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Thread: Creating Govenors

  1. #1

    Question Creating Govenors

    Hello everyone.

    Long time reader, first time poster

    I have been playing around with the various text files to see if its posible to recurit generals as you could with BI (i.e. not family members).

    The reason for this is that I would like to be able to create cheap generals to act as govenors. These generals would not have the usual mounted body guard, but a unit of militia or some such, more in keeping with what they are to be used for (governing cities) and of course to keep their cost down.

    I know that you can add a general, who is not connected to your family tree, to any unit as I tried this out using the desc_strat.txt and got a new general in a unit of arquebusiers.

    I am just not certain how to go about making one as a buildable unit, say from the town hall type buildings.

    I am guesing this can be done via the export_unit.txt (the one with a name like that anyway) file however I just dont know how to add the general to the unit (I would have checked my BI installation ... however I deleted it all a while ago and can't be arsed to re-install it just yet )

    Alternatively, could a new agent be created, say like a diplomat, who could then be given the stats/traites etc to be able to govern ?

    Any ideas anyone?

  2. #2

    Default Re: Creating Govenors

    easy :)
    for the NE factions
    in the export descr building file
    add a line to the building you want to recruit him from
    then add the bodyguard unit

    example of a unit added to wooden wall

    recruit_pool "NE Bodyguard" 1 0.2 2 0 requires factions { england, scotland, france, hre, denmark, spain, portugal, Normans, }


    presto chango instant generals :)

    If you want say peaseants or another unit instead of horse

    create a new unit by merging info from the bodygaurd unit with the say armored swordsmen for example

    it would look like this

    type MY Bodyguard
    dictionary MY_Bodyguard ; General's Bodyguard
    category infantry
    class heavy
    voice_type General
    banner faction main_infantry
    banner holy crusade
    soldier Armored_Swordsmen, 60, 0, 1.2
    attributes sea_faring, hide_forest, very_hardy, can_withdraw, general_unit
    formation 1.2, 1.2, 2.4, 2.4, 5, square
    stat_health 2, 0
    stat_pri 25, 6, no, 0, 0, melee, melee_blade, piercing, sword, 25, 1
    ;stat_pri_ex 0, 0, 0
    stat_pri_attr no
    stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 25, 1
    ;stat_sec_ex 0, 0, 0
    stat_sec_attr no
    stat_pri_armour 7, 5, 4, metal
    ;stat_armour_ex 7, 8, 0, 0, 5, 4, 4, metal
    stat_sec_armour 0, 0, flesh
    stat_heat 5
    stat_ground 0, -2, -4, 0
    stat_mental 11, normal, trained
    stat_charge_dist 45
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 820, 250, 120, 95, 820, 1, 200
    armour_ug_levels 4, 5
    armour_ug_models Armored_Swordsmen, Armored_Swordsmen_ug1
    ownership england, slave
    era 0 england
    era 1 england
    ;unit_info 13, 0, 32


    once you have created the new unit remember to add dictionary and unit card infos
    There is a good guide for creating new units in the rome modding section

    dont know if if there are any changes to the new system with regards to the dictionary of info cards

    will have to wait for the patch and unpacker to be able to see

    here is the link to new unit creating(some of this might be changed I think the dmb is no longer used)
    thats why have to wait for patch/unpacker
    but this makes for a good read to get started

    https://forums.totalwar.org/vb/showthread.php?t=51750
    Last edited by Merlin's Apprentice; 12-07-2006 at 16:56.

  3. #3

    Default Re: Creating Govenors

    Nice one, seems easier than I thought so will give it a go later tonight

    Out of interest, any idea as to which part of the unit info actualy specifies it as being a general/generals unit?

  4. #4

    Default Re: Creating Govenors

    im an idiot, just looked a bit harder and saw this attribute ... general_unit ...

    Thanks again.

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