so i tryed that out, but nowwhen i go to play as soon as the game begins it goes back to my desktop?
so i tryed that out, but nowwhen i go to play as soon as the game begins it goes back to my desktop?
Unfortunately it is not so simple.
In fact you want to assign new units to greek_cities faction. Thus you need to edit several files. If I remember well you must begin with descr_model_battle.txt. For example, companion cavalry is coded as greek_royal_cavalry. There you must have assigned a texture for the faction, as here:
If this unit has not a particular texture for the desired faction you have to make one or to assign one existing texture, although the unit would have the colors of the other faction.Code:type greek_royal_cavalry ; combat spear skeleton fs_hc_spearman, fs_hc_swordsman indiv_range 40 texture macedon, data/models_unit/textures/unit_greek_royal_cavalry_macedon.tga texture greek_cities, data/models_unit/textures/unit_greek_royal_cavalry_greek.tga texture seleucid, data/models_unit/textures/unit_greek_royal_cavalry_seleucid.tga model_flexi_m data/models_unit/unit_greek_royal_cavalry_400.cas, 8 model_flexi_m data/models_unit/unit_greek_royal_cavalry_300.cas, 15 model_flexi_m data/models_unit/unit_greek_royal_cavalry_200.cas, 30 model_flexi_m data/models_unit/unit_greek_royal_cavalry_100.cas, 40 model_flexi data/models_unit/unit_greek_royal_cavalry_70.cas, max model_sprite greek_cities, 60.0, data/sprites/greek_cities_greek_royal_cavalry_sprite.spr model_sprite seleucid, 60.0, data/sprites/seleucid_greek_royal_cavalry_sprite.spr model_sprite macedon, 60.0, data/sprites/macedon_greek_royal_cavalry_sprite.spr model_tri 400, 0.5f, 0.5f, 0.5f
After that it is necessary to allow the faction to recruit the unit. This is done in export_descr_unit.txt. This is the example for companion cavalry:
After that you must modify the export_descr_buildings.txt file as told before. Pay attention with the space after the last comma.Code:type greek royal cavalry dictionary greek_royal_cavalry ; Companion Cavalry category cavalry class heavy voice_type Heavy_1 soldier greek_royal_cavalry, 27, 0, 1 mount heavy horse mount_effect elephant -8, camel -4 attributes sea_faring, hide_forest, hardy formation 1.5, 4, 3, 6, 4, square, wedge stat_health 1, 0 stat_pri 10, 16, no, 0, 0, melee, blade, piercing, spear, 25 ,1 stat_pri_attr no stat_sec 12, 4, no, 0, 0, melee, simple, piercing, sword, 25 ,1 stat_sec_attr no stat_pri_armour 11, 6, 0, metal stat_sec_armour 0, 1, flesh stat_heat 2 stat_ground 0, 0, -6, 0 stat_mental 10, disciplined, highly_trained stat_charge_dist 40 stat_fire_delay 0 stat_food 60, 300 stat_cost 2, 760, 240, 80, 120, 760 ownership macedon, greek_cities
Finally it remains the question of the unit card and info_picture. If not, you will have the image of a peasant (default image) for the new unit.
In any case a more detailed tutorial about how to include new units can be seen in this thread:
https://forums.totalwar.org/vb/showthread.php?t=39092
If the game CTDs (crashes to desktop) when you try to boot it up, it sounds like you've got a problem in one of the files that the game reads on start-up, probably in this case export_descr_buildings as I would have imagined you already made your changes to export_descr_unit to get the units available in custom games.Originally Posted by steve
Ensure that your other files look like Monkwarrior's instructions and make a new shortcut for the game within the target line. Make sure you modify this to wherever your copy of RTW is located. If you start the game through this shortcut and the game CTDs this will hopefully generate an error message telling you where the problem is.Code:"C:\Program Files\Activision\Rome - Total War\RomeTW.exe" show_err
The game is very picky about certain spacing and commas in these files so try to follow his instructions exactly. If you have no joy, restore your vanilla versions of the files and then make one change at a time.
From my experience, it's not always necessary to edit descr_model_battle, but doing so lets you make sure that the model looks how it's supposed to look. The graphics files already exist for the Greek Companion Cavalry, but you won't find anything for the Beserkers so you can either rely on the german default or venture into the world of skinning.![]()
Last edited by Epistolary Richard; 03-28-2005 at 21:27.
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ok, ive gotten that working, with the exception of the skinning part, but i dont care about that anyways. I was wondering if it is possible to up the number of men in units, for example i want to boost the 45 number in my sycthed chariots to 200.
From Monkwarrior's post on export_descr_unit
The 27 is the number of men in the unit on normal scale. This number can go as high as 60 and as low as 6. Read through the comments at the very top of the export_descr_unit file as these explain what all the variables are.Code:soldier greek_royal_cavalry, 27, 0, 1
Epistolary Richard's modding Rules of CoolCool modders make their mods with the :mod command line switch
If they don't, then Cool mod-users use the Mod Enabler (JSGME)
Cool modders use show_err
Cool modders use the tutorials database
Cool modders check out the Welcome to the Modding Forums! thread
Cool modders keep backups
Cool modders help each other out
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