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Thread: Is it possible to mod in settlement specific units?

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  1. #1

    Default Is it possible to mod in settlement specific units?

    I thought about making certain mercenary units recruitable from the city/castle walls in their "home" regions. For instance Galloglaich in Scotland/Ireland, Flemish pikemen in Antwerp/Brussels, etc. Ideally this should tap the mercenary pool for that region (sort of giving the owner of the province a first go at recruiting the local mercs), but that is secondary.

    My main problem is that I dont know how to limit recruitment to a particular settlement. For the purpose of testing I have a savegame with the scots in control of Edinburgh (wooden_wall) and York (wooden_pallisade) and try to mod in Irish Kerns (the choice of unit will be obvious).

    First I added scotland as owners in export_descr_unit.txt

    Editing export_descr_buildings.txt by adding recruit_pool "Irish Kerns Mercs" 1 0.2 2 0 under the wooden_wall section obvious lets any country recruit these from a large town anywhere. Adding [i] requires factions { scotland, } makes them exclusively scottish, but available anywhere on the map.

    Then U tried to set the numbers to 1 0.2 0.9 0 to test if the local mercenary pool would spill over into the town (it does for replenishment of non-crusader units). No luck there.

    So is there any known way to make the local mercenary pool recruitable inside a particular building (this would save me some regionalisation work), or to simply add a location requirement to the recruit_pool line?

  2. #2

    Default Re: Is it possible to mod in settlement specific units?

    A few hours of searching (damn my slow connection) directed me to the use of hidden resources and the world\maps\base\descr_regions.txt file.

    I added resources for the relevant provinces (a hidden resource called skottland) and appending the hidden resources list in export_descr_buildings.txt, and also added "requires hidden_resource skottland" to the recruitment pool requirements for my mercenaries. It doesnt work yet, so I must have missed something.

  3. #3

    Default Re: Is it possible to mod in settlement specific units?

    Deleting the world\maps\base\map.rwm (recompiled upon restart) seems to do the trick, at least for restarted campaigns. I guess that the map file is saved together with the savegame and that is the reason that the addition of new hidden resources wont show in the save game.

  4. #4

    Default Re: Is it possible to mod in settlement specific units?

    Quote Originally Posted by Zaleukos
    Deleting the world\maps\base\map.rwm (recompiled upon restart) seems to do the trick, at least for restarted campaigns. I guess that the map file is saved together with the savegame and that is the reason that the addition of new hidden resources wont show in the save game.
    I had a big problem with that file too a while back, just remember to always delete it whenever you create a new resource.

  5. #5
    EB2 Baseless Conjecturer Member blacksnail's Avatar
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    Default Re: Is it possible to mod in settlement specific units?

    Check out Europa Barbarorum for RTW. We use province-specific recruitment exclusively. We have a system of HRs that uniquely identify all 199 regions. If you're interested I'll see if I can dig up a map.

  6. #6

    Default Re: Is it possible to mod in settlement specific units?

    Thanks for the tip, but I think I've achieved the desired effects now:) I've added regional mercs to the city/castle buildings and made various elite units rarer outside the factions heartlands. Havent had the time to see how it affects the AI, but I can hardly imagine that it will come up with worse stacks than in the past, and I am also a fairly casual campaign player.

    In all I found this an extremely easy thing to mod compared to some other aspects, the data isnt spread out across a lot of files. Compared to the fuss of giving the scots archer militia or changing the names it's a piece of cake.

    Out of "academic" interest, does RTW allow a higher number of hidden resources (than the 64 of MTW2) or did you use a combination of multiple resources to identify each region? :)

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