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Thread: TATW Battle Editor (Tutorials, Help, Manual, Development)

  1. #1
    jản's Avatar █ kept in suspense █
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    Icon3 TATW Battle Editor (Tutorials, Help, Manual, Development)

    █████████████████████████████
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    'Battle Editor Manual'
    [ for TATW and all other M2TW games as well ]

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    █████████████████████████████


    directory:

    --------------------------------------------------------------------
    (1) /// GETTING STARTED
    --------------------------------------------------------------------
    (2) /// EDIT LANDSCAPE
    --------------------------------------------------------------------
    (3) /// ADD BUILDINGS, OBJECTS AND NATURE ELEMENTS
    --------------------------------------------------------------------
    (4) /// ADD FACTIONS AND UNITS
    --------------------------------------------------------------------
    (5) /// SET ALLIANCES
    --------------------------------------------------------------------
    (6) /// SET VICTORY CONDITIONS
    --------------------------------------------------------------------
    (7) /// A SCREENSHOT GUIDE (by Thompson45cal.)
    --------------------------------------------------------------------
    (8) /// BUGS & WHAT IS NOT WORKING & BUGS
    --------------------------------------------------------------------
    (9) /// DESCR_BATTLE.TXT Editing
    --------------------------------------------------------------------
    (10) /// DOWNLOAD EXAMPLE BATTLES
    --------------------------------------------------------------------

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    ~~~~~~~~~~~~
    (1) GETTING STARTED
    ~~~~~~~~~~~~

    • > activate the Battle Editor by adding the command in the TATW.cfg
      Code:
      [features]
      editor = true
      mod = mods/Third_Age


    • or add this to the M2TW config file 'medieval2.preference.cfg'
      Code:
      [features]
      editor = true
      (this will works too - but notice that at some configuration the .cfg file
      will delete the feature tag - to avoid that make the file write-protected
      after you added the feature tag with the editor enabling)


    • > start TATW and go to 'Options' > 'Battle Editor'


    • > a map of Europe and the middle east appears
      > choose a location (vegetation) here
      Spoiler for when game crashes
      > when using it the first time the game returns a CTD
      > simply restart and try again
      > if it still crashing load a battle (like agincourt or sentenil)
      > after the battle has loaded you can use this map or you can restart the editor because now it works with the vegetation choosing


    • WARNING:
      be warned that the editor may/will crash every now and then - so be sure to safe often
      (it mostly crashes when you place buildings, settlements or objects)



    USE YOUR BATTLES AS A MAP FOR CUSTOM BATTLES:

    • you can copy the folder of your custom created historical battle to the folder for
      the custom battles (the one where "grassy plain" is located) to make it available
      in the custom battle map selection (but units and deployment areas are not existing than)


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    ~~~~~~~~~~~~
    (2) EDIT LANDSCAPE
    ~~~~~~~~~~~~

    • press <G> to view a grid which helps you a lot
    • > after you chose a map begin starting to edit the surface with the four tools
      > when you plan on including bigger buildings than at first select an place buildings
      (because if you edit the landscape at first and you place a building there later,
      your complete landscape will be reseted in the surroundings of the building)

      > edit landscape heights (press <LMB> to increase and press and hold <Shift + LMB> to go decrease)
      > smooth tools (not working very well - kinda useless)
      > plateau tool
      > smudge tool

      > explanations of all tools and modes are viewed on the top of the screen at each active mode


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    ~~~~~~~~~~~~
    (3) ADD BUILDINGS, OBJECTS AND NATURE ELEMENTS
    ~~~~~~~~~~~~

    • > go to 'Place / Edit World Package' mode and select a category
      > select a unit by clicking on it
      > move it around on the map
      > press and hold <SHIFT> to set the height
      > press <RMB> to delete active / selected building/object
      > place it with <LMB>
      > you can edit the buildings / object by moving the cursor over it and clicking on it while the is a white frame around it
      > to rotate buildings press <O> while you are in placing mode


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    ~~~~~~~~~~~~
    (4) ADD FACTIONS AND UNITS
    ~~~~~~~~~~~~

    • CREATE ARMY

      > go to the 'Create Army' mode and create a army
      > you can set them to reinforcement by activating the option and set a time
      > notice that you can deploy at most 8 armies (all combinations f.e. 4 vs 4 // 1 vs 7)
      (unless you deploy armies that will be appear as reinforcements and will be added to the players unit list)


    • CREATE DEPLOYMENT AREA

      > first activate a army by clicking first on th faction first and than select the general
      > go to the 'Create Deployment Area' mode
      > add corner marks by clicking on the the ground
      (TIP: only use four corner marks because it is really buggy if you use more than that)
      > you can move and delete existing corner marks (when your are still in the 'Create Deployment Area' mode for the faction you edit) by moving the cursor over a corner marks until it is rotating
      > (this is really hard because the corner-mark is really small - if the cursor is not moving you are not on the corner mark)
      > on the corner mark press and hold <LMB> to move the mark and <RMB> to delete it


    • CREATE UNITS

      > go to the 'Create/edit Units' mode select your preferred unit
      > you have to place at least one general (marked with a silver star in the list)
      > edit existing units by move the cursor over it until the info-popup of that unit appears
      > than click on it with <RMB> and edit it


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    ~~~~~~~~~~~~
    SET ALLIANCES AND VICTORY CONDITIONS
    ~~~~~~~~~~~~

    • (5) ALLIANCES

      > got to the 'set victory conditions' mode
      > set timelimit (leave a "0" for unlimited battle time)
      > select homefaction
      > make new alliances by add one with the plus and check all factions that should be allied
      > than make another alliance row where you define other alliances

      > edit alliance options
      >>> D (deploy) defines if the faction of that alliance can deploy before battle
      >>> V (view) defines if the faction of that alliance can see the position of the other factions before battle
      >>> W (wait) defines if the faction of that alliance have to wait for some time before they enter battle
      >>> A (attacking) defines if the faction of that alliance is attacking (checked) or defending (not checked)

    Click to view content: 


    .
    • (6) VICTORY CONDITIONS

      > for each alliance you have to create a winning condition
      > for that select the alliance with the grabber and select one condition
      > add it by pressing the plus-symbol
      > repeat it for all other alliances
      > than make another alliance row where you define other alliances

    Click to view content: 
    thats all - hope it works - if you have questions ask them - i'll help you where ever i can



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    ~~~~~~~~~~~~
    (7) A SCREENSHOT GUIDE (by Thompson45cal.)
    ~~~~~~~~~~~~






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    ~~~~~~~~~~~~
    (8) WHAT IS NOT WORKING & BUGS
    ~~~~~~~~~~~~


    • > forts can not be assigned to factions (at least i don't know how)
      > bridges are not recognized as passable paths (but can be crossed anyway) (at least i don't know how)
      > the 'Place and move feature model' mode is not working (at least i don't know how)
      > the 'Add settlement plan and buildings' mode is not working (at least i don't know how)
      > the 'Edit Roads' mode is not working (at least i don't know how)
      > the 'Add and remove trees' mode is not working (at least i don't know how)


    • further known bugs from totalwar.org forum by RegiaSaxon
      Click to view content: 
      Edit Battle Details requester
      1) Set time limit to 0 to have no time limit for the battle. This causes a Sanity error but still works.

      2) There is no option in the editor to set the battle year - this must be added by editing the descr_battle.txt file manually.


      Edit Army Details requester
      1) Is reinforcement doesn't seem to work or the associated Joins in 0 minutes setting. Reinforcements will appear in the battle at the correct time but they will do nothing. Occasionaly, the unit tooltip reports them as marching when they are still. The Is reinforcement tick box resets itself immediately the requester is closed and then opened again.

      2) The purpose of Num supporting armies is unknown at present.

      3) The Command setting does not work. It is not written to the descr_battle.txt when you save your battle and needs to be added by editing this file manually. However, if you later resave you battle via the editor the Command setting will be reset to 0.

      4) When trying to edit an army you have already created the requester does not update it's settings in accordance with the army you have selected. Therefore, if you have two factions - Romans and Britannia (created in that order), and you select Romans, the Select faction option will still read Britannia. The option is disabled I presume to stop problems with changing a faction that already has faction-specific units assigned to it. I'll be looking into this a little more.

      5) There is no option to choose if the current faction is playable or not. This must be added by editing the descr_battle.txt file manually.


      Settlements
      1) Settlements are highly unstable when it comes to placing them in the battle editor. Most of the time they appear fine unless you delete them (although this isn't always the case). This causes the 3D models to separate from the ground textures and appear elsewhere on the map (randomly, it would seem). Using settlements from within Default_set and Default_port_set is a lot more reliable than using the others.

      2) Moving settlements is not very well explained. Click and hold the left mouse button down on the settlement. With the button still down, move the mouse to the location you want to move the settlement to - you will see the green placement area. Release the left mouse button.

      3) Moving and placing settlements can cause holes in the map, which are square and show sky through them. These will not show up in the actual battle but you can 'fall' through them when moving the camera over them in the battle editor. This can cause the entire 3D world to go black and you will need to exit and reload the battle editor to clear the problem.


      Models
      1) There doesn't seem to be any way of adding bridges over rivers, although this could be related to the campaign map and the way in which the campaign 'grows'.

      2) When placing a model near a river, the base area of the model is huge and 'dries up' the river. Although the visible model area is only tiny, they seem to have a huge second area. Imagine a Roman legion has to build a fort but needs to clear an area 500 miles square and you'll get the picture. Alternatively, just give it a try.


      Misc
      1) Rotating the camera facing directly down will result in the view flipping and you will suddenly be looking at sky. Just rotate the other way to restore the view.


      Well, there you go, my findings so far. It may well be a case that a lot of the problems are deliberate or possibly linked to game mechanics that are controlled elsewhere (such as adding bridges). It is certain that some are just quirks. Maybe one of the CA guys will gatecrash my topic and help out.

      Cheers
      Chalky


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    ~~~~~~~~~~~~~~~~~~~
    (9) EDITING THE 'DESCR_BATTLE.TXT'
    ~~~~~~~~~~~~~~~~~~~

    directory:


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    ~~~~~~~~~~~~~~~~~~~~

    [edit Title and Battle Settings]
    ~~~~~~~~~~~~~~~~~~~~

    you can set and change the name of the battle, the playable factions the
    date, the battle time and the weather in the "descr_battle.txt".

    > the name must not have <SPACE> in it - you have to separate words by signs like "_" or "-"
    > playable factions must be deleted under non-playable and vice versa

    > the battle_time has n normal 24 hours clock format 22.00 means 11.00 PM


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    ~~~~~~~~~~~~~~~~~~~~
    [edit Settlements]
    ~~~~~~~~~~~~~~~~~~~~

    after you placed a settlement in the Battle Editor, you can edit it
    in the "descr_battle.txt".

    first you can set the type of the settlement so the attacking AI
    enemy knows what siege engines he has to field. (but you have to
    assign such siege engines in the battle editor or by adding an information
    on a single unit in the "descr_battle.txt" with ", attach_engine ladder" or
    ", attach_engine ram")

    .
    EXAMPLES:

    Code:
    settlement
    {
        level village
        (...)
    }
    the enemy fields no siege  equipment
    Code:
    settlement castle
     {
         level village
        (...)
    }
    the enemy fields only rams
    Code:
    settlement castle
     {
         level large_city
        (...)
    }
    the enemy fields rams, ladders and siege towers
    Code:
    settlement  castle
     {
         level huge_city
        (...)
    }
    the enemy fields only rams and  huge siege towers.
    -------------------------------------------------------------------------------

    here is a list of all settlement types:
    Click to view content: 

    village

    moot_and_bailey


    town

    wooden_castle

    large_town

    castle

    city

    fortress

    large_city

    citadel

    huge_city

    fort


    this settlements definition can be changed for every
    settlement. if you only have placed a model of a
    wooden_fort but change it to 'castle' and 'large_city'
    the enemy fields rams, ladders and towers which they
    can't even use.

    -------------------------------------------------------------------------------

    here is a list of all settlements elements that are available:


    Settlement Followed by either 'city' or 'castle'
    tile which tile the whole battle is being fought . Same as all armies
    level Followed by : town , large_town , city , large_city , huge_city
    year_founded Not important , should match the founded year as you said in the editor though
    fortification level of fortification . I suppose it should match the level of fortification like in the editor
    northern_european Not sure bout this one . i think the culture of the city , but in TATW , the editor only has : men , dwarven , elvish , mesoamerican (these aren't the correct names !)
    walls don't know , could be either the level of the walls , or the amount of walls in the city
    towers 0 - watchtower / 1 - arrow tower / 2 - ballista tower / 3 - cannon tower
    gates don't know . I suspect the level of the gates (how strong it is)
    gate_defences don't know . Might have something to do with boiling oil , perhaps ?
    population population of the city . Not important i think
    faction_creator who owns the settlement during a battle.
    package_path should be following the path to the custom city you chose when you placed it with the battle editor


    -------------------------------------------------------------------------------

    here is a list of what you can delete and which changes nothing in the game:

    Code:
     faction    sicily
     settlement castle
     {
         level large_city
         tile 318 246
     
         year_founded 2010
     
         turns_owned 10
         fortification 4 gondor towers 2
         population 59000
         plan_set default_set
         faction_creator sicily
     package_path  settlements/Middle_Eastern/Castles/Wooden_fort/Middle_Eastern_wooden_fort_A.world
     }
    all other things are essential and makes the game crash if
    deleted. only the package_path is something you can delete, but
    this results that the settlement is not assigned anymore.

    but remember - you can not change the type of the settlements itself without the
    battle editor, because the model and its geographical informations are saved in
    the "map.wfc" file too. but editing the "map.wfc" causes the game to crashes!


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    ~~~~~~~~~~~~~~~~~~~~
    [edit Characters ]
    ~~~~~~~~~~~~~~~~~~~~

    you can edit the Name, the title, the age, the portrait and the traits of a general.

    > add all traits you want - but notice that not all have an effect (tax traits f.e.)

    > used names has to be listed under the factions name list "descr_names.txt"
    (these are the names from the dropdown-menu in the editor).
    > every character begins with general if you dont change anything
    > here is a list what possibilities you have (example Rohan):

    Code:
    character    Theoden, general, male, age 62, x 343, y 302,  portrait Theoden
    traits GoodCommander 3 , GoodCavalryGeneral 1 , Brave 1
    results: General Theoden

    Code:
    character    Theoden, named character, male, age 62, x 343, y 302,  portrait Theoden
    traits GoodCommander 3 , GoodCavalryGeneral 1 , Brave 1
    results: Theoden

    Code:
    character    Theoden, named character, male, heir, age 62, x 343, y  302, portrait Theoden
     traits GoodCommander 3 , GoodCavalryGeneral 1 , Brave 1
    results: Lord Theoden

    Code:
    character    Theoden, named character, male, leader, age 62, x  343, y 302, portrait Theoden
    traits GoodCommander 3 , GoodCavalryGeneral 1 , Brave 1
    results: King Theoden
    (or results Titles: Steward, Chieftain, High King ... > adaptable to other factions leader and successor titles)

    BUT the problem with the "named character" is that reinforcements will not be
    added to the actual units when they are a named character. so all reinforcements
    have to be normal generals without the "named character" tag. but they can't
    get a unique portrait.


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    ~~~~~~~~~~~~~~~~~~~~
    [edit Reinforcements]
    ~~~~~~~~~~~~~~~~~~~~

    > if you want to add the reinforcements to your playable garrison you have to use a "general" as reinforcements
    > if you want the reinforcements to fight on their own being AI controlled you have to use a "named character" as reinforcements

    > you can edit the time the reinforcing armies appear on the battle field with the "reinforcement_time" tag
    > the editor itself only allows minimum 6 minutes or more (= 0.100 at "reinforcement_time")
    > but you can set the reinforcement time manually:

    reinforcement_time 0.100 >>> 6 minutes
    reinforcement_time 0.417 >>> 25 minutes
    reinforcement_time 0.001 >>> 5 seconds
    reinforcement_time 0.0001 >>> less than a second

    reminder:

    > adding a army as a reinforcement will make them unplayable but after they
    appear on the battlefield (and are AI controlled) they fight in an offensive
    style when they are spawned

    > if your troops will be reinforced by playable troops remember that you
    play at most 20 units - all other units will stand still and do nothing until
    you have a free unit slot for one unit has withdrawn from the battlefield
    or is eliminated completely


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    <<< DOWNLOAD Total War Editor Manuals HERE >>>

    (BATTLE SCRIPTING.pdf // 2 different BATTLE EDITOR.pdf -- both with a lot
    of screenshots // NOTE: based on RTW Editor but its the same system)



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    ~~~~~~~~~~~~~~~~~~~~
    (10) DOWNLOAD EXAMPLE BATTLES
    ~~~~~~~~~~~~~~~~~~~~


    Battle of Helms Deep
    (with all possible customizations from this tutorial - open it the Battle Editor to view all of these customizations)

    >>> www.twcenter.net/forums/showthread.php?t=277430


    A list of all custom battles:

    >>> www.twcenter.net/forums/showthread.php?t=281944


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    Last edited by King Kong; December 28, 2011 at 08:32 AM. Reason: edit

  2. #2
    jản's Avatar █ kept in suspense █
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    Default Re: -- Battle of Helms Deep -- Historical Battle -- Single Player Scenario & Multiplayer --

    -------------------------------------------------------------------

    btw - i tried to understand that battle scripting thing. it is definately
    possible. when watch or play the agincourt battle, there is a second
    french army attacking after a while. that works like that:

    > first you have to lable all units with name tags
    (with the 'label_unit' command)
    Click to view content: 

    label_unit 0 0 0 rohan_king_theoden
    label_unit 0 0 1 rohan_eored_lancer_1
    label_unit 0 0 2 rohan_eored_lancer_2
    ...
    label_unit 1 0 0 isengard_gazgulf
    label_unit 1 0 1 isengard_pike_1
    label_unit 1 0 2 isengard_pike_2

    > than you can set off th AI (for single units)
    (with 'ai_active_set off')

    > than you can assign a comand to a unit which can be delayed
    with 'battle_wait 10' and than
    'unit_order_move king_theoden -668 -156' or even
    'unit_order_attack_unit rohan_king_theoden isengard_gazgulf run'

    > after an event or after a certain time you can tunr AI on again

    > these are the commands but i dont know how to implement them correctly - sorry

    -------------------------------------------------------------------

    i think i have to make silvan elves not playable anymore as long
    as no one can script it correctly. becasue you can not tell one
    faction not to run and fight in the battle editor.
    Last edited by jản; July 20, 2009 at 05:30 AM.

  3. #3
    jản's Avatar █ kept in suspense █
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    Default Re: -- Battle of Helms Deep -- Historical Battle -- Single Player Scenario & Multiplayer --

    //


    okay - here is what i found out.
    looks like forts are never belonging
    to a faction. is used th battle editor
    in kingdoms britania - and when you
    create a fort there i cant be assigned
    to anyone. but wooden castle (or all
    other settlemts working)

    Click to view content: 

    a creation window for a normal settlement (here wodden castle):
    (notice the little green checkmark next to the red cross - at a
    fort it is grey and not pressable - se below)


    and here creating a fort:




    thats strange - in britania forts does have a piaza.
    but they are no settlements witch taxes and population.
    in the descr_strat.txt they only appears as
    Code:
    fort     25 45 stone_fort_a culture northern_european
    nothing about faction assignment - nothing.
    and i dont know what the game does when a
    army enters a fort - i mean hwo the game recognizes
    what faction asignment it has when another faction is
    entering or attacking it?

    i think this remeins a problem which cant be solved.




    //
    Last edited by jản; July 13, 2009 at 02:07 PM.

  4. #4

    Default Re: Minas Tirith battle - Released - !

    Err .. Is there someone who can correctly add armies with lots of reinforcements ? I get a CTD when i push the 'Pelennor_Fields' in the battle selection (this is not the one you guys can download ) . And i'm 100% sure it's because of armies/reinforcements . Does anyone know how to do this ? Here's the army setup :

    Gondor :
    - faramir : No reinforcement , starts at the left side of the city
    - Denethor : No reinforcement , starts at the front side of the city (main entrance)
    - Ecthelion : No reinforcement, starts at the right side of the city
    - Aragorn : Is reinforcement (joins at about 16 mins) , starts at the city center
    - Gondor dude : Is reinforcement , joins at about 8 mins , at the second ring of the fortress
    - Rohan (Theoden) : Is reinforcement , joins in about 25 mins (or later , dunno for sure)

    Mordor :
    - Gazbag : No reinforcement , starts at the left side of the city (outside ofcourse)
    - Witch-King : No reinforcement , starts at the front side of the city (main entrance ; outside ofcourse)
    - Shagug : No reinforcement, starts at the right side of the city (outside ofcourse)
    - Mordor dude : Is reinforcement , starts in about 9 mins
    - Mordor Dude : I thought this one was necessary (that both alliances have the same amount of armies , but didn't do anything)
    - Harad (Harad dude) : Starts some mins after Rohan .

    So what should be the deployment ? I tried quite some stuff , but it always does the same : CTD . And when i load the battle editor , most stats are reset : Command is back to 0 , supporting armies back to 0 , but the name , and the reinforcements (+time) stay the same ..

  5. #5
    jản's Avatar █ kept in suspense █
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    Default Re: Minas Tirith battle - Released - !

    please post the content of the "descr_battle.txt"
    with [code] <your content> [/code] brackets.

    and also the content of the "editor_log.txt"
    but delete all content of the log file at first, than
    start and let it crash - and than post it.
    Last edited by jản; July 18, 2009 at 05:46 AM.

  6. #6

    Default Re: Minas Tirith battle - Released - !

    Alright , of we go :

    Code:
    ; Custom battle script generated by Romans Battle Editor
    
    battle        Battle_of_Pelennor
    playable
        sicily
        england
    end
    nonplayable
        milan
        spain
    end
    
    
    start_date    500 summer
    end_date    500 summer
    
    
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ; >>>> start of factions section <<<<
    
    faction    sicily
    character    Faramir, general, male, age 30, x 286, y 23
    army
    unit        Gondor Bodyguard                soldiers 18 exp 4 armour 2 weapon_lvl 1
    unit        Gondor Infantry                soldiers 80 exp 3 armour 1 weapon_lvl 1
    unit        Dismounted Kofm                soldiers 55 exp 2 armour 2 weapon_lvl 0
    unit        Militia Archers                soldiers 55 exp 2 armour 2 weapon_lvl 0
    
    character    Denethor, general, male, age 27, x 286, y 23
    army
    unit        Gondor Bodyguard                soldiers 15 exp 1 armour 3 weapon_lvl 1
    unit        Gondor Spearmen                soldiers 80 exp 4 armour 2 weapon_lvl 1
    unit        Gondor Archers                soldiers 60 exp 3 armour 1 weapon_lvl 1
    unit        Gondor Archers                soldiers 60 exp 3 armour 1 weapon_lvl 1
    unit        Dismounted Kofm                soldiers 55 exp 3 armour 1 weapon_lvl 1
    unit        Dismounted Kofm                soldiers 67 exp 2 armour 1 weapon_lvl 1
    
    character    Ecthelion, general, male, age 26, x 286, y 23
    army
    unit        Gondor Bodyguard                soldiers 16 exp 3 armour 2 weapon_lvl 1
    unit        Militia Archers                soldiers 55 exp 2 armour 1 weapon_lvl 1
    unit        Gondor Spearmen                soldiers 75 exp 3 armour 1 weapon_lvl 1
    unit        Dismounted Kofm                soldiers 55 exp 2 armour 1 weapon_lvl 1
    
    character    Aragorn, general, male, age 29, x 286, y 23
    army
    unit        Gondor Bodyguard                soldiers 18 exp 5 armour 3 weapon_lvl 1
    unit        Swan Knights                soldiers 52 exp 4 armour 2 weapon_lvl 1
    unit        Kingsguard                soldiers 55 exp 3 armour 1 weapon_lvl 1
    unit        Gondor Archers                soldiers 62 exp 2 armour 1 weapon_lvl 1
    unit        Gondor Archers                soldiers 62 exp 2 armour 1 weapon_lvl 1
    unit        Gondor Infantry                soldiers 62 exp 2 armour 1 weapon_lvl 1
    
    character    Amlaith, general, male, age 28, x 286, y 23
    army
    unit        Gondor Bodyguard                soldiers 18 exp 3 armour 2 weapon_lvl 1
    unit        Gondor Infantry                soldiers 55 exp 3 armour 1 weapon_lvl 1
    unit        Gondor Infantry                soldiers 55 exp 3 armour 1 weapon_lvl 1
    unit        Gondor Spearmen                soldiers 82 exp 3 armour 1 weapon_lvl 1
    unit        Gondor Spearmen                soldiers 82 exp 3 armour 1 weapon_lvl 1
    unit        Gondor Archers                soldiers 65 exp 2 armour 1 weapon_lvl 1
    unit        Gondor Archers                soldiers 65 exp 2 armour 1 weapon_lvl 1
    
    faction    milan
    character    Theoden, general, male, age 30, x 286, y 23
    army
    unit        rohan bodyguards                soldiers 38 exp 3 armour 2 weapon_lvl 1
    unit        rohan rider                soldiers 62 exp 2 armour 1 weapon_lvl 1
    unit        rohan rider                soldiers 62 exp 2 armour 1 weapon_lvl 1
    unit        rohan rider                soldiers 62 exp 2 armour 1 weapon_lvl 1
    unit        eorlingas                soldiers 45 exp 2 armour 1 weapon_lvl 1
    unit        eorlingas                soldiers 45 exp 2 armour 1 weapon_lvl 1
    unit        Rohan Horsearchers                soldiers 65 exp 1 armour 0 weapon_lvl 1
    unit        Rohan Horsearchers                soldiers 65 exp 1 armour 0 weapon_lvl 1
    unit        Rohan Horsearchers                soldiers 65 exp 1 armour 0 weapon_lvl 1
    unit        Royal Guard                soldiers 38 exp 1 armour 0 weapon_lvl 1
    unit        Royal Guard                soldiers 38 exp 1 armour 0 weapon_lvl 1
    
    faction    england
    character    Gorthak, general, male, age 30, x 286, y 23
    army
    unit        Uruk Bodyguards                soldiers 20 exp 2 armour 1 weapon_lvl 1
    unit        Mordor Orcs Mercs                soldiers 101 exp 0 armour 0 weapon_lvl 0
    unit        Mordor Orcs Mercs                soldiers 101 exp 0 armour 0 weapon_lvl 0
    unit        Mordor Archers                soldiers 45 exp 1 armour 1 weapon_lvl 0
    unit        Mordor Orcs                soldiers 75 exp 2 armour 0 weapon_lvl 0
    unit        2handed Orcs                soldiers 75 exp 2 armour 0 weapon_lvl 0
    
    character    Nazgula, general, male, age 30, x 286, y 23
    army
    unit        Uruk Bodyguards                soldiers 23 exp 1 armour 0 weapon_lvl 1
    unit        Dismounted Nazgul                soldiers 8 exp 1 armour 0 weapon_lvl 1
    unit        Mordor Uruks                soldiers 50 exp 0 armour 0 weapon_lvl 0
    unit        Mordor Orcs Mercs                soldiers 95 exp 0 armour 0 weapon_lvl 0
    unit        Mordor Orcs Mercs                soldiers 95 exp 0 armour 0 weapon_lvl 0
    unit        Mordor Orcs Mercs                soldiers 95 exp 0 armour 0 weapon_lvl 0
    unit        Mordor Orcs                soldiers 95 exp 0 armour 0 weapon_lvl 0
    unit        Mordor Orcs                soldiers 95 exp 0 armour 0 weapon_lvl 0
    unit        Mordor Archers                soldiers 40 exp 0 armour 0 weapon_lvl 0
    unit        Mordor Archers                soldiers 40 exp 0 armour 0 weapon_lvl 0
    unit        Uruk Archers                soldiers 55 exp 1 armour 1 weapon_lvl 0
    
    character    Shagug, general, male, age 30, x 286, y 23
    army
    unit        Uruk Bodyguards                soldiers 10 exp 1 armour 1 weapon_lvl 0
    unit        Mordor Archers                soldiers 72 exp 1 armour 1 weapon_lvl 0
    unit        Mordor Archers                soldiers 72 exp 1 armour 1 weapon_lvl 0
    unit        Orc Band                soldiers 82 exp 1 armour 1 weapon_lvl 0
    unit        Orc Band                soldiers 82 exp 0 armour 0 weapon_lvl 0
    unit        Mordor Orcs                soldiers 82 exp 0 armour 0 weapon_lvl 0
    unit        Mordor Orcs                soldiers 82 exp 0 armour 0 weapon_lvl 0
    
    character    Gazbag, general, male, age 30, x 286, y 23
    army
    unit        Uruk Bodyguards                soldiers 3 exp 1 armour 0 weapon_lvl 0
    unit        Mordor Catapult                soldiers 2 exp 1 armour 0 weapon_lvl 0
    unit        Mordor Catapult                soldiers 2 exp 1 armour 0 weapon_lvl 0
    unit        Battle Trolls                soldiers 3 exp 1 armour 0 weapon_lvl 0
    
    character    Azog, general, male, age 30, x 286, y 23
    army
    unit        Uruk Bodyguards                soldiers 11 exp 1 armour 1 weapon_lvl 0
    
    faction    spain
    character    Haashim, general, male, age 30, x 286, y 23
    army
    unit        Desert Spearmen                soldiers 60 exp 1 armour 1 weapon_lvl 1
    unit        Desert Spearmen                soldiers 60 exp 1 armour 1 weapon_lvl 1
    unit        Desert Spearmen                soldiers 60 exp 1 armour 1 weapon_lvl 1
    unit        Desert Spearmen                soldiers 60 exp 1 armour 1 weapon_lvl 1
    unit        Harad Archers Mercs                soldiers 67 exp 1 armour 0 weapon_lvl 1
    unit        Southron Pikemen                soldiers 67 exp 1 armour 0 weapon_lvl 1
    unit        Southron Pikemen                soldiers 67 exp 1 armour 0 weapon_lvl 1
    unit        Southron Spearmen                soldiers 67 exp 1 armour 0 weapon_lvl 1
    unit        Serpent Bodyguard                soldiers 13 exp 2 armour 1 weapon_lvl 0
    
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ; >>>> start of battle section <<<<
    
    battle    286, 23
    battle_time    12.00    24.00
    weather    clear
    
    home_faction    sicily
    alliance    sicily, milan, defending
    alliance    england, spain, attacking
    
    army    sicily, 0, no_withdraw, supporting_armies 0
    
    deployment_area_point    -452.523, 442.449
    deployment_area_point    -543.307, 424.055
    deployment_area_point    -541.168, 660.104
    deployment_area_point    -451.136, 636.575
    
    unit            0, -471.701, 473.576, -90, formation_type square, formation_width 31.954
    unit            1, -473.032, 516.109, -89, formation_type square, formation_width 18.128
    unit            2, -472.483, 539.730, -89, formation_type square, formation_width 20.161
    unit            3, -517.021, 475.673, -95, formation_type square, formation_width 20.236
    
    army    sicily, 1, no_withdraw, supporting_armies 0
    
    deployment_area_point    -234.354, 59.452
    deployment_area_point    -250.797, -28.485
    deployment_area_point    55.283, -33.991
    deployment_area_point    49.838, 60.443
    
    unit            0, -32.304, 27.927, 178, formation_type square, formation_width 23.506
    unit            1, -72.573, 29.046, 175, formation_type square, formation_width 26.710
    unit            2, -15.189, -21.398, 178, formation_type square, formation_width 17.729
    unit            3, -148.589, -18.964, 173, formation_type square, formation_width 21.129
    unit            4, -51.659, 21.465, 179, formation_type square, formation_width 19.660
    unit            5, -105.312, 23.274, 174, formation_type square, formation_width 23.222
    
    army    sicily, 2, no_withdraw, supporting_armies 0
    
    deployment_area_point    231.164, 226.473
    deployment_area_point    319.880, 212.813
    deployment_area_point    321.310, 535.466
    deployment_area_point    228.794, 505.467
    
    unit            0, 262.568, 246.623, 85, formation_type square, formation_width 23.920
    unit            1, 308.574, 274.743, 98, formation_type square, formation_width 21.194
    unit            2, 264.355, 322.057, 95, formation_type square, formation_width 32.913
    unit            3, 256.129, 299.940, 95, formation_type square, formation_width 31.296
    
    
    
    army    england, 0, no_withdraw, supporting_armies 0
    
    deployment_area_point    472.222, 507.571
    deployment_area_point    356.308, 538.405
    deployment_area_point    353.113, 225.287
    deployment_area_point    433.807, 235.449
    
    unit            0, 379.250, 263.995, -94, formation_type square, formation_width 30.734
    unit            1, 419.256, 277.303, -88, formation_type square, formation_width 31.132
    unit            2, 418.239, 311.504, -89, formation_type square, formation_width 34.493
    unit            3, 431.349, 301.347, -90, formation_type square, formation_width 24.674
    unit            4, 403.079, 257.107, -90, formation_type square, formation_width 23.972
    unit            5, 400.888, 332.584, -95, formation_type square, formation_width 46.101
    
    army    england, 1, no_withdraw, supporting_armies 0
    
    deployment_area_point    -273.733, -251.744
    deployment_area_point    -306.476, -71.799
    deployment_area_point    121.611, -82.687
    deployment_area_point    92.561, -231.302
    
    unit            0, -101.130, -188.017, -6, formation_type square, formation_width 40.756
    unit            1, -73.524, -180.306, -12, formation_type square, formation_width 19.305
    unit            2, -57.544, -168.614, -2, formation_type square, formation_width 31.457
    unit            3, -120.007, -215.392, -2, formation_type square, formation_width 45.536
    unit            4, -62.658, -213.200, -1, formation_type square, formation_width 47.828
    unit            5, -14.036, -215.076, -1, formation_type square, formation_width 44.382
    unit            6, -155.541, -159.047, 4, formation_type square, formation_width 56.374
    unit            7, 13.434, -167.823, 1, formation_type square, formation_width 37.385
    unit            8, -118.966, -203.836, -4, formation_type square, formation_width 78.929
    unit            9, 26.756, -221.986, -4, formation_type square, formation_width 37.577
    unit            10, -58.086, -225.955, -5, formation_type square, formation_width 32.912
    
    army    england, 2, no_withdraw, supporting_armies 0
    
    deployment_area_point    -569.233, 712.155
    deployment_area_point    -570.030, 457.311
    deployment_area_point    -676.377, 465.621
    deployment_area_point    -693.949, 686.404
    
    unit            0, -669.908, 634.521, 86, formation_type square, formation_width 44.911
    unit            1, -668.856, 573.317, 81, formation_type square, formation_width 52.168
    unit            2, -659.819, 514.151, 78, formation_type square, formation_width 30.404
    unit            3, -632.218, 587.289, 83, formation_type square, formation_width 44.446
    unit            4, -624.799, 523.818, 84, formation_type square, formation_width 40.471
    unit            5, -642.481, 522.504, 84, formation_type square, formation_width 42.502
    unit            6, -649.435, 577.768, 84, formation_type square, formation_width 47.602
    
    
    
    reinforcement    sicily, 3, no_withdraw, supporting_armies 0
    reinforcement_time    0.267
    
    deployment_area_point    2.203, 670.022
    deployment_area_point    -244.965, 674.880
    deployment_area_point    -236.265, 548.737
    deployment_area_point    8.767, 521.995
    
    unit            0, -66.914, 604.683, -175, formation_type square, formation_width 19.653
    unit            1, -94.435, 605.828, 179, formation_type square, formation_width 32.437
    unit            2, -88.801, 577.493, -178, formation_type square, formation_width 25.860
    unit            3, -68.445, 589.741, 179, formation_type square, formation_width 26.126
    unit            4, -135.657, 587.883, 179, formation_type square, formation_width 25.653
    unit            5, -107.603, 588.161, -179, formation_type square, formation_width 19.111
    
    reinforcement    sicily, 4, no_withdraw, supporting_armies 0
    reinforcement_time    0.150
    
    deployment_area_point    87.496, 315.208
    deployment_area_point    -251.461, 337.669
    deployment_area_point    -261.251, 522.402
    deployment_area_point    62.578, 509.164
    
    unit            0, -116.141, 472.270, 178, formation_type square, formation_width 26.127
    unit            1, -85.684, 469.500, 178, formation_type square, formation_width 23.657
    unit            2, -157.408, 492.085, 172, formation_type square, formation_width 33.620
    unit            3, -76.114, 482.182, 173, formation_type square, formation_width 26.287
    unit            4, -73.351, 491.810, 175, formation_type square, formation_width 54.106
    unit            5, -82.623, 495.264, 176, formation_type square, formation_width 21.016
    unit            6, -129.376, 492.758, 177, formation_type square, formation_width 17.410
    
    
    reinforcement    milan, 0, no_withdraw, supporting_armies 0
    reinforcement_time    0.400
    
    deployment_area_point    -581.181, -690.496
    deployment_area_point    -181.809, -624.606
    deployment_area_point    -185.713, -343.747
    deployment_area_point    -442.692, -323.091
    
    unit            0, -420.266, -575.234, 39, formation_type square, formation_width 41.569
    unit            1, -391.616, -506.690, -1, formation_type square, formation_width 33.363
    unit            2, -286.479, -517.928, -3, formation_type square, formation_width 30.517
    unit            3, -265.320, -550.672, 111, formation_type square, formation_width 38.528
    unit            4, -416.166, -545.177, -6, formation_type square, formation_width 38.629
    unit            5, -437.140, -512.183, -5, formation_type square, formation_width 47.569
    unit            6, -323.684, -556.487, 46, formation_type square, formation_width 30.103
    unit            7, -338.203, -526.751, -9, formation_type square, formation_width 30.530
    unit            8, -443.484, -532.852, 98, formation_type square, formation_width 39.720
    unit            9, -371.204, -568.278, 45, formation_type square, formation_width 24.831
    unit            10, -256.618, -525.918, 0, formation_type square, formation_width 212.081
    
    
    reinforcement    england, 3, no_withdraw, supporting_armies 0
    reinforcement_time    0.150
    
    deployment_area_point    73.183, -318.174
    deployment_area_point    91.710, -263.666
    deployment_area_point    -87.779, -267.732
    deployment_area_point    -69.338, -340.023
    
    unit            0, 47.958, -311.675, 1, formation_type square, formation_width 29.372
    unit            1, -67.059, -294.499, -2, formation_type square, formation_width 13.243
    unit            2, 11.136, -284.901, -4, formation_type square, formation_width 14.555
    unit            3, -33.714, -296.209, -10, formation_type horde, formation_width 15.536
    
    reinforcement    england, 4, no_withdraw, supporting_armies 0
    reinforcement_time    0.017
    
    deployment_area_point    180.690, -243.408
    deployment_area_point    179.975, -214.575
    deployment_area_point    129.376, -211.203
    deployment_area_point    123.051, -236.170
    
    unit            0, 139.080, -222.001, 9, formation_type square, formation_width 25.108
    
    
    reinforcement    spain, 0, no_withdraw, supporting_armies 0
    reinforcement_time    0.500
    
    deployment_area_point    243.593, -680.225
    deployment_area_point    197.581, -515.229
    deployment_area_point    -72.842, -521.272
    deployment_area_point    -83.113, -708.780
    
    unit            0, 13.933, -566.815, -1, formation_type square, formation_width 46.131
    unit            1, 65.779, -571.208, -1, formation_type square, formation_width 44.488
    unit            2, -3.259, -584.591, 3, formation_type square, formation_width 28.767
    unit            3, 91.579, -587.539, 1, formation_type square, formation_width 31.338
    unit            4, 38.788, -580.467, -3, formation_type square, formation_width 42.306
    unit            5, 17.335, -592.543, 3, formation_type square, formation_width 27.539
    unit            6, 71.835, -599.306, 0, formation_type square, formation_width 35.810
    unit            7, 54.911, -607.127, 3, formation_type square, formation_width 20.899
    unit            8, 46.560, -585.642, 8, formation_type square, formation_width 29.561
    
    
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ; >>>> start of objectives scripting section <<<<
    
    objectives
    
    alliance 0
    condition destroy_or_rout_enemy
    
    alliance 1
    condition destroy_or_rout_enemy
    And here's editor_log.txt

    Code:
    Loading from file mods/Third_Age/data/world/maps/battle/custom/Battle_of_Pelennor/descr_battle.txt
    Created faction sicily from file
        Creating army controlled by Captain Faramir at 0x18ef9800 from script
            Creating unit (General's Bodyguard) at 0x1a04b688
            Creating unit (Gondor Infantry) at 0x1ad60710
            Creating unit (Gondor Militia) at 0x1acb6270
            Creating unit (Archer Militia) at 0x224343c0
        Creating army controlled by Captain Denethor at 0x18ef9858 from script
            Creating unit (General's Bodyguard) at 0x1ac8fe38
            Creating unit (Gondor Spearmen) at 0x1ac90060
            Creating unit (Gondor Archers) at 0x1ac90288
            Creating unit (Gondor Archers) at 0x1ac9c530
            Creating unit (Gondor Militia) at 0x1ac9c758
            Creating unit (Gondor Militia) at 0x1ac9d308
        Creating army controlled by Captain Ecthelion at 0x18ef98b0 from script
            Creating unit (General's Bodyguard) at 0x1ac9e180
            Creating unit (Archer Militia) at 0x1ad5a210
            Creating unit (Gondor Spearmen) at 0x1ad5a438
            Creating unit (Gondor Militia) at 0x185cc0b8
        Creating army controlled by Captain Aragorn at 0x18ef9908 from script
            Creating unit (General's Bodyguard) at 0x185cc2e0
            Creating unit (Swan Knights) at 0x185cc508
            Creating unit (Citadel Guard) at 0x185cc730
            Creating unit (Gondor Archers) at 0x185cc958
            Creating unit (Gondor Archers) at 0x185ccb80
            Creating unit (Gondor Infantry) at 0x185ccda8
        Creating army controlled by Captain Amlaith at 0x18ef9960 from script
            Creating unit (General's Bodyguard) at 0x185ccfd0
            Creating unit (Gondor Infantry) at 0x185cd1f8
            Creating unit (Gondor Infantry) at 0x185cd420
            Creating unit (Gondor Spearmen) at 0x185cd648
            Creating unit (Gondor Spearmen) at 0x185cd870
            Creating unit (Gondor Archers) at 0x185cda98
            Creating unit (Gondor Archers) at 0x185cdcc0
    Created faction milan from file
        Creating army controlled by Captain Theoden at 0x18ef99b8 from script
            Creating unit (Rohan Bodyguards) at 0x185cdee8
            Creating unit (Rohan Riders) at 0x185ce110
            Creating unit (Rohan Riders) at 0x185ce338
            Creating unit (Rohan Riders) at 0x185ce560
            Creating unit (Éored Heavy Lancers) at 0x185ce788
            Creating unit (Éored Heavy Lancers) at 0x185ce9b0
            Creating unit (Éored Horsearchers) at 0x185cebd8
            Creating unit (Éored Horsearchers) at 0x1ae4ab40
            Creating unit (Éored Horsearchers) at 0x1ae4ad68
            Creating unit (Royal Guard) at 0x1ae4af90
            Creating unit (Royal Guard) at 0x1ae4b1b8
    Created faction england from file
        Creating army controlled by Captain Gorthak at 0x18ef9a10 from script
            Creating unit (Uruk Bodyguard) at 0x1ae4b3e0
            Creating unit (Orc Looters) at 0x1ae4b608
            Creating unit (Orc Looters) at 0x1ae4b830
            Creating unit (Orc Archers) at 0x1ae4ba58
            Creating unit (Orc Raiders) at 0x1ae4bc80
            Creating unit (Orc Maulers) at 0x1ae4bea8
        Creating army controlled by Captain Witch-King at 0x18ef9a68 from script
            Creating unit (Uruk Bodyguard) at 0x1ae4c0d0
            Creating unit (Dismounted Nazgul) at 0x1ae4c2f8
            Creating unit (Uruks) at 0x1ae4c520
            Creating unit (Orc Looters) at 0x1ae4c748
            Creating unit (Orc Looters) at 0x1ae4c970
            Creating unit (Orc Looters) at 0x1ae4cb98
            Creating unit (Orc Raiders) at 0x1ae4cdc0
            Creating unit (Orc Raiders) at 0x1ae4cfe8
            Creating unit (Orc Archers) at 0x1ae4d210
            Creating unit (Orc Archers) at 0x1ae4d438
            Creating unit (Uruk Archers) at 0x1ae4d660
        Creating army controlled by Captain Shagug at 0x18ef9ac0 from script
            Creating unit (Uruk Bodyguard) at 0x1ae4d888
            Creating unit (Orc Archers) at 0x1ae4dab0
            Creating unit (Orc Archers) at 0x1ae4dcd8
            Creating unit (Orc Band) at 0x1ae4df00
            Creating unit (Orc Band) at 0x1ae4e128
            Creating unit (Orc Raiders) at 0x1ae4e350
            Creating unit (Orc Raiders) at 0x1ae4e578
        Creating army controlled by Captain Gazbag at 0x18ef9b18 from script
            Creating unit (Uruk Bodyguard) at 0x1ae4e7a0
            Creating unit (Troll Catapult) at 0x1ad3b5b0
            Creating unit (Troll Catapult) at 0x1ad3b7d8
            Creating unit (Olog-Hai) at 0x1ad3ba00
        Creating army controlled by Captain Azog at 0x18ef9b70 from script
            Creating unit (Uruk Bodyguard) at 0x1ad3bc28
    Created faction spain from file
        Creating army controlled by Captain Haashim at 0x18ef9bc8 from script
            Creating unit (Haradrim Spearmen) at 0x1ad3be50
            Creating unit (Haradrim Spearmen) at 0x1ad3c078
            Creating unit (Haradrim Spearmen) at 0x1ad3c2a0
            Creating unit (Haradrim Spearmen) at 0x1ad3c4c8
            Creating unit (Haradrim Archers) at 0x1ad3c6f0
            Creating unit (Southron Pikemen) at 0x1ad3c918
            Creating unit (Southron Pikemen) at 0x1ad3cb40
            Creating unit (Southron Warband) at 0x1ad3cd68
            Creating unit (Serpent Bodyguards) at 0x1ad3cf90
    Adding unit (General's Bodyguard) at 0x1a04b688 to deployment area at 0x64eee28
    Adding unit (Gondor Infantry) at 0x1ad60710 to deployment area at 0x64eee28
    Adding unit (Gondor Militia) at 0x1acb6270 to deployment area at 0x64eee28
    Adding unit (Archer Militia) at 0x224343c0 to deployment area at 0x64eee28
    Adding unit (General's Bodyguard) at 0x1ac8fe38 to deployment area at 0x64eee64
    Adding unit (Gondor Spearmen) at 0x1ac90060 to deployment area at 0x64eee64
    Adding unit (Gondor Archers) at 0x1ac90288 to deployment area at 0x64eee64
    Adding unit (Gondor Archers) at 0x1ac9c530 to deployment area at 0x64eee64
    Adding unit (Gondor Militia) at 0x1ac9c758 to deployment area at 0x64eee64
    Adding unit (Gondor Militia) at 0x1ac9d308 to deployment area at 0x64eee64
    Adding unit (General's Bodyguard) at 0x1ac9e180 to deployment area at 0x64eeea0
    Adding unit (Archer Militia) at 0x1ad5a210 to deployment area at 0x64eeea0
    Adding unit (Gondor Spearmen) at 0x1ad5a438 to deployment area at 0x64eeea0
    Adding unit (Gondor Militia) at 0x185cc0b8 to deployment area at 0x64eeea0
    Adding unit (Uruk Bodyguard) at 0x1ae4b3e0 to deployment area at 0x64eeedc
    Adding unit (Orc Looters) at 0x1ae4b608 to deployment area at 0x64eeedc
    Adding unit (Orc Looters) at 0x1ae4b830 to deployment area at 0x64eeedc
    Adding unit (Orc Archers) at 0x1ae4ba58 to deployment area at 0x64eeedc
    Adding unit (Orc Raiders) at 0x1ae4bc80 to deployment area at 0x64eeedc
    Adding unit (Orc Maulers) at 0x1ae4bea8 to deployment area at 0x64eeedc
    Adding unit (Uruk Bodyguard) at 0x1ae4c0d0 to deployment area at 0x64eef18
    Adding unit (Dismounted Nazgul) at 0x1ae4c2f8 to deployment area at 0x64eef18
    Adding unit (Uruks) at 0x1ae4c520 to deployment area at 0x64eef18
    Adding unit (Orc Looters) at 0x1ae4c748 to deployment area at 0x64eef18
    Adding unit (Orc Looters) at 0x1ae4c970 to deployment area at 0x64eef18
    Adding unit (Orc Looters) at 0x1ae4cb98 to deployment area at 0x64eef18
    Adding unit (Orc Raiders) at 0x1ae4cdc0 to deployment area at 0x64eef18
    Adding unit (Orc Raiders) at 0x1ae4cfe8 to deployment area at 0x64eef18
    Adding unit (Orc Archers) at 0x1ae4d210 to deployment area at 0x64eef18
    Adding unit (Orc Archers) at 0x1ae4d438 to deployment area at 0x64eef18
    Adding unit (Uruk Archers) at 0x1ae4d660 to deployment area at 0x64eef18
    Adding unit (Uruk Bodyguard) at 0x1ae4d888 to deployment area at 0x64eef54
    Adding unit (Orc Archers) at 0x1ae4dab0 to deployment area at 0x64eef54
    Adding unit (Orc Archers) at 0x1ae4dcd8 to deployment area at 0x64eef54
    Adding unit (Orc Band) at 0x1ae4df00 to deployment area at 0x64eef54
    Adding unit (Orc Band) at 0x1ae4e128 to deployment area at 0x64eef54
    Adding unit (Orc Raiders) at 0x1ae4e350 to deployment area at 0x64eef54
    Adding unit (Orc Raiders) at 0x1ae4e578 to deployment area at 0x64eef54
    Adding unit (Uruk Bodyguard) at 0x1ad3bc28 to deployment area at 0x64eef90
    Adding unit (General's Bodyguard) at 0x185cc2e0 to deployment area at 0x64eefcc
    Adding unit (Swan Knights) at 0x185cc508 to deployment area at 0x64eefcc
    Adding unit (Citadel Guard) at 0x185cc730 to deployment area at 0x64eefcc
    Adding unit (Gondor Archers) at 0x185cc958 to deployment area at 0x64eefcc
    Adding unit (Gondor Archers) at 0x185ccb80 to deployment area at 0x64eefcc
    Adding unit (Gondor Infantry) at 0x185ccda8 to deployment area at 0x64eefcc
    Adding unit (General's Bodyguard) at 0x185ccfd0 to deployment area at 0x1aa3d3c8
    Adding unit (Gondor Infantry) at 0x185cd1f8 to deployment area at 0x1aa3d3c8
    Adding unit (Gondor Infantry) at 0x185cd420 to deployment area at 0x1aa3d3c8
    Adding unit (Gondor Spearmen) at 0x185cd648 to deployment area at 0x1aa3d3c8
    Adding unit (Gondor Spearmen) at 0x185cd870 to deployment area at 0x1aa3d3c8
    Adding unit (Gondor Archers) at 0x185cda98 to deployment area at 0x1aa3d3c8
    Adding unit (Gondor Archers) at 0x185cdcc0 to deployment area at 0x1aa3d3c8
    Adding unit (Rohan Bodyguards) at 0x185cdee8 to deployment area at 0x1aa3d404
    Adding unit (Rohan Riders) at 0x185ce110 to deployment area at 0x1aa3d404
    Adding unit (Rohan Riders) at 0x185ce338 to deployment area at 0x1aa3d404
    Adding unit (Rohan Riders) at 0x185ce560 to deployment area at 0x1aa3d404
    Adding unit (Éored Heavy Lancers) at 0x185ce788 to deployment area at 0x1aa3d404
    Adding unit (Éored Heavy Lancers) at 0x185ce9b0 to deployment area at 0x1aa3d404
    Adding unit (Éored Horsearchers) at 0x185cebd8 to deployment area at 0x1aa3d404
    Adding unit (Éored Horsearchers) at 0x1ae4ab40 to deployment area at 0x1aa3d404
    Adding unit (Éored Horsearchers) at 0x1ae4ad68 to deployment area at 0x1aa3d404
    Adding unit (Royal Guard) at 0x1ae4af90 to deployment area at 0x1aa3d404
    Adding unit (Royal Guard) at 0x1ae4b1b8 to deployment area at 0x1aa3d404
    Adding unit (Uruk Bodyguard) at 0x1ae4e7a0 to deployment area at 0x1aa3d440
    Adding unit (Troll Catapult) at 0x1ad3b5b0 to deployment area at 0x1aa3d440
    Adding unit (Troll Catapult) at 0x1ad3b7d8 to deployment area at 0x1aa3d440
    Adding unit (Olog-Hai) at 0x1ad3ba00 to deployment area at 0x1aa3d440
    Adding unit (Haradrim Spearmen) at 0x1ad3be50 to deployment area at 0x1aa3d47c
    Adding unit (Haradrim Spearmen) at 0x1ad3c078 to deployment area at 0x1aa3d47c
    Adding unit (Haradrim Spearmen) at 0x1ad3c2a0 to deployment area at 0x1aa3d47c
    Adding unit (Haradrim Spearmen) at 0x1ad3c4c8 to deployment area at 0x1aa3d47c
    Adding unit (Haradrim Archers) at 0x1ad3c6f0 to deployment area at 0x1aa3d47c
    Adding unit (Southron Pikemen) at 0x1ad3c918 to deployment area at 0x1aa3d47c
    Adding unit (Southron Pikemen) at 0x1ad3cb40 to deployment area at 0x1aa3d47c
    Adding unit (Southron Warband) at 0x1ad3cd68 to deployment area at 0x1aa3d47c
    Adding unit (Serpent Bodyguards) at 0x1ad3cf90 to deployment area at 0x1aa3d47c
    Load finished **************************
    Btw , after i deleted all content from editor_log , and i reopen it after the crash , it's empty
    Last edited by Killerbee; July 18, 2009 at 05:51 AM.

  7. #7
    jản's Avatar █ kept in suspense █
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    Default Re: Minas Tirith battle - Released - !

    ///

    okay i could not see anything strange in your .txt and log file.

    so just upload it that i can take a look at it - i presume the
    problem with the reinforcemets is A the deployment and B the
    num of supporting armies as well as the army ident.

    but i gonna take a look at it if you want. i pretty much
    sucked at alliances at the start but after i tried everything
    possible both in the editor in in the battle_descr i can
    surly figure something out that allows you to have a lot of
    supporting and reinforcing armies.

    and please list them here like

    alliance 1: gondor1 (start), rohan1 (start) gondor2 (reinf.), gondor3 (reinf.), rohan2 (reinf.)
    alliance 2: ...
    alliance 3: ...

    ///

  8. #8

    Default Re: Minas Tirith battle - Released - !

    Alright , it's in attachement .. you gotta unzip it in your .../battle/custom folder , but i assule you already knew that

  9. #9
    jản's Avatar █ kept in suspense █
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    Default Re: Minas Tirith battle - Released - !

    problem number one - you can have max 8 armies on the battleground (makes 160 units)
    (it worked for mee after i deleted some armeis that i had 4 vs. 4)

    problem number two - notice that all armies marked as reinforcements are simply units that will be added when they arrive to the players unit list below during the game

    ~~~

    so you have to decide which amries to disband.

  10. #10

    Default Re: Minas Tirith battle - New Release - With reinforcements

    Nvm , i think i know how to . looking at the vanilla siege battle , this is how it looked like in descr_battle :

    Code:
    faction    moors
    settlement castle
    {
        level city
        tile 69 78
    
        year_founded 1
        fortification 0 middle_eastern, walls 0 towers 2 gates 2 gate_defences 1
        population 4500
        plan_set default_set
        faction_creator moors
    package_path settlements/Middle_Eastern/Castles/Large_castle/Middle_Eastern_large_castle_A.world
    }
    character    Mohamed, general, male, age 27, x 69, y 78 
    army
    unit        ME Late Bodyguard                soldiers 30 exp 0 armour 0 weapon_lvl 0
    unit        Urban Militia                soldiers 60 exp 4 armour 1 weapon_lvl 1
    unit        Urban Militia                soldiers 60 exp 4 armour 1 weapon_lvl 1
    unit        Urban Militia                soldiers 60 exp 4 armour 1 weapon_lvl 1
    unit        Dismounted Arab Cavalry                soldiers 60 exp 4 armour 2 weapon_lvl 1
    unit        Dismounted Arab Cavalry                soldiers 60 exp 4 armour 2 weapon_lvl 1
    unit        Dismounted Arab Cavalry                soldiers 60 exp 4 armour 2 weapon_lvl 1
    unit        ME Crossbow Militia                soldiers 60 exp 4 armour 1 weapon_lvl 1
    unit        ME Crossbow Militia                soldiers 60 exp 4 armour 1 weapon_lvl 1
    unit        ME Crossbow Militia                soldiers 60 exp 4 armour 1 weapon_lvl 1
    unit        ME Crossbow Militia                soldiers 60 exp 4 armour 1 weapon_lvl 1
    unit        ME Trebuchet                soldiers 20 exp 4 armour 0 weapon_lvl 0
    unit        ME Trebuchet                soldiers 20 exp 4 armour 0 weapon_lvl 0
    unit        ME Trebuchet                soldiers 20 exp 4 armour 0 weapon_lvl 0
    unit        Sudanese Javelinmen                soldiers 80 exp 5 armour 1 weapon_lvl 1
    unit        Dismounted Arab Cavalry                soldiers 60 exp 4 armour 2 weapon_lvl 1
    unit        Granadine Lancers                soldiers 50 exp 5 armour 1 weapon_lvl 1
    unit        Granadine Lancers                soldiers 50 exp 5 armour 1 weapon_lvl 1
    unit        Urban Militia                soldiers 100 exp 5 armour 1 weapon_lvl 1
    unit        Urban Militia                soldiers 60 exp 6 armour 1 weapon_lvl 1

  11. #11
    axnsan's Avatar Protector Domesticus
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    Default Re: Minas Tirith battle - New Release - With reinforcements

    If you copy only what you underlined you fail big time. You need to copy from "settlement castle.."

  12. #12

    Default Re: Minas Tirith battle - New Release - With reinforcements

    Here's what i've got so far :

    Code:
    faction    sicily
    settlement castle
    {
        level fortress
        tile 286 23
    
        year_founded 1
        fortification 5 north_european, walls 0 towers 2 gates 2 gate_defences 1
        population 4500
        plan_set default_set
        faction_creator sicily
    package_path settlements/north_european/Castles/Large_castle/north_european_fortress_A.world
    }
    character    Ecthelion, named character, male, age 30, x 286, y 23 portrait Ecthelion
    army
    unit        Gondor Bodyguard                soldiers 16 exp 4 armour 2 weapon_lvl 1
    unit        Gondor Spearmen                soldiers 65 exp 2 armour 1 weapon_lvl 1
    unit        Gondor Spearmen                soldiers 65 exp 2 armour 1 weapon_lvl 1
    unit        Gondor Infantry                soldiers 55 exp 2 armour 1 weapon_lvl 1
    unit        Gondor Archers                soldiers 55 exp 2 armour 1 weapon_lvl 1
    unit        Gondor Archers                soldiers 55 exp 2 armour 1 weapon_lvl 1
    
    blahblah ..
    }
    If you copy only what you underlined you fail big time. You need to copy from "settlement castle.."
    You might not've noticed , but i do have modding experience

    I'm not really sure : Is 'fortress' a valid 'level' ?
    level fortress
    Last edited by Killerbee; July 18, 2009 at 12:08 PM.

  13. #13
    axnsan's Avatar Protector Domesticus
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    Default Re: Minas Tirith battle - New Release - With reinforcements

    no


    settlement castle

    +

    level large_city


    =

    citadel


    Btw, theres no .... large_castle/north_european_fortres

  14. #14

    Default Re: Minas Tirith battle - New Release - With reinforcements

    Yea , hold on , i'm still unpacking to follow the path

    So i should do :

    settlement castle

    +

    level city
    To get a fortress ?

  15. #15
    axnsan's Avatar Protector Domesticus
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    Default Re: Minas Tirith battle - New Release - With reinforcements

    Yes. But why isn't it a citadel?

    And also, north_european is not a culture. northern_european is

  16. #16
    axnsan's Avatar Protector Domesticus
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    Default Re: Minas Tirith battle - New Release - With reinforcements

    I don't get it why the I'm getting a crash

    Code:
    faction	sicily
    settlement castle
    {
    	level large_city
    	tile 286 23
    
    	year_founded 1
    	fortification 0 northern_european, walls 0 towers 2 gates 2 gate_defences 1
    	population 4500
    	plan_set default_set
    	faction_creator sicily
    package_path settlements/north_european/castles/fortress/north_european_fortress_a.world
    }
    character	Ecthelion, named character, male, age 30, x 286, y 23 portrait Ecthelion
    army
    etc....

  17. #17

    Default Re: Minas Tirith battle - New Release - With reinforcements

    Anyway You have some problems there axnsan , perhaps this pic can help you :



    This is how i put up my citadel/fortress

    EDIT : meh , i give up This is the last thing i tried .

    Code:
    settlement castle
    {
        level large_city
        tile 286 23
    
        year_founded 1
        fortification 5 northern_european, walls 3 towers 3 gates 3 gate_defences 1
        population 4500
        plan_set default_set
        faction_creator sicily
    package_path settlements/north_european/castles/fortress/north_european_fortress_a.world
    }
    I think this line is the problem
    fortification 5 northern_european, walls 3 towers 3 gates 3 gate_defences 1
    Last edited by jản; July 19, 2009 at 07:35 AM.

  18. #18

    Default Re: -- 'Battle of Helms Deep' /// Version 1.3 /// [Single Player Scenario & Multiplayer Battle] --

    Hey jan , i thought you might find this interesting :

    Code:
    settlement castle
    {
        level large_city
        tile 286 23
    
        year_founded 1
        fortification 5 northern_european, walls 3 towers 3 gates 3 gate_defences 1
        population 4500
        plan_set default_set
        faction_creator sicily
    package_path settlements/north_european/castles/fortress/north_european_fortress_a.world
    You need to add this under your 'faction milan' line in descr_battle , so it looks like this :
    (milan is rohan in-game)
    Code:
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ; >>>> start of factions section <<<<
    
    faction    milan
    settlement castle
    {
        level large_city
        tile 286 23
    
        year_founded 1
        fortification 5 northern_european, walls 3 towers 3 gates 3 gate_defences 1
        population 4500
        plan_set default_set
        faction_creator milan
    package_path settlements/north_european/castles/fortress/north_european_fortress_a.world
    }
    character    Theoden, named character, blahblah
    army
    unit        yourunit                soldiers 16 exp 4 armour 2 weapon_lvl 1
    
    }
    
    <other units>
    Now , we (axnsan and i) haven't gotten it to work yet , but i think we're very close . Here's what we know/think so far :

    Code:
    settlement castle
    {
        level large_city
        tile 286 23
    
        year_founded 1
        fortification 5 northern_european, walls 3 towers 3 gates 3 gate_defences 1
        population 4500
        plan_set default_set
        faction_creator milan
    package_path settlements/north_european/castles/fortress/north_european_fortress_a.world
    }
    Settlement Followed by either 'city' or 'castle'
    tile wich tile the whole battle is being fought . Same as all armies
    level Followed by : town , large_town , city , large_city
    year_founded Not important , should match the founded year as you said in the editor though
    fortification level of fortification . I suppose it should match the level of fortification like in the editor
    northern_european Not sure bout this one . i think the culture of the city , but in TATW , the editor only has : men , dwarven , elvish , mesoamerican (these aren't the correct names !)
    walls don't know , could be either the level of the walls , or the amount of walls in the city
    towers don't know . i think this one defines wether it's arrow towers , balista towers , or the other one . I also suspect 0 = arrow tower , 1 = other tower , 2 = ballista tower . Not sure though
    gates don't know . I suspect the level of the gates (how strong it is)
    gate_defences don't know . Might have something to do with boiling oil , perhaps ?
    population population of the city . Not important i think
    faction_creator who made the city . i suppose it should be the same as the faction who owns it in the battle
    package_path should be following the path to the custom city you chose when you placed it with the battle editor

    Alright , that's pretty much it . If you found a way to complete it or got it to work , please tell either me , or axnsan

    Greats,
    KingTheoden1
    Last edited by jản; July 19, 2009 at 07:51 AM.

  19. #19
    axnsan's Avatar Protector Domesticus
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    Default Re: -- 'Battle of Helms Deep' /// Version 1.3 /// [Single Player Scenario & Multiplayer Battle] --

    He already knows that. And it won't wrok because his settlement is a fort.

    And for the towers -

    0 - watchtower ( sits and watches TV )
    1 - arrow tower
    2 - ballista tower
    3 - cannon tower

  20. #20
    jản's Avatar █ kept in suspense █
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    Default Re: Minas Tirith battle - Released - !

    Quote Originally Posted by axnsan View Post
    Space

    And don't tell me it doesn't work, because it does

    Spoiler Alert, click show to read: 



    /brag
    the problem with th "named character" is that reinforcements will not be
    added to the actual units when they are a named character. so eomer has
    to be a gerneral - and generals cant get a portrait (but eomer doesn't
    have one anyway)

    summary:

    character Theoden, general, male, age 62, x 343, y 302, portrait Theoden
    traits GoodCommander 3

    results: General Theoden

    ~~~

    character Theoden, named character, male, age 62, x 343, y 302, portrait Theoden
    traits GoodCommander 3

    results: Theoden

    ~~~

    character Theoden, named character, male, heir, age 62, x 343, y 302, portrait Theoden
    traits GoodCommander 3

    results: Lord Theoden

    ~~~

    character Theoden, named character, male, leader, age 62, x 343, y 302, portrait Theoden
    traits GoodCommander 3

    results: King Theoden
    or results: Steward Theoden (if playing Gondor) > adaptable to other factions leader titles

    ~~~

    notice:

    i finally solved the reinforcement problem with that becasue as i mentioned:

    > if you want to add the reinforcements to your playable garrison you have to use a "general" as reinforcements
    > if you want the reinforcements to fight on their own being AI controlled you have to use a "named character" as reinforcements

    reminder:

    adding a army as a reinforcement will make them unplayable but they fight in an offensive style when they are spawned.
    (you can change the "reinforcement_time" to 0.001 - this will result a spawn two seconds after the battle start)

    ~~~
    ~~~
    ~~~

    okay than the problem with the .world model for te fortress.
    just take a look in the TATW files and will notice that the locations
    of the files are different:

    for the stone forts:


    \Mediewal II - Total War\mods\Third_Age\data\settlements\north_european\ambient_settlements\

    for all other settlements (like castles and citadels):

    \Mediewal II - Total War\mods\Third_Age\data\models_strat\residences

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