Results 1 to 10 of 10

Thread: Modding STW - limits?

  1. #1
    Merkismathr of Birka Member PseRamesses's Avatar
    Join Date
    Nov 2003
    Location
    Birka town in Svitjod. Realm of the Rus and the midnight sun.
    Posts
    1,939

    Default Modding STW - limits?

    1. Where can I find stats, guides, etc for modding STW?
    2. How many factions can STW carry? 8?
    3. How many units?
    4. How many provinces?
    Did a search but didn´t find it right away - I guess I´m lazy, he he! Or the info I´m searching is too old. Any info is appreciated. Thx in advance!

  2. #2
    Weird Organism Senior Member Drisos's Avatar
    Join Date
    Nov 2004
    Location
    Chushingura
    Posts
    3,627

    Default Re: Modding STW - limits?

    You plan to modify STW yourself? Good luck.

    Don't ask me for answers at any tech. questions I am a total noobie.
    - Chu - Gi - Makoto - Rei - Jin - Yu - Meiyo -

  3. #3
    Senior Member Senior Member Duke John's Avatar
    Join Date
    May 2003
    Location
    Netherlands
    Posts
    2,917

    Default Re: Modding STW - limits?

    Almost everything is hardcoded in S:TW. You can edit some stats and graphics though.

  4. #4
    Nur-ad-Din Forum Administrator TosaInu's Avatar
    Join Date
    Jul 2002
    Posts
    12,326

    Default Re: Modding STW - limits?

    STW classic allows creating historial battles and eats custom maps.
    STW MI/WE same as above and historical campaigns (tricky, but complex stuff is possible), extra full campaigns (can use hecoses WYSWYG editor), unit stats (best with patch 1.02), projectile stats and some graphis using RSW's BIF editor.

    1. All stuff for modding STW such as guides, tools and examples are at 3d, but browsing to http://tosainu.demon.nl (no www!) will allow you to grab files faster as there's no queue. Check the FAQs, Tools and STW dirs.

    2. 8 Japanese + 1 Mongol in MI/WE.
    3. Only the units that are there afaik.
    4. This may be hardcoded too, but I'm not sure anymore. How does MTW do this? May be about the same idea.
    Ja mata

    TosaInu

  5. #5
    Merkismathr of Birka Member PseRamesses's Avatar
    Join Date
    Nov 2003
    Location
    Birka town in Svitjod. Realm of the Rus and the midnight sun.
    Posts
    1,939

    Default Re: Modding STW - limits?

    Quote Originally Posted by TosaInu
    STW classic allows creating historial battles and eats custom maps.
    STW MI/WE same as above and historical campaigns (tricky, but complex stuff is possible), extra full campaigns (can use hecoses WYSWYG editor), unit stats (best with patch 1.02), projectile stats and some graphis using RSW's BIF editor.

    1. All stuff for modding STW such as guides, tools and examples are at 3d, but browsing to http://tosainu.demon.nl (no www!) will allow you to grab files faster as there's no queue. Check the FAQs, Tools and STW dirs.

    2. 8 Japanese + 1 Mongol in MI/WE.
    3. Only the units that are there afaik.
    4. This may be hardcoded too, but I'm not sure anymore. How does MTW do this? May be about the same idea.
    Thx for the link TosaInu-san but I´ve been through that dir already. As I remember there was a low limit for facs and units so I´ll go through the txt-files to se if it works the same way as MTW, then it shouldn´t be a prob. I´m basically hoping that the map could be enhanced with more provinces. I got this great book on feudal Japan on my birtday see so that kinda triggered me.

  6. #6
    warning- plot loss in progress Senior Member barocca's Avatar
    Join Date
    Dec 2000
    Location
    (*disclaimer* - reality may or may not exist, in some societies reality is a crime, punishable by life)
    Posts
    5,341

    Default Re: Modding STW - limits?

    download the full campaigns file from the shogun campaign area of downloads

    extract full campaigns to folder
    extract barocca's campaigns to folder

    open the ironman folder
    look at the positions.txt file
    the first line in that file is the "key"

    it tells you what all the numbers and name mean

    it is possible to change the clans, but i think the heirs get a little messed up,
    as long as you dont mind that (heirs are hardcoded), then you should not have too many troubles making new clans for campaigns

    Hecose editor (and the readme files with it) are a must have!!!

    B.
    The winds that blows -
    ask them, which leaf on the tree
    will be next to go.

  7. #7
    Merkismathr of Birka Member PseRamesses's Avatar
    Join Date
    Nov 2003
    Location
    Birka town in Svitjod. Realm of the Rus and the midnight sun.
    Posts
    1,939

    Default Re: Modding STW - limits?

    Quote Originally Posted by barocca
    download the full campaigns file from the shogun campaign area of downloads

    extract full campaigns to folder
    extract barocca's campaigns to folder

    open the ironman folder
    look at the positions.txt file
    the first line in that file is the "key"

    it tells you what all the numbers and name mean

    it is possible to change the clans, but i think the heirs get a little messed up,
    as long as you dont mind that (heirs are hardcoded), then you should not have too many troubles making new clans for campaigns

    Hecose editor (and the readme files with it) are a must have!!!

    B.
    Thx!
    So there´s no way you can use more than 9 factions?
    Is there a way to edit the strat map to contain more provinces?

  8. #8
    warning- plot loss in progress Senior Member barocca's Avatar
    Join Date
    Dec 2000
    Location
    (*disclaimer* - reality may or may not exist, in some societies reality is a crime, punishable by life)
    Posts
    5,341

    Default Re: Modding STW - limits?

    in the textures/campmap directory are the lukmaps and the tga maps,
    except the tga maps are encoded as BP8's

    while there is a BP8 decrypt util there is no way to encode a tga to BP8 format (we can get it out, we cannot put it back)

    the warlords lukmaps are different to the medieval lukmaps, they use 4 colours per province as opposed to medievals 2 colours per province,
    there were reasons for that, features that were not enabled,
    and those features were enhanced for medieval, but again not enabled due to being declared "uneeded clutter"

    we have not investigated what happens if you add more provinces to the lukmaps, mainly because the point was mute,
    you cannot edit the campaign map TGA anyway, so no real purpose to testing effects of LBM editing

    plus only mithels util has ever correctly ordered a lukmap file,
    (and that util only works with medieval lukmaps)
    we have not found a third party application to do the work correctly

    B.
    The winds that blows -
    ask them, which leaf on the tree
    will be next to go.

  9. #9

    Default Re: Modding STW - limits?

    Is there any way to increase the troop number per unit to more then 120?

  10. #10
    warning- plot loss in progress Senior Member barocca's Avatar
    Join Date
    Dec 2000
    Location
    (*disclaimer* - reality may or may not exist, in some societies reality is a crime, punishable by life)
    Posts
    5,341

    Default Re: Modding STW - limits?

    not that i can find, no

    B.
    The winds that blows -
    ask them, which leaf on the tree
    will be next to go.

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO