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Thread: Question about recruiting units earlier than allowed.

  1. #1

    Default Question about recruiting units earlier than allowed.

    So, I am trying to make the Black Watch unit available at the start of the game.

    I have added them to the "building_units_allowed.tsv" line, under army barracks.

    I made sure they were listed as "available early" in the units table.

    From what I gather, they should be available to Britain, but when I start a game... it is still not able to be recruited.

  2. #2
    l33tl4m3r's Avatar A Frakkin' Toaster
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    Default Re: Question about recruiting units earlier than allowed.

    Did you check Scotland? I am pretty sure the are recruited from Edinburgh.

    --

    Let me know how it works out.
    [House of Caesars|Under the Patronage of Carl von Döbeln]

  3. #3

    Default Re: Question about recruiting units earlier than allowed.

    Quote Originally Posted by l33tl4m3r View Post
    Did you check Scotland? I am pretty sure the are recruited from Edinburgh.

    --

    Let me know how it works out.
    Nothing in the patch.pack indicates Scotland anymore. (I changed it pointing to England)

    Thanks.

  4. #4
    l33tl4m3r's Avatar A Frakkin' Toaster
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    Default Re: Question about recruiting units earlier than allowed.

    Ah, I'll see what I can find out, I have not tried changing where elite units are recruitable from.

    Let me know if you get this working before I do!
    [House of Caesars|Under the Patronage of Carl von Döbeln]

  5. #5

    Default Re: Question about recruiting units earlier than allowed.

    Quote Originally Posted by l33tl4m3r View Post
    Ah, I'll see what I can find out, I have not tried changing where elite units are recruitable from.

    Let me know if you get this working before I do!
    Been trying for a few days, no luck. lol

  6. #6

    Default Re: Question about recruiting units earlier than allowed.

    You should clone the unit. Here the very fast tutorial:

    1) using Pack File Manager extract \db\units_tables\units

    2) using a notepad like app in units file make a copy of the line with your target unit just above the original line

    3) rename the unit in the first column. You could also rename its name in the second.

    4) to change a recruitment region check the name in 14th column. The simplest way is to change it to "global" so you could be able to hire the unit in any region. BUT if you want to preserve some realism you should make it "europe" of whatever from the list above:

    afghans / North Western India
    africa_west_indies / Africa, the West Indies, Middle East and Americas
    americas / The Americas
    americas_coastal / Coastal Americas
    americas_inland / Inland Americas
    anatolia / Anatolia
    austria_home_regions / Central Europe
    balkans / The Balkans
    britain_home_regions / The British Isles
    camels / North Africa, The Middle East, India
    colonial_euro_factions / The Colonies
    dahomey / North West Africa
    denmark_home_regions / Scandinavia
    desert / North Africa, The Middle East, North Western India
    displaced_irish / Western Europe, The Americas
    displaced_scots / Western Europe, The Americas
    england / England
    europe / Europe
    finland / Finland
    france / France
    galleys / The Mediterranean and Baltic Coasts
    global / Worldwide
    grenzers / Croatia
    hindu / South Western India
    holland_home_regions / The Netherlands
    hungary / Hungary
    india / India
    ireland / Ireland
    islam / Northern and Central India
    italian_alps / The Italian Alps
    kashmir / Kashmir
    kurds / Central Middle East
    lancers / France
    med_coast / The Mediterranean Coast
    middle_east / The Middle East
    middle_east_and_europe / The Middle East, Europe
    north_africa / North Africa
    norway / Norway
    peninsula / The Iberian Peninsula
    poland_home_regions / Eastern Europe
    prussia / Prussia
    prussia_home_regions / The Baltic Coast
    russia_home_regions / Russia
    scotland / Scotland
    scots / Scotland
    siberia / Northern Russia
    sikh / North Western India
    spain / Spain
    spain_home_regions / The Iberian Peninsula, Southern Italy
    steppes / The Steppes
    sweden_home_regions / Eastern Scandinavia
    tatars / The Caucasus
    uhlans / Central Europe
    usa / North America
    venice_home_regions / Northern Italy, The Balkans
    west_indies / The West Indies

    5) for some realism also check 15th column to change the maximum number of units already hired in you army

    6) the "true" identifier in 16th column means that your unit is available fro the very begining of the game

    7) the "true" identifier in 18th column means that your unit will be also available later

    8) save and import the file back in your target .pack

    9) now extract \db\unit_stats_land_tables\unit_stats_land file

    10) find a line with the original name of the prototype unit

    11) copy this line just above the original

    12) rename it in the first column just like your did in units file

    13) if you do not want to change the units characteristics than import the file back also

    14) now extract \db\units_to_groupings_military_permissions_tables\units_to_groupings_military_permissions

    15) again find the original name of the prototype unit if you can't than travel to the 20th step

    16) make a copy from its line

    17) rename it in the first column with its clone new name

    18) look in the second column there is the name of a nation that could hire your unit so your should change it with the name of your nation.

    The name looks a little odd not like in \db\factions_tables\factions because the developer used another form for the file so you should check the list above that I've took from \db\groupings_military_tables\groupings_military for the correct label for your faction:

    amerinds_group / all Native Americans
    austria_group / Austria
    barbary_group / Brabary States
    colonies_ep3_group / Road to Independance Episode 3
    france_group / France
    great_britain_group / GB
    maratha_group / Maratha C.
    mughal_group / Mughals
    ottoman_group / Ottomans
    prussia_group / Prussia
    punjab_group / Punjab
    rebel_group / rebels
    russia_poland_group / Mother Russia & Poles & Lithuania
    spain_group / Spain
    sweden_denmark_group / Swedes
    united_provinces_group / Holland
    usa_group / US
    venice_group / Venice
    pirates / pirates obviously

    19) import units_to_groupings_military_permissions back and travel to the 27th step

    20) if you didn't find the name of the original prototype unit in the previous file than extract \db\units_to_exclusive_faction_permissions_tables\units_to_exclusive_faction_permissions and look for it here

    19) once you find your prototype unit copy it in the new line (BUT if you didn't than check the 23rd step)

    20) now make a copy just above the original line

    21) rename it in the first column with its clone new name

    22) look in the second column there is the name of a nation that could hire your unit so your should change it with the name of your nation

    this file use the exact same faction names like \db\factions_tables\factions

    23) if you did't find the name of the original prototype unit in the privious file than extract in both files than make it by yourself

    24) in \db\units_to_exclusive_faction_permissions_tables\units_to_exclusive_faction_permissions copy the line with ANY name

    25) in the 1st column correct the name for your taste

    26) in the 2nd column replace the label with the name of you faction as it's used in \db\factions_tables\factions

    27) import all files back and export \db\building_units_allowed_tables\building_units_allowed

    28) now search though the file for the original name of your prototype unit and make a copy for all the lines you'll find do not forget to change the names there

    29) After all check if another patch has its own versions of

    \db\building_units_allowed_tables\building_units_allowed
    \db\units_tables\units
    \db\units_to_exclusive_faction_permissions_tables\units_to_exclusive_faction_permissions
    \db\units_to_groupings_military_permissions_tables\units_to_groupings_military_permissions

    for it could make conflicts of which patch has higher priority.

    PS

    Do not confuse yourself if there will be no name for your new unit displayed in the game. To make it works you should edit the localisation.loc file from the patch-en.pack with a hex-editor. Your should find a fragment with the original prototype unit name that begins with "units_onscreen_name_", make a copy of this fragment, edit it, edit the first value in the beginning of both text parts which contain the number of characters. OK, this was not such a problem if the file hasn't its idiotic structure of having 00 interval after every character that made editing it a complete headache.

    Edit: I've just checked the new version of the brilliant Pack File Manager - it is capable of working with localisation.loc so no trouble with the names of units if you'll edit it properly.
    Last edited by shakesword; March 23, 2009 at 09:19 AM.

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