Thread: - Official 'Ask Questions About TATW 1.0 - 3.2 Here' Thread -

  1. #9081

    Default Re: - Official 'Ask Questions About TATW 1.0 - 3.1 Here' Thread -

    i have tried editing the files to make the troops refill faster but it crashed a few times will the RR/RC amke it so that all units in game would refill abit faster i editied the files so all units on all levels of barrack buildings,archery ranges and cavalry buildings, troll cages and i didnt touch the siege engines buildings spent quite a while doing it then wen tits up

  2. #9082

    Default Re: - Official 'Ask Questions About TATW 1.0 - 3.1 Here' Thread -

    Quote Originally Posted by KnightsTemplar View Post
    @ViolentHelkin
    'Cross race' units will have problem due to the modeldb.
    Modeldb only 'supply' units with texture of the specific faction- so that it would be possible to have different texture for different faction's same unit, really useful in the vanilla M2.
    Sometimes there would be codes already provided, but the unit is not actually used by the game (yet, maybe) so there would be no problem for you to use them instantly.
    It's fully save-compatible and quite simple- if you are careful, that is.


    After you get that done, why don't you try also switch the battle model for your general?
    You can have a special model like Arnorian armour for you 'Man-ish' general among your Elves.
    Same veins with the above change, just that it's not save compatible sadly. [/SPOILER]
    Haha! I arrived here last night and did this exact step on my own with little to no knowledge about how the models worked with each faction, but alas, I deleted it in fear of causing even more problems. I think this will be the final fix in allowing me to completely customize my perfect generals. Much thanks and +rep to you sir.

    Also, are the numbers in modelsdb representative of the actual amount of units in that unit? I was thinking about scaling down the amount of knights in his bodyguard, but didn't know if that was just a matter of a quick fix in the export_units_desc, or if I would have to change it here as well. I guess I'll tinker around with it and find out.

    I'll post back if I see further problems, but...


    Until then, is the a file that provides which factions are which of the vanilla factions? Such as Silvan -> Mongols and I'm guessing here, but Sicily -> Gondor?


    Thanks again!
    Helkin
    Last edited by ViolentHelkin; April 26, 2012 at 02:15 PM.

  3. #9083
    smoesville's Avatar Vicarius
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    Default Re: - Official 'Ask Questions About TATW 1.0 - 3.1 Here' Thread -

    Gondor=Sicily
    Mordor=England
    Dwarves=Moors
    Dale=Scotland
    Rohan=Milan
    Silvans=Mongols
    Misty Mountains=H.R.E
    Gundabad=Portugal
    Harad=Spain
    Rhun=Venice
    Eriador=Turks
    High Elves=Egypt

    And this is the religions of ME if you should want them.

    {catholic}Followers of Sauron
    {orthodox}Elves
    {islam}Dwarves
    {northmen}Northmen
    {heretic}Others
    {numenorian}Dúnedain
    Were there but a tree in this godforsaken place i would have hanged myself.

  4. #9084

    Default Re: - Official 'Ask Questions About TATW 1.0 - 3.1 Here' Thread -

    Again, it's worth noting I have TATW 3.1 plus Baren's mod comp. My modelsdb has basically identical (I seem a few differences entries back to back, if I change one, game won't even start :[. Just goes to a black screen. Any ideas? Or maybe which one I should change?

    Spoiler Alert, click show to read: 
    12 swan_knights
    1 1
    48 unit_models/_Units/EN_Lmail_Hmail/xx12_lod0.mesh 6400
    4
    6 sicily
    72 unit_models/_Units/EN_Lmail_Hmail/textures/en_wmail_wmail_poland.texture
    72 unit_models/_Units/EN_Lmail_Hmail/textures/en_wmail_wmail_normal.texture
    43 unit_sprites/sicily_swan_knights_sprite.spr
    4 merc
    72 unit_models/_Units/EN_Lmail_Hmail/textures/en_wmail_wmail_poland.texture
    72 unit_models/_Units/EN_Lmail_Hmail/textures/en_wmail_wmail_normal.texture
    43 unit_sprites/sicily_swan_knights_sprite.spr
    5 turks
    72 unit_models/_Units/EN_Lmail_Hmail/textures/en_wmail_wmail_poland.texture
    72 unit_models/_Units/EN_Lmail_Hmail/textures/en_wmail_wmail_normal.texture
    43 unit_sprites/sicily_swan_knights_sprite.spr
    9 byzantium
    72 unit_models/_Units/EN_Lmail_Hmail/textures/en_wmail_wmail_poland.texture
    72 unit_models/_Units/EN_Lmail_Hmail/textures/en_wmail_wmail_normal.texture
    43 unit_sprites/sicily_swan_knights_sprite.spr
    4
    6 sicily
    57 unit_models/AttachmentSets/Final swan_poland_diff.texture
    57 unit_models/AttachmentSets/Final swan_poland_norm.texture 0
    4 merc
    57 unit_models/AttachmentSets/Final swan_poland_diff.texture
    57 unit_models/AttachmentSets/Final swan_poland_norm.texture 0
    5 turks
    57 unit_models/AttachmentSets/Final swan_poland_diff.texture
    57 unit_models/AttachmentSets/Final swan_poland_norm.texture 0
    9 byzantium
    57 unit_models/AttachmentSets/Final swan_poland_diff.texture
    57 unit_models/AttachmentSets/Final swan_poland_norm.texture 0
    1
    5 Horse
    13 MTW2_HR_Lance
    13 MTW2_HR_Sword 2
    21 MTW2_HR_Lance_Primary
    14 fs_test_shield 2
    18 MTW2_Sword_Primary
    14 fs_test_shield
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002
    16 swan_knights_ug1
    1 1
    48 unit_models/_Units/EN_Lmail_Hmail/xx12_lod0.mesh 6400
    4
    6 sicily
    72 unit_models/_Units/EN_Lmail_Hmail/textures/en_wmail_wmail_poland.texture
    72 unit_models/_Units/EN_Lmail_Hmail/textures/en_wmail_wmail_normal.texture
    43 unit_sprites/sicily_swan_knights_sprite.spr
    4 merc
    72 unit_models/_Units/EN_Lmail_Hmail/textures/en_wmail_wmail_poland.texture
    72 unit_models/_Units/EN_Lmail_Hmail/textures/en_wmail_wmail_normal.texture
    43 unit_sprites/sicily_swan_knights_sprite.spr
    5 turks
    72 unit_models/_Units/EN_Lmail_Hmail/textures/en_wmail_wmail_poland.texture
    72 unit_models/_Units/EN_Lmail_Hmail/textures/en_wmail_wmail_normal.texture
    43 unit_sprites/sicily_swan_knights_sprite.spr
    9 byzantium
    72 unit_models/_Units/EN_Lmail_Hmail/textures/en_wmail_wmail_poland.texture
    72 unit_models/_Units/EN_Lmail_Hmail/textures/en_wmail_wmail_normal.texture
    43 unit_sprites/sicily_swan_knights_sprite.spr
    4
    6 sicily
    57 unit_models/AttachmentSets/Final swan_poland_diff.texture
    57 unit_models/AttachmentSets/Final swan_poland_norm.texture 0
    4 merc
    57 unit_models/AttachmentSets/Final swan_poland_diff.texture
    57 unit_models/AttachmentSets/Final swan_poland_norm.texture 0
    5 turks
    57 unit_models/AttachmentSets/Final swan_poland_diff.texture
    57 unit_models/AttachmentSets/Final swan_poland_norm.texture 0
    9 byzantium
    57 unit_models/AttachmentSets/Final swan_poland_diff.texture
    57 unit_models/AttachmentSets/Final swan_poland_norm.texture 0

  5. #9085
    smoesville's Avatar Vicarius
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    Default Re: - Official 'Ask Questions About TATW 1.0 - 3.1 Here' Thread -

    The number at the start of each line is the number of characters in the line, the space comes between the number and the line e.g.

    34 this_is_the_path_to_your_unit.mesh 6400

    So the number is the amount of characters in the line.

    Code:
    16 swan_knights_ug1 
    1 1 
    48 unit_models/_Units/EN_Lmail_Hmail/xx12_lod0.mesh 6400 
    5 
    6 sicily 
    72 unit_models/_Units/EN_Lmail_Hmail/textures/en_wmail_wmail_poland.texture 
    72 unit_models/_Units/EN_Lmail_Hmail/textures/en_wmail_wmail_normal.texture 
    43 unit_sprites/sicily_swan_knights_sprite.spr
    4 merc 
    72 unit_models/_Units/EN_Lmail_Hmail/textures/en_wmail_wmail_poland.texture 
    72 unit_models/_Units/EN_Lmail_Hmail/textures/en_wmail_wmail_normal.texture 
    43 unit_sprites/sicily_swan_knights_sprite.spr
    5 turks
    72 unit_models/_Units/EN_Lmail_Hmail/textures/en_wmail_wmail_poland.texture 
    72 unit_models/_Units/EN_Lmail_Hmail/textures/en_wmail_wmail_normal.texture 
    43 unit_sprites/sicily_swan_knights_sprite.spr
    9 byzantium
    72 unit_models/_Units/EN_Lmail_Hmail/textures/en_wmail_wmail_poland.texture 
    72 unit_models/_Units/EN_Lmail_Hmail/textures/en_wmail_wmail_normal.texture 
    43 unit_sprites/sicily_swan_knights_sprite.spr
    7 mongols 
    72 unit_models/_Units/EN_Lmail_Hmail/textures/en_wmail_wmail_poland.texture 
    72 unit_models/_Units/EN_Lmail_Hmail/textures/en_wmail_wmail_normal.texture 
    43 unit_sprites/sicily_swan_knights_sprite.spr
    5 
    6 sicily 
    57 unit_models/AttachmentSets/Final swan_poland_diff.texture 
    57 unit_models/AttachmentSets/Final swan_poland_norm.texture 0 
    4 merc 
    57 unit_models/AttachmentSets/Final swan_poland_diff.texture 
    57 unit_models/AttachmentSets/Final swan_poland_norm.texture 0 
    5 turks 
    57 unit_models/AttachmentSets/Final swan_poland_diff.texture 
    57 unit_models/AttachmentSets/Final swan_poland_norm.texture 0
    9 byzantium 
    57 unit_models/AttachmentSets/Final swan_poland_diff.texture 
    57 unit_models/AttachmentSets/Final swan_poland_norm.texture 0
    7 mongols 
    57 unit_models/AttachmentSets/Final swan_poland_diff.texture 
    57 unit_models/AttachmentSets/Final swan_poland_norm.texture 0
    The red number is probably what stopped it working, it should amount to the following entries, it was 4 but with mongols added it should be 5.
    Last edited by smoesville; April 26, 2012 at 02:55 PM.
    Were there but a tree in this godforsaken place i would have hanged myself.

  6. #9086

    Default Re: - Official 'Ask Questions About TATW 1.0 - 3.1 Here' Thread -

    Ah, I see. Although, it seems that I will not be able to make this change. I have made this simple copy and paste, changing sicily to mongols and 6 to 7 but still, just an unexpected error and a black screen. And as soon as I delete the insertion, it works perfectly.

    Spoiler Alert, click show to read: 

    4
    6 sicily
    72 unit_models/_Units/EN_Lmail_Hmail/textures/en_wmail_wmail_poland.texture
    72 unit_models/_Units/EN_Lmail_Hmail/textures/en_wmail_wmail_normal.texture
    43 unit_sprites/sicily_swan_knights_sprite.spr
    4 merc
    72 unit_models/_Units/EN_Lmail_Hmail/textures/en_wmail_wmail_poland.texture
    72 unit_models/_Units/EN_Lmail_Hmail/textures/en_wmail_wmail_normal.texture
    43 unit_sprites/sicily_swan_knights_sprite.spr
    5 turks
    72 unit_models/_Units/EN_Lmail_Hmail/textures/en_wmail_wmail_poland.texture
    72 unit_models/_Units/EN_Lmail_Hmail/textures/en_wmail_wmail_normal.texture
    43 unit_sprites/sicily_swan_knights_sprite.spr
    9 byzantium
    72 unit_models/_Units/EN_Lmail_Hmail/textures/en_wmail_wmail_poland.texture
    72 unit_models/_Units/EN_Lmail_Hmail/textures/en_wmail_wmail_normal.texture
    43 unit_sprites/sicily_swan_knights_sprite.spr
    7 mongols
    72 unit_models/_Units/EN_Lmail_Hmail/textures/en_wmail_wmail_poland.texture
    72 unit_models/_Units/EN_Lmail_Hmail/textures/en_wmail_wmail_normal.texture
    43 unit_sprites/sicily_swan_knights_sprite.spr
    4

  7. #9087
    MasterBigAb's Avatar Valar Morghulis
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    Default Re: - Official 'Ask Questions About TATW 1.0 - 3.1 Here' Thread -

    Quote Originally Posted by Samuel Pidgeon View Post
    i have tried editing the files to make the troops refill faster but it crashed a few times will the RR/RC amke it so that all units in game would refill abit faster i editied the files so all units on all levels of barrack buildings,archery ranges and cavalry buildings, troll cages and i didnt touch the siege engines buildings spent quite a while doing it then wen tits up
    If it crashes you have messed something up
    Go into your Medieval II folder/logs and take a look at the log. I am sure it will tell you that there are errors in this file (and btw. will also tell you what lines you made mistakes). If you just place a comma where there shouldn't be one for example: would already mess up the file and could cause a crash.

  8. #9088

    Default Re: - Official 'Ask Questions About TATW 1.0 - 3.1 Here' Thread -

    Quote Originally Posted by MasterBigAb View Post
    If it crashes you have messed something up
    Go into your Medieval II folder/logs and take a look at the log. I am sure it will tell you that there are errors in this file (and btw. will also tell you what lines you made mistakes). If you just place a comma where there shouldn't be one for example: would already mess up the file and could cause a crash.
    This was my first thought and usually allows me to fix these things on my own, but this is only thing in logs:


    16:03:12.592 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.

  9. #9089
    lolIsuck's Avatar WE HAVE NO CAKE!
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    Default Re: - Official 'Ask Questions About TATW 1.0 - 3.1 Here' Thread -

    Run a trace log, Go into the cfg file, change error to trace and save.

  10. #9090

    Default Re: - Official 'Ask Questions About TATW 1.0 - 3.1 Here' Thread -

    Not sure how much you'd like to see, but as expected it dies somewhere in this neighborhood, as expected I guess:

    Spoiler Alert, click show to read: 
    16:31:25.622 [system.io] [trace] exists: 223: caching file: mods/third_age_3/data/unit_models/_units (1335297461)
    16:31:25.622 [system.io] [info] exists: found mods/Third_Age_3/data/unit_models/battle_models.modelDB (from: C:\Program Files (x86)\SEGA\Medieval II Total War)
    16:31:25.623 [system.io] [trace] file open,,mods/Third_Age_3/data/unit_models/battle_models.modelDB,1739104
    16:31:25.623 [system.io] [info] open: found mods/Third_Age_3/data/unit_models/battle_models.modelDB (from: C:\Program Files (x86)\SEGA\Medieval II Total War)
    16:31:25.702 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.


    Would this crash having nothing to do with where it is placed in modelsdb? Like I said earlier I have almost repetitive occurrences of swan_knights
    Last edited by ViolentHelkin; April 26, 2012 at 03:40 PM.

  11. #9091
    lolIsuck's Avatar WE HAVE NO CAKE!
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    Default Re: - Official 'Ask Questions About TATW 1.0 - 3.1 Here' Thread -

    Attach the entire log. This also isn't really a question about the mod so I'd like mod to move this.

  12. #9092

    Default Re: - Official 'Ask Questions About TATW 1.0 - 3.1 Here' Thread -

    Gah! Such an easy fix once I stared at this long enough, and of course, the advanced search feature for the forums led me to some real tutorials!

    Quote Originally Posted by lolIsuck View Post
    Attach the entire log. This also isn't really a question about the mod so I'd like mod to move this.
    The log was unhelpful except for the last few lines, so I saw no reason to attach this as it simply points to the problem (what I expected) and did not describe it (what it did). The questions I had asked stemmed out of models/units/factions/scripts pertaining to the mod. Simple enough I thought the users here would understand the questions better than some script junkie down a forum or two, as TATW users will be versed more in the files/scripts of TATW. Thanks for attempting to help!

    Quote Originally Posted by smoesville
    The number at the start of each line is the number of characters in the line, the space comes between the number and the line e.g.

    34 this_is_the_path_to_your_unit.mesh 6400

    So the number is the amount of characters in the line.
    Thanks much for the help, if you hadn't pointed this out, I wouldn't have found something fishy to do with the other numbers indicating strings of ints. (What I mean is the numbers signifying how many model lines are to follow for that specific model!). Again! +rep!

  13. #9093
    Laetus
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    Default Re: - Official 'Ask Questions About TATW 1.0 - 3.1 Here' Thread -

    I am new here and I wish to play some MTW2 hotseat campain, do you have some links of that subjects?
    Maybe this is not place for this questions but ...
    Please contact me If read this someone from ex-YU

  14. #9094
    Macilrille's Avatar Domesticus
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    Default Re: - Official 'Ask Questions About TATW 1.0 - 3.1 Here' Thread -

    You are probably wondering why I am in this hotseat...

    Well, the Britsh Airmen, bla- bla- bla...

    Welcome to the forum.

    And g'nite, cause I am off. I do not play hotseat anyway. It has its own section if you look there they can help you.

  15. #9095
    Laetus
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    Default Re: - Official 'Ask Questions About TATW 1.0 - 3.1 Here' Thread -

    Quote Originally Posted by Macilrille View Post
    You are probably wondering why I am in this hotseat...

    Well, the Britsh Airmen, bla- bla- bla...

    Welcome to the forum.

    And g'nite, cause I am off. I do not play hotseat anyway. It has its own section if you look there they can help you.
    OK thank you

  16. #9096

    Default Re: - Official 'Ask Questions About TATW 1.0 - 3.1 Here' Thread -

    i looked at the log it said this 22:38:07.886 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 573, column 62
    Expected integer or 'bonus'

  17. #9097

    Default Re: - Official 'Ask Questions About TATW 1.0 - 3.1 Here' Thread -

    heres the file i messed up im such a idiot i got a back up version of the vanilla file

  18. #9098
    zacen299's Avatar Senator
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    Default Re: - Official 'Ask Questions About TATW 1.0 - 3.1 Here' Thread -

    What is the name for the Army of Dead for Barons mod ancilliary? It glitched and didn't give it to Aragorn so I want to manually add it.

  19. #9099
    zacen299's Avatar Senator
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    Default Re: - Official 'Ask Questions About TATW 1.0 - 3.1 Here' Thread -

    Never mind found it

  20. #9100

    Default Re: - Official 'Ask Questions About TATW 1.0 - 3.1 Here' Thread -

    Two questions :
    First is there a way to kill a character on the campaing map though console commands? or any other away except actually kill it on the battle map? I play with samedi's submod and i unfortunately activated shelob's script ... i move the damn spider away on a god farsaken tiny island and it keeps coming back ... i don't want to lose soldiers attacking her ( i did tried once autoresolved with combat odds 20:1 and guess what ... i lost!! )
    Second is it normal to apear an rather advanced army(uruks,olog hai) of mordor in turn 16-17? or the AI gets reinforced because i got into mordor? i got surprised by a full stack led by Sauron (orc general ... how ironic though ... when i saw the character's name i was like "you must be ing kidding me!!" then i realised he wasn't the real one ) ... i lost denethor and both his sons defending the black gate

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