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Thread: [Guide]Stainless Steel General Modding Topic

  1. #281

    Default Re: [Guide]Stainless Steel General Modding Topic

    I'm having a problem.
    I edited the descr_strat.txt to have 2 turns per year.
    Well it worked but every new turn my family members become 1 year older.
    For example:
    My King started the game in 1100 with 30 years.
    I'm at turn 30 and year 1114 and my king has 60 years.
    I'm not understanding this...

  2. #282

    Default Re: [Guide]Stainless Steel General Modding Topic

    Characters age by 6 months when winter season flips back to summer.
    & there is also an ageing script used by SS in its campaign_script.txt file

  3. #283
    Lisbon_67's Avatar Laetus
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    Default Re: [Guide]Stainless Steel General Modding Topic

    @ Ishan

    Well not only did it work but i understand it. Thanks a lot for the help.

    One slight issues does remain. Is there a way to use the French archers unit card? When i use the unit with Genoa it uses a peasant's unit card (what looks like a peasant anyway)

    Thanks again for the help.

  4. #284

    Default Re: [Guide]Stainless Steel General Modding Topic

    Quote Originally Posted by Lisbon_67 View Post
    @ Ishan

    Well not only did it work but i understand it. Thanks a lot for the help.

    One slight issues does remain. Is there a way to use the French archers unit card? When i use the unit with Genoa it uses a peasant's unit card (what looks like a peasant anyway)

    Thanks again for the help.
    Good to know and that's no biggy, The roman peasant is a default pic when no pictures are defined for it.

    Go in these paths:
    mods\SS6.4\data\ui\unit_info\xyz faction
    mods\SS6.4\data\ui\units\xyz faction

    Copy the cards and paste them from france folder to milan folder and you are done.
    Files are in france folder:
    • dismounted_french_archers_info.tga
    • #dismounted_french_archers.tga

  5. #285

    Default Re: [Guide]Stainless Steel General Modding Topic

    Quote Originally Posted by Ishan View Post
    Characters age by 6 months when winter season flips back to summer.
    & there is also an ageing script used by SS in its campaign_script.txt file
    I see.
    Thank you.

  6. #286
    Lisbon_67's Avatar Laetus
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    Default Re: [Guide]Stainless Steel General Modding Topic

    @ Ishan

    Well once again, thank you!

  7. #287

    Default Where can I change the recruitment conditions?

    While waiting for the 1390 mod to be completed..
    I'm enjoying to play the Late Era Campaign
    as if it is a High Era Campaign,
    simply by adjusting the events trigger dates.

    But I came to find out that
    the mercenaries recruitment conditions are not governed by the events,
    but just by date(year).

    So even though I can get Gothic Plate and Pikemen
    from my Cities and Castles,
    the only mercinaries I can get are still
    the same old macemen and frankish knights and etc..

    I hope to find a way to modify these conditions
    so that I may get the relevent mercinaries also.

    I looked up the export_descr_unit and the export_descr_buildings file
    but there seemed to be no factor related to recruitment conditions..


    and one more thing.. just to make sure..
    I don't want to disable RR.
    cuz I think it really gives a wonderful stratetgic touch to the game.

    thanx for reading~

  8. #288

    Default Re: Where can I change the recruitment conditions?

    SS\data folder & look for a file called export_descr_buildings.txt. The units are blocked by PB's RR events so you have to remove them, alternatively there is no RR option also which was released by our dev member newt.

  9. #289

    Default Re: Where can I change the recruitment conditions?

    Quote Originally Posted by Ishan View Post
    SS\data folder & look for a file called export_descr_buildings.txt. The units are blocked by PB's RR events so you have to remove them, alternatively there is no RR option also which was released by our dev member newt.
    thanx for the reply

    just one more question..
    what about mercenary?
    Are they also included in the descr_buildings file?

  10. #290

    Default Re: [Guide]Stainless Steel General Modding Topic

    No the mercs are not included in this file they exist in the descr_mercenaries.txt files that you can find in this path:
    Medieval II Total War\mods\SS6.4\data\world\maps\campaign\imperial_campaign

  11. #291

    Default Re: [Guide]Stainless Steel General Modding Topic

    thanx a lot~!! didn't knew there was a seperate file for mercinaries
    guess i'll have to give myself some time to study about a bit on modding

  12. #292
    kevindrosario's Avatar Ordinarius
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    Default Re: [Guide]Stainless Steel General Modding Topic

    Quote Originally Posted by bluemagician View Post
    thanx a lot~!! didn't knew there was a seperate file for mercinaries
    guess i'll have to give myself some time to study about a bit on modding
    A good way to learn a lot pretty fast is to just browse through the files in the main data folder and the world subfolder. Those are the files you will probably deal with most often, and they are mostly very self-explanatory.

  13. #293

    Default assassins in this mod

    The assassination rates in this mod are ridiculous. A trained assassin, even if fresh off training, has a 10% change to kill a preacher/merchant isolated in the countryside?!

    Anyway can someone point me to instructions on how to edit the success rates please? Thank you

  14. #294
    kevindrosario's Avatar Ordinarius
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    Default Re: assassins in this mod

    descr_campaign_db
    Spoiler Alert, click show to read: 
    <agents>
    <denounce_inquisitor_base_chance float="20.0"/>
    <denounce_priest_base_chance float="33.0"/>
    <denounce_attack_modifier float="1.0"/>
    <denounce_defence_modifier float="1.0"/>
    <denounce_chance_min int="5"/>
    <denounce_chance_max int="95"/>
    <denounce_heretic_attemp_modifier float="1.5"/>
    <denounce_character_attemp_modifier float="0.5"/>
    <assassinate_base_chance float="33"/>
    <assassinate_attack_modifier float="0.8"/>
    <assassinate_defence_modifier float="0.8"/>
    <assassinate_public_modifier float="0.25"/>
    <assassinate_personal_modifier float="0.25"/>
    <assassinate_counter_spy_modifier float="1.0"/>
    <assassinate_agent_modifier float="1.3"/>
    <assassinate_own_region_modifier float="0.8"/>
    <assassinate_assassinate_attr_modifier float="0.1"/>
    <assassinate_chance_min int="10"/>
    <assassinate_chance_max int="90"/>

    <acquisition_base_chance float="25.0"/>
    <acquisition_level_modifier float="3.0"/>
    <acquisition_attack_trade_rights_modifier float="1.3"/>
    <acquisition_defence_trade_rights_modifier float="0.7"/>
    <acquisition_chance_min int="5"/>
    <acquisition_chance_max int="95"/>
    <inquisitor_crt_heresy_divisor float="1.0"/>
    <inquisitor_crt_pfp_modifier float="0.5"/>
    <inquisitor_crt_pfp_modifier_min float="0.0"/>
    <inquisitor_crt_pfp_modifier_max float="1.0"/>
    <inquisitor_crt_chance_min float="0.0"/>
    <inquisitor_crt_chance_max float="0.1"/>
    <inquisitor_target_leaders bool="false"/>
    <inquisitor_target_heirs bool="false"/>
    <spy_base_chance float="20.0"/>
    <spy_level_modifier float="0.5"/>
    <not_spy_level_modifier float="0.5"/>
    <spy_public_modifier float="1.0"/>
    <spy_counter_spy_modifier float="1.0"/>
    <spy_distance_modifier float="1.0"/>
    <spy_secret_agent_target_modifier float="0.5"/>
    <spy_sedentary_turns_modifier float="0.2"/>
    <spy_alliance_modifier float="1.5"/>
    <spy_target_engaged_modifier float="2.0"/>
    <!-- modifies the chance of success if target is in engagement, under siege or battle -->
    <spy_in_settlement_modifier float="2.0"/>
    <spy_watchtower_modifier float="2.5"/>
    <spy_in_own_region_modifier float="1.2"/>
    <spy_chance_min int="10"/>
    <spy_chance_max int="95"/>
    <spy_rescale_chance bool="false"/>
    </agents>

  15. #295

    Default Re: assassins in this mod

    thank you once again Kevin for the quick reply. You are like a forum master around here or stalker

    i guess i can find in the modding forums what all those numbers mean and what to change them to

  16. #296
    kevindrosario's Avatar Ordinarius
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    Default Re: assassins in this mod

    I always alt+tab and intarwebs while waiting for my turns in SS. Gives me plenty of time to peruse the forums and stalk people.

  17. #297

    Default Muslim archers stake help

    Quick question, Is there a way to enable muslim archers to deploy stakes? Also would it be save game compatible?

  18. #298
    kevindrosario's Avatar Ordinarius
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    Default Re: Muslim archers stake help

    Give them the stakes attribute in export_descr_units. And yes, changes to EDU are save game compatible.

  19. #299

    Default Re: Muslim archers stake help

    Thank you for the very quick response I would rep you but I have none to give

  20. #300

    Default Re: Muslim archers stake help

    Thread merged.
    @mattycraig1
    You need to add this attribute 2 times to make it work i think, E.g.:
    Code:
    type             Janissary Archers
    dictionary       Janissary_Archers      ; Janissary Archers
    category         infantry
    class            missile
    voice_type       Heavy
    banner faction   main_missile
    banner holy      crusade
    soldier          Janissary_Archers, 48, 0, 1
    attributes       sea_faring, hide_forest, very_hardy, can_withdraw, stakes, stakes
    formation        1.2, 1.2, 2.4, 2.4, 4, square
    stat_health      1, 0
    stat_pri         10, 3, composite_arrow, 160, 30, missile, missile_mechanical, piercing, none, 25, 1
    ;stat_pri_ex      0, 0, 0
    stat_pri_attr    no
    stat_sec         10, 3, no, 0, 0, melee, melee_blade, piercing, sword, 25, 1
    ;stat_sec_ex      0, 0, 0
    stat_sec_attr    no
    stat_pri_armour  5, 8, 0, metal
    ;stat_armour_ex   5, 7, 0, 0, 8, 0, 0, metal
    stat_sec_armour  0, 0, flesh
    stat_heat        1
    stat_ground      1, 1, 0, -1
    stat_mental      11, disciplined, highly_trained
    stat_charge_dist 30
    stat_fire_delay  0
    stat_food        60, 300
    stat_cost        1, 780, 175, 100, 75, 780, 4, 190
    armour_ug_levels 2, 3
    armour_ug_models Janissary_Archers, Janissary_Archers_ug1
    ownership        turks
    era 2            turks
    ;unit_info        10, 10, 13

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