descr_strat.txt in {TATW}\data\world\maps\campaign\imperial_campaign
Search for Aragorn. The first "unit" line under him is his bodyguard. Replace "Grey Company" with the type of the unit you want from data\export_descr_unit.txt. There must be a TAB between the unit type and the "exp" in that "unit" line.
I have question how can i change Sauron's fighting style? I wanna remove delays between attacks cause he stop fighting for 10+- seconds and then fight again.. and for me its not realistic.. i know that he will be overpowered this way.. but i want it Do i need change something in export_descr_unit.txt?! Its only for my personal use.. thx in advance for advice
hello everybody. I would like to make an music submod with my own selection of LOTR and the Hobbit original soundtrack.
It will be my first submod and I don't know what I need to open "data/sounds/Music" and "data/sounds/Music.idx" . I have for the moment all LOTR music in MP3 formate.
Im looking to begin learning how to mod, I want to start by adding a faction into another mod for personal use. What im wanting to do is move a faction from another mod with its units, and its own culture into another mod and get it work.
I was wondering if there is a tutorial out there that helps with what it is im trying to do. Im going to read the guides on post one right now and see if I can find what im looking for there aswell.
Im wanting to port the Roman Faction from De Bello Mundi over to TATW or one of TATW's submods and try to get it to work. I know I will need permission before I can release any thing but im mainly just doing this for personal use/learning the basics of modding.
+rep to anyone who has some advice they can share. and thank you in advance
"I am not afraid of an army of lions led by a sheep; I am afraid of an army of sheep led by a lion." - Alexander the Great
I don't know if there are any tutorials on bringing across an entire faction from another mod. There might be. If not then there are a few on adding a new faction which amounts to the same thing really, just instead of making up your own details (names, text, icons, models, etc.) you have the original mod to copy-paste from.
No tutorial covers 100% of everything on a subject. Even two tutorials on the same subject: each will typically have a small nugget of useful info that the other doesn't.
I have question how can i change Sauron's fighting style? I wanna remove delays between attacks cause he stop fighting for 10+- seconds and then fight again.. and for me its not realistic.. i know that he will be overpowered this way.. but i want it Do i need change something in export_descr_unit.txt?! Its only for my personal use.. thx in advance for advice
It can presumably be done, the question is HOW, no one who knows have seen the question apperently, rather than a sudden epidemic of eye disease.
Sauron and alike units such as the Balrog(s) and Ents are quite delicate since they are remodelled elephants.
Test to ask in the Mod Workshop instead, either in the Coding- or Animation-section (see links in OP)
Battle Ready Dunedain and Dunedain Rangers for Arnor?
Hey guys,
As I understand it, as soon as you emerge as Arnor you cannot recruit Eriador troops. However, you can apparently add these troops to the Arnor recruitment buildings.
Which which files do I need to copy over to the Arnor faction though please? I'm a noob at messing around with files for PC games so it would be a big help!
12:53:35.015 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 14843, column 3
Building DB error - faction turks has gap in building prior to saus_lodge_dd (unavailable at level zero)
12:53:35.015 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 14843, column 3
Building DB error - faction turks has gap in building prior to saus_lodge_dc (unavailable at level zero)
This is the relevant part of the EDB
Spoiler Alert, click show to read:
Code:
;####################################################################################
;################# Spawning Additional Units Submod #################################
;####################################################################################
;lodges are not buildable by player
building saus_lodge
{
levels saus_lodge_er saus_er_forge_castle saus_lodge_dd saus_lodge_dc
{
saus_lodge_er city requires factions { turks, slave, } and hidden_resource hr_none
{
capability
{
recruit_pool "saus_er_Elven_Rangers" 0 0.111 0.999 0 requires factions { turks, byzantium, }
recruit_pool "saus_er_Elven_Rangers_AP" 0 0.111 0.999 0 requires factions { turks, byzantium, }
}
material wooden
construction 1
cost 0
settlement_min village
upgrades
{
saus_er_forge_castle
}
}
saus_er_forge_castle city requires factions { turks, slave, } and event_counter saus_er_forge_available 1 and building_present_min_level hinterland_mos_unique_building_1 weather and building_present_min_level saus_lodge saus_lodge_er and building_present_min_level c_missiles c_bowyer
{
capability
{
recruit_pool "saus_er_Elven_Rangers" 0 0.111 0.999 0 requires factions { turks, byzantium, }
recruit_pool "saus_er_Elven_Rangers_AP" 0 0.111 0.999 0 requires factions { turks, byzantium, }
}
material wooden
construction 3
cost 1200
settlement_min village
upgrades
{
saus_lodge_dd
}
}
saus_lodge_dd castle requires factions { slave, } and hidden_resource hr_none
{
capability
{
recruit_pool "saus_dd_Dale_Dwarves" 0 0.111 0.999 0 requires factions { scotland, }
trade_base_income_bonus bonus 1 requires factions { scotland, }
}
material wooden
construction 1
cost 0
settlement_min village
upgrades
{
saus_lodge_dc
}
}
saus_lodge_dc castle requires factions { slave, } and hidden_resource hr_none
{
capability
{
recruit_pool "saus_dc_Dwarven_Cavalry" 0 0.111 0.999 0 requires factions { moors, }
}
material wooden
construction 1
cost 0
settlement_min village
upgrades
{
}
}
}
plugins
{
}
}
building hinterland_saus_gc_caverns
{
levels saus_gc_caverns saus_gc_caverns_moors saus_gc_caves ;saus_gc_mines1 saus_gc_mines2 saus_gc_mines3
{
saus_gc_caverns castle requires factions { milan, } and hidden_resource hornburg and event_counter saus_gc_activated 1
{
capability
{
}
material wooden
construction 1
cost 0
settlement_min village
upgrades
{
saus_gc_caverns_moors
}
}
saus_gc_caverns_moors castle requires factions { milan, } and hidden_resource hornburg and event_counter saus_gc_cavern_upgrade_1_avail 1
{
capability
{
recruit_pool "Dwarven Warriors" 0 0.111 0.999 0 requires factions { milan, }
free_upkeep bonus 1 requires event_counter saus_gc_operational 1
}
material wooden
construction 3
cost 2400
settlement_min village
upgrades
{
saus_gc_caves
}
}
saus_gc_caves castle requires factions { milan, } and hidden_resource hornburg and event_counter saus_gc_cavern_upgrade_2_avail 1
{
capability
{
recruit_pool "Dwarven Warriors" 0 0.111 0.999 0 requires factions { milan, }
free_upkeep bonus 1 requires event_counter saus_gc_operational 1
;the pilgrimage adds a diplomat, +1 closer to limit: increase the limit to compensate
agent_limit diplomat 1 requires factions { milan, } and event_counter saus_gc_escort_stage 1
}
material wooden
construction 4
cost 5200
settlement_min village
upgrades
{
}
}
}
plugins
{
}
}
I'm guessing it's due to saus_lodge_dd/saus_lodge_dc having "castle" and the two before it having "city". Try changing them to "city". They're not buildable anyway so it shouldn't break anything.
Code:
saus_lodge_dd city requires factions { slave, } and hidden_resource hr_none
...
saus_lodge_dc city requires factions { slave, } and hidden_resource hr_none
Hey, I've been trying to fix the problem I reported on warman's submod here with elephants by creating a second animations folder called animationse containing TATW vanilla animation files and then in descr_skeleton setting the destination of the animations for fs_african_elephant to be animationse instead of anmations. This doesn't seem to work though as the elephants are still sunk into the ground and I know that the problem is in Warman's animations files because replacing them with TATW vanilla fixes the problem. I was wondering i anyone here could give me an insight as to what Im doing wrong or whether this approach will even work. Thanks in advance.
ok, so I went to the mod workshop and university to gather all the info I could (I actually read the guide from Gigantus about basic mapping and started to read the introduction to mapping from GED), but I must admit I'm really confused ATM (I have not even understood which tools I have to use.. ).. so I just jumped into this thread to see if someone here has some good experience with mapping for M2TW and can help to direct myself towards the correct path to learn.
I will probably surely harass any fool that will be so kind to be at my disposal, but I promise I'll be very polite
I'm not sure at all that mapping is the best start-up for a new modder, but this is something I'm pretty good at (did it with variuos other games in the past, though it was much easier )
edit: to be clear, treat me like a pawn, just point me into the right direction (the one you actually took to learn to map)
tnx in advance
Last edited by Flinn; January 22, 2014 at 09:59 AM.