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Thread: How moding export_descr_units in Kingdom?

  1. #1

    Default How moding export_descr_units in Kingdom?

    Hello
    I'm trying to add more power to the Apachean so I have Unpacked Americas with the .bat
    than go to the Mods folder , >>> Americas >>>Data ; search for the export_descr_units >>>changed the missiles units power....than I got stuck

    What should I do next --io.file_first in the Shortcut brings CTD
    This doesn't work :
    "C:\Program Files\SEGA\Medieval II Total War\kingdoms.exe" --features.mod=mods/americas --io.file_first

    and if I try to play I got this

    unplayable ....
    Can you show me the thread ?

  2. #2
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: How moding export_descr_units in Kingdom?

    Moved to modding questions

  3. #3
    the eagle-eyed Magussen Member Magussen's Avatar
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    Default Re: How moding export_descr_units in Kingdom?

    I have exactly the same problem !
    What have I done wrong ?

  4. #4
    Member Member Lord of the Isles's Avatar
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    Default Re: How moding export_descr_units in Kingdom?

    Quote Originally Posted by Magussen
    I have exactly the same problem !
    What have I done wrong ?
    And so had I a week or so ago. Since this is a better thread to catch others who experience it, I'll take the liberty of reposting this:


    I think I've found an answer in this thread in the post from FactionHeir. He was advising another beginner that he shouldn't unpack everything (I remember another thread where someone mentioned this causes problems). So I made my own copy of the tools\unpacker\unpack_britannia batch file and added the following before the --verbosity=1 bit:

    --filter=export_descr_unit.txt

    Then I ran it to produce just a single unpacked export_descr_unit.txt file in the mods\british_isles\data folder. Edited that to increase the missile attack of Welsh Saethwyr then used the shortcut I'd done earlier - the one with Target: changed with the --io addition:

    "C:\Program Files\SEGA\Medieval II Total War\kingdoms.exe" --features.mod=mods/british_isles --io.file_first

    That seems to have worked in that no weirdness or CTDs have occurred after 40 turns and the Saethwyn are showing up with the new missile attack value in their info screen. Hope this might help someone.

  5. #5

    Default Re : How moding export_descr_units in Kingdom?

    So I did my Script modding and he game works : I tell you what I did
    I had to remove 1) into Data folder descr_geography_new.db and descr_geography_new.txt

    2) into \unit_models : battle.sd , strategy.sd , shared.sd

    Than all my text inside the menu were gone .... so I had to remove also
    in TEXT folder shared.txt.stings.bin , strat.txt.strings.bin , tooltips.txt.strings.bin

    Now I have all the text back except for the start of the battle (nothing written) but the clic is working !

  6. #6
    Member Member Cid's Avatar
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    Default Re: How moding export_descr_units in Kingdom?

    "So I made my own copy of the tools\unpacker\unpack_britannia batch file and added the following before the --verbosity=1 bit:

    --filter=export_descr_unit.txt
    "

    I finally think I'm closing in on this! Been driving me nuts. All I want to do is make a small change to the EDU file and have the change show up in the
    #%^$&# game! (Pardon the language).

    I'm a newb so pardon the pre-101 type questions, but when you make a copy of the britannia unpacker and make the changes, can you name the thing something else so as not to overwrite the original unpacker?? Also (Lol) I assume "[INDENT]" means a space before and after what you added. Am I right?

    This thing is turning me into Ahab after the white whale, so any help would be appreciated.

    Thanks.

  7. #7
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: How moding export_descr_units in Kingdom?

    Yes, you can name it something else if it is not the exe itself (unless you link to that).

    Indent usually means add a tab space on the left before any objects. I suppose you could see it in the way you described it too though, although personally I would just call that a tab space.
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  8. #8
    Member Member Cid's Avatar
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    Default Re: How moding export_descr_units in Kingdom?

    Quote Originally Posted by FactionHeir
    Yes, you can name it something else if it is not the exe itself (unless you link to that).

    Indent usually means add a tab space on the left before any objects. I suppose you could see it in the way you described it too though, although personally I would just call that a tab space.
    It works! Kingdoms shortcut and all!

    Last question! (I hope). To extract the export_description_building file, would the abbreviation be-"export_descr_build"? I could experiment, but now that I've got the thing working I don't want to mess things up.

    Thanks to all on this thread btw. Hopefully I won't be dodging rocks/cows, etc. from AI catapult armies now.

  9. #9
    Member Member Cid's Avatar
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    Default Re: How moding export_descr_units in Kingdom?

    Uh...DOES anyone know what the abbreviation for the export_description_building file is in order to unpack that and not all the others?? I've tried export_descr_build and export_descr_building and it hasn't worked. Sorry to be a pain in the neck, but I want to settle this catapult/artillery thing for good! I'm thinking that if I can change slots available in the build file to 1, I can mod it so that they're still produced but not in droves.

    Thanks!

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