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  1. #1

    Default Re: Post your "must-know" modding questions here!

    hi adonys, im sure it is... so let me rephrase my question .


    HOW ? do i , ect.

    Yesterday i got my hands on the export_unit_descr file and had a tinkle, i was sure it wouldnt be as easy as simply adding other faction names to the bottem line of the unit description, and i was right, i get a ctd when i run the game.

    Can you tell me what other changes i need to make in the data files to allow me to build for example, camel units with pontus.

    I appologise if this has been covered before, if anyone can help me a little it would be much appreciated, thanks ! .

    buu
    Last edited by buujin; 10-12-2004 at 16:02. Reason: typos
    [VDM]BuuKenshin


  2. #2

    Default Re: Post your "must-know" modding questions here!

    Ok so. i got the game running by editing both the unit and building files, but theres some spooky goings on, maybe someone can shed some light on this:

    I added armenian legionaries to pontus but when i went to test it out, they show up as peasants in the recruitment options unit picture, and then in battle they looked exactly like the roman legionary cohorts, rather than the bluey green legionaries that armenia have.

    I looked again in the export_unit_descr file and theres nothing in there that i can see referring to they're colour or the picture for the unit training options,
    Afterall it was just a copy of the armenian legionnaires text, so why have they turned out red instead of green ?!

    I apologize once again for my lack of knowledge, can anyone help ?
    [VDM]BuuKenshin


  3. #3
    Member Member Basileios's Avatar
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    Default AW: Post your "must-know" modding questions here!

    @buujin
    The Peasants-pic shows up when there is no Unit-pic for the specific faction.
    You can read more about that in @adonys link from 10-10-2004 03:14.

    For the texture in battle the descr_model_battle.txt must be edited as well.
    You can chose the textures for the units for each faction there. That´s in general not necessary for factions of the same culture backgrond, since there are normaly already textures of the proper colour...

    In your case I´m affraid it might be necessary to make the right texture yourself...


    By the way... I edited Mace. & Comp. Cav. as previously described, so that the greek cities were able to build both units. Worked fine. Giving them a good picture was easy as well ( at least after reading how...).
    My problem is that this doesn´t work with edited pictures! It matters not if just renamed or edited an saved... RTW just takes the original picture! What´s wrong and what can I do to change that?
    Beati pauperes spiritu... (Quadratus in Asterix XVII)

  4. #4

    Default Re: Post your "must-know" modding questions here!

    Is there any way to edit mercenaries, especially recruition location and availability?
    Anyone who has no fear of death himself can succeed in inflicting it.
    The Prince,
    Machiavelli

  5. #5

    Default Re: Post your "must-know" modding questions here!

    Psyco, yes you can edit mercenaries. Look in - Data\world\campaign\Imperial_campaign\descr_mercenaries

    It refers to merc location,type, starting exp, cost, replenish rate, max number, and the initial number.

    I have not edited it much, though I am tempted to edit the maximum number, but I am afraid the AI will recuit more than I want them to .

  6. #6

    Default Re: Post your "must-know" modding questions here!

    Thanks for the answer.
    Another question. Is there any way to see where an error is (I've modded a bit, but it always ctd before loading the start movie, so I need some way to find where the error(s) is/are)
    Last edited by Psyco; 10-13-2004 at 02:56.
    Anyone who has no fear of death himself can succeed in inflicting it.
    The Prince,
    Machiavelli

  7. #7
    EB insanity coordinator Senior Member khelvan's Avatar
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    Default Re: Post your "must-know" modding questions here!

    Edit: Figured it out already, sorry.
    Last edited by khelvan; 10-14-2004 at 02:48.
    Cogita tute


  8. #8

    Default Re: Post your "must-know" modding questions here!

    Does the game output any of the battle results to a file or a temp file anywhere? I can't find one, but if anyone knows where it sticks the data I'd like to write a parser for it to save battle results and unit information/ratios.

  9. #9
    Aggravated Ursine Member The Panda Centurion's Avatar
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    Default Re: Post your "must-know" modding questions here!

    Can gmax be used in place of 3dsmax for modeling purposes?
    The Panda Centurion
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  10. #10
    Shaidar Haran Senior Member SAM Site Champion Myrddraal's Avatar
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    Default Re: Post your "must-know" modding questions here!

    At hal, do any of your roads appear. As far as I can see, the only way you can affect roads is by 'guiding' them with bits of wood, mountain etc.

    At Panda, you can use it, but I think that the CAS extractor only works for 3dstudio

  11. #11
    Member Member Basileios's Avatar
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    Default AW: Re: Post your "must-know" modding questions here!

    Quote Originally Posted by Psyco
    Is there any way to edit mercenaries, especially recruition location and availability?
    As @itkotw said, but be careful! You will not be able to start a new campaign anymore when you mess-up here! The programm will returne to campaign menue when you start a new campaign. Only merc_* untits can be assigned
    to the regions! Or units you gave the ability (attribute) in the export_descr_unit.txt to be a mercenary unit...
    Beati pauperes spiritu... (Quadratus in Asterix XVII)

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