any case no, I was just adding some basic units like spearmen and horsearchers(which I think can go to any religion) since for some reason they weren't available to The Golden Horde, maybe because TGH aren't supposed to be available till the High Period? And to make some of TGH's units available in the early period. For what ever reason any edit I do in NP++ won't work, but the exact same edits in basic NotePad does work.
This maybe a rabbit hole? But I read somewhere you could open the files in Excel? So I thought maybe I was losing some compatibility there? The furthest researching that I got what some file type or compatibility called ".CSV"(comma-separated values). I read that NP++ used to have it, but got rid of it because of stability issues and it was only now available as a plug-in. I didn't want to go ahead and get that until if I knew that was the issue.
Thanks,
~ Rex
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Edit:
Doing some testing here with NP++(NotePad++), I have found that it fails to launch when adding characters(text and such) to "crusaders_unit_prod11.txt"(haven't tested when removing). By that I mean when adding "GOLDEN_HORDE" or the like to a units playable factions.
EXAMPLE:
Taking
Code:
"SPANISH,ARAGONESE,BURGUNDIAN,BYZANTINE,DANISH,ENGLISH,FRENCH,GERMAN_HRE,ITALIAN,POLISH,RUSSIAN,HUNGARIAN,NOVGOROD,PAPIST,SICILIAN,SWISS, TURKISH"
and adding:
Code:
"GOLDEN_HORDE,SPANISH,ARAGONESE,BURGUNDIAN,BYZANTINE,DANISH,ENGLISH,FRENCH,GERMAN_HRE,ITALIAN,POLISH,RUSSIAN,HUNGARIAN,NOVGOROD,PAPIST,SICILIAN,SWISS, TURKISH"
But if I just change a number or charachter using NP++ it does launch.
Example:
From
Code:
"{HORSE_BREEDER3, ARMOURER3}"
to
Code:
"{HORSE_BREEDER1, ARMOURER2}"
EDIT:
I appear to have found the solution. It does seem to have something to do with encoding? I had been mostly using NP++ to edit/make webpages, and I had in "Preferences/New Document" set to "UTF-8 without BOM" for that. So it seemed when opening the .TXT it was converting it and even if I switch encoding or converted to ANSI something was changing and the edits would fail. But switching "Preferences/New Document" to "ANSI" seems to have worked with the few tests I have run so far.
Thanks for the help,
~ Rex
EDIT:
Well I seem to be having issues with NP++ again, even with the changes noted in my previous edit. Since I found Gnome_UnitBuildProj_Editorv2.0 and may get a free Excel editor if I can find one, I'll probably put this issue on the side burner for awhile. If I ever pinpoint the issue, I'll edit that in here.
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MTW Campaign Map Modding
I want to try making a campaign map. But I can't sort which file(s) I need to edit to do that? Also it would be a nice bonus if someone could point me to where I could find a copy of LMM(Automatic LukMap & Script creator). I know there probably isn't many people still modding MTW, but If a copy is found, staff may want to think about hosting it here?
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Re: MTW Campaign Map Modding
Unfortunately the Org's downloads section is a bit messed up, but the files do exist on our host. Most of the mod tools you need should be in this AtomicGamer directory. The AG MTW section is a goldmine of Org Medieval TW history. :yes:
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Re: MTW Campaign Map Modding
Thank you very much drone! If you have editing permissions you may wish to add that link to the 1st post here... Automatic LukMap & Script creator. It's the main place my searching kept leading me to and especially since it's a "sticky".
~ Rex
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Re: MTW Campaign Map Modding
A while back I ran through the Engineer's Guild and updated broken links in the mod threads, I neglected to check the links here, some work but I'm sure a few are broken. I guess it's time to get busy! :whip:
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Re: MTW Campaign Map Modding
Hello everyone, not to sure if anyone can give me an answer for this but I have an issue on a mod im working on. I have redone most gameplay aspects for the VI portion of Medieval, but have issues with the Rebel Faction showing portraits. Every time a rebellion occurs their army lacks the default leader portrait in Campaign map + the pre battle screen and states no portrait for this unit type? If someone with knowledge to fix this could tell me id be a happy camper.
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Re: MTW Campaign Map Modding
Hello, I upgraded to Windows 7 Pro two years ago and was able to play these awesome Medieval Total War mods once again. To anyone who has upgraded to Windows 10, does Medieval Total War play without issues? Thanks.
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Re: MTW Campaign Map Modding
I never modded anything in M:TW before - is it possible to add unitprovinces to the campaign map?
e.g. in the early campaign Sinai has Mamluk Horse Archers as their +1 valour special unit.
Would it be possible to add Bedouin Camel warriors to Arabia as special unit?
Would it be possible to add a special unit usable by the Turks or Mamluks to Palestine? It currently has Knights Templar as their specialty, so has that to be replaced or can a province have 2 special units for different owners?
And if it is possible what would be the easiest way to change it?
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Re: MTW Campaign Map Modding
AFAIK, yes you can do the modifications requested. Use GnomeEditor to edit the provinces!
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Re: MTW Campaign Map Modding
You will want to edit the unit prod file for your campaign (CRUSADERS_UNIT_PROD11.TXT or VIKINGS_UNIT_PROD.TXT).
- First, make a backup of the file before editing!
- Find the row of the unit you wish to modify.
- Find the column in that row titled: Region ID troop advantage (column #12)
- Add the province ID to that column. You can find the IDs in the startpos file (campmap/startpos/EARLY.txt, look for DeclareLandRegion lines)
As an example, here is the row for Highlanders. Note column #12 has "ID_SCOTLAND"
Code:
HighlandClansman INFANTRY 100 3 1 0 16 60 1 DISCOURAGED "CATH_REBELS(-15), CATH_LOYALISTS(-15), CATH_PEASANTS(-15), CATH_BANDITS(-15), CATH_ZEALOTS(10), ORTH_REBELS(-15), ORTH_LOYALISTS(-15), ORTH_PEASANTS(-15), ORTH_BANDITS(-15), ORTH_ZEALOTS(10), CATH_HERETICS(-15), ORTH_HERETICS(-15)" ID_SCOTLAND "POVERTY_STRICKEN(232.5), DESPERATE_DEFENCE(9.3), CATHOLIC_EXPANSIONIST(111.6), CATHOLIC_NAVAL_EXPANSIONIST(111.6), CATHOLIC_TRADER(93), CATHOLIC_CRUSADER_TRADER(93), CATHOLIC_EXPANSIONIST_CRUSADER(111.6), CATHOLIC_DEFENSIVE_CRUSADER(74.4), POPE(46.5), CATHOLIC_DEFENSIVE(74.4), CATHOLIC_ISOLATIONIST(46.5), ORTHODOX_DEFENSIVE(74.4), ORTHODOX_EXPANSIONIST(111.6), ORTHODOX_STAGNANT(93), MUSLIM_PEACEFUL(93), MUSLIM_EXPANSIONIST(111.6), MUSLIM_DEVOUT(111.6), BARBARIAN_RAIDER(148.8), REBELS(93), CLOSE_TO_SUPPORT_LIMIT(9.3)" { CASTLE} "ATTACKER,AMBUSH" 2 ALL_PERIODS YES "HEIGHT( 85 ), RADIUS( 25 ), SCALE( 120 ), PROJECTILE_TYPE( NONE ), SAMURAI( NO ), MARCH_SPEED( 6 ), RUN_SPEED( 12 ), CHARGE_SPEED( 13 ), MIN_TURNSPEED( 2 ), MAX_TURNSPEED( 8 ), TURN_TO_MOTION_SPEED( 8 ), MAX_INMOTION_TURN( 96 ), FORMATION_WIDTH_SPACING( 75 ), FORMATION_LENGTH_SPACING( 75 ), ENGAGEMENT_THRESHOLD( 1500 ), CHARGE_BONUS( 6 ), MELEE_BONUS( 5 ), DEFENCE_BONUS( -3 ), ARMOUR_LEVEL( 1 ), HONOUR_LEVEL( 0 ), AMMO( 0 ), FORMATIONS_PREFERRED_NUM_ROWS( 4 )" NO "own_unit_tooltip1, own_unit_tooltip2, other_unit_tooltip1, other_unit_tooltip2" "PEASANT, YES, YES" ALL_FACTIONS ID_SCOTLAND "Missile, Shocktroop, Spear, Cavalry" "SKIRMISH(0), ADVANCE_PARTY(1),
OUTFLANKING_FORCE(0), MAIN_BODY(2), HOLD_TERRAIN(0), RESERVE(1), REINFORCEMENT(1), ASSAULT(0), ASSAULT_COVER(0), ASSAULT_COVER_CASTLE_ATTACK(2), COVER(0)" "CATHOLIC, ORTHODOX" 0 UNCONTROLLED UNFORMED SMALL YES 1 NO 0 0 "PAGAN(0), CATHOLIC(0), ORTHODOX(0), ISLAMIC(0), JEWISH(0), HERETIC(0)" "PAGAN(0), CATHOLIC(0), ORTHODOX(0), ISLAMIC(0), JEWISH(0), HERETIC(0)" SWORD YES ALL_PERIODS "FN_ENGLISH,FN_FRENCH"
Only one special unit will be displayed in the province scroll, but you can have multiple units per province.
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Re: MTW Campaign Map Modding
Quote:
Originally Posted by
Xantan
AFAIK, yes you can do the modifications requested. Use GnomeEditor to edit the provinces!
I just downloaded GnomeEditor 2.0 and tried to add the Bedouin Camels bonus to Arabia.
Quote:
Originally Posted by
drone
You will want to edit the unit prod file for your campaign (CRUSADERS_UNIT_PROD11.TXT or VIKINGS_UNIT_PROD.TXT).
- First, make a backup of the file before editing!
- Find the row of the unit you wish to modify.
- Find the column in that row titled: Region ID troop advantage (column #12)
- Add the province ID to that column. You can find the IDs in the startpos file (campmap/startpos/EARLY.txt, look for DeclareLandRegion lines)
As an example, here is the row for Highlanders. Note column #12 has "ID_SCOTLAND"
Code:
HighlandClansman INFANTRY 100 3 1 0 16 60 1 DISCOURAGED "CATH_REBELS(-15), CATH_LOYALISTS(-15), CATH_PEASANTS(-15), CATH_BANDITS(-15), CATH_ZEALOTS(10), ORTH_REBELS(-15), ORTH_LOYALISTS(-15), ORTH_PEASANTS(-15), ORTH_BANDITS(-15), ORTH_ZEALOTS(10), CATH_HERETICS(-15), ORTH_HERETICS(-15)" ID_SCOTLAND "POVERTY_STRICKEN(232.5), DESPERATE_DEFENCE(9.3), CATHOLIC_EXPANSIONIST(111.6), CATHOLIC_NAVAL_EXPANSIONIST(111.6), CATHOLIC_TRADER(93), CATHOLIC_CRUSADER_TRADER(93), CATHOLIC_EXPANSIONIST_CRUSADER(111.6), CATHOLIC_DEFENSIVE_CRUSADER(74.4), POPE(46.5), CATHOLIC_DEFENSIVE(74.4), CATHOLIC_ISOLATIONIST(46.5), ORTHODOX_DEFENSIVE(74.4), ORTHODOX_EXPANSIONIST(111.6), ORTHODOX_STAGNANT(93), MUSLIM_PEACEFUL(93), MUSLIM_EXPANSIONIST(111.6), MUSLIM_DEVOUT(111.6), BARBARIAN_RAIDER(148.8), REBELS(93), CLOSE_TO_SUPPORT_LIMIT(9.3)" { CASTLE} "ATTACKER,AMBUSH" 2 ALL_PERIODS YES "HEIGHT( 85 ), RADIUS( 25 ), SCALE( 120 ), PROJECTILE_TYPE( NONE ), SAMURAI( NO ), MARCH_SPEED( 6 ), RUN_SPEED( 12 ), CHARGE_SPEED( 13 ), MIN_TURNSPEED( 2 ), MAX_TURNSPEED( 8 ), TURN_TO_MOTION_SPEED( 8 ), MAX_INMOTION_TURN( 96 ), FORMATION_WIDTH_SPACING( 75 ), FORMATION_LENGTH_SPACING( 75 ), ENGAGEMENT_THRESHOLD( 1500 ), CHARGE_BONUS( 6 ), MELEE_BONUS( 5 ), DEFENCE_BONUS( -3 ), ARMOUR_LEVEL( 1 ), HONOUR_LEVEL( 0 ), AMMO( 0 ), FORMATIONS_PREFERRED_NUM_ROWS( 4 )" NO "own_unit_tooltip1, own_unit_tooltip2, other_unit_tooltip1, other_unit_tooltip2" "PEASANT, YES, YES" ALL_FACTIONS ID_SCOTLAND "Missile, Shocktroop, Spear, Cavalry" "SKIRMISH(0), ADVANCE_PARTY(1),
OUTFLANKING_FORCE(0), MAIN_BODY(2), HOLD_TERRAIN(0), RESERVE(1), REINFORCEMENT(1), ASSAULT(0), ASSAULT_COVER(0), ASSAULT_COVER_CASTLE_ATTACK(2), COVER(0)" "CATHOLIC, ORTHODOX" 0 UNCONTROLLED UNFORMED SMALL YES 1 NO 0 0 "PAGAN(0), CATHOLIC(0), ORTHODOX(0), ISLAMIC(0), JEWISH(0), HERETIC(0)" "PAGAN(0), CATHOLIC(0), ORTHODOX(0), ISLAMIC(0), JEWISH(0), HERETIC(0)" SWORD YES ALL_PERIODS "FN_ENGLISH,FN_FRENCH"
Only one special unit will be displayed in the province scroll, but you can have multiple units per province.
I added ID_ARABIA in column 12 of the Bedouin Camels and it worked perfectly. It even shows when I load my saved Mamluks game despite my fears that I would have to start a new game to be able to actually use it.
:bow: