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  1. #1
    Merkismathr of Birka Member PseRamesses's Avatar
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    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
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    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
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    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
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    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
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    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
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    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.

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