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Thread: Modding in Mounted Generals

  1. #1

    Default Modding in Mounted Generals

    I really just can't stand the lack of mounted generals for some factions such as the dwarves, Isengard, etc. Lore be damned, the idea of enemy troops getting away because my pudgy general had 1 too many beers the last night and refuses to chase fleeing enemy troops properly is... irritating at best. So, I was trying to mod in mounted generals for Isengard and the other mounted general-less through the export_descr_unit file by adding in the "mount" line. However everytime I do this I end up with my general bodyguard running on top of said mount with a magical swinging sword+bow. Any ideas on how to fix this?

  2. #2
    hitokiri2486's Avatar Centenarius
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    Default Re: Modding in Mounted Generals

    you need to add horse models and textures for each of the factions in the modeldb file.
    Let me persuade you with my powerful logic skills.

    In light of the Total War series, a quote from the theologian whom I respect the most:

    The Heavenly City outshines Rome, beyond comparison. There, instead of victory, is truth; instead of high rank, holiness.
    St. Augustine, Bishop of Hippo

  3. #3
    JuL14n's Avatar Centenarius
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    Default Re: Modding in Mounted Generals

    Or use horses that the faction allready have.

    The horses that dale cavalry use for dwarves, wargs for isengard, nazgul horses for mordor.
    Just look at the structure.

    Don't copy this right off, it only shows the important things of the cavalry.
    Dale cavalry:

    category cavalry
    banner faction main_cavalry
    banner holy crusade_cavalry
    mount heavy horse
    attributes sea_faring, hide_forest, can_withdraw, can_formed_charge

    edit: oops, I read something wrong in the first post. Last night was a bit rough.

    You must also make sure that the unit got mounted animations in modeldb.
    Last edited by JuL14n; June 21, 2009 at 06:24 AM.

  4. #4

    Default Re: Modding in Mounted Generals

    Or you could mod the movement speed for certain units in your army - so you always have someone to chase down the enemy. Its a good idea to use it for skirmish troops.
    Son of the Ancient Archaon, House of Siblesz

  5. #5

    Default Re: Modding in Mounted Generals

    I have to add it in modeldb? Where would I find this file?

  6. #6

    Default Re: Modding in Mounted Generals

    if you refer to me, all you need to edit is the EDU. add in move_speed_mod (#) after the attributes line and before the formation.

    Like I did for the Ithilien rangers.. heres an example

    Code:
    type             Ithilien Rangers
    dictionary       Ithilien_Rangers      ; Ithilien Rangers
    category         infantry
    class            missile
    voice_type       Heavy
    banner faction   main_missile
    banner holy      crusade
    soldier          Lithuanian_Archers, 36, 0, 1.2
    attributes       sea_faring, hide_improved_forest, hide_anywhere, very_hardy, can_withdraw, stakes, stakes, free_upkeep_unit
    move_speed_mod 	 1.3
    formation        1.2, 1.2, 2.4, 2.4, 4, square
    stat_health      1, 3
    stat_pri         12, 2, ranger_arrow, 200, 35, missile, missile_mechanical, piercing, none, 0, 1
    stat_pri_attr    no
    stat_sec         13, 4, no, 0, 0, melee, melee_blade, piercing, sword, 25, 1
    stat_sec_attr    no
    stat_pri_armour  7, 11, 0, leather
    stat_sec_armour  0, 0, flesh
    stat_heat        2
    stat_ground      1, -1, 2, 1
    stat_mental      13, disciplined, highly_trained
    stat_charge_dist 15
    stat_fire_delay  0
    stat_food        60, 300
    stat_cost        1, 0, 0, 75, 75, 540, 4, 100
    armour_ug_levels 1
    armour_ug_models rangers
    ownership        sicily
    era 0            sicily
    era 1            sicily
    era 2            sicily
    recruit_priority_offset 10
    Son of the Ancient Archaon, House of Siblesz

  7. #7

    Default Re: Modding in Mounted Generals

    Only thing is that I'd also like the generals to have a charge bonus as well as having the ability to chase down routers. Having infantry send other infantry flying just isn't as aesthetically pleasing.

  8. #8

    Default Re: Modding in Mounted Generals

    they dont...

    that has to do with mass, and other attributes.

    All my changes do is make them faster. I've added speed bonuses to certain Uruk, Elf, Ranger, and skirmish units.
    Son of the Ancient Archaon, House of Siblesz

  9. #9

    Default Re: Modding in Mounted Generals

    Hmm... I'll try to give mounted animations to a general... I'll post it if I'm successful.

  10. #10
    JuL14n's Avatar Centenarius
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    Default Re: Modding in Mounted Generals

    Quote Originally Posted by A1_Unit View Post
    Hmm... I'll try to give mounted animations to a general... I'll post it if I'm successful.
    All generals & captains allready got mounted animations, at least after what I've seen.
    To make them ride, you just use a mounted unit as a bodyguard.

    I made my own personal faction for the game, and 1 custom general.
    My first problem was that he was standing on the horse. But this was because of
    wrong general model for the faction in descr_character, the guy I used as a general model didn't have any mounted animation. Fixed it and the result.

    Spoiler Alert, click show to read: 

  11. #11

    Default Re: Modding in Mounted Generals

    Okay, I gave the Dwaves a mounted general. They need it the most anyway.
    BACKUP your files before copying! Copy the data folder into your Third_Age folder. It's up to you to add them in the campaign but most Dwarven generals should be my new unit. Also in this data folder is my edited EDU for a more balanced campaign. If you don't want my EDU just copy the Dale_Cavalry2 entry into your EDU. If this causes crashes (very unlikely) then I made an error in one of my files.

    Please give me +rep if you download!

  12. #12

    Default Re: Modding in Mounted Generals

    Yay, mounted dwarven generals. Uh.. how do I give you +rep? And thanks renown, I'll just change the speed of all the other generals.

  13. #13
    JuL14n's Avatar Centenarius
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    Default Re: Modding in Mounted Generals

    Quote Originally Posted by Hoppylyte View Post
    Yay, mounted dwarven generals. Uh.. how do I give you +rep? And thanks renown, I'll just change the speed of all the other generals.
    After 25 posts and 1 week of membership you'll see a new green button with a + on,
    Under each member. I can give him a rep+ from you

    And welcome to the forum!

  14. #14

    Default Re: Modding in Mounted Generals

    Do any other factions need a mounted general?

  15. #15
    Space Voyager's Avatar Campidoctor
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    Default Re: Modding in Mounted Generals

    Quote Originally Posted by Hoppylyte View Post
    the idea of enemy troops getting away because my pudgy general had 1 too many beers the last night and refuses to chase fleeing enemy troops properly is... irritating at best.
    I'd rather suggest using mercenaries than resorting to huge lore destruction.

  16. #16

    Default Re: Modding in Mounted Generals

    Quote Originally Posted by Space Voyager View Post
    I'd rather suggest using mercenaries than resorting to huge lore destruction.
    I'm sure Dwarves could ride horses if they wanted to.

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