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Thread: Generals Bodyguard

  1. #1

    Default Generals Bodyguard

    Is there a way to change them from on horse to on foot? I would think that family members on foot, in the front lines would inspire my troops more, probably wont make a diference to moral on the game but...

    I was inspired by L.C. Sulla's charge in the war with the Italians.

  2. #2
    Finder of Little Oddities Senior Member Makanyane's Avatar
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    Default Re: Generals Bodyguard

    simplistically - the bodyguard unit is chosen either as the first unit listed in that general's army in desc_strat.txt or if generated in the game by the first unit that is available to that unit (reading down from top of export_descr_units.txt) that has the general_unit attribute, so if you move the general_unit attribute to an infantry rather than a cavalry unit for that faction that is what you should get....

    (there is also an upgrade that happens in RTW where I think the second unit with the attribute is used after upgrade - not 100% sure on that one, its not something I've used)

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    you are about to be moved to Modding Questions where they should be posted...
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  3. #3

    Default Re: Generals Bodyguard

    Thanks and sorry for the mix up but can you explain a bit clearer please.
    I have found this:
    type roman generals guard cavalry early
    dictionary roman_generals_guard_cavalry_early ; Roman General
    category cavalry
    class heavy
    voice_type General_1
    soldier roman_medium_cavalry, 12, 0, 1
    mount generals horse

    Do I change category to infantry and how do I change this unit to be a general?:

    type roman praetorian cohort urban i
    dictionary roman_praetorian_cohort_urban_i ; Urban Cohort
    category infantry
    class heavy
    voice_type Medium_1
    soldier roman_praetorian_cohort_ii, 40, 0, 1.3
    officer roman_centurion
    officer roman_standard

  4. #4
    Finder of Little Oddities Senior Member Makanyane's Avatar
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    Default Re: Generals Bodyguard

    type roman praetorian cohort i
    dictionary roman_praetorian_cohort_i ; Praetorian Cohort
    category infantry
    class heavy
    voice_type Heavy_1
    soldier roman_praetorian_cohort_i, 40, 0, 1.3
    officer roman_centurion
    attributes sea_faring, hide_forest, can_sap, general_unit
    formation 1, 2, 2, 3, 4, square, testudo
    stat_health 1, 0
    stat_pri 16, 3, pilum, 35, 2, thrown, blade, piercing, spear, 25 ,1
    stat_pri_attr prec, thrown ap
    stat_sec 12, 3, no, 0, 0, melee, simple, piercing, sword, 25 ,1
    stat_sec_attr no
    to make the infantry unit selected as a general you'd just add the bit in bold to the attributes line (ignore whether or not it has general in its type name that is irrelevant)

    remove the general_unit bit from the cavalry unit that faction uses at the moment.

    ********
    If you want to keep the 'cavalry' unit as general but dismount it you'd need to change to:
    type roman generals guard cavalry early
    dictionary roman_generals_guard_cavalry_early ; Roman General
    category infantry
    class heavy
    voice_type General_1
    soldier roman_medium_cavalry, 12, 0, 1
    mount generals horse
    mount_effect elephant -8, camel -4
    attributes sea_faring, general_unit, hide_forest, hardy
    formation 1.5, 4, 3, 6, 3, square
    remove the two lines I've crossed out and change category, you'd probably also want to change its unit statistics as well to make them more appropriate for an infantry unit.
    If making it into infantry you also need to change the animation the soldier uses, look in descr_model_battle.txt for
    type roman_medium_cavalry
    skeleton fs_hc_spearman, fs_hc_swordsman
    indiv_range 40
    texture romans_julii, data/......
    and change to
    type roman_medium_cavalry
    skeleton fs_spearman, fs_swordsman
    indiv_range 40
    texture romans_julii, data/......
    *******

    That's all quite simple if you don't mind it happening to all the factions that use the unit at the moment.

    If you only want to do it for one faction and they share units you'll to make a duplicate of the unit with a different 'type' name so you can change for one and not the other. (change the ownership lines to control which faction gets which) The type name is used in export_descr_buildings.txt and descr_strat.txt for recruitment, so you'd need to add new entries to that for the effected faction.

    If you need the dismounted cavalry to apply to only one faction you need to make a duplicate of the DMB entry with a different 'type' name for the new version, and use the new DMB 'type' name as the 'soldier' line for the new EDU unit entry..

    erm you might find it helpful to go back and look in the scriptorium at the adding units tutorials.
    Last edited by Makanyane; 08-30-2007 at 17:37.
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  5. #5

    Default Re: Generals Bodyguard

    Right so basically if I do that (which looks pretty simple as far as modding is concerned) then all Roman family members will be on foot, great. Thanks a lot.

  6. #6

    Default Re: Generals Bodyguard

    I have done this.
    They seem to be "wrong", they flicker and sort of squat(the gb)

  7. #7
    Finder of Little Oddities Senior Member Makanyane's Avatar
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    Default Re: Generals Bodyguard

    if they look like they are squatting then I think you must still have the mounted skeleton in descr_model_battle.txt for the soldier instead of the infantry one.

    ie. fs_hc_spearman (mounted) instead of fs_spearman (not mounted)

    there was one other thing I forgot to mention as well if you change the skeleton and the unit had a sprite you need to comment out the sprite line eg....

    type roman_medium_cavalry
    skeleton fs_spearman, fs_swordsman
    indiv_range 40
    texture romans_julii, data/models_unit/textures/unit_roman_auxillia_infantry_julii.tga
    texture romans_brutii, data/models_unit/textures/unit_roman_auxillia_infantry_brutii.tga
    texture romans_scipii, data/models_unit/textures/unit_roman_auxillia_infantry_scipii.tga
    texture romans_senate, data/models_unit/textures/unit_roman_auxillia_infantry_senate.tga
    model_flexi data/models_unit/roman_auxillia_infantry_high.cas, 15
    model_flexi data/models_unit/roman_auxillia_infantry_med.cas, 30
    model_flexi data/models_unit/roman_auxillia_infantry_low.cas, 40
    model_flexi data/models_unit/roman_auxillia_infantry_lowest.cas, max
    ;model_sprite romans_senate, 60.0, data/sprites/romans_senate_roman_medium_cavalry_sprite.spr
    ;model_sprite romans_scipii, 60.0, data/sprites/romans_scipii_roman_medium_cavalry_sprite.spr
    ;model_sprite romans_brutii, 60.0, data/sprites/romans_brutii_roman_medium_cavalry_sprite.spr
    ;model_sprite romans_julii, 60.0, data/sprites/romans_julii_roman_medium_cavalry_sprite.spr
    model_tri 400, 0.5f, 0.5f, 0.5f
    put a semi-colon at the beginning of the model_sprite line...

    check those bits and see if it helps, if not post 'quotes' from the sections of the files you've altered so we can have a look
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  8. #8

    Default Re: Generals Bodyguard

    Thanks that worked

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