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Thread: New Patrons, you can post your questions here

  1. #301
    Axebitten Modder Senior Member Dol Guldur's Avatar
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    Default Re: New Patrons, you can post your questions here

    Gah, I actually wanted to convert it to wmv. Oh well. Thanks
    "One of the most sophisticated Total War mods ever developed..."

  2. #302
    Second-hand chariot salesman Senior Member macsen rufus's Avatar
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    Default Re: New Patrons, you can post your questions here

    Quote Originally Posted by jayban View Post
    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 )
    ANCIENT: TW

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  3. #303
    Axebitten Modder Senior Member Dol Guldur's Avatar
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    Default 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.
    Last edited by Dol Guldur; 07-10-2008 at 16:39.
    "One of the most sophisticated Total War mods ever developed..."

  4. #304
    Banned ELITEofWARMANGINGERYBREADMEN88's Avatar
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    Default 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?

  5. #305
    Beauty hunter Senior Member Raz's Avatar
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    Default 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.
    Quote Originally Posted by drone
    I imagine an open-source project to recreate [Medieval: Total War] would be faced with an army of high-valour lawyers.

    Live your life out on Earth; I'm going to join the Sun.

  6. #306

    Default 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
    Realize deeply that this present moment is all we ever have...

  7. #307

    Default 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

  8. #308

    Default 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.

  9. #309
    Beauty hunter Senior Member Raz's Avatar
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    Default Re: New Patrons, you can post your questions here

    Yes, it is true what Belisario says. Any other folders aren't recognised.
    Quote Originally Posted by drone
    I imagine an open-source project to recreate [Medieval: Total War] would be faced with an army of high-valour lawyers.

    Live your life out on Earth; I'm going to join the Sun.

  10. #310

    Default 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??

  11. #311

    Default Re: New Patrons, you can post your questions here

    I forgot to do Armhorse in Actionspage -- problem solved!!!!

  12. #312

    Default 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.


    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.


    --Indonesian modders join me in the making of East Indies campaign please....--


    And oh yes, I'm talking about MTW not VI.
    "Lamun huwus kalah nusantara isun amukti palapa!

  13. #313
    imaginary Member Weebeast's Avatar
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    Default 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.

    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.
    Last edited by Weebeast; 06-30-2009 at 21:28.

  14. #314

    Default 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

  15. #315
    Beauty hunter Senior Member Raz's Avatar
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    Default 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.
    Quote Originally Posted by drone
    I imagine an open-source project to recreate [Medieval: Total War] would be faced with an army of high-valour lawyers.

    Live your life out on Earth; I'm going to join the Sun.

  16. #316

    Default 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?

  17. #317
    Senior Member Senior Member naut's Avatar
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    Default Re: New Patrons, you can post your questions here

    I'll try upload it off later as it is on my other PC.
    Last edited by naut; 08-14-2009 at 17:36.
    #Hillary4prism

    BD:TW

    Some piously affirm: "The truth is such and such. I know! I see!"
    And hold that everything depends upon having the “right” religion.
    But when one really knows, one has no need of religion. - Mahavyuha Sutra

    Freedom necessarily involves risk. - Alan Watts

  18. #318
    Thread Necromancer Member Vantek's Avatar
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    Default Re: New Patrons, you can post your questions here

    Is it possible for a building to have negative income?

  19. #319

    Default 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

  20. #320
    Thread Necromancer Member Vantek's Avatar
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    Default 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)
    Last edited by Vantek; 10-18-2009 at 15:18.

  21. #321
    Beauty hunter Senior Member Raz's Avatar
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    Default Re: New Patrons, you can post your questions here

    Quote Originally Posted by Vantek View Post
    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.
    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!
    Quote Originally Posted by drone
    I imagine an open-source project to recreate [Medieval: Total War] would be faced with an army of high-valour lawyers.

    Live your life out on Earth; I'm going to join the Sun.

  22. #322
    Thread Necromancer Member Vantek's Avatar
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    Default 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 ><

  23. #323

    Default 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.


  24. #324

    Default Re: New Patrons, you can post your questions here

    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.
    The Caravel Mod: a (very much) improvedvanilla MTW/VI v2.1 early campaign

    Please make sure you have the latest version (v3.3)
    Since v3.3 the Caravel Mod includes customised campaigns for huge and default unit settings

    Download v3.3
    Info & Discussion Thread

  25. #325
    Member Member O'Hea's Avatar
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    Default 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.
    Last edited by O'Hea; 12-28-2009 at 11:33.

  26. #326
    Beauty hunter Senior Member Raz's Avatar
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    Default Re: New Patrons, you can post your questions here

    Quote Originally Posted by O'Hea View Post
    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.
    Quote Originally Posted by drone
    I imagine an open-source project to recreate [Medieval: Total War] would be faced with an army of high-valour lawyers.

    Live your life out on Earth; I'm going to join the Sun.

  27. #327

    Default 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?

  28. #328

    Post 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.

  29. #329
    Crusading historian Member cegorach's Avatar
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    Default Re: New Patrons, you can post your questions here

    Quote Originally Posted by Sir Breunor View Post

    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...

    I think you might give me a new idea to implement in Pike and Musket.



    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.

  30. #330
    Thread Necromancer Member Vantek's Avatar
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    Default Re: New Patrons, you can post your questions here

    There was a discussion a long time ago that spreading Jewish religion might increase income
    Hahahahaha that's hilrarious!

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