Lets not make personal remarks towards other members.
Lets not make personal remarks towards other members.
Last edited by ElvenKind; August 14, 2013 at 12:32 PM.
American, French, Israeli and British government's ILLEGAL aggression against the Syrian people, without any proof for chemical attacks in Douma, and without waiting for OPCW to conduct their investigation..
Sons of *******, leave that poor, war torn country in peace.
If you are a citizen of one of these countries, then DO NOT ask any help from me on these forums, since, in protest against this aggression by your governments, I do not provide assistance/help anymore.
Let Syria be finally in peace.
A video of false chemical attack in Douma, Syria, which led to Western illegal attacks.
^ i would prefer it in a nice deep blue
Only Site Moderators talk in blue, we Local (TATW) Moderators stick to royal red
Kingdom of Lindon preview video out
DCI: Last Alliance - WIP Second Age mod | DCI: Tôl Acharn - mighty Dúnedain Counter Invasions |
Additional Mercenary Minimod - more mercs; for TATW and DCI | Family Tree minimods - lore improvements | Remade Event Pictures - enhance cultures trough images |
Favorite TATW compilation: Withwnars Submod Collection
Patron of Mank, Kiliç Alì, FireFreak111, MIKEGOLF & Arachir Galudirithon, Earl of Memory
I didn't know you guys were colour coded
i still prefer the blue though
Can anyone answer my previously stated question? I'm looking to change the gold yield of economy building such as mines and Markets, I have tried looking for such values but haven't turned up with much. Again, assistance would be appreciated.
Hi crawfs,
I believe the file you're looking for is export_descr_buildings in the data folder. At the top, it should have a directory including an "Economy" subsection. If you hit "ctrl + f," you can type "economy" until it takes you to that subsection. You can also search for individual building types (e.g. "market" and "mines") to find the specific buildings you want to modify. If I'm not mistaken, I think the actual gold yield of those buildings is set by modifiers which can affect individual settlements and factions in different ways. With mines, for example, one settlement may have more resources available related to mining. The gold yield from mines in that settlement will be higher. Each building's modifier should be listed under the "capability" line. Trade buildings will show a line "trade_base_income_bonus" followed by "bonus (number)" The number is the modifying value. Mines will show a line "mine_resource" followed by a number. Again, that number is the modifier there.
I've never modified these values personally, so if there's something I said that someone else wants to correct or add to, feel free.
Hope that helps,
Fozzie
I actually have a question, myself. I've done some small modification work on text files and some 2D graphics. I've enjoyed it, and I've actually been surprised at how easy it is to smoothly change some of those things. I've been thinking about embarking on a slightly more challenging project in this semester's free time. It's still small, but it involves 3D graphics in addition to the text/2D work I've done. Before I attempt it, though, I wanted to make sure that no one else has made anything like it in the past (I tried searching, and I kept getting this vBulletin error: "index post: no such filter attribute 'groupparentid'" ). Anyway, here's my idea:
I always liked that Isengard had a custom diplomat from the start, Grima Wormtongue. One faction that does not have a diplomat from the start (that I know of) is Mordor. Mordor is inevitably one of the larger factions by game's end, and they also have one of the most extensive victory condition lists. I think giving them a diplomat from the beginning would be useful in forming alliances/trade as early as possible, especially considering their fairly weak early economy. I was thinking a custom diplomat like Grima Wormtongue could be cool, and I was thinking he could be the Mouth of Sauron. That being said, I know the Mouth of Sauron has also been done in non-Total War games as a "general" or "hero" character (ex: BFME2). Before moving forward with this, I was thinking about polling the people to know whether they would rather see the Mouth of Sauron as a custom diplomat or as a playable custom General.
Like I said, a lot of this is still tentative, and it's very much still just an idea in my head. More than anything, I just wanted to see if anyone knows whether this guy has been implemented in the past, and whether they think this could be a good idea.
Thanks!
Fozzie
Foz, I'd recommend checking out this thread about Mouth of Sauron: http://www.twcenter.net/forums/showt...outh-of-Sauron
Lot's of discussion in there about whether MoS should be a diplomat, a general, a governor (general with 0 movement), etc. and lot's of very strong opinions. It would be cool to me to see him in the game in some fashion.
Hey all, I was wondering if someone could help me out. Im running 3.2 TATW with 1.50 MOS, and I was curious if theres any way I can change the factions of some of my generals and how I would go about doing so. Specifically Im looking to change Legolas (possibly Gimli as well) from the Silvan Elves faction to the Free Peoples of Eriador faction. Im not entirely sure how to do this (Nor could I find any of the files mentioning generals and such) otherwise I'd try it myself, so any help would be appreciated.
Alright, I have a question. Where file are hidden resources created in? I want to add an AOR unit, and know how to using the hidden resource tag. I just don't know where to add/describe the hidden resource. Thanks
Quick update, Ive been testing out on Boromir and I managed to spawn him as a general for Eriador, it seems that the Gondor and Eriador/Arnor are Bodyguard unit compatible. However, Ive had problems with getting his name to appear, its just a :EMT_TURKS_NAMED_GENERAL_3 on the map and on his profile screen its blank, so how exactly would I get his name to appear? Ive deleted the Boromir for Gondor and gave his heir traits to Faramir, but when I tried to start a new campaign it went back to the main menu. (I've also had no name for Legolas when I made him a general for Eriador as well.) So along with the name thing, I also need to know how to get the other bodyguard units for other faction generals (ie Legolas) to appear as the unique units that they are instead of as grayed out peasants. Once again, any help would be appreciated because at this point im not sure if I could crack it on my own.
You need to add the names Boromir and Legolas to descr_names for Eriador (turks) and Arnor (byzantium)
Added both of them to descr_names.text in alphabetic order - still a no go. Boromir is still EMT_TURKS_NAMED_GENERAL_3 and when I take out Gondor Boromir I just go back to the menu, so I dont think the names are conflicting.
A HR is given to a region/settlement in descr_regions.txt found in data/world/maps/base
If the name of region/settlement differ from ingame and is hard to find, use imperial_campaign_regions_and_settlement_names.txt in data/text as cross-reference
I begin with an
OBS! I have no ideas if any scripts for Gondor in MOS require Boromir to be present, so that may cause problems.
MOS is drowned in scripts, so it's really not the best mod to start to tweak around in unles you know what you're doing, just warning
When you have made edits in the descr_strat.txt you need to delete map.rwm* in data/world/maps/base to make the change apply
Also, while I never faced it myself, some files may have to be deleted* after a name edit. If that do not solve it I would double check weither you actually spelled the name correct, as it should work as long as it's put into the list of male names for turks + byzantium
As you play MOS you normally can simply use the Cleaner found in the Third_Age_3-folder to delete all relevant files so you don't have to do so manually
*they all recreate when starting the game again so don't worry
Yet just as before you have to enable Eriador to use the Boromir batlle map model in both the export_descr_unit.txt and in battle_models.modeldb
In the EDU look up Boromir and add this:
Then check what armour_ug_models Boromir use (right above ownership).Code:ownership sicily, timurids, turks, byzantium era 0 sicily, turks, byzantium era 1 sicily, turks, byzantium era 2 sicily, turks, byzantium recruit_priority_offset 120
In my, old (as i don't play MOS any longer) version of MOS it states he have this model:
So open battle_models.modeldb found in data/unit_models with Notepad++ (invaluable tool http://notepad-plus-plus.org/ )Code:armour_ug_models kingsguard
Then add entries for turks and byzantium.
Original (in my version):
Spoiler Alert, click show to read:
Updated, with edits in blue and new entries in red:
OBS! If there are upgrades for the model you can se that in the armour_ug_models-line and have to do the same procedure for the other version tooSpoiler Alert, click show to read:
Now do the same in for the uniqe Boromir-model, as you can see in the EDU we look at before on this line:
Add turks and byzantium to the boromir-entry in battle_models.modeldbCode:(...) soldier kingsguard, 24, 0, 1.375, 0.3 officer boromir officer gondor_banner_carrier_ug1 (...)
I point out that the blue edit in the kingsguard-example mean how many factions that can use the model, and the number before the faction names (like 5 before turks or 6 before sicily) is how many letters it's in the faction name - and you have to get those right.
Save and close
Last edited by Ngugi; August 17, 2013 at 08:32 AM.
Kingdom of Lindon preview video out
DCI: Last Alliance - WIP Second Age mod | DCI: Tôl Acharn - mighty Dúnedain Counter Invasions |
Additional Mercenary Minimod - more mercs; for TATW and DCI | Family Tree minimods - lore improvements | Remade Event Pictures - enhance cultures trough images |
Favorite TATW compilation: Withwnars Submod Collection
Patron of Mank, Kiliç Alì, FireFreak111, MIKEGOLF & Arachir Galudirithon, Earl of Memory
Awesome, thank you very much for the help. I managed to get Boromir into the game with his bodyguard in color, and except for his clone trailing behind the bannerman hes fine. I have (I think) one last question - How do I change his strat map model? Hes running around as Aragorn while another general I started is Gandalf, is there anway to change him to his strat model from Gondor and the 2nd character I made to the standard Eriador/Arnor map general model?
Hi Gotserved,
The stratmap models are assigned from the special traits that the characters have. The specific models are assigned with the "levels" part of the trait, and so you'll need to make sure that the trait levels that boromir and any other generals start with line up with the ones you want to use.
You can find the stratmap model levels in the descr_character.txt file, and check the traits in the export_character_traits.txt file.
Examples:
1) Open descr_character.txt. You can find it in the main \mods\Third_Age_3\data folder. Search for "boromir". As you can see this is currently the 3rd entry in Sicily's 'named_character' list. Example below:
2) Open export_character_traits.txt. You can find it in the main \mods\Third_Age_3\data folder. Search for "boromir". Make SURE that you go down to the entry that is just "boromir" and not "boromir2". In the example below I have highlighted in red the entry that corresponds to the descr_character level above:Code:faction sicily dictionary 15 strat_model gondor_general strat_model gondor_general ; heir strat_model daprince ;Prince of DA strat_model boromir ----------> (this guy, it's number 3 because you start counting after the first strat_model) strat_model faramir strat_model elessar strat_model elessar strat_model steward strat_model oathbreaker_general
SO basically what you'll need to do is check your descr_character file to find which levels the stratmap models you want are assigned to, then add that appropriate level to the trait, then give that trait to the general in the descr_strat.Code:Trait Boromir Characters family Level Boromir Description Boromir_desc EffectsDescription Boromir_effects_desc Threshold 1 Effect Command 2 Effect HitPoints 5 Effect PersonalSecurity 1 Effect Chivalry 3 Effect LocalPopularity 1 Effect Authority 2 Effect Loyalty 5 Effect Level 3
Hope this helps! Feel free to post any questions that this didn't cover.
~Mank