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Thread: Modding non-combat units

  1. #1

    Default Modding non-combat units

    Have anyone modded non-combat units?

    Eg, changed the stats of a spy, that it will be easier for a spy to incite an uprising?

  2. #2
    Assistant Mod Mod Member GiantMonkeyMan's Avatar
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    Default Re: Modding non-combat units

    its to do with the character's traits...

    go to export_descr_character_traits.txt in the Rome/Data/ folder (or Rome/BI/Data) and ctrl+F to search for 'goodspy' then increase each of those levels by 1 in subterfuge... there are a few more traits concerning spies that you could change but that is the main one

    hope this helps
    GMM

  3. #3

    Default Re: Modding non-combat units

    Sorry, which file in the "data" folder to change?

    Many thanks

  4. #4

    Default Re: Modding non-combat units

    Trait files:
    There are 2 in Data: export_descr_Character_traits, and export_descr_VnV's_enums, then there is one inside the text folder that says something with VnV in it. The text folder is in the data folder.

  5. #5

    Default Re: Modding non-combat units

    I saw the 2 files, but I have only edited the 1st file, is it necessary to edit the 2nd file ( export_descr_VnVs_enums) as well?

    extract....

    Level Sneaky
    Description Sneaky_desc
    EffectsDescription Sneaky_effects_desc
    GainMessage Sneaky_gain_desc
    Threshold 1

    Effect Subterfuge 9
    Effect LineOfSight 1

    Is this how we do it?

    To make it more exciting, can I edit it to

    Effect Subterfuge 20

  6. #6
    Anything that isn't 'member' Member Squid's Avatar
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    Default Re: Modding non-combat units

    As long as you aren't adding or removing traits you can leave export_descr_VnV's_enums.txt alone; however if you modify any traits that will change export_descr_Character_traits, and if you want the modified values to show up in the trait description on the character screen you also have to change export_VnV.txt in the Data/text folder.

    EDIT: Yes that is how you make them more formidable by increasing subterfuge or one of the other effects that work with spies, diplomats and assassins
    Last edited by Squid; 12-07-2006 at 17:37.

    -Trait/Ancillary/Building Editor

    "Two things are infinite: the universe and human stupidity;
    and I'm not sure about the universe." -----Albert Einstein

  7. #7

    Default Re: Modding non-combat units

    I only changed the figures in the trait, what do i need to change in the 2nd file?

    I have amended it to 20, but see no effect. Is there anything which I did wrong?

    Side question: is it possible to add a trait to a general in the saved game?

  8. #8
    Anything that isn't 'member' Member Squid's Avatar
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    Default Re: Modding non-combat units

    The file Data/text/export_VnV.txt has the text descriptions that appear in the character details window in the game, the name of the trait that you see as well as the trait description, and the description of the effects of the trait.

    So for you change you changed the subterfuge from 1 to 9; however, in the Data/text/export_VnV.txt file if you look for sneaky_effects_desc its description still says +1 to agents skill, so what is displayed is +1 even though you changed it to +9. So the change is there for game calculation purposes, but won't display correctly when you look at a spy with the trait unless you update the export_VnV.txt.

    -Trait/Ancillary/Building Editor

    "Two things are infinite: the universe and human stupidity;
    and I'm not sure about the universe." -----Albert Einstein

  9. #9

    Default Re: Modding non-combat units

    Wats the max I can change it to? Only 1 - 9?

  10. #10

    Default Re: Modding non-combat units

    I believe it is 1-10, but I'm not sure.

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