The two files, xxx.bat and xxx.cfg must be in the main folder, ie "C:\Program Files\SEGA\Medieval II Total War"Originally Posted by hellenes
The two files, xxx.bat and xxx.cfg must be in the main folder, ie "C:\Program Files\SEGA\Medieval II Total War"Originally Posted by hellenes
Playing EB and XGM
Looks very interesting and it'll be nice to get a chance to play around with some more files now, promising news![]()
RIP TosaInu
Ja Mata
Good news indeed though still a far cry from a full unpacker. My guess is the patch has been delayed even farther back and this is CA's way of trying to smooth it over with us. Oh well.
From what i understand they were just send to ER so we colud familiarise ourselves with them before the patch came out, not because the patch is delayed(which i do not think it is).
Creator of:
Lands to Conquer Gold for Medieval II: Kingdoms
I can assure you that this release and the patch's progress are entirely unrelated.
As for the replacement to the dmb file - I simply don't understand the process myself, I'm afraid.
Last edited by Epistolary Richard; 12-05-2006 at 01:34.
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
But it will still be moddable, right?Originally Posted by Epistolary Richard
If anyone who has STEAM can't get this to work (Like me). Instead of creating a bat file do this.
1. Go to STEAM then My Games
2. Right Click on Medieval 2 and go to Properties
3. Click "Set launch options"
4. Enter "@mymod.cfg" without the quotes.
Using a bat file for me just popped up an error saying it couldn't find STEAM.
Sorry if I might be posting this in the wrong thread, but will units that have been included in the export_descr_units.txt actually show up ingame instead of being inivisible?
Works like a charm
Now just need some decent programmer to create a unit editor like Caligula
I am only one man people!Originally Posted by Merlin's Apprentice
![]()
Nah, main problem right now is a few things are still not quite understood, like how it all ties in with models and the like, but that just means it'll be a 'over time' process, where rather then a smart setup that can edit lots of files, it'll start basic, get better.
Caligula and Hadrian - Unit and Building editors for Rome: Total War.
Now editing -
export_descr_unit.txt, export_descr_unit_enums.txt, export_units.txt, descr_model_battle.txt
export_descr_buildings.txt, export_descr_buildings_enums.txt, export_buildings.txt
I have faith in ya :)
shouldnt take too long once the unpacker comes out and the rest of the files are available
Caligula works a wee bit already, just doesnt do the new stuff like stakes and such
havent tried to save an editted unit yet tho
still messing with units the old fasioned way
by hand
Well, the files are similar, so yeah, that's to be expected, the problem is with new variables that the units have, like armour_ug_levels and armour_ug_models, which it can't handle, and will result in a non-working units file if you try to save. I would love to know where the models are now stored (instead of the DMB) cause then I could pull them in, but I guess it's not to be.Originally Posted by Merlin's Apprentice
Something to work on when I get home from work though - part of the problem of CA Oz releasing something at the start of their work day, it's the start of mine too![]()
Caligula and Hadrian - Unit and Building editors for Rome: Total War.
Now editing -
export_descr_unit.txt, export_descr_unit_enums.txt, export_units.txt, descr_model_battle.txt
export_descr_buildings.txt, export_descr_buildings_enums.txt, export_buildings.txt
well, with what i am reading they may have made it easier for modders to do things, but it lacks the simplicityof the old just mod a text file if you just want to tone down some unit strength or increase costs/build time.
creating new folders and knowing what has to go in them is a little complicated for me. i never understood it in the RTW mods either.
"Signatures tell the forum who you are. If you make jokes, you are a clown. If you leave serious quotes, you take things seriously. If you challenge the owner of the forums, you are a malcontent.
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I can't seem to get unit changes to show up.
What does the structure have to be when you run the .bat file?
So far I have tried /mymod/export_descr_unit.txt and /mymod/data/export_descr_unit.txt.
Neither of these show any of the changes made.
EDIT: nevermind, I figrued it out. I forgot to put [features] into the .cfg.
However, it looks like the stat_armour_ex is non functional. It is commented out in all cases, and if I remove the ; the game won't run.
This is very dissapointing.
Last edited by the_mango55; 12-05-2006 at 06:26.
"You're drunk again!"
"Na Im just exhausted from staying up all night drinking!" - Family guy
How are these files created?Originally Posted by swell
Originally Posted by D Wilson
For a bat file you create a txt file with notepad and rename the ending to .bat
For the cfg file, make a copy of the standard cfg file and include the changes.
Loadingscreens and splash screen works fine in my mod DLV 1.5
repman
BareBonesWars 8.1 for RTW 1.5
Integration Mod which combines unique strategic challenges due to a 4 Season scripted campaign from 280 BC - 180 AD on several big/small maps and with an ruthless AI on the battlefield.
Deus lo Vult DLV 5.3 for MTW II 1.2
All factions playable, Ireland+Flanders+Kiev+Lithuania+TeutonicOrder+Armenia+Crusader +Georgia,1y2t script, army field costs, Ultimate AI 1.6.1, big map, military career system, age simulation, heraldic system, new factions, garrison script, Crowns + Swords, Trait bugfixer, ancillary enhancements, darth battle mechanics
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