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  1. #1

    Unhappy

    Moderator please post over in the Dungeon:

    Arrrrgh@
    This is much tougher than I thought I thought I would make a simple change, to make it possible to build feudal foot knights. It seems totally illogical and ahistorical that you can build mounted knights but not dismounted ones in the early period. Soo I simply added the build section from the feudal knight {Royal_Court2, Horse_Breeder2, Armourer2} to the Feudal Footknights column in the same place as it appears in the Feudal Knights row, thus:

    FeudalFootKnights INFANTRY 275 10 1 0 80 40 1 PREFERRED CATH_HERETICS(5), CATH_LOYALISTS(15), CATH_REBELS(5), ORTH_HERETICS(5), ORTH_LOYALISTS(15), ORTH_REBELS(5), ORTH_ZEALOTS(5) POVERTY_STRICKEN(75.75), DESPERATE_DEFENCE(10.1), CATHOLIC_EXPANSIONIST(121.2), CATHOLIC_NAVAL_EXPANSIONIST(121.2), CATHOLIC_TRADER(101), CATHOLIC_CRUSADER_TRADER(101), CATHOLIC_EXPANSIONIST_CRUSADER(121.2), CATHOLIC_DEFENSIVE_CRUSADER(80.8), POPE(50.5), CATHOLIC_DEFENSIVE(80.8), CATHOLIC_ISOLATIONIST(50.5), ORTHODOX_DEFENSIVE(80.8), ORTHODOX_EXPANSIONIST(121.2), ORTHODOX_STAGNANT(101), MUSLIM_PEACEFUL(101), MUSLIM_EXPANSIONIST(121.2), MUSLIM_DEVOUT(121.2), BARBARIAN_RAIDER(161.6), REBELS(101), CLOSE_TO_SUPPORT_LIMIT(27.27) {ROYAL_COURT2, ARMOURER2, HORSE_BREEDER2}, ATTACKER,STRONG ALL_PERIODS YES HEIGHT( 85 ), RADIUS( 25 ), SCALE( 120 ), PROJECTILE_TYPE( NONE ), SAMURAI( YES ), MARCH_SPEED( 6 ), RUN_SPEED( 10 ), CHARGE_SPEED( 11 ), MIN_TURNSPEED( 2 ), MAX_TURNSPEED( 8 ), TURN_TO_MOTION_SPEED( 8 ), MAX_INMOTION_TURN( 96 ), FORMATION_WIDTH_SPACING( 60 ), FORMATION_LENGTH_SPACING( 60 ), ENGAGEMENT_THRESHOLD( 1500 ), CHARGE_BONUS( 3 ), MELEE_BONUS( 5 ), DEFENCE_BONUS( 2 ), ARMOUR_LEVEL( 3 ), HONOUR_LEVEL( 8 ), AMMO( 0 ), FORMATIONS_PREFERRED_NUM_ROWS( 3 ) NO own_unit_tooltip1, own_unit_tooltip2, other_unit_tooltip1, other_unit_tooltip2 CHAINHLM, YES, YES ARAGONESE, BURGUNDIAN, DANISH, ENGLISH, FRENCH, GERMAN_HRE, HUNGARIAN, ITALIAN, NOVGOROD, PAPIST, POLISH, RUSSIAN, SICILIAN, SPANISH, SWISS Missile, Shocktroop, Spear, Cavalry SKIRMISH(0), ADVANCE_PARTY(1),
    OUTFLANKING_FORCE(0), MAIN_BODY(2), HOLD_TERRAIN(1), RESERVE(1), REINFORCEMENT(1), ASSAULT(2), ASSAULT_COVER(0), ASSAULT_COVER_CASTLE_ATTACK(0), COVER(0) CATHOLIC, ORTHODOX 0 LARGE YES 1 NO 0 0 SWORD


    The (unmodified) Feudal Knights entry is:
    FeudalKnights CAVALRY 425 21 1 0 80 40 1 PREFERRED CATH_BANDITS(2), CATH_HERETICS(5), CATH_LOYALISTS(-15), CATH_REBELS(-20), CATH_ZEALOTS(10), ORTH_HERETICS(10), ORTH_REBELS(5) POVERTY_STRICKEN(23.1), DESPERATE_DEFENCE(23.1), CATHOLIC_EXPANSIONIST(277.2), CATHOLIC_NAVAL_EXPANSIONIST(277.2), CATHOLIC_TRADER(231), CATHOLIC_CRUSADER_TRADER(231), CATHOLIC_EXPANSIONIST_CRUSADER(277.2), CATHOLIC_DEFENSIVE_CRUSADER(184.8), POPE(115.5), CATHOLIC_DEFENSIVE(184.8), CATHOLIC_ISOLATIONIST(115.5), ORTHODOX_DEFENSIVE(184.8), ORTHODOX_EXPANSIONIST(277.2), ORTHODOX_STAGNANT(231), MUSLIM_PEACEFUL(231), MUSLIM_EXPANSIONIST(277.2), MUSLIM_DEVOUT(277.2), BARBARIAN_RAIDER(369.6), REBELS(231), CLOSE_TO_SUPPORT_LIMIT(97.02) {ROYAL_COURT2, ARMOURER2, HORSE_BREEDER2} ATTACKER,AMBUSH,ANTI_MISSILE,CAVALRY ALL_PERIODS YES HEIGHT( 125 ), RADIUS( 50 ), SCALE( 138 ), PROJECTILE_TYPE( NONE ), SAMURAI( YES ), MARCH_SPEED( 9 ), RUN_SPEED( 20 ), CHARGE_SPEED( 22 ), MIN_TURNSPEED( 2 ), MAX_TURNSPEED( 8 ), TURN_TO_MOTION_SPEED( 8 ), MAX_INMOTION_TURN( 96 ), FORMATION_WIDTH_SPACING( 115 ), FORMATION_LENGTH_SPACING( 125 ), ENGAGEMENT_THRESHOLD( 2000 ), CHARGE_BONUS( 8 ), MELEE_BONUS( 4 ), DEFENCE_BONUS( 3 ), ARMOUR_LEVEL( 4 ), HONOUR_LEVEL( 8 ), AMMO( 0 ), FORMATIONS_PREFERRED_NUM_ROWS( 4 ) NO own_unit_tooltip1, own_unit_tooltip2, other_unit_tooltip1, other_unit_tooltip2 HORSE MAILHCAV, YES, YES, LiHorse ALL_FACTIONS Missile, Shocktroop, Spear, Cavalry SKIRMISH(0), ADVANCE_PARTY(1),
    OUTFLANKING_FORCE(1), MAIN_BODY(1), HOLD_TERRAIN(0), RESERVE(1), REINFORCEMENT(1), ASSAULT(2), ASSAULT_COVER(0), ASSAULT_COVER_CASTLE_ATTACK(0), COVER(0) CATHOLIC 0 UNCONTROLLED CAV YES 1 NO 0 0 BerberCamel, bedouincamelwarriors FeudalFootKnights SWORD


    That was the only change I made. Now I get a CTD error message: unknown unit class encountered: column 18, row62 {Royal_Court2

    Does anybody have any idea what I did wrong?

    I've had somewhat mixed results from my modest modding efforts to date. I decided to sever the oversea land-bridges between provinces & that seemed to work o.k. Then I decided to build a port & shipyard for the Elmoheads since they start off severed from Europe and don't know what to do about it. When I added Shipyard2 to the province list it worked fine, but when I changed the 2 to a 1 half of the castles on the map disappeared. Changed the 1 back to a 2 and re-load and they all re-appeared. I have no idea what the problem was on that one. Played about 100 turns last night and seems to work fine with shipyard2


    If anyone can help me to understand what's wrong I'd appreciate it.
    Yours was not at first a criminal nature. At 10 you stole sugar,at 15 you stole money,at 25 you committed arson. At 30,hardened in crime,you became an editor. Worse yet is in store for you. You will be sent to Congress,then to the penitentiary. But,all will be well. You will be hanged.
    -Mark Twain

  2. #2
    Moderator Moderator Gregoshi's Avatar
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