I don't think Steam is the issue in this case. That reminds me, I need to put a support disclaimer on TFT2: "If you have a Steam version of M2TW you are not entitled to any support by the FRRE support team" :)
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http://www.forodrim.org/gobennas/heraldry/finrod.gif while i figure out the unit problem i have another. i want to take the heraldic device seen here which is finrods and make it an ancillary pic how do i do that.
You should find a tutorial somewhere here http://www.twcenter.net/forums/forum...and-Animations
@ Elven Warrior: Swagger's "The Ancillary Guide" is the best one I've come across for this, and will take you step-by-step through the process of adding a new ancil. You'll also need image editing software like Photoshop or GIMP (free) to get your ancil pic just right.
For the pic all you need to do is re-size the image to 34x41 and export it as a .tga file to your: C:\Program Files (x86)\SEGA\Medieval II Total War\mods\Third_Age_3\data\ui\ancillaries. Scaling the pic down might not give you the detail you were hoping for from the original image, so you might need to play around with how to get it looking really good on a smaller scale. If you haven't used much image editing software feel free to PM me with any questions you have about using GIMP.
I've done some work today, but I'm stuck now...
I tried to attach the princesses for human factions from this mod (http://www.twcenter.net/forums/showt...nded-Map/page8) to MOS 1.41.
It seems to be working after 6 hours, but theres some problem... At first, the princesses cannot move, they just sitting in settlements. I can bring them out with "move_character" cheat, but they dont have texture, or body, they are invisible.
I found a texture file path in the descr_model_strat.txt, but the texture files wrote in it are real, i find them in their proper location.
What can I do? I've never made any modding, so the most evident solutions also can be good...
Please help me!
The lack of a character model etc is because you move them out of a settlement via the cheat code. What you need to do is give the princesses some movement points, since it's set to 0 in TATW.
Look in descr_character, under Princess. I don't remember the exact phrasing but I think it's something along the lines of starting_action_points. Change the 0 to 80 or 120 or whatever it's set for other characters (spies or diplomats, for example) and it should work.
Thanks, that solved my problem, one more step closer to the win...
Just one more question...
Why Arwen looks like this?
She has texture, .cas model, and these two file's path description is correct.
I'd bet you need to add her strat_model to the descr_characters file. Check the descr_character models under type - "princess"
ex.
faction egypt
dictionary 2
strat_model princess
(You might need to add something here, check the corresponding file from the mod you're pulling from)
Done, and working, thanks a lot!
Nice Additions StealthFox Notepad ++ is really useful when i'm messing around with the files :).
hey i am trying to add some mercenaries to the game and i added this
o start up the game and it open up in a campaign but the mercenaries are not here. i also deleted map rwCode:pool Lorien
regions Lothlorien_Province Celebrant_Province
unit Bandits, exp 0 cost 100 replenish 0.03 - 0.05 max 1 initial 0 religions { northmen numenorian }
militia Mercs exp 0 cost 100 replenish 0.10 - 0.15 max 6 initial 2
eorlingas Mercs exp 2 cost 250 replenish 0.05 - 0.12 max 2 initial 1
this is edu entry
Code:type militia Mercs
dictionary militia_Mercs ; militia
category infantry
class spearmen
voice_type Heavy
banner faction main_spear
banner holy crusade
soldier Armored_Sergeants, 60, 0, 1
officer rohan_captain_early_flag
attributes sea_faring, hide_forest, can_withdraw, no_custom, mercenary_unit, invasion_mercs
formation 1.2, 1.2, 2.4, 2.4, 4, square, schiltrom
stat_health 1, 3
stat_pri 6, 3, no, 0, 0, melee, melee_blade, piercing, spear, 0, 1
stat_pri_attr light_spear, spear_bonus_4
stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 0, 1
stat_sec_attr no
stat_pri_armour 3, 2, 3, leather
stat_sec_armour 0, 0, flesh
stat_heat 2
stat_ground 0, -1, 0, -2
stat_mental 10, normal, trained
stat_charge_dist 15
stat_fire_delay 0
stat_food 60, 300
stat_cost 1, 390, 0, 50, 50, 390, 4, 100
armour_ug_levels 1, 2
armour_ug_models militia, militia_upg
ownership milan
era 0 milan
era 1 milan
era 2 milan
recruit_priority_offset 5
i am trying to add aor units through mercenaryCode:type eorlingas Mercs
dictionary eorlingas_Mercs ; Eored Lancers
category cavalry
class heavy
voice_type Heavy
banner faction main_cavalry
banner holy crusade
soldier eorlingas, 30, 0, 1
officer rohan_captain_early_flag
mount super eorlingas horse
mount_effect elephant -4, camel -4
attributes sea_faring, hide_forest, can_withdraw, can_formed_charge, knight, mercenary_unit, invasion_mercs,
formation 2, 4.4, 3, 6, 2, square
stat_health 1, 3
stat_pri 7, 9, no, 0, 0, melee, melee_blade, piercing, spear, 25, 1
stat_pri_attr no
stat_sec 5, 5, no, 0, 0, melee, melee_blade, piercing, sword, 25, 1
stat_sec_attr ap
stat_pri_armour 6, 4, 4, metal
stat_sec_armour 0, 0, flesh
stat_heat 6
stat_ground -1, -1, -3, -2
stat_mental 15, normal, trained
stat_charge_dist 45
stat_fire_delay 0
stat_food 60, 300
stat_cost 1, 950, 0, 100, 100, 950, 4, 100
armour_ug_levels 3, 4
armour_ug_models eorlingas, eorlingas_upg
ownership slave, milan, timurids
era 0 slave, milan, timurids
era 1 slave, milan, timurids
era 2 slave, milan, timurids
recruit_priority_offset 0
Ok let's start with this:
Some changes in red:Code:pool Lorien regions Lothlorien_Province Celebrant_Province
unit Bandits, exp 0 cost 100 replenish 0.03 - 0.05 max 1 initial 0 religions { northmen numenorian }
militia Mercs exp 0 cost 100 replenish 0.10 - 0.15 max 6 initial 2
eorlingas Mercs exp 2 cost 250 replenish 0.05 - 0.12 max 2 initial 1
Now as far as recruiting goes, the code I edited has all the initial pools set to "1" so they should be available if all the correct pre-reqs are met. I see the units you are editing are for Rohan's ownership, so you'll need to be playing rohan to be able to see these guys pop up. If you want these units available to other factions, just edit the ownership in the EDA:Code:pool Lorien regions Lothlorien_Province Celebrant_Province
unit Bandits, (delete comma) exp 0 cost 100 replenish 0.03 - 0.05 max 2 initial 1 religions { northmen }
unit militia Mercs exp 0 cost 100 replenish 0.10 - 0.15 max 2 initial 1 religions { northmen }
unit eorlingas Mercs exp 2 cost 250 replenish 0.05 - 0.12 max 2 initial 1 religions { northmen }
to look like:Code:ownership milan
era 0 milan
era 1 milan
era 2 milan
Code:ownership milan, saxons
era 0 milan, saxons
era 1 milan, saxons
era 2 milan, saxons
Be warned, however, that adding new faction ownerships to these mercs will require editing the battle_models.modeldb for them to show up properly in a battlefield. You will also need to make sure that any new faction's religion is added to the merc pool.
edit: Specifically, if you want to add the "Bandits" available to the Turks, you'll need to edit them as I have mentioned above. If you need a touchstone for editing the battle_models.modeldb for this specific purpose, I recommend Stephan's "How to add an existing unit to another faction" guide.
Hi. I was wondering if anyone could let me know how the creators of TATW built in that cunning restriction on attacking one's own allies. I want to recreate it in vanilla M2TW as a way of stopping the stupidly aggressive AI factions from betraying me. And indeed each other... I know in the vanilla game it brings up a message which gives you the choice, whereas in TATW the message just says no. What I don't know is how to change that message... Any help would be, well, helpful.
@MankI don't think that's necessesary. If they have slave ownership and the mercenary_unit tag in EDU then they are available to all factions.Quote:
adding new faction ownerships to these mercs will require editing the battle_models.modeldb for them to show up properly in a battlefield.
OP: also a good idea to delete map.rwm file after messing around with campaign load stuff
You need a new merc entry in the battle_models.modeldb file for the skins of the unit to show up, the merc entry works for all factions however so if it's already there than no addition is needed.
I would suggest you turn to the Mod Workshop and ask for input on how to manage this, as the TATW coders are not active here or at all currently, and folks there are skilled ;)
Here's the link to the coding discussion section: http://www.twcenter.net/forums/forum...-and-Scripting