Yes, it works for increasing the delay between melee attacks in some situations. But no, it has no effect at all on missile units... So yes, 'just seems'
Yes, it works for increasing the delay between melee attacks in some situations. But no, it has no effect at all on missile units... So yes, 'just seems'
Haha... just as I thought. Thanks Taiji
You're welcome
I'm curious, is there a way to make it so you can only have one of a unit type in a custom battle? In most cases, increasing the florin cost by 99999 after choosing the unit once works, but that's invalidated if the player sets it so they have max florins. It also seems the export_descr_units file will not read any amount passed 5 9's for the cost increase so I can't bypass using max florins to get two of a unique unit.
I believe ;stat_armour_ex is a feature the devs were either going to implement or could'nt get to work correctly, it's commented out so the game engine will ignore that line.
"stat_pri_armour 8, 5, 4, metal" Changing these numbers will show up on the unit cards.
From the top of the EDU:
Code:; stat_armour_ex Details of the man's defences ; armour factor. 4 values. First for base value, then 3 upgrade levels ; defensive skill factor (not used when shot at) ; shield factors. First for melee, second for missile fire ; sound type when hit = flesh, leather, or metal
Is there a quick way to change the number of men in a class of unit, without going right through the EDU and editing every single o n e ...
I ask because I am playing KGCM and finding 40 man cav units way too overpowered, even when used by the AI and I want to send them back to 30.
EDIT
Just realised thats going to cause cost problems also. Looks like I have to spend some time going through the EDU anyway.
Last edited by crzyrndm; March 25, 2011 at 11:18 PM.
Please help me guys . I changed a few things in my EDU . Every thing works great but my menu's are big and missing buttons . This is only in the game once i start the campaign in kingdoms using crusades . THe names of my city's are in big boxes highlighted green or white . The campaign menus are the same way . Every thing else works great .
The in game interface is all messed up
Last edited by Ishan; March 31, 2011 at 10:47 AM. Reason: Double Post
@kingsaul
Ah the classic problem.
Simply delete the:-
1) battle.sd
2) shared.sd
3) strategy.sd
files from the Data\UI folder of your mod and everything will be set.
can i increase the hit point of a unit?like 50 attacke and 50 defence?its unbalance i know
Yes.
So what if I wanted to add units from MTW2 to my Kingdoms ? How would I go about that ?
You never told me that your in game interface is alright or not first. Is it ok now?
O ya it worked for the most part . Still one ore 2 glitchs but Thanks a lot . I wrote you a msg but i was having probs with this sight saying I was loged out when I hit submit reply .
Alright thanks for confirming it. Onto your question as per post#114. It's the same process like adding some other unit from kingdoms\any other mod to your vanilla mod.
In this case you will be dealing with the modeldb\EDU\export_units.txt etc files of your kingdoms campaign mod.
Read this tutorial.
Thanks . good basic Info . But I thought their might be an easier way . In MTW2 when you unpack the files The EDU folder has all the units from MTW2 and Crusades . Cant I just change the ownership OF the unit in EDU ?