Visible resources are hard-coded. You can edit but you can't create - unless something has changed in 1.3/BI.
Visible resources are hard-coded. You can edit but you can't create - unless something has changed in 1.3/BI.
"One of the most sophisticated Total War mods ever developed..."
The Fourth Age: Total War - The Dominion of Men
Thank you. There went a way to regionalize caravans.
Do you mean the caravan buildings? (spice road etc.) Those can be regionalised by use of hidden resources as can any other building.
"One of the most sophisticated Total War mods ever developed..."
The Fourth Age: Total War - The Dominion of Men
Bump.
Last edited by Seleukos; December 12, 2005 at 07:16 PM.
Is there any way to tell how many units are in, lets say the descr_model_battle.txt ,or the export_descr_unit.txt?
Well, a simplistic way is to do a global replace of a word that appears in all the model entries/unit entries once (replacing it with itself of course so you don't change anything) and a good text editor will tell you the number of "replacements" made. You'll need to take into account any commented-out entries you may have.
I'm sure someone can suggest a better way than this but there is little necessity of doing it for the EDU file as it can take 500 entries (quite adequate for most mods). It is the unit model entry limit (255) you need to keep an eye on.
"One of the most sophisticated Total War mods ever developed..."
The Fourth Age: Total War - The Dominion of Men
[QUOTE=MasterOfNone]Well, a simplistic way is to do a global replace of a word that appears in all the model entries/unit entries once (replacing it with itself of course so you don't change anything) and a good text editor will tell you the number of "replacements" made. You'll need to take into account any commented-out entries you may have.
Not sure what that means..?
Trade-able resources and/or hidden_resources?Originally Posted by Simetrical
export_descr_unit
stat_sec_armour
defensive skill factor min 1
0 causes the mount (f.e. elephant) to use the riders defence and HP
Updated with stuff from the Guild.
I repeat my question. Is the limit of 9 resources per province include the hidden_resources or only for the trade-able resources?
I dunno. I'd assume hidden only. Ask the guy I have linked as the source.
Wonder if anyone found this out already - you can only have as default formation SQUARE, HORDE or PHALANX. All others will cause a CTD. Was really hoping to use wedge for a default when I found this out.
If this is old news just feel free to erase mods,
de Lancey
I counted my texture lines in my modified model_battle file and I have 676 texture lines this includes lines for all model types in the file. What exactly does the 500 upper limit apply too?
110 of these are horse textures
87 of these are officer lines
480 are unit texture lines
Névé'novôhe'étanóme mâsęhánééstóva, onésetó'ha'éeta netáhoestovevoo'o, onésęhestóxévétáno mâsęhánééstóva!
The limit applies to the number of models, not the number of textures.
I have 246 models entries in my model_battle though some are duplicate.
In the descr_unit file it says 500 upper limit, I have 328 description entries of units though some have more than one ownership basically translating to 480 unit textures. So is the descr_unit file limited to 500 ownerships or 500 separate unit entries? For example the unit type hastati is one entry or is it 4, 1 or each of the roman factions?
Or am I mistaking what the 500 upper limit actually means?
Névé'novôhe'étanóme mâsęhánééstóva, onésetó'ha'éeta netáhoestovevoo'o, onésęhestóxévétáno mâsęhánééstóva!
Oh, right, 500, EDU. The limit is for unit entries. Each unit entry has a unique type line in export_descr_unit.txt. Hastati's type line, for instance, reads "roman hastati", so that's one unit.
Thanks simetrical that makes my strategy for my mod much more clear.
Névé'novôhe'étanóme mâsęhánééstóva, onésetó'ha'éeta netáhoestovevoo'o, onésęhestóxévétáno mâsęhánééstóva!
I was wondering in each unit theres around 60 or less troops.. how do i add more troops.. I dont understand the other post
Well you can set unit setting to large or huge in the options menu ingame, 60 is the max size you can set units in export_descr_units.txt before the game crashes.
Creator of:
Lands to Conquer Gold for Medieval II: Kingdoms
Terrae Expugnandae Gold Open Beta for RTW 1.5
Proud ex-Moderator and ex-Administrator of TWC from Jan 06 to June 07
Awarded the Rank of Opifex for outstanding contributions to the TW mod community.
Awarded the Rank of Divus for oustanding work during my times as Administrator.