I've figured out the answers to some of these, so I'll go ahead and post them incase anyone else is wondering.

1) This is done in Column 51 of unit_prod entitled Region Label. I found it while resizing the columns in the Gnome Editor.

2) Column 13 of unit_prod it says 'Some regions provide discounts on troops or buildings', but actually it gives the +1 valour bonus. You have to be sure to remove the bonus for any other troops that might already exist in that land region though.

Don't know how I managed to miss those.

3) After a little more research, I'm guessing no.

4) Still working on this. I figured out how to make units change weapons for different actions. (Lances for charge, Swords for fight), but I haven't been successful in creating a unit that could dual-wield.

5) After a closer look at the unit graphics it seems most of them have beards. My Amazons have developed a sudden urge to wear black scarfs in combat (like the Aiel) :P

6) Turns out my bodyguard units are super-strong vs normal M:TW units, but since I'm modding the available units (Peasants, Spearmen, etc) to be more durable and realistic (you should see my modified Spearmen rip through a cavalry unit) the bodyguards are appropriately strong maybe even a bit weaker than they should be. I'll make them expensive and give them a couple year build time.

7) Still curious about this.

8) I took a lesson from the designers and changed all the units that SHOULDN'T be in my mod to Muslim (since my mod is based on the viking era) and deleted the chance of them appearing in rebellions in order to disable them. Worked great. Now they don't appear in Inns or Custom Battles or anything. You have to be sure to include every possible type of rebellion on some of the mod units though, because I think that may be what was causing some of my CTDs. Rebellions spawning with no possible units in them. Just a guess.

9) Haven't had a chance to play around with this, but I will. This has to be set somewhere because the King of each faction always starts the same age and they are different. If it was hardcoded setting my viking era campaign to 1000 AD should make them around 300 years old instead of 35.



Blaidd