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Thread: Unit stats changing :).

  1. #1

    Icon3 Unit stats changing :).

    I was wondering if there was a fill were I could acess the unit stats and let says improve calavry charge or faster reload times or somehting .

    I think I`ll love who ever knows how to .

    Thanks Alot.
    Prepare for Glory, Death only comes Once.
    Don`t jump in currents you don`t have the muscle to swim in.
    Loyalty beyond death.

    Victory only comes when the enemy been surrounded, cut off, demoralized and is next in the execution line.

  2. #2
    Zephrelial's Avatar Eternal Sorrow
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    Default Re: Unit stats changing :).

    Quote Originally Posted by Hms-Clan View Post
    I was wondering if there was a fill were I could acess the unit stats and let says improve calavry charge or faster reload times or somehting .

    I think I`ll love who ever knows how to .

    Thanks Alot.
    Go to the directory:


    C:\Program Files\SEGA\Medieval II Total War\CloudsAcrossEurope\data

    And open the file named export_descr_units.txt with either word or notepad...

    As for manipulating the cavalry charges you can modify them up to a certain point in the edu.. Note that any charge point higher than 8 have hardly any effect at all..

    If the charge level is "8" the unit will get the "powerful charge" attribute so if you wish you can make some units that have 5 or 6 charge,by making their charges more powerful:

    Here is an example for instance(I assume you've already opened the edu file and have entered it)

    Below is the unit stats of the Khan's Guard unit,for cavalry changes I highlight in red,which number you should change... For learning which stat is what,go to the top of the file and there is an explanation...


    type Khan's Guard
    dictionary Khan's_Guard ; Khan's Guard
    category cavalry
    class heavy
    voice_type Heavy
    banner faction main_cavalry
    banner holy crusade_cavalry
    soldier Khan's_Guard, 32, 0, 1
    mount eastern armoured horse
    mount_effect elephant -4, camel -4
    attributes sea_faring, hide_forest, very_hardy, can_withdraw
    formation 2, 4.4, 3, 6, 2, square
    stat_health 2, 0
    stat_pri 13, 6, no, 0, 0, melee, melee_blade, piercing, spear, 25, 1
    ;stat_pri_ex 0, 0, 0
    stat_pri_attr no
    stat_sec 13, 4, no, 0, 0, melee, melee_blade, blunt, mace, 25, 1
    ;stat_sec_ex 0, 0, 0
    stat_sec_attr ap
    stat_pri_armour 8, 6, 3, metal
    ;stat_armour_ex 8, 0, 0, 0, 6, 3, 3, metal
    stat_sec_armour 0, 0, flesh
    stat_heat 4
    stat_ground 0, 0, -6, 1
    stat_mental 12, disciplined, highly_trained
    stat_charge_dist 45
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 1250, 250, 130, 100, 950, 4, 230
    armour_ug_levels 4
    armour_ug_models Khan's_Guard
    ownership mongols, timurids
    era 1 mongols, timurids
    era 2 mongols
    ;unit_info 13, 0, 17

    So change the highlighted number in red 6 to 8,save and exit now the charges of the Khan's guard will be more potent and will inflict more casualties in a single charge,also you'll realize that they will receive the powerful charge attribute automatically...

    Good luck!
    Shine on you crazy diamond...

  3. #3

    Default Re: Unit stats changing :).

    Ok thank you I found the file but I couldn`t figure out whcich one to change around is thank you for making it more clear .

    Everytime I go to change something around it makes me really think about how much work you modders must put into this .
    Prepare for Glory, Death only comes Once.
    Don`t jump in currents you don`t have the muscle to swim in.
    Loyalty beyond death.

    Victory only comes when the enemy been surrounded, cut off, demoralized and is next in the execution line.

  4. #4
    Zephrelial's Avatar Eternal Sorrow
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    Default Re: Unit stats changing :).

    Quote Originally Posted by Hms-Clan View Post
    Ok thank you I found the file but I couldn`t figure out whcich one to change around is thank you for making it more clear .

    Everytime I go to change something around it makes me really think about how much work you modders must put into this .
    You're welcome.

    Well some aspects of modding are seriously pain in the a... and in my case these aren't quite few since I do the mod alone.So modders such as myself,KK,Lusted and Social who are working alone experience a considerable more amount of trouble,I believe.
    Shine on you crazy diamond...

  5. #5

    Default Re: Unit stats changing :).

    If you ever need help help nwith doing unit stat change sor anything I`d be happy to help . i really have nothing better to do anymore .

    and do you think doing 20 charge for each unit would be considerably good because it really bases aroudn teh attack I guess it`s just the amount of force that first pressured .(I don`t know how to explain ) I just did tests and it works for Early, High, and Late period calvary very well .
    Prepare for Glory, Death only comes Once.
    Don`t jump in currents you don`t have the muscle to swim in.
    Loyalty beyond death.

    Victory only comes when the enemy been surrounded, cut off, demoralized and is next in the execution line.

  6. #6
    Zephrelial's Avatar Eternal Sorrow
    Join Date
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    4,681

    Default Re: Unit stats changing :).

    Quote Originally Posted by Hms-Clan View Post
    If you ever need help help nwith doing unit stat change sor anything I`d be happy to help . i really have nothing better to do anymore .

    and do you think doing 20 charge for each unit would be considerably good because it really bases aroudn teh attack I guess it`s just the amount of force that first pressured .(I don`t know how to explain ) I just did tests and it works for Early, High, and Late period calvary very well .
    Thanks for the offer..

    And having 20 charge should have no effect on the cavalries performance.Maybe somehow it seemed to you that way :hmmm:
    Shine on you crazy diamond...

  7. #7

    Default Re: Unit stats changing :).

    I've changed some of the EDU, but when I played there was no change at all in the game .... as an example, I change (the color red) from 350 to 0, it turns out after I play the game remains unchanged at all ....

    this EDU from cae

    type Elephant Artillery Mercs
    dictionary Elephant_Artillery_Mercs ; Elephant Artillery
    category cavalry
    class heavy
    voice_type Heavy
    accent Mongolian
    banner faction main_cavalry
    banner holy crusade_cavalry
    soldier Elephant_Artillery_Crew, 12, 6, 1
    mounted_engine elephant_serpentine
    mount elephant_cannon
    mount_effect horse +4, camel +2
    attributes sea_faring, hardy, can_withdraw, can_run_amok, frighten_foot, frighten_mounted, gunpowder_unit, mercenary_unit
    formation 7, 11, 13,16, 2, square
    stat_health 1, 6
    stat_pri 28, 3, elephant_cannon_shot, 350, 20, missile, artillery_gunpowder, piercing, none, 25, 1
    ;stat_pri_ex 0, 0, 0
    stat_pri_attr ap, bp
    stat_sec 10, 9, no, 0, 0, melee, melee_simple, piercing, none, 25, 1
    ;stat_sec_ex 0, 0, 0
    stat_sec_attr area, launching, ap
    stat_pri_armour 16, 7, 0, flesh
    ;stat_armour_ex 16, 0, 0, 0, 7, 0, 0, flesh
    stat_sec_armour 13, 3, flesh
    stat_heat 2
    stat_ground 0, 0, -6, 0
    stat_mental 9, normal, trained
    stat_charge_dist 30
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 2750, 350, 400, 400, 2750, 4, 680
    armour_ug_levels 0
    armour_ug_models Elephant_Artillery_Crew
    ownership slave
    ;unit_info 10, 28, 23

    this EDU from original MTW2 patch 1.3 that i edited

    type Elephant Artillery Mercs
    dictionary Elephant_Artillery_Mercs ; Elephant Artillery
    category cavalry
    class heavy
    voice_type Heavy
    accent Mongolian
    banner faction main_cavalry
    banner holy crusade_cavalry
    soldier Elephant_Artillery_Crew, 12, 6, 1
    mounted_engine elephant_serpentine
    mount elephant_cannon
    mount_effect horse +4, camel +2
    attributes sea_faring, hardy, can_withdraw, can_run_amok, frighten_foot, frighten_mounted, gunpowder_unit, mercenary_unit
    formation 7, 11, 13,16, 2, square
    stat_health 1, 6
    stat_pri 28, 3, elephant_cannon_shot, 350, 20, missile, artillery_gunpowder, piercing, none, 25, 1
    ;stat_pri_ex 0, 0, 0
    stat_pri_attr ap, bp
    stat_sec 10, 9, no, 0, 0, melee, melee_simple, piercing, none, 25, 1
    ;stat_sec_ex 0, 0, 0
    stat_sec_attr area, launching, ap
    stat_pri_armour 16, 7, 0, flesh
    ;stat_armour_ex 16, 0, 0, 0, 7, 0, 0, flesh
    stat_sec_armour 13, 3, flesh
    stat_heat 2
    stat_ground 0, 0, -6, 0
    stat_mental 9, normal, trained
    stat_charge_dist 30
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 2750, 0, 400, 400, 2750, 4, 680
    armour_ug_levels 0
    armour_ug_models Elephant_Artillery_Crew
    ownership slave
    ;unit_info 10, 28, 23


    this the screenshot from cae nothing change at all




    this the screenshot from original MTW2 patch 1.3 that i've edited and it changed



    anyone know's what should i do?help me please....

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