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Thread: made to move to alcemist -_-

  1. #1

    Default made to move to alcemist -_-

    he i wanted to ask some ting about modding in MTW VI but i understand i need to post it hire and wait until its moved

    well hire it go's



    i what to change the starting buildings , i know it can be dun in a file but i keep messing it up ( rely dyslectic hire i geez i keep making typo's)

    but is there a simple program fore it?

  2. #2
    Arrogant Ashigaru Moderator Ludens's Avatar
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    Lightbulb Re: made to move to alcemist -_-

    Exactly what do you want to change about the starting buildings? Which one are are already in place at the start of a campaign or what their effects are? If you want to crusade with late units, like you said in the "Registered, but Can't Post?"-thread, you have to change the unit era-requirements and either change their building requirements to low-level buildings or make the advanced buildings available at start-up. You could also turn late units into crusade-units, but given their high cost I doubt you would get many of them. To change unit and building requirements, you can use Gnome-editor. To change buildings available at the start you need to edit the startpos files, but as far as I am aware there is no editor available for that.

    Sorry for not immediatly moving your thread, but you will get a more comprehensive answer if your intention is clear.
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  3. #3

    Default Re: made to move to alcemist -_-

    no problem

    i want to change the buildings in place, i know you can edit the word file's , but i after i edited it i can't open the scenario ( gees i made a typo or well 8, kept spell , heavily dyslectic and so on i do't see if i make a mistake to , really whit name's

  4. #4
    Arrogant Ashigaru Moderator Ludens's Avatar
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    Lightbulb Re: made to move to alcemist -_-

    Well, I can't give an further help, so I think this should be moved to the Alchemist's.
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  5. #5
    Arrogant Ashigaru Moderator Ludens's Avatar
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    Lightbulb Re: made to move to alcemist -_-

    Okay, I cannot move this thread myself, so I posted a message in the Alchemist's lab with a link to this thread. You can find it here. Sorry for not doing this in the first place.
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  6. #6
    Tree Killer Senior Member Beirut's Avatar
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    Default Re: made to move to alcemist -_-

    I found an easy cheat (if you want to call it that) is to up the numbers beside the building types in the campmap-starpos -late era (for example) text file. If it says Castle 10, change the 10 to an 11. That sort of thing. I usually change the Town Watch to 4 because I want pikemen in Wessex right from the start. Just make sure the numbers you input actually exist in the game.

    Another thing I do, is change the amount of time it takes to build something. If it takes 2, 4, 6, 8 years to run through a progression of building types, I change it to 1, 2, 3, 5. Something like that. But I'll up the cost to help balance it out and not make it too easy. So I get a unit twice as fast, but it costs twice as much.

    I did add buildings by simply writing in another line of text in the building list and adding the building I wanted. This might not be the way the expert mods do it, but so far it works for me. No program required and it takes about ten seconds.
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  7. #7

    Default Re: made to move to alcemist -_-

    i try to add the building in the folder , but ya that i want to add them every where , but i keep making typo's ( well i geez i did , it just stop working \= )

  8. #8
    Believer of Murphy's Law Member Sensei Warrior's Avatar
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    Default Re: made to move to alcemist -_-

    I use copy and paste alot when editing the files. I also put a comment next to what I changed and why, so if I did something wrong I can at least find the lines I edited. When commenting make sure you use // before the comment starts, and put the comment at the very end of the line. This helps out when its a large edit.

    I am not sure if you wanted to, but Ludens said you wanted late era units available from Early. If that's the case I think you are going to have to tweak the Units file as well to make the late era units available in early. Even though you have a Master Bowyer doesn't mean Pavise Arbalesters are going to be available in Early. The unit has a time restriction placed on it as well.

    I am not much of a modder so I hope I've helped. Make sure you make copies of the original unmodified files. If you did really wreck the file, I know I have, you can at least back up to the original file and start from scratch.
    Every weapon has evolved from the same basic design, either a rock or a sharp pointy stick.

  9. #9

    Default Re: made to move to alcemist -_-

    i unlocked the units ( gnome editor ) but before i build the buildings i already hit high

    and well i would radar start whit the building , and that the enemy has them to

    yes i know i am bitching (-;

    and whit the copy , i writ the province names wrong \=

  10. #10
    Believer of Murphy's Law Member Sensei Warrior's Avatar
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    Default Re: made to move to alcemist -_-

    Unfortunately, the game files are very unforgiving when it comes to errors. My first attempts were disasters that involved reverting to my back ups over and over again.

    Keep at it. Modding isn't as easy as BKB and VikingHorde make it out to be. Go slow and change a little at a time. Make sure you double and triple check your work, letter by letter if you have to. It gets easier the more you work on it.
    Every weapon has evolved from the same basic design, either a rock or a sharp pointy stick.

  11. #11

    Default Re: made to move to alcemist -_-

    wel gess i'll doe i city by city

    to bad thare sis not a progen like gnome fore it

  12. #12

    Default Re: made to move to alcemist -_-

    well tried it but suddenly there weren't no staring army's , and in some of the Provence is changed there wort any buildings left so blaa


    any one some hints?

  13. #13

    Default Re: made to move to alcemist -_-

    All you need to do is go to the startpos folder, open the era you want to change, and scroll down until you see this line:
    Code:
    //============================================================================
    // Adding ANY building MUST be done after the regions ATTRIBUTES have been set.
    //============================================================================
    //Buildings
    //place buildings in each country.
    //Buildings become controlled by the
    //faction controlling the region.
    //========================================
    Simply follow the format that is there and change stuff. First name the province, then tab over and name the building. The building names have to match up with the names in the crusader building prod11 file.

  14. #14

    Default Re: made to move to alcemist -_-

    thanks

    sorry fore the late reply by my internet crachted \=

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