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Thread: Personal Mods

  1. #1

    Default Personal Mods

    I'm curious as to how many people mod EB to suit their tastes.

    I give all unarmored units an armor value of 1 irregardless of the amount of clothing they have. I also give most spear units the 'light_spear' attribute
    Those who would give up essential liberties for a perceived sense of security deserve neither liberty nor security--Benjamin Franklin

  2. #2

    Default Re: Personal Mods

    *gets ready to get lynched *


    I've set build times for all units to 0 turns . Surprisingly the enemies send alot of good units against me this way . I've also given some units a slightly higher attack .


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  3. #3
    Strategos Autokrator Member Megas Pyrrhos's Avatar
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    Default Re: Personal Mods

    I don't do much...just a bit of unit stat changes here and there, mostly to hysteroi pezhetairoi and argyraspidai to make it more balanced, and the occasional making up of trait ethnicities, such as Heterogenes-Indos or some other such thing....good times, many hours wasted.

  4. #4

    Default Re: Personal Mods

    i added ship building capacity to the cities around the caspian.

  5. #5
    Handler of candles Member Xehh II's Avatar
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    Default Re: Personal Mods

    The only thing I did was change the Gaesatae and Tindotae's armour to 1.
    A ha ha! Rainbows and unicorns! Rainbows and unicorns!

  6. #6

    Default Re: Personal Mods

    i raised the mass of heavy cavs

  7. #7
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
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    Default Re: Personal Mods

    I'm always modding my version of whatever mod I'm playing. I don't think I've had two campaigns with the exact same settings for years. I do tons of stuff, usually involving the EDB and hidden_resources.


  8. #8
    Questor of AI revenue. Member The Errant's Avatar
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    Default Re: Personal Mods

    Like MAA I always keep on "customizing" my build. Here are some of the things I changed in my current build:

    - Fixed recruitment of Thessalian Heavy Cavalry for Epeiros and Macedon.

    - Added two new units to the Sabaean unit roster with descriptions and recruitment zones.

    - Expanded recruitment zones for some Sabaean units.

    - Made Machimoi Phalangitai, Machimoi Hippies, Babylonian Heavy Spearmen and two unreleased EB units into reagional units for all factions.

    - Added a number of missing descriptions for buildings.

    - Small tweaks to unit sizes.

    "If you listen, carefully. You can hear the Gods laughing."

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  9. #9

    Default Re: Personal Mods

    Small stat changes (I raised the radius of horses in descr_mount.txt and changed the radius of elephants, according to their size; I also lowered the number of slingers in one unit from 120 to 96 and from 160 to 128 and raised their cost by multiplying it by 2 [Upkeep is still Cost/4]; Finally, I decreased Poeni Citizen Militia Upkeep from 300 to 200, so it was identical as with the other levies with the same cost), some text changes (small things like changing "Hit Points" to "Vitality" or "Armour" to "Overall Body Protection" etc.), decreased health bonuses (by dividing them by 2) and big changes in money script (bigger bonuses in the first turns, random bonuses [Money-bursts] from time to time, money-caps for the player and the AI and additional money penalties for the players with bigger empires).
    Last edited by Cybvep; 08-02-2007 at 11:57.

  10. #10
    Amanuensis Member pezhetairoi's Avatar
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    Default Re: Personal Mods

    Mostly I played with unit sizes, making peltastai 200 in size on huge, for example. I tweaked some armour values here and there for units I didn't really like, and I made pantodapoi phalangitai somewhat stronger, since they seemed inordinately weak. Apart from that I didn't do much except erase all 'spear' attributes.


    EB DEVOTEE SINCE 2004

  11. #11
    The Aspiring God Of War Member Lysander13's Avatar
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    Default Re: Personal Mods

    I mod my version just for fun really. Just to figure out how stuff works and such and then usually revert some of the changes. I like to play around alot with the EDB and hidden resources as well. I don't change unit battle stats ever because i feel messing around with these tends to unbalance things. The only changes i usually keep are some units from other mods that i'll mod into EB that i'm really fond of. For example like RTR's Athenian Hoplites. I'll incorporate mods that would normally overwrite each other if installed separately like for example the First Cohort Mod and Spartan Merc Mod. I also use my own edited versions of either Darth's or Sinuhet's Battle AI.

  12. #12

    Default Re: Personal Mods

    The Errant would you explain how you increased Sabean recruitment ? I wouldn't mind expanding the range of where you can get there heavy cavalry ,nobles and spearmen.


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  13. #13
    Member Member Trax's Avatar
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    Default Re: Personal Mods

    light_spear for most spear units, spear_bonus 4 or 6 for phalanxes, lower morale specially for skirmishers.

  14. #14
    Member Member sgsandor's Avatar
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    Default Re: Personal Mods

    how do u change unit build times?

  15. #15
    Questor of AI revenue. Member The Errant's Avatar
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    Default Re: Personal Mods

    Quote Originally Posted by russia almighty
    The Errant would you explain how you increased Sabean recruitment ? I wouldn't mind expanding the range of where you can get there heavy cavalry ,nobles and spearmen.
    OK. Recruitment in EB is determined by two things. First the type of government you can build in a region (Type 1,2,3,4) which determines how high you can build your factional/regional MIC. The second part is various hidden resources the EB team has used to limit the recruitment zones of various units. All the changes you need to make will be done in the EDB. However you need another file to tell which hidden resources to add.

    This is how the recruitment for the spearmen looks like in the EDB:

    Code:
    recruit "arabian infantry saba citizen spearmen" 0 requires factions { saba, } and hidden_resource EA and hidden_resource E and hidden_resource n1 and hidden_resource n2 and hidden_resource n4 and hidden_resource y8
                    recruit "arabian infantry saba citizen spearmen" 0 requires factions { saba, } and hidden_resource EA and hidden_resource E and hidden_resource n1 and hidden_resource n2 and hidden_resource y4 and hidden_resource y8
                    recruit "arabian infantry saba citizen spearmen" 0 requires factions { saba, } and hidden_resource EA and hidden_resource E and hidden_resource y1 and hidden_resource n2 and hidden_resource n4 and hidden_resource y8
                    recruit "arabian infantry saba citizen spearmen" 0 requires factions { saba, } and hidden_resource EA and hidden_resource E and hidden_resource n1 and hidden_resource y2 and hidden_resource y4 and hidden_resource y8
                    recruit "arabian infantry saba citizen spearmen" 0 requires factions { saba, } and hidden_resource EA and hidden_resource E and hidden_resource y1 and hidden_resource y2 and hidden_resource n4 and hidden_resource y8
                    recruit "arabian infantry saba citizen spearmen" 0 requires factions { saba, } and hidden_resource EA and hidden_resource E and hidden_resource n1 and hidden_resource y2 and hidden_resource n4 and hidden_resource y8
                    recruit "arabian infantry saba citizen spearmen" 0 requires factions { saba, } and hidden_resource EA and hidden_resource E and hidden_resource y1 and hidden_resource n2 and hidden_resource y4 and hidden_resource y8
    Everything after the bracketed part { saba, } are hidden resources that determine the recruitment zone. Each line for the spearmen determine one region/settlement where they can be recruited. Since you can't make heads or tails of the hidden resources trough the EDB you need another file mentioned below. So here are the instructions.

    First make a copy of your EDB (export_descr_buildings). Then open the txt. file DESCR_REGIONS (eb\data\world\maps\base).

    Once you have opened the DESCR_REGIONS file choose the option edit from the toolbar above and then find. Write for axum as the keyword for the search you it should move you to the entry for Axum which looks like this:

    Code:
    Diamat
           Axum
           saba
           Agazyan
           195 96 104
           timber, gold, camels, elephants, EA, E, n1, n2, n4, y8
           5
           2
    Notice the letter combinations at the end of the sixth line, right after the resources. Those are the Hidden resources that determine recruitment in the region.

    Now make a copy the Citizen spearmen entry in the EDB like so:

    recruit "arabian infantry saba citizen spearmen" 0 requires factions { saba, } and hidden_resource EA and hidden_resource E and hidden_resource y1 and hidden_resource n2 and hidden_resource y4 and hidden_resource y8

    And then change the hidden resources to correspond with those of Axum like this:

    recruit "arabian infantry saba citizen spearmen" 0 requires factions { saba, } and hidden_resource EA and hidden_resource E and hidden_resource n1 and hidden_resource n2 and hidden_resource n4 and hidden_resource y8

    Save the file and exit. Restart EB and you can now recruit Citizen Spearmen in Axum.

    Note! You have to have the correct MIC and level in the EDB. The Sabaean MIC is shared by Carthage (egypt). And you have to manually copy the entries to all the desired MIC levels you want to recruit the unit in. The default is level 3.

    Also adding the unit entry without any of the Hidden resources present, like so: recruit "arabian infantry saba citizen spearmen" 0 requires factions { saba, }

    should make the unit recruitable anywhere you can build a level 4 Factional MIC in.

    These instructions apply to all the units you can recruit. Just find the correct name for the unit, copy it and make the desired changes and your good to go.

    @sgsandor. Changing recruitment times are done trough the EDU (export_descr_unit). Just scroll down to the unit you want to change and take a look at the entry for stat_cost of that unit. The first number there determines build duration. It's usally 1. Change it to 0 for insta-recruitment.

    "If you listen, carefully. You can hear the Gods laughing."

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  16. #16

    Default Re: Personal Mods

    And how would I expand there recruitment outside of there subjugation territories ? Lets say I want everything recruitable in Meroe and Palmyra . Would I just remove the n1 and n2 resources or would it be more ?


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  17. #17

    Default Re: Personal Mods

    I sometimes give barbarian factions the ability to build paved roads, though I generally refrain from using it until I've conquered a few places that have them. I figure a barbarian who conquers the world would be a forward-looking type, ready to learn from his new subjects.

    Fight like a meatgrinder

  18. #18
    Questor of AI revenue. Member The Errant's Avatar
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    Default Re: Personal Mods

    Quote Originally Posted by russia almighty
    And how would I expand there recruitment outside of there subjugation territories ? Lets say I want everything recruitable in Meroe and Palmyra . Would I just remove the n1 and n2 resources or would it be more ?
    No. You would have to make both Meroe and Palmyra into subjugation areas. I can't remeber doing that before so might have to ask someone else how. There is a workaround you migh want to consider though. At the end of the EDB file are listed the recruitment for the reagional MICs of all factions. Rather than make new subjugation areas you can just add the factional units to the reagional MIC's unit selection.

    I added a lot of new reagionals to the Sabaean unit roster. Works like charm. For reagionals it's easier, cause you can just copy the whole list from another faction with all the hidden resources already set properly. I've added a number of factional units that have the description of being rebellious locals to the reagional lists.

    "If you listen, carefully. You can hear the Gods laughing."

    Last words of Emperor Commodus. From "The Fall of the Roman Empire".

  19. #19
    EB annoying hornet Member bovi's Avatar
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    Default Re: Personal Mods

    I added a lot of new reagionals to the Sabaean unit roster. Works like charm. For reagionals it's easier, cause you can just copy the whole list from another faction with all the hidden resources already set properly. I've added a number of factional units that have the description of being rebellious locals to the reagional lists.
    Works like a cursed charm, you mean? If you do not add sprites and stuff for the faction it will cause CTDs like the one you reported when they are used in battle.

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  20. #20
    Questor of AI revenue. Member The Errant's Avatar
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    Default Re: Personal Mods

    Quote Originally Posted by bovi
    Works like a cursed charm, you mean? If you do not add sprites and stuff for the faction it will cause CTDs like the one you reported when they are used in battle.
    Check your PM box Bovi. I sent you the files. All should be in their proper place and in working order. Including proper sprites, textures, models, ownership and recruitment zones.

    "If you listen, carefully. You can hear the Gods laughing."

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  21. #21
    EB annoying hornet Member bovi's Avatar
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    Default Re: Personal Mods

    I didn't know you had modified DMB and EDU; you didn't say this here, your PM was the first time I heard of it. So the instructions here are incomplete, but you are likely right that it's not missing sprites/model that are causing the crash in your build (it did in mine for those reasons though, I think, as I had the unmodified versions).

    Having problems getting EB2 to run? Try these solutions.
    ================
    I do NOT answer PM requests for help with EB. Ask in a new help thread in the tech help forum.
    ================
    I think computer viruses should count as life. I think it says something about human nature that the only form of life we have created so far is purely destructive. We've created life in our own image. - Stephen Hawking

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