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Thread: Modding Questions and Help Thread

  1. #741

    Default Re: Modding Questions and Help Thread

    Just one more: Where are unit descriptions located?

  2. #742

    Default Re: Modding Questions and Help Thread

    Quote Originally Posted by Jmonstra View Post
    Just one more: Where are unit descriptions located?
    mods\Third_Age_3\data\text\export_units

  3. #743

    Default Re: Modding Questions and Help Thread

    You rock! Thanks!

  4. #744

    Default Re: Modding Questions and Help Thread

    I managed to get all the way to custom battles but when I start them up I get a crash

    here is the log
    Spoiler Alert, click show to read: 
    16:28:37.139 [system.rpt] [always] CPU: SSE2
    16:28:37.157 [system.rpt] [always] ==== system log start, build date: Aug 3 2007 version bld-medieval2-kingdoms-104 (45562) ===
    16:28:37.157 [system.io] [always] mounted pack packs/data_0.pack
    16:28:37.157 [system.io] [always] mounted pack packs/data_1.pack
    16:28:37.157 [system.io] [always] mounted pack packs/data_2.pack
    16:28:37.157 [system.io] [always] mounted pack packs/data_3.pack
    16:28:37.157 [system.io] [always] mounted pack packs/data_4.pack
    16:28:37.157 [system.io] [always] mounted pack packs/localized.pack
    16:28:37.157 [system.io] [warning] open: mods/falcomtw3/data/text/menu_english.txt.strings.bin is missing
    16:28:37.157 [system.io] [warning] open: mods/falcomtw3/data/text/menu_english.txt is missing
    16:28:37.157 [system.io] [warning] open: mods/falcomtw3/data/text/diplomacy.txt.strings.bin is missing
    16:28:37.157 [system.io] [warning] open: mods/falcomtw3/data/text/diplomacy.txt is missing
    16:28:37.157 [system.io] [warning] open: mods/falcomtw3/data/text/diplomacy_speech.txt.strings.bin is missing
    16:28:37.157 [system.io] [warning] open: mods/falcomtw3/data/text/diplomacy_speech.txt is missing
    16:28:37.172 [system.io] [warning] open: mods/falcomtw3/data/text/missions.txt.strings.bin is missing
    16:28:37.172 [system.io] [warning] open: mods/falcomtw3/data/text/missions.txt is missing
    16:28:37.172 [system.io] [warning] open: mods/falcomtw3/data/text/shortcut.txt.strings.bin is missing
    16:28:37.177 [system.io] [warning] open: mods/falcomtw3/data/text/shortcut.txt is missing
    16:28:38.036 [data.missing] [warning] missing/invalid cursor for ANISELECT
    16:28:38.051 [data.missing] [warning] missing/invalid cursor for MODIFIER_SABOTAGE
    16:28:38.054 [data.missing] [warning] missing/invalid cursor for MODIFIER_TRADE
    16:28:38.061 [data.missing] [warning] missing/invalid cursor for DRAGGABLE
    16:28:38.061 [data.missing] [warning] missing/invalid cursor for DRAGGING
    16:28:38.061 [data.missing] [warning] missing/invalid cursor for MODIFIER_MULTIPLE_SELECT
    16:28:38.061 [data.missing] [warning] missing/invalid cursor for MODIFIER_ATTACK
    16:28:38.061 [data.missing] [warning] missing/invalid cursor for MODIFIER_PLACE_CHARACTER
    16:28:38.061 [data.missing] [warning] missing/invalid cursor for MODIFIER_PLACE_RESOURCE
    16:28:38.061 [data.missing] [warning] missing/invalid cursor for MODIFIER_PLACE_FORT
    16:28:38.061 [data.missing] [warning] missing/invalid cursor for MODIFIER_MOVE_OBJECT
    16:28:38.061 [data.missing] [warning] missing/invalid cursor for MODIFIER_PLACE_WATCHTOWER
    16:28:38.061 [data.missing] [warning] missing/invalid cursor for MODIFIER_DEPLOYMENT_AREA
    16:28:38.061 [data.missing] [warning] missing/invalid cursor for MODIFIER_PLACE_TILE
    16:28:38.061 [data.missing] [warning] missing/invalid cursor for MODIFIER_PLACE_SPECIAL_PIECE
    16:28:38.061 [data.missing] [warning] missing/invalid cursor for MODIFIER_PAINT
    16:28:38.061 [data.missing] [warning] missing/invalid cursor for MODIFIER_ADJUST_HEIGHTS
    16:28:38.061 [data.missing] [warning] missing/invalid cursor for MODIFIER_ADD_UNIT
    16:28:38.061 [data.missing] [warning] missing/invalid cursor for MODIFIER_PLACE_SETTLEMENT
    16:28:38.318 [system.io] [warning] open: mods/falcomtw3/data/text/climates.txt.strings.bin is missing
    16:28:38.321 [system.io] [warning] open: mods/falcomtw3/data/text/climates.txt is missing
    16:28:38.688 [system.io] [warning] open: mods/falcomtw3/data/text/event_titles.txt.strings.bin is missing
    16:28:38.688 [system.io] [warning] open: mods/falcomtw3/data/text/event_titles.txt is missing
    16:28:39.701 [script.err] [error] Script Error in mods/falcomtw3/data/export_descr_buildings.txt, at line 7108, column 3
    Building DB error - faction zimbabwe has gap in building prior to militia_drill_square (unavailable at level zero)
    16:28:39.703 [data.invalid] [error] Target building level not allowed: Zimbabwe, wooden_castle -> town, castle_barracks[1](garrison_quarters) -> barracks[0](town_watch)
    16:28:39.703 [data.invalid] [error] Target building level not allowed: Zimbabwe, castle -> large_town, castle_barracks[1](garrison_quarters) -> barracks[0](town_watch)
    16:28:39.703 [data.invalid] [error] Target building level not allowed: Zimbabwe, castle -> large_town, castle_barracks[2](drill_square) -> barracks[1](town_guard)
    16:28:39.703 [data.invalid] [error] Target building level not allowed: Zimbabwe, fortress -> city, castle_barracks[1](garrison_quarters) -> barracks[0](town_watch)
    16:28:39.703 [data.invalid] [error] Target building level not allowed: Zimbabwe, fortress -> city, castle_barracks[2](drill_square) -> barracks[1](town_guard)
    16:28:39.703 [data.invalid] [error] Target building level not allowed: Zimbabwe, fortress -> city, castle_barracks[3](barracks) -> barracks[2](city_watch)
    16:28:39.703 [data.invalid] [error] Target building level not allowed: Zimbabwe, citadel -> city, castle_barracks[1](garrison_quarters) -> barracks[0](town_watch)
    16:28:39.703 [data.invalid] [error] Target building level not allowed: Zimbabwe, citadel -> city, castle_barracks[2](drill_square) -> barracks[1](town_guard)
    16:28:39.703 [data.invalid] [error] Target building level not allowed: Zimbabwe, citadel -> city, castle_barracks[3](barracks) -> barracks[2](city_watch)
    16:28:39.704 [data.invalid] [error] Target building level not allowed: The Jurchens, citadel -> city, castle_barracks[4](armoury) -> barracks[3](militia_drill_square)
    16:28:39.973 [data.missing] [warning] Cannot find the portrait path: data/ui/mesoamerican/portraits/portraits/young/princesses/000.tga, using the default culture path if it exists
    16:28:39.976 [data.missing] [warning] Cannot find the portrait path: data/ui/mesoamerican/portraits/portraits/young/princesses/000.tga, using the default culture path if it exists
    16:28:39.979 [data.missing] [warning] Cannot find the portrait path: data/ui/mesoamerican/portraits/portraits/young/merchants/000.tga, using the default culture path if it exists
    16:28:39.982 [data.missing] [warning] Cannot find the portrait path: data/ui/mesoamerican/portraits/portraits/young/merchants/000.tga, using the default culture path if it exists
    16:28:39.991 [data.missing] [warning] Cannot find the portrait path: data/ui/mesoamerican/portraits/portraits/young/heretics/000.tga, using the default culture path if it exists
    16:28:39.992 [data.missing] [warning] Cannot find the portrait path: data/ui/mesoamerican/portraits/portraits/young/heretics/000.tga, using the default culture path if it exists
    16:28:39.996 [data.missing] [warning] Cannot find the portrait path: data/ui/mesoamerican/portraits/portraits/young/witches/000.tga, using the default culture path if it exists
    16:28:39.997 [data.missing] [warning] Cannot find the portrait path: data/ui/mesoamerican/portraits/portraits/young/witches/000.tga, using the default culture path if it exists
    16:28:40.001 [data.missing] [warning] Cannot find the portrait path: data/ui/mesoamerican/portraits/portraits/young/inquisitors/000.tga, using the default culture path if it exists
    16:28:40.002 [data.missing] [warning] Cannot find the portrait path: data/ui/mesoamerican/portraits/portraits/young/inquisitors/000.tga, using the default culture path if it exists
    16:28:40.048 [data.missing] [warning] Cannot find the portrait path: data/ui/eastern_european/portraits/portraits/young/civilians/000.tga, using the default culture path if it exists
    16:28:40.051 [data.missing] [warning] Cannot find the portrait path: data/ui/eastern_european/portraits/portraits/young/civilians/000.tga, using the default culture path if it exists
    16:28:40.058 [data.missing] [warning] Cannot find the portrait path: data/ui/eastern_european/portraits/portraits/young/rogues/000.tga, using the default culture path if it exists
    16:28:40.061 [data.missing] [warning] Cannot find the portrait path: data/ui/eastern_european/portraits/portraits/young/rogues/000.tga, using the default culture path if it exists
    16:28:40.063 [data.missing] [warning] Cannot find the portrait path: data/ui/eastern_european/portraits/portraits/young/princesses/000.tga, using the default culture path if it exists
    16:28:40.066 [data.missing] [warning] Cannot find the portrait path: data/ui/eastern_european/portraits/portraits/young/princesses/000.tga, using the default culture path if it exists
    16:28:40.069 [data.missing] [warning] Cannot find the portrait path: data/ui/eastern_european/portraits/portraits/young/merchants/000.tga, using the default culture path if it exists
    16:28:40.072 [data.missing] [warning] Cannot find the portrait path: data/ui/eastern_european/portraits/portraits/young/merchants/000.tga, using the default culture path if it exists
    16:28:40.074 [data.missing] [warning] Cannot find the portrait path: data/ui/eastern_european/portraits/portraits/young/priests/000.tga, using the default culture path if it exists
    16:28:40.077 [data.missing] [warning] Cannot find the portrait path: data/ui/eastern_european/portraits/portraits/young/priests/000.tga, using the default culture path if it exists
    16:28:40.079 [data.missing] [warning] Cannot find the portrait path: data/ui/eastern_european/portraits/portraits/young/heretics/000.tga, using the default culture path if it exists
    16:28:40.082 [data.missing] [warning] Cannot find the portrait path: data/ui/eastern_european/portraits/portraits/young/heretics/000.tga, using the default culture path if it exists
    16:28:40.086 [data.missing] [warning] Cannot find the portrait path: data/ui/eastern_european/portraits/portraits/young/witches/000.tga, using the default culture path if it exists
    16:28:40.087 [data.missing] [warning] Cannot find the portrait path: data/ui/eastern_european/portraits/portraits/young/witches/000.tga, using the default culture path if it exists
    16:28:40.089 [data.missing] [warning] Cannot find the portrait path: data/ui/eastern_european/portraits/portraits/young/inquisitors/000.tga, using the default culture path if it exists
    16:28:40.092 [data.missing] [warning] Cannot find the portrait path: data/ui/eastern_european/portraits/portraits/young/inquisitors/000.tga, using the default culture path if it exists
    16:28:40.109 [data.missing] [warning] Cannot find the portrait path: data/ui/middle_eastern/portraits/portraits/young/princesses/000.tga, using the default culture path if it exists
    16:28:40.111 [data.missing] [warning] Cannot find the portrait path: data/ui/middle_eastern/portraits/portraits/young/princesses/000.tga, using the default culture path if it exists
    16:28:40.124 [data.missing] [warning] Cannot find the portrait path: data/ui/middle_eastern/portraits/portraits/young/heretics/000.tga, using the default culture path if it exists
    16:28:40.127 [data.missing] [warning] Cannot find the portrait path: data/ui/middle_eastern/portraits/portraits/young/heretics/000.tga, using the default culture path if it exists
    16:28:40.129 [data.missing] [warning] Cannot find the portrait path: data/ui/middle_eastern/portraits/portraits/young/witches/000.tga, using the default culture path if it exists
    16:28:40.132 [data.missing] [warning] Cannot find the portrait path: data/ui/middle_eastern/portraits/portraits/young/witches/000.tga, using the default culture path if it exists
    16:28:40.134 [data.missing] [warning] Cannot find the portrait path: data/ui/middle_eastern/portraits/portraits/young/inquisitors/000.tga, using the default culture path if it exists
    16:28:40.136 [data.missing] [warning] Cannot find the portrait path: data/ui/middle_eastern/portraits/portraits/young/inquisitors/000.tga, using the default culture path if it exists
    16:28:40.142 [data.missing] [warning] Cannot find the portrait path: data/ui/asian/portraits/portraits/young/generals/000.tga, using the default culture path if it exists
    16:28:40.143 [data.missing] [warning] Cannot find the portrait path: data/ui/asian/portraits/portraits/young/generals/000.tga, using the default culture path if it exists
    16:28:40.146 [data.missing] [warning] Cannot find the portrait path: data/ui/asian/portraits/portraits/young/generals/000.tga, using the default culture path if it exists
    16:28:40.147 [data.missing] [warning] Cannot find the portrait path: data/ui/asian/portraits/portraits/young/rogues/000.tga, using the default culture path if it exists
    16:28:40.149 [data.missing] [warning] Cannot find the portrait path: data/ui/asian/portraits/portraits/young/rogues/000.tga, using the default culture path if it exists
    16:28:40.152 [data.missing] [warning] Cannot find the portrait path: data/ui/asian/portraits/portraits/young/rogues/000.tga, using the default culture path if it exists
    16:28:40.153 [data.missing] [warning] Cannot find the portrait path: data/ui/asian/portraits/portraits/young/princesses/000.tga, using the default culture path if it exists
    16:28:40.154 [data.missing] [warning] Cannot find the portrait path: data/ui/asian/portraits/portraits/young/princesses/000.tga, using the default culture path if it exists
    16:28:40.163 [data.missing] [warning] Cannot find the portrait path: data/ui/asian/portraits/portraits/young/heretics/000.tga, using the default culture path if it exists
    16:28:40.166 [data.missing] [warning] Cannot find the portrait path: data/ui/asian/portraits/portraits/young/heretics/000.tga, using the default culture path if it exists
    16:28:40.167 [data.missing] [warning] Cannot find the portrait path: data/ui/asian/portraits/portraits/young/heretics/000.tga, using the default culture path if it exists
    16:28:40.168 [data.missing] [warning] Cannot find the portrait path: data/ui/asian/portraits/portraits/young/witches/000.tga, using the default culture path if it exists
    16:28:40.169 [data.missing] [warning] Cannot find the portrait path: data/ui/asian/portraits/portraits/young/witches/000.tga, using the default culture path if it exists
    16:28:40.172 [data.missing] [warning] Cannot find the portrait path: data/ui/asian/portraits/portraits/young/witches/000.tga, using the default culture path if it exists
    16:28:40.173 [data.missing] [warning] Cannot find the portrait path: data/ui/asian/portraits/portraits/young/inquisitors/000.tga, using the default culture path if it exists
    16:28:40.174 [data.missing] [warning] Cannot find the portrait path: data/ui/asian/portraits/portraits/young/inquisitors/000.tga, using the default culture path if it exists
    16:28:40.176 [data.missing] [warning] Cannot find the portrait path: data/ui/asian/portraits/portraits/young/inquisitors/000.tga, using the default culture path if it exists
    16:28:40.188 [script.err] [warning] Trigger parsing warning in mods/falcomtw3/data/export_descr_character_traits.txt, at line 10671, column 23 :
    we should only have trait(Berserker) additional affects for triggers(Battle_Losing_Berserker)
    16:28:40.188 [game.script] [warning] Trigger parsing warning in mods/falcomtw3/data/export_descr_character_traits.txt, at line 10671, column 23 :
    we should only have trait(Berserker) additional affects for triggers(Battle_Losing_Berserker)
    16:28:40.188 [script.err] [warning] Trigger parsing warning in mods/falcomtw3/data/export_descr_character_traits.txt, at line 10789, column 28 :
    we should only have trait(BattleChivalry) additional affects for triggers(battle3Chivalry_Dread_Not_fighting)
    16:28:40.189 [game.script] [warning] Trigger parsing warning in mods/falcomtw3/data/export_descr_character_traits.txt, at line 10789, column 28 :
    we should only have trait(BattleChivalry) additional affects for triggers(battle3Chivalry_Dread_Not_fighting)
    16:28:40.189 [script.err] [warning] Trigger parsing warning in mods/falcomtw3/data/export_descr_character_traits.txt, at line 10790, column 25 :
    we should only have trait(BattleDread) additional affects for triggers(battle3Chivalry_Dread_Not_fighting)
    16:28:40.189 [game.script] [warning] Trigger parsing warning in mods/falcomtw3/data/export_descr_character_traits.txt, at line 10790, column 25 :
    we should only have trait(BattleDread) additional affects for triggers(battle3Chivalry_Dread_Not_fighting)
    16:28:40.189 [script.err] [warning] Trigger parsing warning in mods/falcomtw3/data/export_descr_character_traits.txt, at line 10800, column 28 :
    we should only have trait(BattleChivalry) additional affects for triggers(battle3Chivalry_Dread_Routing)
    16:28:40.189 [game.script] [warning] Trigger parsing warning in mods/falcomtw3/data/export_descr_character_traits.txt, at line 10800, column 28 :
    we should only have trait(BattleChivalry) additional affects for triggers(battle3Chivalry_Dread_Routing)
    16:28:40.189 [script.err] [warning] Trigger parsing warning in mods/falcomtw3/data/export_descr_character_traits.txt, at line 10801, column 25 :
    we should only have trait(BattleDread) additional affects for triggers(battle3Chivalry_Dread_Routing)
    16:28:40.189 [game.script] [warning] Trigger parsing warning in mods/falcomtw3/data/export_descr_character_traits.txt, at line 10801, column 25 :
    we should only have trait(BattleDread) additional affects for triggers(battle3Chivalry_Dread_Routing)
    16:28:40.189 [script.err] [warning] Trigger parsing warning in mods/falcomtw3/data/export_descr_character_traits.txt, at line 10813, column 28 :
    we should only have trait(BattleChivalry) additional affects for triggers(battle3Chivalry_Dread_Routing2)
    16:28:40.189 [game.script] [warning] Trigger parsing warning in mods/falcomtw3/data/export_descr_character_traits.txt, at line 10813, column 28 :
    we should only have trait(BattleChivalry) additional affects for triggers(battle3Chivalry_Dread_Routing2)
    16:28:40.189 [script.err] [warning] Trigger parsing warning in mods/falcomtw3/data/export_descr_character_traits.txt, at line 10814, column 25 :
    we should only have trait(BattleDread) additional affects for triggers(battle3Chivalry_Dread_Routing2)
    16:28:40.189 [game.script] [warning] Trigger parsing warning in mods/falcomtw3/data/export_descr_character_traits.txt, at line 10814, column 25 :
    we should only have trait(BattleDread) additional affects for triggers(battle3Chivalry_Dread_Routing2)
    16:28:40.189 [script.err] [warning] Trigger parsing warning in mods/falcomtw3/data/export_descr_character_traits.txt, at line 10855, column 25 :
    we should only have trait(BattleDread) additional affects for triggers(battle3Dread_Let_Them_Go)
    16:28:40.189 [game.script] [warning] Trigger parsing warning in mods/falcomtw3/data/export_descr_character_traits.txt, at line 10855, column 25 :
    we should only have trait(BattleDread) additional affects for triggers(battle3Dread_Let_Them_Go)
    16:28:40.198 [script.err] [warning] Trigger parsing warning in mods/falcomtw3/data/export_descr_character_traits.txt, at line 16753, column 27 :
    we should only have trait(GoodDenouncer) additional affects for triggers(hereticinit1_denouncerclear)
    16:28:40.198 [game.script] [warning] Trigger parsing warning in mods/falcomtw3/data/export_descr_character_traits.txt, at line 16753, column 27 :
    we should only have trait(GoodDenouncer) additional affects for triggers(hereticinit1_denouncerclear)
    16:28:40.198 [script.err] [warning] Trigger parsing warning in mods/falcomtw3/data/export_descr_character_traits.txt, at line 16761, column 26 :
    we should only have trait(BadDenouncer) additional affects for triggers(hereticinit1_denouncerclear_bad)
    16:28:40.198 [game.script] [warning] Trigger parsing warning in mods/falcomtw3/data/export_descr_character_traits.txt, at line 16761, column 26 :
    we should only have trait(BadDenouncer) additional affects for triggers(hereticinit1_denouncerclear_bad)
    16:28:40.198 [script.err] [warning] Trigger parsing warning in mods/falcomtw3/data/export_descr_character_traits.txt, at line 16769, column 25 :
    we should only have trait(StrongFaith) additional affects for triggers(hereticinit1_faithclear)
    16:28:40.198 [game.script] [warning] Trigger parsing warning in mods/falcomtw3/data/export_descr_character_traits.txt, at line 16769, column 25 :
    we should only have trait(StrongFaith) additional affects for triggers(hereticinit1_faithclear)
    16:28:40.198 [script.err] [warning] Trigger parsing warning in mods/falcomtw3/data/export_descr_character_traits.txt, at line 16777, column 22 :
    we should only have trait(Purifier) additional affects for triggers(hereticinit1_purifierclear)
    16:28:40.198 [game.script] [warning] Trigger parsing warning in mods/falcomtw3/data/export_descr_character_traits.txt, at line 16777, column 22 :
    we should only have trait(Purifier) additional affects for triggers(hereticinit1_purifierclear)
    16:28:40.201 [script.err] [warning] Trigger parsing warning in mods/falcomtw3/data/export_descr_character_traits.txt, at line 17702, column 29 :
    we should only have trait(CrusaderHistory) additional affects for triggers(crusades_6)
    16:28:40.201 [game.script] [warning] Trigger parsing warning in mods/falcomtw3/data/export_descr_character_traits.txt, at line 17702, column 29 :
    we should only have trait(CrusaderHistory) additional affects for triggers(crusades_6)
    16:28:40.201 [script.err] [warning] Trigger parsing warning in mods/falcomtw3/data/export_descr_character_traits.txt, at line 17703, column 30 :
    we should only have trait(StrategyChivalry) additional affects for triggers(crusades_6)
    16:28:40.201 [game.script] [warning] Trigger parsing warning in mods/falcomtw3/data/export_descr_character_traits.txt, at line 17703, column 30 :
    we should only have trait(StrategyChivalry) additional affects for triggers(crusades_6)
    16:28:40.201 [script.err] [warning] Trigger parsing warning in mods/falcomtw3/data/export_descr_character_traits.txt, at line 17712, column 29 :
    we should only have trait(CrusaderHistory) additional affects for triggers(crusades_7)
    16:28:40.201 [game.script] [warning] Trigger parsing warning in mods/falcomtw3/data/export_descr_character_traits.txt, at line 17712, column 29 :
    we should only have trait(CrusaderHistory) additional affects for triggers(crusades_7)
    16:28:40.201 [script.err] [warning] Trigger parsing warning in mods/falcomtw3/data/export_descr_character_traits.txt, at line 17755, column 26 :
    we should only have trait(JihadHistory) additional affects for triggers(jihads_7)
    16:28:40.201 [game.script] [warning] Trigger parsing warning in mods/falcomtw3/data/export_descr_character_traits.txt, at line 17755, column 26 :
    we should only have trait(JihadHistory) additional affects for triggers(jihads_7)
    16:28:40.201 [script.err] [warning] Trigger parsing warning in mods/falcomtw3/data/export_descr_character_traits.txt, at line 17756, column 30 :
    we should only have trait(StrategyChivalry) additional affects for triggers(jihads_7)
    16:28:40.201 [game.script] [warning] Trigger parsing warning in mods/falcomtw3/data/export_descr_character_traits.txt, at line 17756, column 30 :
    we should only have trait(StrategyChivalry) additional affects for triggers(jihads_7)
    16:28:40.201 [script.err] [warning] Trigger parsing warning in mods/falcomtw3/data/export_descr_character_traits.txt, at line 17765, column 26 :
    we should only have trait(JihadHistory) additional affects for triggers(jihads_8)
    16:28:40.201 [game.script] [warning] Trigger parsing warning in mods/falcomtw3/data/export_descr_character_traits.txt, at line 17765, column 26 :
    we should only have trait(JihadHistory) additional affects for triggers(jihads_8)
    16:28:40.211 [data.missing] [warning] Failed to find ancillary image data/ui/ancillaries/scribe_ancillary.tga
    16:28:40.213 [data.missing] [warning] Failed to find ancillary image data/ui/ancillaries/security_religious.tga
    16:28:40.216 [data.missing] [warning] Failed to find ancillary image data/ui/ancillaries/security_religious.tga
    16:28:40.281 [system.io] [warning] open: mods/falcomtw3/data/text/export_prologue.txt.strings.bin is missing
    16:28:40.282 [system.io] [warning] open: mods/falcomtw3/data/text/export_prologue.txt is missing
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    16:28:40.659 [system.io] [warning] open: mods/falcomtw3/data/text/cursor_action_tooltips.txt is missing
    16:28:40.757 [system.io] [warning] open: 1 is missing
    16:28:40.762 [system.io] [warning] open: mods/falcomtw3/data/text/quotes.txt.strings.bin is missing
    16:28:40.773 [system.io] [warning] open: mods/falcomtw3/data/text/quotes.txt is missing
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    16:28:41.725 [system.io] [warning] open: data/loading_screen/loading_bar.tga.dds is missing
    16:28:41.786 [system.io] [warning] open: data/menu/symbols/FE_symbols_80/slave.tga is missing
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    16:28:41.797 [system.io] [warning] open: data/menu/TEXTURES/_M2_MAIN_MENU.TGA is missing
    16:28:42.610 [system.io] [warning] open: data/menu/buttons_composite2.tga.dds is missing
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    16:28:42.627 [system.io] [warning] open: data/menu/border_4pix_black_gold_selected.tga.dds is missing
    16:28:42.627 [system.io] [warning] open: data/menu/border_4pix_black_gold_black.tga.dds is missing
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    16:28:42.628 [system.io] [warning] open: data/menu/unit_card.tga.dds is missing
    16:28:42.628 [system.io] [warning] open: data/menu/icons.tga.dds is missing
    16:28:43.022 [system.io] [warning] open: data/menu/_M2_BORDER_FRONTEND.TGA is missing
    16:28:43.037 [system.io] [warning] open: data/menu/_M2_BORDER_FRONTEND.TGA is missing
    16:28:57.326 [system.io] [warning] open: mods/falcomtw3/data/world/maps/campaign/imperial_campaign/map.rwm is missing
    16:28:57.603 [system.io] [warning] open: mods/falcomtw3/data/text/quotes.txt.strings.bin is missing
    16:28:57.615 [system.io] [warning] open: mods/falcomtw3/data/text/quotes.txt is missing
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    16:28:58.793 [system.io] [warning] open: data/models_effects/broken_hive.cas is missing
    16:28:58.834 [system.io] [warning] open: data/battlefield/fire/hornet.texture is missing
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    16:29:02.308 [system.io] [warning] open: data/descr_oil_effect.txt is missing
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    16:29:02.810 [system.io] [warning] open: data/textures/#al_outline.tga.dds is missing
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    16:29:35.390 [game.script.trigger] [trace] Trigger <0058_UI_Scroll_Battle_Results_Trigger> fired
    16:29:36.115 [system.io] [warning] open: mods/falcomtw3/data/text/quotes.txt.strings.bin is missing
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    16:30:35.275 [system.io] [warning] open: data/descr_oil_effect.txt is missing
    16:30:35.275 [system.io] [warning] open: data/descr_fire_texture_list.txt is missing
    16:30:35.879 [system.rpt] [error] Uh oh. This isn't good. No idea why, but exiting now. Sorry pal.



    And here is what I edited
    Spoiler Alert, click show to read: 
    type Mordor Militia Spearmen ;Orc Band F1
    dictionary Orc_Band
    category infantry
    class light
    voice_type Heavy
    banner faction main_spear
    banner holy crusade
    soldier Orc_Band, 80, 0, 0.8, 0.3
    officer mordor_captain_early_flag
    officer dismounted_numenorians
    officer dismounted_numenorians
    mount_effect horse +1, camel +1, elephant -4
    attributes sea_faring, hide_forest, hardy, can_withdraw, free_upkeep_unit
    move_speed_mod 0.98
    formation 1.5, 1.5, 3.0, 3.0, 8, square, schiltrom
    stat_health 1, 1
    stat_pri 2, 2, no, 0, 0, melee, melee_blade, piercing, spear, 45, 1
    stat_pri_attr spear_bonus_4
    stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 0, 1
    stat_sec_attr no
    stat_pri_armour 1, 2, 2, leather
    stat_sec_armour 0, 0, flesh
    stat_heat 6
    stat_ground 1, 0, 2, -1
    stat_mental 12, impetuous, untrained
    stat_charge_dist 6
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 324, 108, 75, 75, 324, 4, 100
    armour_ug_levels 0, 1
    armour_ug_models orc_band, orc_band_upg
    ownership england, slave
    era 0 england
    era 1 england
    era 2 england
    recruit_priority_offset 20


    I pretty much changed morannon_guard to orc_band

    Edit:could it be that I need the dismounted numenorian texture?
    Last edited by mcmuffin3531; May 13, 2014 at 05:42 PM.

  5. #745

    Default Re: Modding Questions and Help Thread

    Quote Originally Posted by mcmuffin3531 View Post
    Edit:could it be that I need the dismounted numenorian texture?
    Yes, that would cause a crash. A crash on battle start is normally a missing texture. Did you add the model orc_band_upg as well as orc_band? You need both (or you could just delete orc_band_upg from EDU.
    Check that you have all the textures mentioned in the battle_models entry in the correct folders, black numenorians might not be the only one.

    EDIT: Have you replaced your log lines with this in your cfg? WIll give more useful feedback than you are getting now.
    [log]
    to = logs/system.log.txt
    level = * trace

    If you have got as far as custom battles your battle_models file should be fine now actually so it will just be texture/mesh issue.

    EDIT2: quick fix to see if it is a numenorian problem is to delete the officer lines. They are not necessary to play game. You may also be missing the mordor_captain_early_flag files and this would fix that too.
    Last edited by tombombadil; May 13, 2014 at 05:59 PM.

  6. #746

    Default Re: Modding Questions and Help Thread

    deleting the officer lines made it work

  7. #747

    Default Re: Modding Questions and Help Thread

    Quote Originally Posted by mcmuffin3531 View Post
    deleting the officer lines made it work
    Great! If you want to be able to add the officers back in just open battle_models and make sure that all the textures and meshes are in the correct locations (just copy over from TATW) keeping folder names. Then add officers back in one at a time, testing each time. That way you know which one you missed something on.
    You will get the hang of adding units quickly don't worry, but don't expect to get every unit right right first time, l always forget something. I seriously recommend learning how to read the system log and using reference I linked somewhere above.

  8. #748
    Withwnar's Avatar Script To The Waist
    Join Date
    Oct 2008
    Location
    Earth
    Posts
    6,329

    Default Re: Modding Questions and Help Thread

    Quote Originally Posted by tombombadil View Post
    is it possible to give a general a hero ability mid-campaign, through script, ancillary, trait, stats, anything?
    Yes, by script. Send him off map and bring him back again. Bringing back is done via a spawn_army command and in its character line you can specify hero_ability; if he already had one then it will change to this new one.

    Script needs to know his name and, ideally, his label (to ensure it is him sent off map and not somebody with the same name). If it is for a starting or spawned character then no problem - they can be given labels.

    The other problem is where to bring back to. Probably the same place that they were sent off map from but script won't know where that was; there's no automatic way to do that. The easy solution is to always send them back to the same one spot. The harder solution is to track where they were when sent off map - e.g. in which settlement - and use those coordinates in the respawn.

    Note: despite using spawn_army, bringing someone back off map this way is not actually respawning them. They keep their age, traits, ancs, portrait, etc. For their bodyguard they'll get whatever unit you use in the spawn_army so you can also use this technique to switch a character's bodyguard - that is precisely how Bodyguard Switcher works.

  9. #749

    Default Re: Modding Questions and Help Thread

    Thanks withwnar. Shame about limitations but i'll have a look at Bodyguard switcher and give it a go. Sounds well beyond anything I've tried before though.

  10. #750

    Default Re: Modding Questions and Help Thread

    Quote Originally Posted by Kiliç Alì View Post
    Just comment their recruitment lines in EDB

    I'm not really 100% on which lines I comment.

  11. #751
    Kiliç Alì's Avatar Domesticus
    Artifex

    Join Date
    Feb 2011
    Location
    Italy
    Posts
    2,114

    Default Re: Modding Questions and Help Thread

    if you know the unit name (likely anything with the word "catapult" in) you open EDB, find all the lines in this form:

    recruit_pool "Elves Catapult" 1 0.10 2 0 requires factions { mongols, } and region_religion orthodox 33 and hidden_resource forest
    and put a ";" at beginning, so the line is ignored by the exe. the unit is henceforth not recruitable but still spawn-able and playeble in custom battles.

    Member of the Imperial House of Hader, proud client of The only and sole Ferrit

  12. #752

    Default Re: Modding Questions and Help Thread

    Thank you

  13. #753

    Default Re: Modding Questions and Help Thread

    Hi, I would like to know how I could reduce the "turns to next available unit" time. I cant seem to get an answer to this, if anyone could help me out I would very grateful.

  14. #754
    Greymane's Avatar Senator
    Join Date
    Dec 2013
    Location
    Amsterdam, the Netherlands
    Posts
    1,076

    Default Re: Modding Questions and Help Thread

    Quote Originally Posted by LordPringleChip View Post
    Hi, I would like to know how I could reduce the "turns to next available unit" time. I cant seem to get an answer to this, if anyone could help me out I would very grateful.
    Hello Chip, welcome to the forum

    What you want, is an incredibly long and tedious process. It basically involves changing thousands of variables and hoping you don't make a mistake somwhere.
    If you just want to change a few units, or have a day to spare, here is how you do it:
    - Open the export_descr_buildings file in your data folder.
    - Search for buildings that recruit units.
    - Find the unit lines under the buildings. To clarify, they look like this:

    Spoiler Alert, click show to read: 
    building equestrian
    {
    convert_to c_equestrian
    levels stables knights_stables barons_stables earls_stables kings_stables
    {
    stables castle requires factions { sicily, milan, scotland, turks, byzantium, spain, venice, france, hre, portugal, egypt, mongols, saxons, dunland, }
    {
    convert_to 0
    capability
    {
    recruit_pool "Dunland Horsemen" 1 0.12 1 0 requires factions { dunland, } and region_religion catholic 40 and hidden_resource grasland
    recruit_pool "Dunland Horsemen" 1 0.12 1 0 requires factions { dunland, } and region_religion catholic 40 and hidden_resource mountains
    recruit_pool "Dunland Horsemen" 1 0.08 1 0 requires factions { dunland, } and region_religion catholic 40 and hidden_resource forest
    recruit_pool "Dunland Horsemen" 1 0.08 1 0 requires factions { dunland, } and region_religion catholic 40 and hidden_resource desert
    recruit_pool "Homeguard Cavalry" 0 0.06 1 0 requires factions { egypt, } and region_religion orthodox 75 and hidden_resource forest
    recruit_pool "Homeguard Cavalry" 0 0.04 1 0 requires factions { egypt, } and region_religion orthodox 75 and hidden_resource grasland
    recruit_pool "Homeguard Cavalry" 0 0.03 1 0 requires factions { egypt, } and region_religion orthodox 75 and hidden_resource mountains or hidden_resource desert
    recruit_pool "Silvan Horsearchers" 0 0.06 1 0 requires factions { mongols, } and region_religion orthodox 50 and hidden_resource forest
    recruit_pool "Silvan Horsearchers" 0 0.04 1 0 requires factions { mongols, } and region_religion orthodox 50 and hidden_resource grasland
    recruit_pool "Silvan Horsearchers" 0 0.03 1 0 requires factions { mongols, } and region_religion orthodox 50 and hidden_resource mountains or hidden_resource desert
    recruit_pool "Galadhrim Lancers" 0 0.06 1 0 requires factions { saxons, } and region_religion orthodox 50 and hidden_resource forest
    recruit_pool "Galadhrim Lancers" 0 0.04 1 0 requires factions { saxons, } and region_religion orthodox 50 and hidden_resource grasland
    recruit_pool "Galadhrim Lancers" 0 0.03 1 0 requires factions { saxons, } and region_religion orthodox 50 and hidden_resource mountains or hidden_resource desert
    recruit_pool "Dol Amroth Knights" 1 0.12 1 0 requires factions { sicily, } and region_religion islam 35 and hidden_resource grasland and not hidden_resource amroth and not hidden_resource lossarnach and hidden_resource gondor and not event_counter gondor_units 1
    recruit_pool "Dol Amroth Knights" 1 0.08 1 0 requires factions { sicily, } and region_religion islam 35 and hidden_resource forest and not hidden_resource amroth and not hidden_resource lossarnach and hidden_resource gondor and not event_counter gondor_units 1
    recruit_pool "Dol Amroth Knights" 1 0.06 1 0 requires factions { sicily, } and region_religion islam 35 and hidden_resource desert or hidden_resource mountains and hidden_resource gondor and not event_counter gondor_units 1
    recruit_pool "Dol Amroth Squires" 1 0.12 1 0 requires factions { sicily, } and region_religion islam 60 and hidden_resource amroth and not event_counter is_the_ai 1 and hidden_resource gondor and not event_counter gondor_units 1
    recruit_pool "Dol Amroth Knights" 1 0.12 1 0 requires factions { byzantium, turks, sicily, } and region_religion islam 35 and hidden_resource grasland and not hidden_resource amroth and not hidden_resource lossarnach and hidden_resource gondor and event_counter gondor_units 1
    recruit_pool "Dol Amroth Knights" 1 0.08 1 0 requires factions { byzantium, turks, sicily, } and region_religion islam 35 and hidden_resource forest and not hidden_resource amroth and not hidden_resource lossarnach and hidden_resource gondor and event_counter gondor_units 1
    recruit_pool "Dol Amroth Knights" 1 0.06 1 0 requires factions { byzantium, turks, sicily, } and region_religion islam 35 and hidden_resource desert or hidden_resource mountains and hidden_resource gondor and event_counter gondor_units 1
    recruit_pool "Dol Amroth Squires" 1 0.12 1 0 requires factions { byzantium, turks, sicily, } and region_religion islam 60 and hidden_resource amroth and not event_counter is_the_ai 1 and hidden_resource gondor and event_counter gondor_units 1
    recruit_pool "rohan scouts" 1 0.15 3 1 requires factions { milan, } and region_religion northmen 25 and hidden_resource grasland
    recruit_pool "rohan scouts" 1 0.1 2 1 requires factions { milan, } and region_religion northmen 25 and hidden_resource forest
    recruit_pool "rohan scouts" 1 0.08 1 1 requires factions { milan, } and region_religion northmen 25 and hidden_resource desert or hidden_resource mountains
    recruit_pool "Variag Raiders" 1 0.12 2 0 requires factions { venice, } and region_religion catholic 25 and hidden_resource desert or hidden_resource grasland
    recruit_pool "Variag Raiders" 1 0.08 1 0 requires factions { venice, } and region_religion catholic 25 and hidden_resource forest or hidden_resource mountains
    recruit_pool "Southron Lancers" 1 0.12 2 0 requires factions { spain, } and region_religion catholic 33 and hidden_resource desert or hidden_resource grasland
    recruit_pool "Southron Lancers" 1 0.08 1 0 requires factions { spain, } and region_religion catholic 33 and hidden_resource forest or hidden_resource mountains
    recruit_pool "Dale Yeomen" 1 0.12 2 0 requires factions { scotland, } and region_religion northmen 25 and hidden_resource grasland
    recruit_pool "Dale Yeomen" 1 0.08 1 0 requires factions { scotland, } and region_religion northmen 25 and hidden_resource forest
    recruit_pool "Dale Yeomen" 1 0.06 1 0 requires factions { scotland, } and region_religion northmen 25 and hidden_resource desert or hidden_resource mountains
    recruit_pool "Arnor Sergeants" 1 0.15 1 0 requires factions { byzantium, turks, } and region_religion islam 33 and event_counter dunedain_turks 1 and hidden_resource grasland and hidden_resource arnor and not event_counter arnor_units 1
    recruit_pool "Arnor Sergeants" 1 0.1 1 0 requires factions { byzantium, turks, } and region_religion islam 33 and event_counter dunedain_turks 1 and hidden_resource forest and hidden_resource arnor and not event_counter arnor_units 1
    recruit_pool "Arnor Sergeants" 1 0.08 1 0 requires factions { byzantium, turks, } and region_religion islam 33 and event_counter dunedain_turks 1 and hidden_resource desert and hidden_resource arnor and not event_counter arnor_units 1
    recruit_pool "Arnor Sergeants" 1 0.08 1 0 requires factions { byzantium, turks, } and region_religion islam 33 and event_counter dunedain_turks 1 and hidden_resource mountains and hidden_resource arnor and not event_counter arnor_units 1
    recruit_pool "Arnor Sergeants" 1 0.15 1 0 requires factions { byzantium, turks, sicily, } and region_religion islam 33 and event_counter dunedain_turks 1 and hidden_resource grasland and hidden_resource arnor and event_counter arnor_units 1
    recruit_pool "Arnor Sergeants" 1 0.1 1 0 requires factions { byzantium, turks, sicily, } and region_religion islam 33 and event_counter dunedain_turks 1 and hidden_resource forest and hidden_resource arnor and event_counter arnor_units 1
    recruit_pool "Arnor Sergeants" 1 0.08 1 0 requires factions { byzantium, turks, sicily, } and region_religion islam 33 and event_counter dunedain_turks 1 and hidden_resource desert and hidden_resource arnor and event_counter arnor_units 1
    recruit_pool "Arnor Sergeants" 1 0.08 1 0 requires factions { byzantium, turks, sicily, } and region_religion islam 33 and event_counter dunedain_turks 1 and hidden_resource mountains and hidden_resource arnor and event_counter arnor_units 1
    recruit_pool "Merchants" 1 0.08 1 0 requires factions { turks, } and region_religion northmen 50 and event_counter northmen_turks 1 and hidden_resource grasland
    recruit_pool "Merchants" 1 0.06 1 0 requires factions { turks, } and region_religion northmen 50 and event_counter northmen_turks 1 and hidden_resource forest
    recruit_pool "Merchants" 1 0.04 1 0 requires factions { turks, } and region_religion northmen 50 and event_counter northmen_turks 1 and hidden_resource desert
    recruit_pool "Merchants" 1 0.04 1 0 requires factions { turks, } and region_religion northmen 50 and event_counter northmen_turks 1 and hidden_resource mountains
    recruit_pool "Greenway Guards" 1 0.08 1 1 requires factions { turks, } and hidden_resource greenway and event_counter northmen_turks 1 and not event_counter is_the_ai 1
    recruit_pool "Goblin Wargs" 1 0.1 1 0 requires factions { hre, portugal, } and region_religion catholic 25 and hidden_resource mountains and not event_counter is_the_ai 1
    recruit_pool "Goblin Wargs" 1 0.07 1 0 requires factions { hre, portugal, } and region_religion catholic 25 and hidden_resource grasland and not event_counter is_the_ai 1
    recruit_pool "Goblin Wargs" 1 0.05 1 0 requires factions { hre, portugal, } and region_religion catholic 25 and hidden_resource forest and not event_counter is_the_ai 1
    recruit_pool "Goblin Wargs" 1 0.05 1 0 requires factions { hre, portugal, } and region_religion catholic 25 and hidden_resource desert and not event_counter is_the_ai 1
    ;AI stack spam restriction ******************************
    recruit_pool "Goblin Wargs" 1 0.08 1 0 requires factions { hre, portugal, } and region_religion catholic 25 and hidden_resource mountains and event_counter is_the_ai 1
    recruit_pool "Goblin Wargs" 1 0.05 1 0 requires factions { hre, portugal, } and region_religion catholic 25 and hidden_resource grasland and event_counter is_the_ai 1
    recruit_pool "Goblin Wargs" 1 0.03 1 0 requires factions { hre, portugal, } and region_religion catholic 25 and hidden_resource forest and event_counter is_the_ai 1
    recruit_pool "Goblin Wargs" 1 0.03 1 0 requires factions { hre, portugal, } and region_religion catholic 25 and hidden_resource desert and event_counter is_the_ai 1
    trade_base_income_bonus bonus 1 requires event_counter is_the_ai 1
    }
    material wooden
    construction 5
    cost 2000
    settlement_min town
    upgrades
    {
    knights_stables
    }


    This is the first stable building and all the units you can recruit for every faction in the first level of stables. Keep in mind that I play MOS with some additions, so my file looks different from yours. Yours should be about half this. Also keep in mind that the layout is messed up and that the three lines for every unit represent different types of terrain you will have to deal with (look for them in the settlement info).
    Let's take Rohan Scouts as an example:

    Spoiler Alert, click show to read: 
    recruit_pool "rohan scouts" 1 0.15 3 1 requires factions { milan, } and region_religion northmen 25 and hidden_resource grasland
    recruit_pool "rohan scouts" 1 0.1 2 1 requires factions { milan, } and region_religion northmen 25 and hidden_resource forest
    recruit_pool "rohan scouts" 1 0.08 1 1 requires factions { milan, } and region_religion northmen 25 and hidden_resource desert or hidden_resource mountains


    The numbers I bolded and underlined are the ones you will want to change in order to change unit replenishment rates.
    It works like this: every turn (in case of the first Rohan Scouts) 0.15 will be added to the replenishment. The moment that the total reaches 1, is when 1 unit will become available. So the lower the number, the more time it will take for the unit to replenish. To clarify further, if you want to recruit Rohan Scouts on grassland, you will have to wait 7 turns before you can recruit them again.
    In forests, the wait will be 10 turns. And so on.

    So, that is how you do it. This is just the first level of stables. You will need to modify ever other building in the same way, find a new game balance, deal with higher levels recruitement buildings, etc. So my advice would be not to bother, for the reasons that it is a load of work and that you will completely destroy the balance of the game that KK and team worked so hard on.
    Once you get used to it, it is actually pretty fun to have so few units available

  15. #755

    Default Re: Modding Questions and Help Thread

    Thank you so much for the help. Although I do believe i will be taking your advice, and not bother. lol (the only problem i had, was it taking so long lol)
    As-well thanks for the welcome

  16. #756

    Default Increasing unit slots for cities?

    So I occasionally see stacks of Mordor or Harad having more than 20 units, which led me to thought: Is there any way to increase unit slots on cities to allow more troops to be garrisoned? Or is it hardcoded?

  17. #757
    leo.civil.uefs's Avatar É nóis que vôa bruxão!
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    Default Re: Increasing unit slots for cities?

    yes it is hardcoded and even now that we can break the hardcoded limits I dont think this is a good idea, settlements in med2 are not made to accomodate more than 20 units, its to much there is no space.

    Besides, you can see it on campaign map but I actually dont think they actually load in battlemap as the limit of units per army in battlemap is 20.

  18. #758
    Withwnar's Avatar Script To The Waist
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    Default Re: Increasing unit slots for cities?

    Quote Originally Posted by gsguns View Post
    So I occasionally see stacks of Mordor or Harad having more than 20 units
    This is an illusion. Enemy army detail scrolls are 9 slots wide, not 10 like the player's. 20 units look like 22 at first glance.

  19. #759
    leo.civil.uefs's Avatar É nóis que vôa bruxão!
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    Default Re: Increasing unit slots for cities?

    Quote Originally Posted by Withwnar View Post
    This is an illusion. Enemy army detail scrolls are 9 slots wide, not 10 like the player's. 20 units look like 22 at first glance.


    You just destroyed my childhood.

  20. #760
    Mhaedros's Avatar Brave Heart Tegan
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    Default Re: Increasing unit slots for cities?

    Quote Originally Posted by Withwnar View Post
    This is an illusion. Enemy army detail scrolls are 9 slots wide, not 10 like the player's. 20 units look like 22 at first glance.
    My god, seriously? How come I've never noticed this after hundreds of hours modding and playing M2TW :O
    Under the patronage of Finlander. Once patron to someone, no longer.
    Content's well good, innit.


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