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Thread: [Guide]Stainless Steel General Modding Topic

  1. #181

  2. #182
    Gorrrrrn's Avatar Citizen
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    Default Re: [Guide]Stainless Steel General Modding Topic

    I have a question of my own:

    Somewhere on my travels through the various M2TW/Kingdoms mods I found that someone had come up with the idea of using the old stone castle .cas files from M2TW to replace the fort .cas models on the start map.

    (This is when you've changed the proper castles files with Agart's new and much improved models.)

    I don't have any way of looking at .cas files so can someone let me know which are the relevant files to move from an unpacked M2TW models_strat/residences file.
    I'm not sure which level of castle would look best for forts.

    tx

  3. #183

    Default Re: [Guide]Stainless Steel General Modding Topic

    • northern_european_castle.cas (Castle)
    • northern_european_fortress.cas (Citadel)
    • northern_european_large_castle.cas (Fortress)
    • northern_european_stone_keep.cas (wooden castle)

    Then there are variants for the same things as per culture.

  4. #184
    Gorrrrrn's Avatar Citizen
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    Default Re: [Guide]Stainless Steel General Modding Topic

    Cheers Ishan

    I'll see if the castle ones look the best.
    ----------

    Found what I was refering to:
    http://www.twcenter.net/forums/showt...73#post7903073

    will try that as simply using the M2TW .cas didn't make any difference on strat map, even when re-named.
    Last edited by Gorrrrrn; February 21, 2011 at 06:00 PM.

  5. #185
    Polycarpe's Avatar Back into action!
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    Default Re: [Guide]Stainless Steel General Modding Topic

    Quote Originally Posted by Rozanov View Post
    Youz a dead man G5

    Have re-worded O/P.
    ----------

    RW - there's two sets of buildings you can't remove from an alltowns EDB - and that's the castle buildings and the castle_ports.
    (no idea why you can't remove them but them's the rules.)

    why not have a look at the last RozMod alltowns?
    Attachment 142608
    Love the ratio of refill Roz.

  6. #186
    paleologos's Avatar You need burrito love!!
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    Default EDB short question

    Hallo to all and thanks in advance.
    In the following line
    "recruit_pool "Papal Guard" 1 0.25 2 0 requires factions { papal_states, }"
    I understand that:
    number "0.25" states the rate of replenishment,
    number "2" states the size of recruitment pool and
    number "0" states the experience of the unit straight out of the barracks.

    The first number "1", what does it stand for?

    Thanks again, waiting for answer.

  7. #187

    Default Re: EDB short question

    Thread Merged, Ask modding related questions here.
    Quote Originally Posted by Ishan View Post
    Lets take a example:-

    Now there are 4 numbers in the above line:-

    • the number "1" in blue tells the number of units available to us from the start.
    • the number "0.5" in red is the rate of replenishment after which it will be available again.
    • the number "4" in green is the no. of max units available or recruitable.
    • the number "1" in orange represents the starting experience of the unit the limit is 9(3 sets of bronze, silver and gold chevrons).

    Hope this helps.
    Last edited by Ishan; February 23, 2011 at 10:50 AM.

  8. #188
    Polycarpe's Avatar Back into action!
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    Default Re: [Guide]Stainless Steel General Modding Topic

    I would like to make a huge revamp in the EDU. If I remove an entry of a unit and the ownership of the unit has "slave". Does the script will spawn that unit for rebels and then it CTD? I know most of the files where is to remove a unit but could someone gives me the entire list of files to remove a unit under any circumstance? ANd I would like to know hoe the rebels stack appears and which units goes inside the army? Thank you

  9. #189

    Default Re: [Guide]Stainless Steel General Modding Topic

    If you remove the unit from the EDU then you have to remove all references say in CS, descr_mercenaries.txt etc for that unit and it won't cause a problem for you anymore. And rebels are spawned in game on the campaign map from the descr_rebels... txt file it has a set of list of type of rebels so if you have to delete that unit from there also.

  10. #190
    Polycarpe's Avatar Back into action!
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    Default Re: [Guide]Stainless Steel General Modding Topic

    Again, thx for the info Ishan (my master )

  11. #191
    Polycarpe's Avatar Back into action!
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    Default Re: [Guide]Stainless Steel General Modding Topic

    I have a question, how can we change captains/generals/kings models? I know they are in the general_captain_folder, so if I had a new model, how to give the new model (like the armor_upgrade_model in the EDU for a unit)?

  12. #192

    Default Re: [Guide]Stainless Steel General Modding Topic

    You can assign only one battle model to a particular captain or general they stay permanent there is no upgrade.
    The files go in any directory as per mentioned in the BMDB. The model name itself is assigned in the descr_character.txt.

  13. #193
    Polycarpe's Avatar Back into action!
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    Default Re: [Guide]Stainless Steel General Modding Topic

    Quote Originally Posted by Ishan View Post
    You can assign only one battle model to a particular captain or general they stay permanent there is no upgrade.
    The files go in any directory as per mentioned in the BMDB. The model name itself is assigned in the descr_character.txt.
    Thank you Ishan for answering my question.

    In the Descr_character file, how can we add different battle model for a faction? Like Byzantium with His general, Heir and King? I would like to change them for the Teutonic Order
    Last edited by Polycarpe; March 04, 2011 at 01:04 AM.

  14. #194

    Default Re: [Guide]Stainless Steel General Modding Topic

    Quote Originally Posted by Byzantium guard View Post
    Thank you Ishan for answering my question.

    In the Descr_character file, how can we add different battle model for a faction? Like Byzantium with His general, Heir and King? I would like to change them for the Teutonic Order
    Well you can do that for kingdoms based mods only luckily SS is based on that.
    Say for Lithuania the entry is:-
    Code:
    faction			lithuania
    dictionary		2
    strat_model		eastern_general
    strat_model		eastern_general				; heir
    strat_model		middle_eastern_sultan					; leader
    battle_model	East_Euro_General
    ^That's the name of the battle model for all the generals for Lithuania referenced from BMDB.
    For Heir and Leader you have to do it from the Campaign_script.txt file by using the special command only supported in kingdoms:-
    Code:
    monitor_conditions I_TurnNumber = 0
    	change_battle_model sicily leader Northern_king
    	terminate_monitor
    monitor_event BecomesFactionLeader FactionType sicily
    	change_battle_model sicily leader Northern_king
    	end_monitor
    The first para changes the model for the strat of the game the next one applies whenever a new king is made
    For heir just replace the leader from command to heir.

    Hope that helps.

  15. #195
    Gorrrrrn's Avatar Citizen
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    Default Re: [Guide]Stainless Steel General Modding Topic

    gracul has released a very useful tool here, battle_models.modeldb sweeper
    it sweeps the modeldb code and sorts it out in a nice 'human way'. It accepts any kind of .modeldb file, so it doesn't matter if you are using the formatted files or un-formatted ones.:
    http://www.twcenter.net/forums/showt...86#post9097686

  16. #196
    Andytheplatypus's Avatar Domesticus
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    Default Re: [Guide]Stainless Steel General Modding Topic

    Is there a limit to the grass distance? I set mine to 40000 and it doesnt look any farther then regular.

  17. #197

    Default Re: [Guide]Stainless Steel General Modding Topic

    Quote Originally Posted by Andytheplatypus View Post
    Is there a limit to the grass distance? I set mine to 40000 and it doesnt look any farther then regular.
    It depends upon your G.Card's capability and 3D-engine's capability. Set the settings to extreme then you might notice the changes.

  18. #198

    Default Re: [Guide]Stainless Steel General Modding Topic

    Is there a mod that can unlock all chapter houses for all catoilic facitons?
    Or can someone at least show me what to edit it order to alow?

  19. #199
    Polycarpe's Avatar Back into action!
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    Default Re: [Guide]Stainless Steel General Modding Topic

    How copyrights work with pictures used for UI buildings? It is as long s is not for commercial use? If they are available in google, do I have the permission? Middle Age Tapestries are the image I would take for new buildings like this one:


    Also, I only hope this's possible but do we are able to make two buildings to be build at the same time or it's hardcoded? It might be possible as the recruitment of units but not sure

    Forgot the link about it but where I can find the thread that were talking about fixing the tax_income code?
    Last edited by Polycarpe; April 12, 2011 at 10:18 PM.

  20. #200
    Meneth's Avatar I mod, therefore I am
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    Default Re: [Guide]Stainless Steel General Modding Topic

    If you find the original source, that will likely have info about the copyright.
    Some images are free for non-commercial use, others aren't.

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