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Thread: Zimoo's Questions

  1. #1

    Default Zimoo's Questions

    First of all let me just thank all the great modders here who have taken the time to write tutorials, they are very helpful :)

    I have recently (meaning the last few days) been learning how to mod RTW and I have some questions. It's nothing too basic (i.e. adding units) as I already have a good modding experience from other games, it's more just a general wondering of what is possible with RTW (using BI for mod).

    1) Is it possible to have female generals? I know I could make a recruitable general unit which is female, but I'd like to have the females in my family tree become generals. Is this possible or am I just dreaming?

    2) I came across some code that allows units to change appearance based on which faction recruited them. Would it be possible to implement this for stats, or would I need a new unit?

    3) Can units get a different texture when upgraded with armour? I believe I saw this while playing M2:TW. Is it available in RTW:BI?

    4) Is there a limit to the amount of traits/ancillaries in the game?

    5) Is there a limit to the amount of hidden resources?

    That's all for now. Any help would be greatly appreciated.

  2. #2
    The Dark Knight Member wlesmana's Avatar
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    Default Re: Zimoo's Questions

    1. Nope. Your general model is defined and that model is the default. The only way(s) you could have a female model is:
    - Use RTW: Alexander as base, where you can have unique model for generals, but this is limited to generals at the start of the campaign. New generals will use the default model.
    - Use an androgynous model, like someone in complete armor.

    Female family members cannot become generals.

    2. You'll need a new unit entry. The appearance by the faction is also limited to texture, so their model must remain the same.

    3. Nope.

    4. Yes, but I don't remember the cap.

    5. Yes, I don't remember but it's pretty high.

  3. #3
    Pincushioned Ashigaru Member Poulp''s Avatar
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    Default Re: Zimoo's Questions

    4)
    export_descr_ancillaries.txt
    ExcludedAncillaries: Min 0, max 3. Default usage, experimentation. Extras cause CTD.
    Effects: Min 0, max 8. Assumption, experimentation. Extras make it impossible to gain ancillary through a trigger and cause erratic effects if an existing ancillary is transferred.
    5)
    export_descr_buildings.txt
    Hidden resources: Min 1?, max 63 or 64 (not sure which). Extras cause a CTD, not including rome causes a CTD (I think), not including italy prevents Marian reforms (I think). Experimentation, experimentation. But see here for a way to overcome the limitation.
    look in hard coded limits for further answers
    https://forums.totalwar.org/vb/showthread.php?t=42905

  4. #4

    Default Re: Zimoo's Questions

    Ok thanks, that's pretty much what I expected the answer to be, I just wanted to make sure.

    Thanks for the limits. Regarding the traits/ancillaries, does that simply mean there is no limit to the amount, but there are limits on the effects and ExcludedAncillaries? If so that is great.

    Another question:

    6) The phalanx formation has been removed in BI. Is there any way to bring it back, whilst still keeping the new formations (mainly shield wall...which I guess is suitable to phalanx anyway)?

  5. #5
    Pincushioned Ashigaru Member Poulp''s Avatar
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    Default Re: Zimoo's Questions

    I knew about the 8 ancillaries-limit.
    I don't remember reading about a limit to traits, although because of anti traits, you can't have all traits in the trait list.


    6) I know the opposite is possible, you can implement BI features in RTW.
    but I have no clue about implementing RTW features into BI, sorry.

  6. #6
    Finder of Little Oddities Senior Member Makanyane's Avatar
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    Default Re: Zimoo's Questions

    The phalanx formation has been removed in BI. Is there any way to bring it back, whilst still keeping the new formations (mainly shield wall...which I guess is suitable to phalanx anyway)?
    I don't think that actually requires any specialised modding. BI export_descr_unit.txt will accept phalanx as an attribute same as RTW and it certainly gets game dominating advantages if flanking is prevented in battle - just look at it close up to make sure animation is doing what you want it to (I tend to play zoomed out so haven't paid a lot of attention to that)

    I think there may be limit to number of traits per general but it is definitely a lot higher than for ancillaries.
    Not used mods before? Looking for something small and fun?!
    Download the:

  7. #7

    Default Re: Zimoo's Questions

    Ok I'll try that when I get around to coding the Greeks, thanks for the help :)

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