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Thread: Basic modding question

  1. #1
    Member Member Kulgan's Avatar
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    Default Basic modding question

    Hello to totalwar.org members! Been inactive on these boards for a year or two at least but still playing Total War offcourse.

    I had a basic modding question, I want to do simple things like making galloglaich ( sp? ) recrutable in high level english barracks.

    Can anyone direct me to a program for these things ( I remember caligula from rtw times ) I tried to search a program like this but without result. I also tried modding without such a program but I think I messed up my game last night by doing so.

    Any help would be greatly apreciated.


    ( I'm also thinking about putting in crusader sergeants as recrutable in order chapter houses, as well as the mercenary unhorsed knights, More fun stuff to make my English campaign better : giving billmen and/or english dismounted knights the abiliy to deploy stakes; allowing myself to recruit scottish troops, but only in the scottish regions. allowing any factions to recruit turcopoles in the outremer regions... )

    All the above are pretty realistic changes, yes they will make my army much stronger but I really don't need any help beating the AI in total war. ( been playing since STW )



    Many thanks,


    Kulgan

  2. #2
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: Basic modding question

    Moved to modding questions.

    Generally, I prefer editing the file by hand. There is BrandomM's toolset (http://www.twcenter.net/forums/forumdisplay.php?f=304) but I'm not sure how far-developed the tool is yet.

  3. #3
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: Basic modding question

    I also prefer editing by hand.

    As for how to achieve what you are looking for:

    You want to be editing 2 files:
    export_descr_buildings.txt (needs to be unpacked)
    descr_regions.txt

    In the regions file, you want to create 2 new resources: scot and outremer which you add to any region to which it applies in that file. If a given region does not have any resource (listed as "none") delete "none" and put the resource name there instead.

    Now, in the buildings file you want to declare both resources at the top (where the other resources are declared).
    Then you want to look at the various buildings, which should be obvious.
    Say you want to add Galloglaich to english armoury.

    Code:
                    recruit_pool "Heavy Billmen"  1   0.7   6  0  requires factions { england, }
    Duplicate that line of code and modify it to
    Code:
                    recruit_pool "Galloglaich Mercs"  1   0.7   6  0  requires factions { england, } and hidden_resource scot
    You can do the same basically for the other units you want to make recruitable, keeping that format in mind.

    I do not quite remember whether you also need to add ownership lines to the export_descr_unit file or not, but I would doubt it since you are only adding mercenaries to the recruitable units. You do need that file to enter the type of the unit though (which is its internal name, i.e. Galloglaich Mercs)
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  4. #4
    Member Member Kulgan's Avatar
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    Default Re: Basic modding question

    Thanks, with this I should be able and get the stuff I want. I'm unpacking everything right now, I was searching crazy for the buildings file before.

    Looking forward to a St John army in outremer. though the red and white shields from both sergeants as foot knights make me wish I took the templars instead...

  5. #5
    Member Member Kulgan's Avatar
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    Default Re: Basic modding question

    I'm experimenting with the modding, so far everything works good. Just I can't find the mercaneries? could anyone point me where to find them. That would be great

    Thanks


    Kulgan

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