GodsPetMonkey - do u want the source code for a prog i designed to edit the "descr_regions.txt" files. You're probably much more experienced at programming, so u could prob merge it with your current progs.
GodsPetMonkey - do u want the source code for a prog i designed to edit the "descr_regions.txt" files. You're probably much more experienced at programming, so u could prob merge it with your current progs.
If your willing to part with it, I'll take a look, and if I use it, you will ofcourse get full credit!Originally Posted by NaeBlis
PM or email me about it.
Caligula and Hadrian - Unit and Building editors for Rome: Total War.
Now editing -
export_descr_unit.txt, export_descr_unit_enums.txt, export_units.txt, descr_model_battle.txt
export_descr_buildings.txt, export_descr_buildings_enums.txt, export_buildings.txt
A new version for Caligula taking it to 0.5.0, and it somewhat marks a change in focus in my development on these 2 tools, rather then adding more and more supported files, its about makeing whats there easier to use. Well really its just implementing features which appeal to the lazy person inside me (so expect them for Hadrian too!)
But this time, its the final coming of the long ago mentioned "Batch Processing", there is a basic guide in the readme, and I plan on making a more visual (but short) guide for it as well, but for now, its a little gem!
Actually, the guide is done, its pretty simple, but its a pretty simple system anyway!
http://www.users.on.net/~roehr/Batch.html
A request also, what kind of lazy modding features would you like to see in Caligula and Hadrian? This includes more things you can do with the batch processing!
Last edited by GodsPetMonkey; 11-30-2004 at 12:56.
Caligula and Hadrian - Unit and Building editors for Rome: Total War.
Now editing -
export_descr_unit.txt, export_descr_unit_enums.txt, export_units.txt, descr_model_battle.txt
export_descr_buildings.txt, export_descr_buildings_enums.txt, export_buildings.txt
hey both of these things are awesome, they help eliminate all the stupid errors like typing a key on accident when trying to hit something else.
screw tylenol, this thing fixed my headache
Thanks for the compliments.Originally Posted by Boss
Perhaps I should make them only available on prescription![]()
Caligula and Hadrian - Unit and Building editors for Rome: Total War.
Now editing -
export_descr_unit.txt, export_descr_unit_enums.txt, export_units.txt, descr_model_battle.txt
export_descr_buildings.txt, export_descr_buildings_enums.txt, export_buildings.txt
Originally Posted by alman7272
Whoops, should be fixed now. I probably should have tested it earlier.
Caligula and Hadrian - Unit and Building editors for Rome: Total War.
Now editing -
export_descr_unit.txt, export_descr_unit_enums.txt, export_units.txt, descr_model_battle.txt
export_descr_buildings.txt, export_descr_buildings_enums.txt, export_buildings.txt
A new year, and a new revision of Caligula!
This time arround, its all about the batch processing, being not all pleased with the bloated, messy, and hard to work with original, I rewrote it from scratch, and now its much nicer!
I also included a new change (that prompted my rewriting in the first place), selecting the attribute to search by. I only added one new option, "Class" (to "Type", which is what its been on all along). Class is the attribute that provides a broad description of the units role, like light, heavy and missile. Its not the same as category, although it has a similarish role.
This is more or less the next step for this particular feature, I want to expand the search part of it, even be able to stack different searches together (eg. All light infantry built by the greeks) but that may be some time off, I have put alot of thought into how to do it, but most of the ideas I have had have either been to grand, or just wont work.
Its all about making large scale changes much easier, rather then a tool that just allows addind and editing one unit at a time.
Caligula and Hadrian - Unit and Building editors for Rome: Total War.
Now editing -
export_descr_unit.txt, export_descr_unit_enums.txt, export_units.txt, descr_model_battle.txt
export_descr_buildings.txt, export_descr_buildings_enums.txt, export_buildings.txt
Salve GPM,
Hadrian v0.4.4... the link on page 1 appears to be broken...
Vale, Dux of Earl
Artillerie... l'Argument Final des Rois
Hello,
Just wanted to thank you for making these two utilities, been using them and making changes very ncielly :)
The only small problem I got was with unit Pics, I get the generic paysant Picture, so I am reading your previous reply refering to those immages. :)
Thank you![]()
Duke Surak'nar
"Η ΤΑΝ Η ΕΠΙ ΤΑΣ"
From:Residing:
Traveled to: Over 70 Countries, most recent:and
~ Ask not what modding can do for you, rather ask what you can do for modding ~
~ Everyone dies, not everyone really fights ~
Hello,
Yes, its about the issue with dissapearing Units at long disttances, when lets say we take a Unit and also give it to another Faction, this happens.
It is described better by Itkotw in a link you have provided about Unit Cards.
Do you think it would be possible for the tools to have a Tab in which we can prolly specify a couple of things (like the name of our new unit and the actual name of the sprites to be used) and then the tool could add the appropriate lines in the file?Hmm, I have been thinking about the disappearing axemen. I had a similar problem when I first tried to give the gauls axemen. The troops would disappear at long ranges. All I can say is check the descr_model_battle file, and make sure this line appears under the "warband_axe" section (I incorrectly called this the "warband axe german" section in my second post) -
model_sprite gauls, 60.0, data/sprites/germans_warband_axe_sprite.spr
This just tells the game to use the german axemen sprites for the gauls. This is needed because the game stops using 3d models at long ranges and switches to sprites (cheesy, but fast, 2d images)(I forgot to add the second sprite line when I first edited the axemen).
Would that be possible ot is it too complicated and would require too much coding?
If too much coding is involved then I it is Ok I guess, the tools are awesome as it is, and some manual modification never hurts :)
Duke Surak'nar
"Η ΤΑΝ Η ΕΠΙ ΤΑΣ"
From:Residing:
Traveled to: Over 70 Countries, most recent:and
~ Ask not what modding can do for you, rather ask what you can do for modding ~
~ Everyone dies, not everyone really fights ~
Yes, I see what you mean now, I will definately take a look into it.
Caligula and Hadrian - Unit and Building editors for Rome: Total War.
Now editing -
export_descr_unit.txt, export_descr_unit_enums.txt, export_units.txt, descr_model_battle.txt
export_descr_buildings.txt, export_descr_buildings_enums.txt, export_buildings.txt
can somebody please give me instruction on how to use these two programs to give existing units and buildings to factions that couldn't build them before? because i am a bit stupid and dont know how to use them correctly
hello, i have a problem with your program i cant figure out. when i open up the caligula program, the first step i cant do, because it does not list anything. its just blank, i cant pick from any units or categories becuz there is nothing there at all. the lil triangle is grey, and i cant pick from a number of units r anything. help me please
~XXdeftonesXX
"We may not be the biggest band in the world, but we are the baddest."
-Chino Moreno
ok a few things
1 i see you figured out what the "unknown" is that is always 25, hit speed. is lower on that higher, or higher higher?
2 i really don't get the deal with hit strength and attack, ect. they both seem to be the same, but whats the difference? can someone clear that up for me?
3 how do i change what the name of the unit's name is on the battlefield and in the unit selections?
sry for the basic questions, im a bit unexpierenced in modding.
also, my bottons that say "add new unit" "add blank unit" and "remove unit" i cant click, its like there not there ether. i can open a unit's data, and open model data, but those things for sum reason i cant click on at all. theyre jus grey...
~XXdeftonesXX
"We may not be the biggest band in the world, but we are the baddest."
-Chino Moreno
Oki...
Time to correct myself :P
For those of you that use Caligula to give one factions units to another...and you notice that at certain distances these units dissapear during a battle..
This is because of the Sprites...
Caligula offers already the possibility to fix this.
So lets say you take the Levy Pikemen and you want to also make it buildable by Greek_Cities as well as Macedon and the Seleucid.
a- After doing so and saving etc, you will also need to click on the "Open Model Data" button that opens "descr_model_battle.txt"
b- click on the [Model Data] tab
c- Select "Greek_levy_pikeman" from the drop down
d- at the lower most box area you will see two lines for the path to the sprites, one ofr macedon and one for seleucid.
e- Select the macedon line, and in the emediate edit field bellow, replace the "macedon" by "greek_cities" (or the faction you giving this unit to. And press the "ADD" button. Now the Box should look like this:Code:seleucid, 60.0, data/sprites/seleucid_greek_levy_pikeman_sprite.spr macedon, 60.0, data/sprites/macedon_greek_levy_pikeman_sprite.spr
F- Save your changes, and your done.Code:seleucid, 60.0, data/sprites/seleucid_greek_levy_pikeman_sprite.spr macedon, 60.0, data/sprites/macedon_greek_levy_pikeman_sprite.spr greek_cities, 60.0, data/sprites/macedon_greek_levy_pikeman_sprite.spr
And thus, your units will no longer dissapear in battle when you move your camera far away from them.
Duke Surak'nar
"Η ΤΑΝ Η ΕΠΙ ΤΑΣ"
From:Residing:
Traveled to: Over 70 Countries, most recent:and
~ Ask not what modding can do for you, rather ask what you can do for modding ~
~ Everyone dies, not everyone really fights ~
Thanks for that guide Suraknar! I am sure a few people will find it very useful.
Now onto some more good news, a new version of Caligula, now with BI support (so you can stop emailing and PMing... please!). This takes up to v0.6.0
Originally Posted by Caligula Readme
Caligula and Hadrian - Unit and Building editors for Rome: Total War.
Now editing -
export_descr_unit.txt, export_descr_unit_enums.txt, export_units.txt, descr_model_battle.txt
export_descr_buildings.txt, export_descr_buildings_enums.txt, export_buildings.txt
i just bought bi and started to tweak some of my settings (number of soldiers, # of arrows in western archer, armor and shield strength, etc.) using caligula (hadrian doesn't seem to cause ctd), but everytime the game starts, it crashes to the desktop. what am i doing wrong?
Last edited by kyee7k; 10-11-2005 at 23:30.
The old limits still apply (like a max of 60 soldiers in a unit), so you may want to double check your values.Originally Posted by kyee7k
If you can't see the problem, send me the unit file (email is in the readme) and I'll have a look for you, I may have missed something.
Caligula and Hadrian - Unit and Building editors for Rome: Total War.
Now editing -
export_descr_unit.txt, export_descr_unit_enums.txt, export_units.txt, descr_model_battle.txt
export_descr_buildings.txt, export_descr_buildings_enums.txt, export_buildings.txt
what exactly can i edit for the troops, if not increase the number?Originally Posted by GodsPetMonkey
is it possible to change the multiplier?![]()
Last edited by kyee7k; 10-12-2005 at 00:29.
when I try downloading hadrian I get redirected to www.atomicgames.com
any idea why that happens???
Do these editors work with rome total war gold?
Hi, can i run hadrian and caligula tools on Rome Total Realism?![]()
The mod you're running has nothing to do with any of the tools found here. You can use any tool with any mod, as long as you know where the mod keeps the files you're trying to edit.
I cannot get Caligula to open the EB EDU. No problem with the ones from RTW/BI/RTRPE...
Those who would give up essential liberties for a perceived sense of security deserve neither liberty nor security--Benjamin Franklin
What is up with the 2nd VB6 thingy? it is just a bunch of symbols.
Don't know if this is the right place, but if you are having errors with Caligula and Hadrian that are a 'comdlg32.ocx' missing kind of error then here is how to fix them
first dl comdlg32.ocx from here
http://windowsxp.mvps.org/comdlg32.htm
then for Xp/ Vista 32bit follow instructions on the link
for windows 7 64bit (x86) (also possibly Vista 64bit)
if you are using 64bit, try putting ocx in following folder
C:\Windows\SysWOW64\ (if different windows folder/drive then change it)
and run following command in elevated command prompt(admin) (start, all programs, accessories, right click on Command prompt, click run as administrator)
Type the following and click enter:
regsvr32 C:\Windows\SysWOW64\Comdlg32.ocx
you should then get a confirmation message
hi all.
I am trying to DL caligula and Hadrian, but they seem to be not available anymore...
is it true? so, what to do? where to find? hopeless?
thx belliger
Nec sine Marsis nec contra Marsos triumphari posse
(Appiano)
correction: i don't knwo how, but i DL caligula.
no way to find Hadrian!!!!!!!!!!!!! :(
Nec sine Marsis nec contra Marsos triumphari posse
(Appiano)
Salve GPM,Originally Posted by GodsPetMonkey
I have used Caligula 5.0 to change unit numbers with no problem, except for one...
Legionary First Cohort i & Legionary First Cohort ii
I cannot change the number of soldiers to 70 or greater for Legionary First Cohorts without a CTD.
I am playing on HUGE scale (x4 scale multiplier) with Centurions and Standards mod..
so, I use 50 x 4 = 200 per Legionary Cohort i & ii (no CTD problems)
but, I also want to use 70 x 4 = 280 per First Cohort i & ii (but then I get CTD on game startup... if I use 69 or less, then no CTD...)
70 X 4 = 280 which is less than 300, so I don't understand why there is a CTD.
Other than that, I can change elephants, ballistas, onagers, cavalry, chariots, etc. without any CTD problems.. a very nice tool for the tool box.. thanks very much..
Vale, Dux of Earl
Artillerie... l'Argument Final des Rois
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