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Thread: Text File questions for modders or old hands

  1. #1
    Member Member WarHawk1953's Avatar
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    Question Text File questions for modders or old hands

    Guys,
    I am relatively new to RTW. I have down load many MODS. I have done some minor modification which I learned on my own. I have found out that the export_descr_unit file can be altered to create conscript troops in one turn. The descr_strat I can add troops, buildings, ships, family traits, and add some ancillaries to family members and agents. I have learned the hard way to back up my files! Also it does not hurt when you have a large 2nd HD and have installed RTW 2.1 unaltered mint. Copied game in other folders for mods and modding to test mods.

    Here are a few of my questions?
    1.preferences.txt
    LABEL_CHARACTERS:TRUE( will show all stat units names, such as captains, family, spy, diplomates)

    A) ADVANCED_STATS_ALWAYS:FALSE: How does this effect the game when TRUE?

    B) CAMPAIGN_MAP_SPEED_UP:FALSE
    C) CAMPAIGN_MAP_GAME_SPEED:10
    What are the results whne B is changed to TRUE and Does C effect the game and how high or low can this be set, and what is best setting?

    2.MAP/BASE
    descr_regions.txt
    Etruria
    Arretium
    romans_julii
    Etruscans
    157 198 13
    iron, marble, dogs, pigs, italy
    5
    7
    I see by this file entry, that Etruria has iorn a mineable ore, Yet the Juilii cna not build mines, why?

    3. From what I read of Roman histroy, the Roman army built fortified encampments. In the game we can build forts and have them as long as it has a garrison. Now look over these next files and it raises a number of question.

    4.DATA FOLDER
    export_descr_buildings_enums.txt
    settlement_upgrade_fort
    settlement_upgrade_fort_desc
    settlement_upgrade_fort_desc_short

    descr_sm_forts_ports_watchtowers.txt
    culture roman
    fort data/models_strat/residences/roman_fort.CAS
    fort_cost 500
    fort_wall data/models_strat/residences/roman_fort_wall.CAS

    DATA/TEXT FOLDER
    export_buildings.txt
    {settlement_upgrade_fort} UPGRADE FORT
    {settlement_upgrade_fort_desc} UPGRADE FORT TO A VILLAGE
    {settlement_upgrade_fort_desc_short} UPGRADE FORT TO A VILLAGE

    DATA/SETTLEMENT_PLANS FOLDER
    roman_camp.txt
    stake_palisade (type wall)

    roman_camp_small.txt
    stake_palisade (type wall)

    roman_fort.txt
    straight (type wall)

    First three different types of Roman fortifications, Roman camp, Roman small camp and Roman Forts. Also thet the Roman Forts are upgradable. The only fortification on sees in the game is the fort and it is not upgradable.

    1. Can the following mods for the Roman be made?

    A. Roman Camp for Captain lead troops ,no cost, type wall a ditch
    embarkment.Roman camp disappears once troops leave it , same turn.

    B. Roman small camp for generals in the field, no cost ,stake_palisade (type wall)disappears once troops leave it , same turn.

    c. Roman Forts upgadable to stone walls perminent structures, that are torn down like any other structure in a town/settlement. cost the same as city stone walls.

    D. this folder shows DATA/TEXT FOLDER/export_buildings.txt , that we could up grade forts to villages then to huge cities. What happened here? By all appearences, since it is in the building tech tree structure of the file.

    I just I hope I am posting this to the right area.
    WarHawk1953

  2. #2

    Default Re: Text File questions for modders or old hands

    Hi there, yes you're posting to the right area.

    I can help with a couple of these:

    The iron resource appears in descr_regions, but is there also one in that province in the resource section of descr_strat? I think descr_strat controls this instead of descr_regions.

    As for forts - you can mod the underlying fort structure, but you cannot make it upgradeable, buildable by captains or convert it into a village. The entries that you noted are most likely vestiges of old code.
    Epistolary Richard's modding Rules of Cool
    Cool 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

  3. #3

    Default Re: Text File questions for modders or old hands

    Iron is a traded but i think you can only build mines when there is silver or gold.
    It's not a map.

  4. #4

    Default Re: Text File questions for modders or old hands

    You're quite right, my mistake!
    Epistolary Richard's modding Rules of Cool
    Cool 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

  5. #5
    Assistant Mod Mod Member GiantMonkeyMan's Avatar
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    Default Re: Text File questions for modders or old hands

    but it only gives you bonuses when in descr_strat...

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