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Thread: Modding Questions and Help Thread

  1. #1041
    Withwnar's Avatar Script To The Waist
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    Default Re: Modding Questions and Help Thread

    It means that line/capability is absent during the player's turn. e.g. The AI might have population growth bonuses, or different replenishment rates for their units, or whatever really.

  2. #1042
    ♔atthias♔'s Avatar dutch speaking
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    Default Re: Modding Questions and Help Thread

    Quote Originally Posted by Withwnar View Post
    It means that line/capability is absent during the player's turn. e.g. The AI might have population growth bonuses, or different replenishment rates for their units, or whatever really.
    thanks for the answer
    greetings atthias
    Last edited by ♔atthias♔; June 14, 2015 at 09:02 AM.
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  3. #1043
    ♔atthias♔'s Avatar dutch speaking
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    Default Re: Modding Questions and Help Thread

    hello everybody I have question
    have somebody an Idea what I have done wrong
    this is what I have done
    Spoiler Alert, click show to read: 
    type rivendell spearmendictionary rivendell_spearmen ; Noldor + Exceptional
    category infantry
    class spearmen
    voice_type Heavy
    banner faction main_spear
    banner holy crusade
    soldier rivendell_spearmen, 48, 0, 1.5
    officer highel_captain_early_flag
    officer high_elves_captain
    attributes sea_faring, hide_forest, very_hardy, can_withdraw, frighten_mounted, free_upkeep_unit
    move_speed_mod 1.1
    formation 1.2, 1.2, 2.4, 2.4, 8, square, phalanx
    stat_health 1, 0
    stat_pri 9, 7, no, 0, 0, melee, melee_blade, piercing, spear, 0, 1
    stat_pri_attr spear
    stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 25, 1
    stat_sec_attr no
    stat_pri_armour 19, 14, 0, metal ;mithril plate mail + exceptional 3 + noldor 6 + defense 5
    stat_sec_armour 0, 0, flesh
    stat_heat 12
    stat_ground 0, -2, 2, 0
    stat_mental 24, disciplined, highly_trained, lock_morale
    stat_charge_dist 15
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 2750, 600, 75, 75, 2750, 4, 250
    armour_ug_levels 0
    armour_ug_models rivendell_spearmen
    ownership egypt
    era 0 egypt
    era 1 egypt
    era 2 egypt
    recruit_priority_offset 0


    type Elf Archer2
    dictionary Elf_Archer2 ; Bow Quendi
    category infantry
    class missile
    voice_type Heavy
    banner faction main_missile
    banner holy crusade
    soldier quendi_bow, 48, 0, 0.75
    officer highel_captain_early_flag
    officer high_elves_captain
    attributes sea_faring, hide_forest, extreme_range, very_hardy, can_withdraw, free_upkeep_unit
    move_speed_mod 1.15
    formation 1.4, 1.4, 2.8, 2.0, 4, square
    stat_health 1, 3
    stat_pri 6, 3, elite_elven_arrow, 160, 30, missile, missile_mechanical, piercing, none, 0, 1
    stat_pri_attr area
    stat_sec 5, 3, no, 0, 0, melee, melee_blade, piercing, sword, -15, 1
    stat_sec_attr no
    stat_pri_armour 4, 11, 0, leather
    stat_sec_armour 0, 0, flesh
    stat_heat 1
    stat_ground 2, 0, 3, 2
    stat_mental 13, disciplined, highly_trained
    stat_charge_dist 15
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 2, 1200, 195, 75, 75, 1200, 4, 100
    armour_ug_levels 0, 1
    armour_ug_models quendi_bow, quendi_bow_upg
    ownership egypt
    era 0 egypt
    era 1 egypt
    era 2 egypt
    recruit_priority_offset 0




    type Homeguard Warriors
    dictionary Homeguard_Warriors ;Homeguard Warriors
    category infantry
    class missile
    voice_type Heavy
    banner faction main_missile
    banner holy crusade
    soldier homeguard_bow, 46, 0, 1
    officer highel_captain_early_flag
    officer high_elves_captain
    attributes sea_faring, hide_improved_forest, extreme_range, very_hardy, can_withdraw, free_upkeep_unit, start_not_skirmishing, stakes
    move_speed_mod 1.15
    formation 1.2, 1.2, 2.4, 2.4, 4, square
    stat_health 1, 3
    stat_pri 8, 4, exceptional_elven_mass_arrow, 230, 30, missile, missile_mechanical, piercing, none, 0, 1
    stat_pri_attr area
    stat_sec 11, 4, no, 0, 0, melee, melee_blade, piercing, sword, 0, 1 ; sword 5 + elite 4 + elf blade 1 + no shield 1
    stat_sec_attr no
    stat_pri_armour 7, 11, 0, metal ; elven heavy mail ; defense 5 + elite 2 + armor 1 + elf 2 + agility 1
    stat_sec_armour 0, 0, flesh
    stat_heat 2
    stat_ground 1, -1, 3, 1
    stat_mental 17, disciplined, highly_trained
    stat_charge_dist 6
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 2, 1700, 230, 75, 75, 1700, 4, 100
    armour_ug_levels 1, 2
    armour_ug_models homeguard_bow, homeguard_bow_upg
    ownership egypt
    era 0 egypt
    era 1 egypt
    era 2 egypt
    recruit_priority_offset 0




    type Elf Archer3
    dictionary Elf_Archer3 ; Eldarinwë Archers
    category infantry
    class missile
    voice_type Heavy
    banner faction main_missile
    banner holy crusade
    soldier elf_archer_noldor, 46, 0, 1.2
    officer highel_captain_early_flag
    officer high_elves_captain
    attributes sea_faring, hide_improved_forest, very_hardy, can_withdraw, free_upkeep_unit, cannot_skirmish, stakes, extreme_range
    move_speed_mod 1.15
    formation 1.2, 1.2, 2.4, 2.4, 2, square
    stat_health 1, 3
    stat_pri 9, 4, eldar_elven_mass_arrow, 240, 30, missile, missile_mechanical, piercing, none, 0, 1
    stat_pri_attr area
    stat_sec 13, 4, no, 0, 0, melee, melee_blade, piercing, sword, 0, 1 ; 5 +1 elven blade + exceptional 5 +1 eldar +1 no shield
    stat_sec_attr no
    stat_pri_armour 13, 12, 0, metal ; elven gold platemail ; defense sword 5 + eldar 4 + exceptional 3
    stat_sec_armour 0, 0, flesh
    stat_heat 3
    stat_ground 0, -2, 2, 0
    stat_mental 20, disciplined, highly_trained, lock_morale
    stat_charge_dist 6
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 1760, 300, 75, 75, 1440, 4, 250
    armour_ug_levels 3, 4
    armour_ug_models elf_archer_noldor, elf_archer_noldor_upg
    ownership egypt
    era 0 egypt
    era 1 egypt
    era 2 egypt
    recruit_priority_offset 5




    type High Sword
    dictionary High_Sword ; Sword Quendi
    category infantry
    class light
    voice_type Heavy
    banner faction main_infantry
    banner holy crusade
    soldier quendi_sword, 48, 0, 0.9
    officer highel_captain_early_flag
    officer high_elves_captain
    mount_effect elephant -4
    attributes sea_faring, hide_improved_forest, very_hardy, can_withdraw, free_upkeep_unit
    move_speed_mod 1.15
    formation 1.4, 1.4, 2.8, 2.4, 4, square
    stat_health 1, 3
    stat_pri 7, 3, no, 0, 0, melee, melee_blade, piercing, sword, -30, 1
    stat_pri_attr no
    stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 0, 1
    stat_sec_attr no
    stat_pri_armour 4, 12, 5, leather
    stat_sec_armour 0, 0, flesh
    stat_heat 0
    stat_ground 2, 0, 3, 2
    stat_mental 13, disciplined, highly_trained
    stat_charge_dist 15
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 2, 1200, 300, 75, 75, 960, 4, 100
    armour_ug_levels 2, 3
    armour_ug_models quendi_sword, quendi_sword_upg
    ownership egypt
    era 0 egypt
    era 1 egypt
    era 2 egypt
    recruit_priority_offset 0




    type Lindon Longspears
    dictionary Lindon_Longspears ;Lindon Longspears
    category infantry
    class heavy
    voice_type Heavy
    banner faction main_infantry
    banner holy crusade
    soldier lindon_spears, 48, 0, 1.2
    officer highel_captain_early_flag
    officer high_elves_captain
    mount_effect horse +2, camel +2, elephant -4
    attributes sea_faring, hide_forest, can_withdraw, free_upkeep_unit
    move_speed_mod 1.10
    formation 1.2, 1.2, 2.4, 2.4, 4, square
    stat_health 1, 3
    stat_pri 10, 6, no, 0, 0, melee, melee_blade, piercing, axe, 60, 1
    stat_pri_attr ap, spear_bonus_6
    stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 0, 1
    stat_sec_attr no
    stat_pri_armour 5, 11, 0, leather
    stat_sec_armour 0, 0, flesh
    stat_heat 2
    stat_ground 2, 0, 3, 2
    stat_mental 15, disciplined, highly_trained
    stat_charge_dist 10
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 2, 1380, 375, 75, 75, 1380, 3, 150
    armour_ug_levels 0, 1
    armour_ug_models lindon_spears, lindon_spears_upg
    ownership egypt
    era 0 egypt
    era 1 egypt
    era 2 egypt
    recruit_priority_offset 5




    type Elf Spear
    dictionary Elf_Spear ; Eldarinwë Spearmen
    category infantry
    class spearmen
    voice_type Heavy
    banner faction main_spear
    banner holy crusade
    soldier elf_spear, 48, 0, 1.2
    officer highel_captain_early_flag
    officer high_elves_captain
    mount_effect horse +2, camel +2, elephant -4
    attributes sea_faring, hide_improved_forest, very_hardy, can_withdraw, free_upkeep_unit
    move_speed_mod 1.1
    formation 1.2, 1.2, 2.4, 2.4, 4, square, shield_wall
    stat_health 1, 3
    stat_pri 8, 4, no, 0, 0, melee, melee_blade, piercing, spear, 0, 1
    stat_pri_attr light_spear
    stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 25, 1
    stat_sec_attr no
    stat_pri_armour 13, 6, 9, metal ; elven plate mail ; defense 1 + eldar 5 + exceptional 3 - pavise 2
    stat_sec_armour 0, 0, flesh
    stat_heat 6
    stat_ground 0, -2, 2, 0
    stat_mental 19, disciplined, highly_trained, lock_morale
    stat_charge_dist 6
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 1950, 450, 75, 75, 1950, 4, 250
    armour_ug_levels 3, 4
    armour_ug_models elf_spear, elf_spear_upg
    ownership egypt
    era 0 egypt
    era 1 egypt
    era 2 egypt
    recruit_priority_offset 5




    type Elf Sword
    dictionary Elf_Sword ; Eldarinwë Swordsmen
    category infantry
    class heavy
    voice_type Heavy
    banner faction main_infantry
    banner holy crusade
    soldier elf_sword, 48, 0, 1.2
    officer highel_captain_early_flag
    officer high_elves_captain
    mount_effect horse +1, camel +1, elephant -4
    attributes sea_faring, hide_improved_forest, very_hardy, can_withdraw, free_upkeep_unit
    move_speed_mod 1.15
    formation 1.2, 1.2, 2.4, 2.4, 4, square
    stat_health 1, 3
    stat_pri 16, 7, no, 0, 0, melee, melee_blade, slashing, sword, 0, 1 ; 8+2+6
    stat_pri_attr no
    stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 25, 1
    stat_sec_attr no
    stat_pri_armour 13, 14, 0, metal ; elven gold plate mail
    stat_sec_armour 0, 0, flesh
    stat_heat 3
    stat_ground 0, -2, 1, 0
    stat_mental 21, disciplined, highly_trained, lock_morale
    stat_charge_dist 6
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 3, 2250, 500, 75, 75, 2250, 4, 250
    armour_ug_levels 3, 4
    armour_ug_models elf_sword, elf_sword_upg
    ownership egypt
    era 0 egypt
    era 1 egypt
    era 2 egypt
    recruit_priority_offset 5




    type Elf Nobel
    dictionary Elf_Nobel ; Mithlond Nobles
    category infantry
    class heavy
    voice_type Heavy
    banner faction main_infantry
    banner holy crusade
    soldier mithlond_sword, 32, 0, 1.45
    officer highel_captain_early_flag
    officer high_elves_captain
    mount_effect elephant -4
    attributes sea_faring, hide_improved_forest, command, very_hardy, can_withdraw, free_upkeep_unit
    move_speed_mod 1.15
    formation 1.2, 1.2, 2.4, 2.4, 4, square
    stat_health 1, 3
    stat_pri 14, 4, no, 0, 0, melee, melee_blade, piercing, sword, 0, 1 ; 5+3+6
    stat_pri_attr no
    stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 25, 1
    stat_sec_attr no
    stat_pri_armour 19, 13, 7, metal ; mithril plate mail +4, pavise shield ; defense 5 + noldor 6 + special 4 - pavise 2
    stat_sec_armour 0, 0, flesh
    stat_heat 6
    stat_ground 0, -2, 2, 0
    stat_mental 21, disciplined, highly_trained, lock_morale
    stat_charge_dist 6
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 2880, 660, 75, 75, 2880, 4, 300
    armour_ug_levels 3, 4
    armour_ug_models mithlond_sword, mithlond_sword_upg
    ownership egypt
    era 0 egypt
    era 1 egypt
    era 2 egypt
    recruit_priority_offset 5




    type Elven Smiths
    dictionary Elven_Smiths ; Smiths of Eregion
    category infantry
    class heavy
    voice_type Heavy
    banner faction main_infantry
    banner holy crusade
    soldier elven_smiths, 32, 0, 1.45
    officer highel_captain_early_flag
    officer high_elves_captain
    mount_effect elephant -4
    attributes sea_faring, hide_improved_forest, very_hardy, can_withdraw, free_upkeep_unit
    move_speed_mod 1.1
    formation 1.2, 1.0, 2.4, 2.0, 4, square
    stat_health 1, 3
    stat_pri 10, 4, no, 0, 0, melee, melee_blade, blunt, mace, -30, 1 ; war hammer, attack 1 + 4 + 1
    stat_pri_attr ap
    stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 25, 1
    stat_sec_attr no
    stat_pri_armour 17, 13, 8, metal
    stat_sec_armour 0, 0, flesh
    stat_heat 6
    stat_ground 0, 2, 2, 0
    stat_mental 21, disciplined, highly_trained, lock_morale
    stat_charge_dist 6
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 3, 3220, 700, 110, 110, 3220, 1, 350
    armour_ug_levels 3, 4
    armour_ug_models elven_smiths, elven_smiths_upg
    ownership egypt
    era 0 egypt
    era 1 egypt
    era 2 egypt
    recruit_priority_offset 5




    type Imladris Riders
    dictionary Imladris_Riders ;Imladris Riders
    category cavalry
    class missile
    voice_type Heavy
    banner faction main_cavalry
    banner holy crusade
    soldier imladris_riders, 24, 0, 0.8
    officer highel_captain_early_flag
    officer high_elves_captain
    mount simple horse
    mount_effect elephant -4, camel -4
    attributes sea_faring, hide_forest, hardy, can_withdraw, cantabrian_circle, free_upkeep_unit
    move_speed_mod 1.2
    formation 2, 4.4, 3, 6, 3, square
    stat_health 1, 3
    stat_pri 7, 2, superior_mass_elven_cav_arrow, 190, 40, missile, missile_mechanical, piercing, none, 0, 1
    stat_pri_attr area
    stat_sec 10, 6, no, 0, 0, melee, melee_blade, piercing, sword, 15, 1
    stat_sec_attr no
    stat_pri_armour 3, 6, 0, leather
    stat_sec_armour 0, 0, flesh
    stat_heat 2
    stat_ground 0, -1, -3, 1
    stat_mental 15, disciplined, highly_trained
    stat_charge_dist 20
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 2, 1380, 205, 75, 75, 1380, 3, 150
    armour_ug_levels 1, 2
    armour_ug_models imladris_riders, imladris_riders_upg
    ownership egypt
    era 0 egypt
    era 1 egypt
    era 2 egypt
    recruit_priority_offset 0


    type Homeguard Cavalry
    dictionary Homeguard_Cavalry ; Homeguard Cavalry
    category cavalry
    class heavy
    voice_type Heavy
    banner faction main_cavalry
    banner holy crusade
    soldier homeguard_cav, 24, 0, 1
    officer highel_captain_early_flag
    officer high_elves_captain
    mount simple horse
    mount_effect elephant -4, camel -4
    attributes sea_faring, hide_forest, can_withdraw, can_formed_charge, free_upkeep_unit
    move_speed_mod 1.15
    formation 1.5, 4.4, 2.5, 6, 2, square
    stat_health 1, 3
    stat_pri 7, 12, no, 0, 0, melee, melee_blade, piercing, spear, 45, 1
    stat_pri_attr no
    stat_sec 11, 9, no, 0, 0, melee, melee_blade, piercing, sword, 20, 1
    stat_sec_attr no
    stat_pri_armour 7, 8, 0, leather
    stat_sec_armour 0, 0, flesh
    stat_heat 2
    stat_ground -1, -2 ,-4, 0
    stat_mental 17, disciplined, highly_trained
    stat_charge_dist 45
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 2, 1950, 440, 100, 100, 1950, 3, 150
    armour_ug_levels 2, 3
    armour_ug_models homeguard_cav, homeguard_cav_upg
    ownership egypt
    era 0 egypt
    era 1 egypt
    era 2 egypt
    recruit_priority_offset 0


    type Eldar Cavalry
    dictionary Eldar_Cavalry ; Eldarinwë Lancers
    category cavalry
    class heavy
    voice_type Heavy
    banner faction main_cavalry
    banner holy crusade
    soldier elf_lance, 15, 0, 1
    officer highel_captain_early_flag
    officer high_elves_captain
    mount simple horse
    mount_effect elephant -4, camel -4
    attributes sea_faring, hide_forest, very_hardy, can_withdraw, can_formed_charge, knight, free_upkeep_unit, command
    move_speed_mod 1.1
    formation 2, 4.4, 3, 6, 2, square
    stat_health 1, 3
    stat_pri 10, 13, no, 0, 0, melee, melee_blade, piercing, spear, 30, 1 ; lance 1 + special 9 + eldar 1 + elf blade 1 - 1 large shield
    stat_pri_attr no
    stat_sec 15, 6, no, 0, 0, melee, melee_blade, piercing, sword, 0, 1 ; sword 5 + 9 + 1 + 1
    stat_sec_attr no
    stat_pri_armour 14, 9, 5, metal ; elven plate mail + nazgul horse
    stat_sec_armour 0, 0, flesh
    stat_heat 4
    stat_ground -1, -2, -3, 0
    stat_mental 23, disciplined, highly_trained, lock_morale
    stat_charge_dist 45
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 2400, 660, 75, 75, 2400, 4, 250
    armour_ug_levels 3, 4
    armour_ug_models elf_lance, elf_lance_upg
    ownership egypt
    era 0 egypt
    era 1 egypt
    era 2 egypt
    recruit_priority_offset 5


    type Elf Nobel Mount
    dictionary Elf_Nobel_Mount ; Bodyguard
    category cavalry
    class heavy
    voice_type General
    banner faction main_cavalry
    banner holy crusade
    soldier elf_nobel_mount, 10, 0, 1
    mount elven horse
    mount_effect elephant -4, camel -4
    attributes sea_faring, hide_forest, very_hardy, can_withdraw, can_formed_charge, general_unit
    move_speed_mod 1.1
    formation 2, 4.4, 3, 6, 2, square
    stat_health 1, 3
    stat_pri 9, 15, no, 0, 0, melee, melee_blade, piercing, spear, 15, 1 ; lance 0 + noldor 2 + special 9 + elf blade 1 - large shield 1 - bodyguard 1
    stat_pri_attr no
    stat_sec 15, 6, no, 0, 0, melee, melee_blade, piercing, sword, 0, 1 ; attack 5 + noldor 2 + special 9 - bodyguard 1 + elf blade 1
    stat_sec_attr no
    stat_pri_armour 15, 13, 5, metal ; elven plate mail + nazgul horse, defense sword 5 + Noldor 6 + Special 2 + bodyguard 1 - shield 1
    stat_sec_armour 0, 0, flesh
    stat_heat 4
    stat_ground -1, -2, -3, 0
    stat_mental 23, disciplined, highly_trained, lock_morale
    stat_charge_dist 45
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 1200, 250, 75, 75, 960, 4, 250
    armour_ug_levels 3, 4
    armour_ug_models elf_nobel_mount, elf_nobel_mount_upg
    ownership egypt
    era 0 egypt
    era 1 egypt
    era 2 egypt
    recruit_priority_offset 5


    ;requires event_counter is_the_ai 1 ******************************


    type rivendell spearmen
    dictionary rivendell_spearmen ; Noldor + Exceptional
    category infantry
    class spearmen
    voice_type Heavy
    banner faction main_spear
    banner holy crusade
    soldier rivendell_spearmen, 48, 0, 1.5
    officer highel_captain_early_flag
    officer high_elves_captain
    attributes sea_faring, hide_forest, very_hardy, can_withdraw, frighten_mounted, free_upkeep_unit
    move_speed_mod 1.1
    formation 1.2, 1.2, 2.4, 2.4, 8, square, phalanx
    stat_health 1, 0
    stat_pri 9, 7, no, 0, 0, melee, melee_blade, piercing, spear, 0, 1
    stat_pri_attr spear
    stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 25, 1
    stat_sec_attr no
    stat_pri_armour 19, 14, 0, metal ;mithril plate mail + exceptional 3 + noldor 6 + defense 5
    stat_sec_armour 0, 0, flesh
    stat_heat 12
    stat_ground 0, -2, 2, 0
    stat_mental 24, disciplined, highly_trained, lock_morale
    stat_charge_dist 15
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 2750, 600, 75, 75, 2750, 4, 250
    armour_ug_levels 0
    armour_ug_models rivendell_spearmen
    ownership egypt
    era 0 egypt
    era 1 egypt
    era 2 egypt
    recruit_priority_offset 0


    type Elf Archer2
    dictionary Elf_Archer2 ; Bow Quendi
    category infantry
    class missile
    voice_type Heavy
    banner faction main_missile
    banner holy crusade
    soldier quendi_bow, 48, 0, 0.75
    officer highel_captain_early_flag
    officer high_elves_captain
    attributes sea_faring, hide_forest, extreme_range, very_hardy, can_withdraw, free_upkeep_unit
    move_speed_mod 1.15
    formation 1.4, 1.4, 2.8, 2.0, 4, square
    stat_health 1, 3
    stat_pri 6, 3, elite_elven_arrow, 160, 30, missile, missile_mechanical, piercing, none, 0, 1
    stat_pri_attr area
    stat_sec 5, 3, no, 0, 0, melee, melee_blade, piercing, sword, -15, 1
    stat_sec_attr no
    stat_pri_armour 4, 11, 0, leather
    stat_sec_armour 0, 0, flesh
    stat_heat 1
    stat_ground 2, 0, 3, 2
    stat_mental 13, disciplined, highly_trained
    stat_charge_dist 15
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 2, 1200, 195, 75, 75, 1200, 4, 100
    armour_ug_levels 0, 1
    armour_ug_models quendi_bow, quendi_bow_upg
    ownership egypt
    era 0 egypt
    era 1 egypt
    era 2 egypt
    recruit_priority_offset 0




    type Homeguard Warriors
    dictionary Homeguard_Warriors ;Homeguard Warriors
    category infantry
    class missile
    voice_type Heavy
    banner faction main_missile
    banner holy crusade
    soldier homeguard_bow, 46, 0, 1
    officer highel_captain_early_flag
    officer high_elves_captain
    attributes sea_faring, hide_improved_forest, extreme_range, very_hardy, can_withdraw, free_upkeep_unit, start_not_skirmishing, stakes
    move_speed_mod 1.15
    formation 1.2, 1.2, 2.4, 2.4, 4, square
    stat_health 1, 3
    stat_pri 8, 4, exceptional_elven_mass_arrow, 230, 30, missile, missile_mechanical, piercing, none, 0, 1
    stat_pri_attr area
    stat_sec 11, 4, no, 0, 0, melee, melee_blade, piercing, sword, 0, 1 ; sword 5 + elite 4 + elf blade 1 + no shield 1
    stat_sec_attr no
    stat_pri_armour 7, 11, 0, metal ; elven heavy mail ; defense 5 + elite 2 + armor 1 + elf 2 + agility 1
    stat_sec_armour 0, 0, flesh
    stat_heat 2
    stat_ground 1, -1, 3, 1
    stat_mental 17, disciplined, highly_trained
    stat_charge_dist 6
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 2, 1700, 230, 75, 75, 1700, 4, 100
    armour_ug_levels 1, 2
    armour_ug_models homeguard_bow, homeguard_bow_upg
    ownership egypt
    era 0 egypt
    era 1 egypt
    era 2 egypt
    recruit_priority_offset 0




    type Elf Archer3
    dictionary Elf_Archer3 ; Eldarinwë Archers
    category infantry
    class missile
    voice_type Heavy
    banner faction main_missile
    banner holy crusade
    soldier elf_archer_noldor, 46, 0, 1.2
    officer highel_captain_early_flag
    officer high_elves_captain
    attributes sea_faring, hide_improved_forest, very_hardy, can_withdraw, free_upkeep_unit, cannot_skirmish, stakes, extreme_range
    move_speed_mod 1.15
    formation 1.2, 1.2, 2.4, 2.4, 2, square
    stat_health 1, 3
    stat_pri 9, 4, eldar_elven_mass_arrow, 240, 30, missile, missile_mechanical, piercing, none, 0, 1
    stat_pri_attr area
    stat_sec 13, 4, no, 0, 0, melee, melee_blade, piercing, sword, 0, 1 ; 5 +1 elven blade + exceptional 5 +1 eldar +1 no shield
    stat_sec_attr no
    stat_pri_armour 13, 12, 0, metal ; elven gold platemail ; defense sword 5 + eldar 4 + exceptional 3
    stat_sec_armour 0, 0, flesh
    stat_heat 3
    stat_ground 0, -2, 2, 0
    stat_mental 20, disciplined, highly_trained, lock_morale
    stat_charge_dist 6
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 1760, 300, 75, 75, 1440, 4, 250
    armour_ug_levels 3, 4
    armour_ug_models elf_archer_noldor, elf_archer_noldor_upg
    ownership egypt
    era 0 egypt
    era 1 egypt
    era 2 egypt
    recruit_priority_offset 5




    type High Sword
    dictionary High_Sword ; Sword Quendi
    category infantry
    class light
    voice_type Heavy
    banner faction main_infantry
    banner holy crusade
    soldier quendi_sword, 48, 0, 0.9
    officer highel_captain_early_flag
    officer high_elves_captain
    mount_effect elephant -4
    attributes sea_faring, hide_improved_forest, very_hardy, can_withdraw, free_upkeep_unit
    move_speed_mod 1.15
    formation 1.4, 1.4, 2.8, 2.4, 4, square
    stat_health 1, 3
    stat_pri 7, 3, no, 0, 0, melee, melee_blade, piercing, sword, -30, 1
    stat_pri_attr no
    stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 0, 1
    stat_sec_attr no
    stat_pri_armour 4, 12, 5, leather
    stat_sec_armour 0, 0, flesh
    stat_heat 0
    stat_ground 2, 0, 3, 2
    stat_mental 13, disciplined, highly_trained
    stat_charge_dist 15
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 2, 1200, 300, 75, 75, 960, 4, 100
    armour_ug_levels 2, 3
    armour_ug_models quendi_sword, quendi_sword_upg
    ownership egypt
    era 0 egypt
    era 1 egypt
    era 2 egypt
    recruit_priority_offset 0




    type Lindon Longspears
    dictionary Lindon_Longspears ;Lindon Longspears
    category infantry
    class heavy
    voice_type Heavy
    banner faction main_infantry
    banner holy crusade
    soldier lindon_spears, 48, 0, 1.2
    officer highel_captain_early_flag
    officer high_elves_captain
    mount_effect horse +2, camel +2, elephant -4
    attributes sea_faring, hide_forest, can_withdraw, free_upkeep_unit
    move_speed_mod 1.10
    formation 1.2, 1.2, 2.4, 2.4, 4, square
    stat_health 1, 3
    stat_pri 10, 6, no, 0, 0, melee, melee_blade, piercing, axe, 60, 1
    stat_pri_attr ap, spear_bonus_6
    stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 0, 1
    stat_sec_attr no
    stat_pri_armour 5, 11, 0, leather
    stat_sec_armour 0, 0, flesh
    stat_heat 2
    stat_ground 2, 0, 3, 2
    stat_mental 15, disciplined, highly_trained
    stat_charge_dist 10
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 2, 1380, 375, 75, 75, 1380, 3, 150
    armour_ug_levels 0, 1
    armour_ug_models lindon_spears, lindon_spears_upg
    ownership egypt
    era 0 egypt
    era 1 egypt
    era 2 egypt
    recruit_priority_offset 5




    type Elf Spear
    dictionary Elf_Spear ; Eldarinwë Spearmen
    category infantry
    class spearmen
    voice_type Heavy
    banner faction main_spear
    banner holy crusade
    soldier elf_spear, 48, 0, 1.2
    officer highel_captain_early_flag
    officer high_elves_captain
    mount_effect horse +2, camel +2, elephant -4
    attributes sea_faring, hide_improved_forest, very_hardy, can_withdraw, free_upkeep_unit
    move_speed_mod 1.1
    formation 1.2, 1.2, 2.4, 2.4, 4, square, shield_wall
    stat_health 1, 3
    stat_pri 8, 4, no, 0, 0, melee, melee_blade, piercing, spear, 0, 1
    stat_pri_attr light_spear
    stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 25, 1
    stat_sec_attr no
    stat_pri_armour 13, 6, 9, metal ; elven plate mail ; defense 1 + eldar 5 + exceptional 3 - pavise 2
    stat_sec_armour 0, 0, flesh
    stat_heat 6
    stat_ground 0, -2, 2, 0
    stat_mental 19, disciplined, highly_trained, lock_morale
    stat_charge_dist 6
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 1950, 450, 75, 75, 1950, 4, 250
    armour_ug_levels 3, 4
    armour_ug_models elf_spear, elf_spear_upg
    ownership egypt
    era 0 egypt
    era 1 egypt
    era 2 egypt
    recruit_priority_offset 5




    type Elf Sword
    dictionary Elf_Sword ; Eldarinwë Swordsmen
    category infantry
    class heavy
    voice_type Heavy
    banner faction main_infantry
    banner holy crusade
    soldier elf_sword, 48, 0, 1.2
    officer highel_captain_early_flag
    officer high_elves_captain
    mount_effect horse +1, camel +1, elephant -4
    attributes sea_faring, hide_improved_forest, very_hardy, can_withdraw, free_upkeep_unit
    move_speed_mod 1.15
    formation 1.2, 1.2, 2.4, 2.4, 4, square
    stat_health 1, 3
    stat_pri 16, 7, no, 0, 0, melee, melee_blade, slashing, sword, 0, 1 ; 8+2+6
    stat_pri_attr no
    stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 25, 1
    stat_sec_attr no
    stat_pri_armour 13, 14, 0, metal ; elven gold plate mail
    stat_sec_armour 0, 0, flesh
    stat_heat 3
    stat_ground 0, -2, 1, 0
    stat_mental 21, disciplined, highly_trained, lock_morale
    stat_charge_dist 6
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 3, 2250, 500, 75, 75, 2250, 4, 250
    armour_ug_levels 3, 4
    armour_ug_models elf_sword, elf_sword_upg
    ownership egypt
    era 0 egypt
    era 1 egypt
    era 2 egypt
    recruit_priority_offset 5




    type Elf Nobel
    dictionary Elf_Nobel ; Mithlond Nobles
    category infantry
    class heavy
    voice_type Heavy
    banner faction main_infantry
    banner holy crusade
    soldier mithlond_sword, 32, 0, 1.45
    officer highel_captain_early_flag
    officer high_elves_captain
    mount_effect elephant -4
    attributes sea_faring, hide_improved_forest, command, very_hardy, can_withdraw, free_upkeep_unit
    move_speed_mod 1.15
    formation 1.2, 1.2, 2.4, 2.4, 4, square
    stat_health 1, 3
    stat_pri 14, 4, no, 0, 0, melee, melee_blade, piercing, sword, 0, 1 ; 5+3+6
    stat_pri_attr no
    stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 25, 1
    stat_sec_attr no
    stat_pri_armour 19, 13, 7, metal ; mithril plate mail +4, pavise shield ; defense 5 + noldor 6 + special 4 - pavise 2
    stat_sec_armour 0, 0, flesh
    stat_heat 6
    stat_ground 0, -2, 2, 0
    stat_mental 21, disciplined, highly_trained, lock_morale
    stat_charge_dist 6
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 2880, 660, 75, 75, 2880, 4, 300
    armour_ug_levels 3, 4
    armour_ug_models mithlond_sword, mithlond_sword_upg
    ownership egypt
    era 0 egypt
    era 1 egypt
    era 2 egypt
    recruit_priority_offset 5




    type Elven Smiths
    dictionary Elven_Smiths ; Smiths of Eregion
    category infantry
    class heavy
    voice_type Heavy
    banner faction main_infantry
    banner holy crusade
    soldier elven_smiths, 32, 0, 1.45
    officer highel_captain_early_flag
    officer high_elves_captain
    mount_effect elephant -4
    attributes sea_faring, hide_improved_forest, very_hardy, can_withdraw, free_upkeep_unit
    move_speed_mod 1.1
    formation 1.2, 1.0, 2.4, 2.0, 4, square
    stat_health 1, 3
    stat_pri 10, 4, no, 0, 0, melee, melee_blade, blunt, mace, -30, 1 ; war hammer, attack 1 + 4 + 1
    stat_pri_attr ap
    stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 25, 1
    stat_sec_attr no
    stat_pri_armour 17, 13, 8, metal
    stat_sec_armour 0, 0, flesh
    stat_heat 6
    stat_ground 0, 2, 2, 0
    stat_mental 21, disciplined, highly_trained, lock_morale
    stat_charge_dist 6
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 3, 3220, 700, 110, 110, 3220, 1, 350
    armour_ug_levels 3, 4
    armour_ug_models elven_smiths, elven_smiths_upg
    ownership egypt
    era 0 egypt
    era 1 egypt
    era 2 egypt
    recruit_priority_offset 5




    type Imladris Riders
    dictionary Imladris_Riders ;Imladris Riders
    category cavalry
    class missile
    voice_type Heavy
    banner faction main_cavalry
    banner holy crusade
    soldier imladris_riders, 24, 0, 0.8
    officer highel_captain_early_flag
    officer high_elves_captain
    mount simple horse
    mount_effect elephant -4, camel -4
    attributes sea_faring, hide_forest, hardy, can_withdraw, cantabrian_circle, free_upkeep_unit
    move_speed_mod 1.2
    formation 2, 4.4, 3, 6, 3, square
    stat_health 1, 3
    stat_pri 7, 2, superior_mass_elven_cav_arrow, 190, 40, missile, missile_mechanical, piercing, none, 0, 1
    stat_pri_attr area
    stat_sec 10, 6, no, 0, 0, melee, melee_blade, piercing, sword, 15, 1
    stat_sec_attr no
    stat_pri_armour 3, 6, 0, leather
    stat_sec_armour 0, 0, flesh
    stat_heat 2
    stat_ground 0, -1, -3, 1
    stat_mental 15, disciplined, highly_trained
    stat_charge_dist 20
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 2, 1380, 205, 75, 75, 1380, 3, 150
    armour_ug_levels 1, 2
    armour_ug_models imladris_riders, imladris_riders_upg
    ownership egypt
    era 0 egypt
    era 1 egypt
    era 2 egypt
    recruit_priority_offset 0


    type Homeguard Cavalry
    dictionary Homeguard_Cavalry ; Homeguard Cavalry
    category cavalry
    class heavy
    voice_type Heavy
    banner faction main_cavalry
    banner holy crusade
    soldier homeguard_cav, 24, 0, 1
    officer highel_captain_early_flag
    officer high_elves_captain
    mount simple horse
    mount_effect elephant -4, camel -4
    attributes sea_faring, hide_forest, can_withdraw, can_formed_charge, free_upkeep_unit
    move_speed_mod 1.15
    formation 1.5, 4.4, 2.5, 6, 2, square
    stat_health 1, 3
    stat_pri 7, 12, no, 0, 0, melee, melee_blade, piercing, spear, 45, 1
    stat_pri_attr no
    stat_sec 11, 9, no, 0, 0, melee, melee_blade, piercing, sword, 20, 1
    stat_sec_attr no
    stat_pri_armour 7, 8, 0, leather
    stat_sec_armour 0, 0, flesh
    stat_heat 2
    stat_ground -1, -2 ,-4, 0
    stat_mental 17, disciplined, highly_trained
    stat_charge_dist 45
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 2, 1950, 440, 100, 100, 1950, 3, 150
    armour_ug_levels 2, 3
    armour_ug_models homeguard_cav, homeguard_cav_upg
    ownership egypt
    era 0 egypt
    era 1 egypt
    era 2 egypt
    recruit_priority_offset 0


    type Eldar Cavalry
    dictionary Eldar_Cavalry ; Eldarinwë Lancers
    category cavalry
    class heavy
    voice_type Heavy
    banner faction main_cavalry
    banner holy crusade
    soldier elf_lance, 15, 0, 1
    officer highel_captain_early_flag
    officer high_elves_captain
    mount simple horse
    mount_effect elephant -4, camel -4
    attributes sea_faring, hide_forest, very_hardy, can_withdraw, can_formed_charge, knight, free_upkeep_unit, command
    move_speed_mod 1.1
    formation 2, 4.4, 3, 6, 2, square
    stat_health 1, 3
    stat_pri 10, 13, no, 0, 0, melee, melee_blade, piercing, spear, 30, 1 ; lance 1 + special 9 + eldar 1 + elf blade 1 - 1 large shield
    stat_pri_attr no
    stat_sec 15, 6, no, 0, 0, melee, melee_blade, piercing, sword, 0, 1 ; sword 5 + 9 + 1 + 1
    stat_sec_attr no
    stat_pri_armour 14, 9, 5, metal ; elven plate mail + nazgul horse
    stat_sec_armour 0, 0, flesh
    stat_heat 4
    stat_ground -1, -2, -3, 0
    stat_mental 23, disciplined, highly_trained, lock_morale
    stat_charge_dist 45
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 2400, 660, 75, 75, 2400, 4, 250
    armour_ug_levels 3, 4
    armour_ug_models elf_lance, elf_lance_upg
    ownership egypt
    era 0 egypt
    era 1 egypt
    era 2 egypt
    recruit_priority_offset 5


    type Elf Nobel Mount
    dictionary Elf_Nobel_Mount ; Bodyguard
    category cavalry
    class heavy
    voice_type General
    banner faction main_cavalry
    banner holy crusade
    soldier elf_nobel_mount, 10, 0, 1
    mount elven horse
    mount_effect elephant -4, camel -4
    attributes sea_faring, hide_forest, very_hardy, can_withdraw, can_formed_charge, general_unit
    move_speed_mod 1.1
    formation 2, 4.4, 3, 6, 2, square
    stat_health 1, 3
    stat_pri 9, 15, no, 0, 0, melee, melee_blade, piercing, spear, 15, 1 ; lance 0 + noldor 2 + special 9 + elf blade 1 - large shield 1 - bodyguard 1
    stat_pri_attr no
    stat_sec 15, 6, no, 0, 0, melee, melee_blade, piercing, sword, 0, 1 ; attack 5 + noldor 2 + special 9 - bodyguard 1 + elf blade 1
    stat_sec_attr no
    stat_pri_armour 15, 13, 5, metal ; elven plate mail + nazgul horse, defense sword 5 + Noldor 6 + Special 2 + bodyguard 1 - shield 1
    stat_sec_armour 0, 0, flesh
    stat_heat 4
    stat_ground -1, -2, -3, 0
    stat_mental 23, disciplined, highly_trained, lock_morale
    stat_charge_dist 45
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 1200, 250, 75, 75, 960, 4, 250
    armour_ug_levels 3, 4
    armour_ug_models elf_nobel_mount, elf_nobel_mount_upg
    ownership egypt
    era 0 egypt
    era 1 egypt
    era 2 egypt
    recruit_priority_offset 5

    an my log say this 15:45:44.771 [data.invalid] [error] DATABASE_TABLE error found : ids must be unique, non-unique entry rivendell spearmen found in file mods/Third_Age_3/data/export_descr_unit.txt.have somebody an Idea what I have done wrong NOTE I have a backup
    sorrry for bothering you whit myy questions
    and sorry for my bad english
    greetings atthias
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    If yes, then the Rise of Mordor team linked above is looking for you!
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    D you want some units back in MOS 1.7? Install this mod http://www.twcenter.net/forums/showt...n-1-1-RELEASED
    It adds back units who were deleted from the campaign in MOS 1.7, namely the Winged Swordsmen, the Citadel Guard Archers and the Gondor Dismounted Bodyguard.

    Under the proud patronage of
    Frunk of the house of Siblesz

  4. #1044

    Default Re: Modding Questions and Help Thread

    It looks like you accidentally deleted the space in front of "dictionary rivendell_spearmen" line and this is probably the reason your game crashes.

    Change this:
    Spoiler Alert, click show to read: 

    type rivendell spearmendictionary rivendell_spearmen ; Noldor + Exceptional
    category infantry
    class spearmen
    voice_type Heavy
    banner faction main_spear
    banner holy crusade
    soldier rivendell_spearmen, 48, 0, 1.5
    officer highel_captain_early_flag
    officer high_elves_captain
    attributes sea_faring, hide_forest, very_hardy, can_withdraw, frighten_mounted, free_upkeep_unit
    move_speed_mod 1.1
    formation 1.2, 1.2, 2.4, 2.4, 8, square, phalanx
    stat_health 1, 0
    stat_pri 9, 7, no, 0, 0, melee, melee_blade, piercing, spear, 0, 1
    stat_pri_attr spear
    stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 25, 1
    stat_sec_attr no
    stat_pri_armour 19, 14, 0, metal ;mithril plate mail + exceptional 3 + noldor 6 + defense 5
    stat_sec_armour 0, 0, flesh
    stat_heat 12
    stat_ground 0, -2, 2, 0
    stat_mental 24, disciplined, highly_trained, lock_morale
    stat_charge_dist 15
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 2750, 600, 75, 75, 2750, 4, 250
    armour_ug_levels 0
    armour_ug_models rivendell_spearmen
    ownership egypt
    era 0 egypt
    era 1 egypt
    era 2 egypt
    recruit_priority_offset 0

    Into this:
    Spoiler Alert, click show to read: 

    type rivendell spearmen
    dictionary rivendell_spearmen ; Noldor + Exceptional

    category infantry
    class spearmen
    voice_type Heavy
    banner faction main_spear
    banner holy crusade
    soldier rivendell_spearmen, 48, 0, 1.5
    officer highel_captain_early_flag
    officer high_elves_captain
    attributes sea_faring, hide_forest, very_hardy, can_withdraw, frighten_mounted, free_upkeep_unit
    move_speed_mod 1.1
    formation 1.2, 1.2, 2.4, 2.4, 8, square, phalanx
    stat_health 1, 0
    stat_pri 9, 7, no, 0, 0, melee, melee_blade, piercing, spear, 0, 1
    stat_pri_attr spear
    stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 25, 1
    stat_sec_attr no
    stat_pri_armour 19, 14, 0, metal ;mithril plate mail + exceptional 3 + noldor 6 + defense 5
    stat_sec_armour 0, 0, flesh
    stat_heat 12
    stat_ground 0, -2, 2, 0
    stat_mental 24, disciplined, highly_trained, lock_morale
    stat_charge_dist 15
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 2750, 600, 75, 75, 2750, 4, 250
    armour_ug_levels 0
    armour_ug_models rivendell_spearmen
    ownership egypt
    era 0 egypt
    era 1 egypt
    era 2 egypt
    recruit_priority_offset 0

  5. #1045
    ♔atthias♔'s Avatar dutch speaking
    Citizen

    Join Date
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    Default Re: Modding Questions and Help Thread

    Quote Originally Posted by bushmonster951 View Post
    It looks like you accidentally deleted the space in front of "dictionary rivendell_spearmen" line and this is probably the reason your game crashes.

    Change this:
    Spoiler Alert, click show to read: 

    type rivendell spearmendictionary rivendell_spearmen ; Noldor + Exceptional
    category infantry
    class spearmen
    voice_type Heavy
    banner faction main_spear
    banner holy crusade
    soldier rivendell_spearmen, 48, 0, 1.5
    officer highel_captain_early_flag
    officer high_elves_captain
    attributes sea_faring, hide_forest, very_hardy, can_withdraw, frighten_mounted, free_upkeep_unit
    move_speed_mod 1.1
    formation 1.2, 1.2, 2.4, 2.4, 8, square, phalanx
    stat_health 1, 0
    stat_pri 9, 7, no, 0, 0, melee, melee_blade, piercing, spear, 0, 1
    stat_pri_attr spear
    stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 25, 1
    stat_sec_attr no
    stat_pri_armour 19, 14, 0, metal ;mithril plate mail + exceptional 3 + noldor 6 + defense 5
    stat_sec_armour 0, 0, flesh
    stat_heat 12
    stat_ground 0, -2, 2, 0
    stat_mental 24, disciplined, highly_trained, lock_morale
    stat_charge_dist 15
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 2750, 600, 75, 75, 2750, 4, 250
    armour_ug_levels 0
    armour_ug_models rivendell_spearmen
    ownership egypt
    era 0 egypt
    era 1 egypt
    era 2 egypt
    recruit_priority_offset 0

    Into this:
    Spoiler Alert, click show to read: 

    type rivendell spearmen
    dictionary rivendell_spearmen ; Noldor + Exceptional

    category infantry
    class spearmen
    voice_type Heavy
    banner faction main_spear
    banner holy crusade
    soldier rivendell_spearmen, 48, 0, 1.5
    officer highel_captain_early_flag
    officer high_elves_captain
    attributes sea_faring, hide_forest, very_hardy, can_withdraw, frighten_mounted, free_upkeep_unit
    move_speed_mod 1.1
    formation 1.2, 1.2, 2.4, 2.4, 8, square, phalanx
    stat_health 1, 0
    stat_pri 9, 7, no, 0, 0, melee, melee_blade, piercing, spear, 0, 1
    stat_pri_attr spear
    stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 25, 1
    stat_sec_attr no
    stat_pri_armour 19, 14, 0, metal ;mithril plate mail + exceptional 3 + noldor 6 + defense 5
    stat_sec_armour 0, 0, flesh
    stat_heat 12
    stat_ground 0, -2, 2, 0
    stat_mental 24, disciplined, highly_trained, lock_morale
    stat_charge_dist 15
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 2750, 600, 75, 75, 2750, 4, 250
    armour_ug_levels 0
    armour_ug_models rivendell_spearmen
    ownership egypt
    era 0 egypt
    era 1 egypt
    era 2 egypt
    recruit_priority_offset 0
    that is a mistake of the site in my EDU everything is normal
    but thanks for trying
    greetings atthias
    Rise of Mordor 3D Modelers Wanted
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    Are you a 3D Environment and Character artist, or a Character Animator?

    If yes, then the Rise of Mordor team linked above is looking for you!
    Massive Overhaul Submod Units!
    D you want some units back in MOS 1.7? Install this mod http://www.twcenter.net/forums/showt...n-1-1-RELEASED
    It adds back units who were deleted from the campaign in MOS 1.7, namely the Winged Swordsmen, the Citadel Guard Archers and the Gondor Dismounted Bodyguard.

    Under the proud patronage of
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  6. #1046

    Default Re: Modding Questions and Help Thread

    Found a solution for your problem. It's that you have a duplicate of every High Elven unit and the game cannot read the same entries for two different units.

    P.S. I just tested it in my game and this is what the log showed:
    Spoiler Alert, click show to read: 
    20:12:36.487 [data.invalid] [error] DATABASE_TABLE error found : ids must be unique, non-unique entry noldor1_8 found in file mods/Third_Age_3/data/export_descr_unit.txt.


    So to solve this just delete the duplicates or rename them to something else, but then don't forget to edit EDB, export_units.txt and also campaign_script.txt and descr_strat.txt if necessary.

  7. #1047

    Default Re: Modding Questions and Help Thread

    Also - did you delete the same Number of units that you added?

    The EDU is capped 500 units - any more and the game will not work.

    To check your unit count:
    1) hit Ctrl+F in Notepad++,
    2) type "Ownership"
    3) then hit the "Count" button

    - the number of units that you have will be that number - 1 (because the 1st instance of ownership is in the example up top)

    - Hope that helps mate!

  8. #1048
    ♔atthias♔'s Avatar dutch speaking
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    Default Re: Modding Questions and Help Thread

    Quote Originally Posted by Ajpav View Post
    Also - did you delete the same Number of units that you added?

    The EDU is capped 500 units - any more and the game will not work.

    To check your unit count:
    1) hit Ctrl+F in Notepad++,
    2) type "Ownership"
    3) then hit the "Count" button

    - the number of units that you have will be that number - 1 (because the 1st instance of ownership is in the example up top)

    - Hope that helps mate!
    thanks for the help
    maybe I can better give an examlple what I wil do so that you can say what I must do to reach that
    Spoiler Alert, click show to read: 
    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]

    what the red line does in this example [giving the AI different stats recruit pools and so on] I wil also do that whit uints if that is possible
    sorry for bothering you whit my quetions
    and if this is against any rules morderators feel free to delete this post
    sorry for my bad english
    greetings atthias
    Rise of Mordor 3D Modelers Wanted
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    Are you a 3D Environment and Character artist, or a Character Animator?

    If yes, then the Rise of Mordor team linked above is looking for you!
    Massive Overhaul Submod Units!
    D you want some units back in MOS 1.7? Install this mod http://www.twcenter.net/forums/showt...n-1-1-RELEASED
    It adds back units who were deleted from the campaign in MOS 1.7, namely the Winged Swordsmen, the Citadel Guard Archers and the Gondor Dismounted Bodyguard.

    Under the proud patronage of
    Frunk of the house of Siblesz

  9. #1049

    Default Re: Modding Questions and Help Thread

    You would be better off giving the AI less money (kingspurse and money scripts) to spend as making the replenishment different for the AI will throw the game balance all out of whack in every way, especially early on. You could make it so this doesn't kick in until like turn 100, but even then it would still affect game balance dramatically.

    Currently in vanilla TATW the AI gets crap loads of money (it never has to worry about money) and it has nothing to spend that money on except units after it builds the few buildings available. Also, replenishment rates increase with building upgrades. So removing these increases and/or giving the AI more stuff to spend money on (buildings) or less money overall to spend should help without ruining the balance.

    Also you have your code mixed up; it should be 0.05 for the AI (and event_counter is_the_ai 1), and 0.08 for the player (and event_counter is_the_ai 0). The higher the number the faster the unit replenishes.

  10. #1050

    Default Re: Modding Questions and Help Thread

    Can someone explain the best way to test a campaign...I want to watch the AI but do not necessarily want to participate...also I would like to be able to change factions mid campaign to be able to see how recruitment and building is going as I will be adding scripts and counters that mess with these things...thanks

  11. #1051
    Withwnar's Avatar Script To The Waist
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    Default Re: Modding Questions and Help Thread

    http://www.twcenter.net/forums/showt...mod-s-campaign

    Just be aware that it's HotSeat and therefore some scripts won't work correctly.

  12. #1052
    ♔atthias♔'s Avatar dutch speaking
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    Default Re: Modding Questions and Help Thread

    Quote Originally Posted by alreadyded View Post
    You would be better off giving the AI less money (kingspurse and money scripts) to spend as making the replenishment different for the AI will throw the game balance all out of whack in every way, especially early on. You could make it so this doesn't kick in until like turn 100, but even then it would still affect game balance dramatically.

    Currently in vanilla TATW the AI gets crap loads of money (it never has to worry about money) and it has nothing to spend that money on except units after it builds the few buildings available. Also, replenishment rates increase with building upgrades. So removing these increases and/or giving the AI more stuff to spend money on (buildings) or less money overall to spend should help without ruining the balance.

    Also you have your code mixed up; it should be 0.05 for the AI (and event_counter is_the_ai 1), and 0.08 for the player (and event_counter is_the_ai 0). The higher the number the faster the unit replenishes.
    thanks for the help
    greetings atthias
    Rise of Mordor 3D Modelers Wanted
    Total War - Rise of Mordor
    Are you a 3D Environment and Character artist, or a Character Animator?

    If yes, then the Rise of Mordor team linked above is looking for you!
    Massive Overhaul Submod Units!
    D you want some units back in MOS 1.7? Install this mod http://www.twcenter.net/forums/showt...n-1-1-RELEASED
    It adds back units who were deleted from the campaign in MOS 1.7, namely the Winged Swordsmen, the Citadel Guard Archers and the Gondor Dismounted Bodyguard.

    Under the proud patronage of
    Frunk of the house of Siblesz

  13. #1053

    Default Re: Modding Questions and Help Thread

    Quote Originally Posted by Withwnar View Post
    http://www.twcenter.net/forums/showt...mod-s-campaign

    Just be aware that it's HotSeat and therefore some scripts won't work correctly.


    Thanks, are there specific scripts that won't work? Or is it random?

  14. #1054
    Withwnar's Avatar Script To The Waist
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    Default Re: Modding Questions and Help Thread

    Find The Ring, for one. It works, just not correctly. Others: I don't know. The seasons script and therefore aging (too quickly) might be another but I'm not certain.

  15. #1055

    Default Re: Modding Questions and Help Thread

    I have a couple of script questions: I have been working on a script off and on for a long while, attempting to use counters to add a resource and prestige system in the game..Before I continue I want to check if my script could be made more efficient...


    The goal of the script is create counters for iron, wood, leather, stone, dunedain blood, and eventually food and prestige...I will only paste in the iron version because the rest will be identical with the key word iron replaced with the other resources when appropriate. The script must allow the player to check their amounts via the settlement scroll, the counter must decrease when units needing the resources are trained...and counters must be created when a faction has run out of a resource...I also would like to add some of this to AI factions as well, see if it can be a decent counter to stack spam.

    Questions 1: Can it be made more efficient and where?
    Question 2: Can the ai use the dunedain ranger script to recruit rangers if they are eriador...

    Spoiler Alert, click show to read: 
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;Iron Resource Mod;;;;;;;;;;;;;;;;;
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    declare_counter iron_available
    declare_counter buildingIronProduction
    declare_counter whatIsOurIronProduction



    monitor_event ScrollAdviceRequested ScrollOpened army_listview
    historic_event iron_resource
    end_monitor



    monitor_event FactionTurnStart FactionIsLocal
    and I_TurnNumber = 0
    if I_LocalFaction turks
    set_counter iron_available 150
    end_if
    terminate_monitor
    end_monitor





    monitor_event PreFactionTurnStart FactionIsLocal
    and I_CompareCounter buildingIronProduction = 2
    set_counter buildingIronProduction 0
    end_monitor
    monitor_event FactionTurnStart FactionIsLocal
    inc_counter buildingIronProduction 1
    if I_CompareCounter iron_available < 50
    and I_CompareCounter iron_available > 0
    historic_event less_than_50_iron
    end_if
    if I_CompareCounter iron_available <= 0
    historic_event no_iron
    end_if
    end_monitor








    monitor_event SettlementScrollAdviceRequested SettlementIsLocal
    if I_CompareCounter iron_available >= 48
    and I_CompareCounter iron_available < 72
    historic_event iron_available_Less72
    end_if
    if I_CompareCounter iron_available >= 72
    and I_CompareCounter iron_available < 96
    historic_event iron_available_Less96
    end_if
    if I_CompareCounter iron_available >= 96
    and I_CompareCounter iron_available < 120
    historic_event iron_available_Less120
    end_if
    if I_CompareCounter iron_available >= 120
    and I_CompareCounter iron_available < 144
    historic_event iron_available_Less144
    end_if
    if I_CompareCounter iron_available >= 144
    and I_CompareCounter iron_available < 168
    historic_event iron_available_Less168
    end_if
    if I_CompareCounter iron_available >= 168
    and I_CompareCounter iron_available < 192
    historic_event iron_available_Less192
    end_if
    if I_CompareCounter iron_available >= 192
    and I_CompareCounter iron_available < 216
    historic_event iron_available_Less216
    end_if
    if I_CompareCounter iron_available >= 216
    and I_CompareCounter iron_available < 240
    historic_event iron_available_Less240
    end_if
    if I_CompareCounter iron_available >= 240
    and I_CompareCounter iron_available < 300
    historic_event iron_available_Less300
    end_if
    if I_CompareCounter iron_available >= 300
    and I_CompareCounter iron_available < 400
    historic_event iron_available_Less400
    end_if
    if I_CompareCounter iron_available >= 400
    and I_CompareCounter iron_available < 500
    historic_event iron_available_Less500
    end_if
    if I_CompareCounter iron_available >= 500
    and I_CompareCounter iron_available < 600
    historic_event iron_available_Less600
    end_if
    if I_CompareCounter iron_available >= 600
    and I_CompareCounter iron_available < 700
    historic_event iron_available_Less700
    end_if
    if I_CompareCounter iron_available >= 700
    and I_CompareCounter iron_available < 800
    historic_event iron_available_Less800
    end_if
    if I_CompareCounter iron_available >= 800
    and I_CompareCounter iron_available < 900
    historic_event iron_available_Less900
    end_if
    if I_CompareCounter iron_available >= 900
    and I_CompareCounter iron_available < 1000
    historic_event iron_available_Less1000
    end_if
    if I_CompareCounter iron_available >= 1000
    and I_CompareCounter iron_available < 1100
    historic_event iron_available_Less1100
    end_if
    if I_CompareCounter iron_available >= 1100
    and I_CompareCounter iron_available < 1200
    historic_event iron_available_Less1200
    end_if
    if I_CompareCounter iron_available >= 1200
    and I_CompareCounter iron_available < 1300
    historic_event iron_available_Less1300
    end_if
    if I_CompareCounter iron_available >= 1300
    and I_CompareCounter iron_available < 1400
    historic_event iron_available_Less1400
    end_if
    if I_CompareCounter iron_available >= 1400
    and I_CompareCounter iron_available < 1500
    historic_event iron_available_Less1500
    end_if
    if I_CompareCounter iron_available >= 1500
    and I_CompareCounter iron_available < 1600
    historic_event iron_available_Less1600
    end_if
    if I_CompareCounter iron_available >= 1600
    and I_CompareCounter iron_available < 1700
    historic_event iron_available_Less1700
    end_if
    if I_CompareCounter iron_available >= 1700
    and I_CompareCounter iron_available < 1800
    historic_event iron_available_Less1800
    end_if
    if I_CompareCounter iron_available >= 1800
    and I_CompareCounter iron_available < 1900
    historic_event iron_available_Less1900
    end_if
    if I_CompareCounter iron_available >= 1900
    and I_CompareCounter iron_available < 2000
    historic_event iron_available_Less2000
    end_if
    if I_CompareCounter iron_available >= 2000
    and I_CompareCounter iron_available < 2500
    historic_event iron_available_Less2500
    end_if
    if I_CompareCounter iron_available >= 2500
    and I_CompareCounter iron_available < 3000
    historic_event iron_available_Less3000
    end_if
    if I_CompareCounter iron_available >= 3000
    and I_CompareCounter iron_available < 3500
    historic_event iron_available_Less3500
    end_if
    if I_CompareCounter iron_available >= 3500
    and I_CompareCounter iron_available < 4000
    historic_event iron_available_Less4000
    end_if
    if I_CompareCounter iron_available >= 4000
    and I_CompareCounter iron_available < 4500
    historic_event iron_available_Less4500
    end_if
    if I_CompareCounter iron_available >= 4500
    and I_CompareCounter iron_available < 5000
    historic_event iron_available_Less5000
    end_if
    if I_CompareCounter iron_available >= 5000
    and I_CompareCounter iron_available < 6000
    historic_event iron_available_Less6000
    end_if
    if I_CompareCounter iron_available >= 6000
    and I_CompareCounter iron_available < 7000
    historic_event iron_available_Less7000
    end_if
    if I_CompareCounter iron_available >= 7000
    and I_CompareCounter iron_available < 8000
    historic_event iron_available_Less8000
    end_if
    if I_CompareCounter iron_available >= 8000
    and I_CompareCounter iron_available < 9000
    historic_event iron_available_Less9000
    end_if
    if I_CompareCounter iron_available >= 9000
    and I_CompareCounter iron_available < 10000
    historic_event iron_available_Less10000
    end_if
    if I_CompareCounter iron_available >= 10000
    and I_CompareCounter iron_available < 15000
    historic_event iron_available_Less15000
    end_if
    if I_CompareCounter iron_available >= 15000
    and I_CompareCounter iron_available < 20000
    historic_event iron_available_Less20000
    end_if
    if I_CompareCounter iron_available >= 20000
    and I_CompareCounter iron_available < 25000
    historic_event iron_available_Less25000
    end_if
    if I_CompareCounter iron_available >= 25000
    and I_CompareCounter iron_available < 30000
    historic_event iron_available_Less30000
    end_if
    if I_CompareCounter iron_available > 35000
    historic_event iron_available_More35000
    end_if
    end_monitor

    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ;;;;;;;;;;;;;;;;;;EDB UNIT COUNTERS;;;;;;;;;;;;;;;;;;;;
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    monitor_event FactionTurnStart FactionType turks
    and I_LocalFaction turks
    and I_CompareCounter iron_available >= 100
    and I_CompareCounter wood_available >= 100
    and I_CompareCounter leather_available >= 100
    and I_CompareCounter dunedain_available >= 100
    set_event_counter Dunedain_Rangers 1

    end_monitor

    monitor_event FactionTurnStart FactionType turks
    and I_LocalFaction turks
    and I_CompareCounter iron_available <= 100
    and I_CompareCounter wood_available <= 100
    and I_CompareCounter leather_available <= 100
    and I_CompareCounter dunedain_available <= 100
    set_event_counter Dunedain_Rangers 0

    end_monitor
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ;;;;;;;;;;;;;;;;;;Unit Trained Consumption ;;;;;;;
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ;;;;;;;;;UNIT COST;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    monitor_event UnitTrained TrainedUnitCategory infantry
    and UnitType Dunedain Rangers
    and FactionIsLocal
    and I_LocalFaction turks
    inc_counter iron_available -100
    inc_counter wood_available -100
    inc_counter leather_available -100
    inc_counter dunedain_available -100
    end_monitor
    Last edited by orclover5; June 29, 2015 at 10:32 PM.

  16. #1056
    Withwnar's Avatar Script To The Waist
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    Default Re: Modding Questions and Help Thread

    and counters must be created when a faction has run out of a resource
    I guess you haven't done that part yet, and by "created" you mean set/increased? That's an important part of the puzzle so it is difficult to comment fully without it.

    Can the ai use the dunedain ranger script to recruit rangers if they are eriador
    As it stands, no. The event counter is only ever set to 1 when the player is turks, so will remain 0 for the AI. But it depends on how that event counter is used in EDB: if you want the AI to recruit them regardless of this script then you could do this...

    Code:
    recruit_pool "Dunedain Rangers"  1   0.07   1  0  requires factions { turks, } and event_counter is_the_ai 1  ;AI recruitment
    recruit_pool "Dunedain Rangers"  1   0.07   1  0  requires factions { turks, } and event_counter Dunedain_Rangers 1 and not event_counter is_the_ai 1 ;player recruitment
    ...but if you want the AI to have the same rules as the player then you'll need to change your last monitor to this:

    Code:
    and UnitType Dunedain Rangers
    and FactionIsLocal
    and I_LocalFaction turks
    and FactionType turks
    But then you'd have AI factions altering your counters which is bad because these counters are global, not faction-specific. e.g. Every time the AI recruits Rangers iron_available drops which will impact how much iron your faction has as well. See next...

    I also would like to add some of this to AI factions as well, see if it can be a decent counter to stack spam.
    Then you will need a set of those counters, and the event counters, for each faction. Which means all of that script will need duplicating per faction, and you'd need to remove the "local" conditions of course.

    The script must allow the player to check their amounts via the settlement scroll
    So the aim is, when clicking a settlement's advice button, to show six historic_event messages - one for each resource type? That's okay but a little clunky for the player, having to close six scrolls each time. And if you want to use your own image for these messages - instead of the default "monk" one - then you'll need 42 of them just for iron ... 252 in total (6 resource types) = ~50MB.

    An alternative could be traits on the faction leader, one for each resource type. That way the player can always see them if they wish to and all at once.

    e.g.
    Faction Iron: 250
    Faction Wood: 300
    etc.

    P.S. Please use [CODE][/CODE] tags for script/code. [QUOTE][/QUOTE] loses the formatting which makes it harder to read.

  17. #1057

    Default Re: Modding Questions and Help Thread

    Quote Originally Posted by Withwnar View Post
    I guess you haven't done that part yet, and by "created" you mean set/increased? That's an important part of the puzzle so it is difficult to comment fully without it.



    As it stands, no. The event counter is only ever set to 1 when the player is turks, so will remain 0 for the AI. But it depends on how that event counter is used in EDB: if you want the AI to recruit them regardless of this script then you could do this...

    Code:
    recruit_pool "Dunedain Rangers"  1   0.07   1  0  requires factions { turks, } and event_counter is_the_ai 1  ;AI recruitment
    recruit_pool "Dunedain Rangers"  1   0.07   1  0  requires factions { turks, } and event_counter Dunedain_Rangers 1 and not event_counter is_the_ai 1 ;player recruitment
    ...but if you want the AI to have the same rules as the player then you'll need to change your last monitor to this:

    Code:
    and UnitType Dunedain Rangers
    and FactionIsLocal
    and I_LocalFaction turks
    and FactionType turks
    But then you'd have AI factions altering your counters which is bad because these counters are global, not faction-specific. e.g. Every time the AI recruits Rangers iron_available drops which will impact how much iron your faction has as well. See next...



    Then you will need a set of those counters, and the event counters, for each faction. Which means all of that script will need duplicating per faction, and you'd need to remove the "local" conditions of course.



    So the aim is, when clicking a settlement's advice button, to show six historic_event messages - one for each resource type? That's okay but a little clunky for the player, having to close six scrolls each time. And if you want to use your own image for these messages - instead of the default "monk" one - then you'll need 42 of them just for iron ... 252 in total (6 resource types) = ~50MB.

    An alternative could be traits on the faction leader, one for each resource type. That way the player can always see them if they wish to and all at once.

    e.g.
    Faction Iron: 250
    Faction Wood: 300
    etc.

    P.S. Please use [CODE][/CODE] tags for script/code. loses the formatting which makes it harder to read.

    Thanks so much for your help...I love the idea of adding the resource amounts as traits but have never created traits or ancilliaries. Just modified existing ones. This is where I am starting

    monitor_event CharacterSelected CharacterIsLocal
    and CharFactionType turks
    and IsFactionLeader
    if I_CompareCounter dunedain_available >= 48
    and I_CompareCounter dunedain_available < 72
    console_command give_trait this dunedainlessthan72
    end_if
    end_monitor

    Obviously this is just for one resource monitor...As you know the resource amount script goes up to 30000, so there will be many more if/and phrases..... Will I need to remove each possible trait to add a new one? Will each resource amount previous show in the leader trait screen?

    I think I know how to make the traits in desc_character traits, and I know how to add them in as text, just worried this script could get out of control. Thanks again for the help.

  18. #1058
    Withwnar's Avatar Script To The Waist
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    Default Re: Modding Questions and Help Thread

    You're welcome. Always happy to help those who appreciate it.

    I forgot to mention this...

    monitor_event FactionTurnStart FactionType turks
    and I_LocalFaction turks
    and I_CompareCounter iron_available <= 100
    and I_CompareCounter wood_available <= 100
    and I_CompareCounter leather_available <= 100
    and I_CompareCounter dunedain_available <= 100
    set_event_counter Dunedain_Rangers 0

    end_monitor
    You're saying that rangers are recruitable until all of those resources are too low. Should it not be: recruitable until at least one resource is too low?

    Also, your script wasn't handling the case of iron being between 30,000 and 35,000.

    just worried this script could get out of control
    Yes, I would be worried about that too. Six (resource) duplicates is not so bad but [6 x faction_count] duplicates is 78 in vanilla. Personally I would probably not attempt it for AI factions, for that reason, not to mention that no xxxSelected events can be used for the AI.

    monitor_event CharacterSelected CharacterIsLocal
    and CharFactionType turks
    and IsFactionLeader
    if I_CompareCounter dunedain_available >= 48
    and I_CompareCounter dunedain_available < 72
    console_command give_trait this dunedainlessthan72
    end_if
    end_monitor
    You could do it with script like that but a major problem is that "this" can only be used with CharacterSelected which doesn't fire when the character is inside anything (settlement, fort, ship, another's army). So the traits won't refresh until the leader is outside.

    Your stock levels are adjusted by end-of-turn things so using CharacterTurnStart instead would do the trick. i.e. The traits only need refreshing once per turn anyway, at the start of a new turn. As "this" can't be used with CharacterTurnStart, and we don't know his name either, the only solution is to use trait triggers for giving him and refreshing his traits ... not script.

    Counters can't be used with trait/anc triggers but event counters can. So the "available" counters will need to be changed into event counters. Or, keep them as counters and use them to set some new event counters which in turn are used by the triggers.

    And if script needs to adjust the "available" counters in any way (e.g. increasing them) and those changes need to be reflected in the traits this turn then make sure it is done before CharacterTurnStart, i.e. in PreFactionTurnStart.

    Example...

    For Iron and Wood. I'm only showing for the cases of 48, 72, 96, 30000 and "maxed" (above 30000), with "..." or "...others..." where the other levels need to be added.

    Code:
    ;============= Iron Resource ==============
      
    ;------------------------------------------
    Trait Iron_00048
        Characters family
    
        Level Iron_00048
            Description Iron_00048_desc
            EffectsDescription Iron_00048_effects_desc
            Threshold 1
            
    ;------------------------------------------
    Trait Iron_00072
        Characters family
    
        Level Iron_00072
            Description Iron_00072_desc
            EffectsDescription Iron_00072_effects_desc
            Threshold 1
            
    ;------------------------------------------
    Trait Iron_00096
        Characters family
    
        Level Iron_00096
            Description Iron_00096_desc
            EffectsDescription Iron_00096_effects_desc
            Threshold 1
            
    ;------------------------------------------
    ;...others...
            
    ;------------------------------------------
    Trait Iron_30000
        Characters family
    
        Level Iron_30000
            Description Iron_30000_desc
            EffectsDescription Iron_30000_effects_desc
            Threshold 1
            
    ;------------------------------------------
    Trait Iron_maxed
        Characters family
    
        Level Iron_maxed
            Description Iron_maxed_desc
            EffectsDescription Iron_maxed_effects_desc
            Threshold 1
            
    ;============= Wood Resource ==============
      
    ;------------------------------------------
    Trait Wood_00048
        Characters family
    
        Level Wood_00048
            Description Wood_00048_desc
            EffectsDescription Wood_00048_effects_desc
            Threshold 1
            
    ;------------------------------------------
    Trait Wood_00072
        Characters family
    
        Level Wood_00072
            Description Wood_00072_desc
            EffectsDescription Wood_00072_effects_desc
            Threshold 1
            
    ;------------------------------------------
    Trait Wood_00096
        Characters family
    
        Level Wood_00096
            Description Wood_00096_desc
            EffectsDescription Wood_00096_effects_desc
            Threshold 1
            
    ;------------------------------------------
    ;...others...
            
    ;------------------------------------------
    Trait Wood_30000
        Characters family
    
        Level Wood_30000
            Description Wood_30000_desc
            EffectsDescription Wood_30000_effects_desc
            Threshold 1
            
    ;------------------------------------------
    Trait Wood_maxed
        Characters family
    
        Level Wood_maxed
            Description Wood_maxed_desc
            EffectsDescription Wood_maxed_effects_desc
            Threshold 1
    
            
            
            
    ;==========================================        
    ;============= Triggers ===================
    ;==========================================
    
    ;------------------------------------------
    Trigger Resources_clear_all_trigger
        WhenToTest CharacterTurnStart
    
        Condition IsFactionLeader
          and FactionIsLocal
    
        ;remove all resource traits  
          
        Affects Iron_00048 -1 Chance 100
        Affects Iron_00072 -1 Chance 100
        Affects Iron_00096 -1 Chance 100
        ;...
        Affects Iron_30000 -1 Chance 100
        Affects Iron_maxed -1 Chance 100
    
        Affects Wood_00048 -1 Chance 100
        Affects Wood_00072 -1 Chance 100
        Affects Wood_00096 -1 Chance 100
        ;...
        Affects Wood_30000 -1 Chance 100
        Affects Wood_maxed -1 Chance 100
    
    ;============= Iron Resource ==============
    
    ;------------------------------------------
    Trigger Iron_00048_trigger
        WhenToTest CharacterTurnStart
    
        Condition IsFactionLeader
          and FactionIsLocal
          and I_EventCounter iron_level = 48
    
        Affects Iron_00048 1 Chance 100
    
    ;------------------------------------------
    Trigger Iron_00072_trigger
        WhenToTest CharacterTurnStart
    
        Condition IsFactionLeader
          and FactionIsLocal
          and I_EventCounter iron_level = 72
    
        Affects Iron_00072 1 Chance 100
    
    ;------------------------------------------
    Trigger Iron_00096_trigger
        WhenToTest CharacterTurnStart
    
        Condition IsFactionLeader
          and FactionIsLocal
          and I_EventCounter iron_level = 96
    
        Affects Iron_00096 1 Chance 100
    
    ;------------------------------------------
    ;...others...
    
    ;------------------------------------------
    Trigger Iron_30000_trigger
        WhenToTest CharacterTurnStart
    
        Condition IsFactionLeader
          and FactionIsLocal
          and I_EventCounter iron_level = 30000
    
        Affects Iron_30000 1 Chance 100
    
    ;------------------------------------------
    Trigger Iron_maxed_trigger
        WhenToTest CharacterTurnStart
    
        Condition IsFactionLeader
          and FactionIsLocal
          and I_EventCounter iron_level = 99999
    
        Affects Iron_maxed 1 Chance 100
        
    
    ;============= Wood Resource ==============
    
    ;------------------------------------------
    Trigger Wood_00048_trigger
        WhenToTest CharacterTurnStart
    
        Condition IsFactionLeader
          and FactionIsLocal
          and I_EventCounter wood_level = 48
    
        Affects Wood_00048 1 Chance 100
    
    ;------------------------------------------
    Trigger Wood_00072_trigger
        WhenToTest CharacterTurnStart
    
        Condition IsFactionLeader
          and FactionIsLocal
          and I_EventCounter wood_level = 72
    
        Affects Wood_00072 1 Chance 100
    
    ;------------------------------------------
    Trigger Wood_00096_trigger
        WhenToTest CharacterTurnStart
    
        Condition IsFactionLeader
          and FactionIsLocal
          and I_EventCounter wood_level = 96
    
        Affects Wood_00096 1 Chance 100
    
    ;------------------------------------------
    ;...others...
    
    ;------------------------------------------
    Trigger Wood_30000_trigger
        WhenToTest CharacterTurnStart
    
        Condition IsFactionLeader
          and FactionIsLocal
          and I_EventCounter wood_level = 30000
    
        Affects Wood_30000 1 Chance 100
    
    ;------------------------------------------
    Trigger Wood_maxed_trigger
        WhenToTest CharacterTurnStart
    
        Condition IsFactionLeader
          and FactionIsLocal
          and I_EventCounter wood_level = 99999
    
        Affects Wood_maxed 1 Chance 100
    Script:
    Code:
    monitor_event PreFactionTurnStart FactionIsLocal
    
      ;default to "maxed"
      set_event_counter iron_level 99999
      set_event_counter wood_level 99999
      
      ;iron...
      
      if I_CompareCounter iron_available < 30000
        set_event_counter iron_level 30000
      end_if
      ;...others...
      if I_CompareCounter iron_available < 96
        set_event_counter iron_level 96
      end_if
      if I_CompareCounter iron_available < 72
        set_event_counter iron_level 72
      end_if
      if I_CompareCounter iron_available < 48
        set_event_counter iron_level 48
      end_if
    
      ;wood...
      
      if I_CompareCounter wood_available < 30000
        set_event_counter wood_level 30000
      end_if
      ;...others...
      if I_CompareCounter wood_available < 96
        set_event_counter wood_level 96
      end_if
      if I_CompareCounter wood_available < 72
        set_event_counter wood_level 72
      end_if
      if I_CompareCounter wood_available < 48
        set_event_counter wood_level 48
      end_if
    
    end_monitor
    The first trait trigger removes all resource traits from the leader, by subtracting 1 from every trait to bring it back to 0 (and therefore hidden). Most will already be 0 anyway but that's okay: trait values never go below 0, so using -1 on a trait that is currently 0 will not make it -1; it will stay at 0. A very handy shortcut.

    The script sets an event counter (e.g. iron_level) based on what the "available" counter is. e.g. "iron_level = 48" represents "iron_available < 48", and that is how the triggers interpret it. 99999 represents "maxed" (>=30000).

    Alternatively you could make the "available" counters event counters instead (as I said before) and use them directly in the triggers:

    Code:
    ;------------------------------------------
    Trigger Iron_00072_trigger
        WhenToTest CharacterTurnStart
    
        Condition IsFactionLeader
          and FactionIsLocal
          and I_EventCounter iron_available >= 48
          and I_EventCounter iron_available < 72
    
        Affects Iron_00072 1 Chance 100
    It's probably easier to follow that way. But if you were to use this for multiple factions at once (i.e. the AI as well, or hotseat) then my way is better because all of those trait triggers can be used for all factions; no need to duplicate for each faction (the script will need to be, though).

    Notice in the script I only did this...

    Code:
      if I_CompareCounter wood_available < 72
        set_event_counter wood_level 72
      end_if
    ...not this...

    Code:
      if I_CompareCounter wood_available < 72
        and I_CompareCounter wood_available >= 48
        set_event_counter wood_level 72
      end_if
    ...and that I put the IFs in descending order (30000 at the top, 48 at the bottom). It's just another shortcut to reduce script length. I can explain further if necessary.

    For trait names I used e.g. Iron_00072 instead of Iron_72. It doesn't need to be that way.

    EDIT: one flaw: if your leader dies in your own turn (i.e. in a battle) then the new leader won't have the traits until next turn so you'll be in the dark until then. Also, if the leader was ever sent off map then naturally you won't have this resource info at all until he comes back. I don't think that happens in TATW and no idea how common it is in submods but in DCI: Last Alliance it is possible to have an off-map leader.

    Actually, there's no need to limit this to just the leader. You could remove the IsFactionLeader condition from the triggers; every general would have the info then, though I wonder if that might add some end of turn lag. Or you could give it to just diplomats, for example.
    Last edited by Withwnar; July 01, 2015 at 03:46 AM.

  19. #1059

    Default Re: Modding Questions and Help Thread

    Quote Originally Posted by Withwnar View Post
    You're welcome. Always happy to help those who appreciate it.

    I forgot to mention this...



    You're saying that rangers are recruitable until all of those resources are too low. Should it not be: recruitable until at least one resource is too low?

    Also, your script wasn't handling the case of iron being between 30,000 and 35,000.



    Yes, I would be worried about that too. Six (resource) duplicates is not so bad but [6 x faction_count] duplicates is 78 in vanilla. Personally I would probably not attempt it for AI factions, for that reason, not to mention that no xxxSelected events can be used for the AI.



    You could do it with script like that but a major problem is that "this" can only be used with CharacterSelected which doesn't fire when the character is inside anything (settlement, fort, ship, another's army). So the traits won't refresh until the leader is outside.

    Your stock levels are adjusted by end-of-turn things so using CharacterTurnStart instead would do the trick. i.e. The traits only need refreshing once per turn anyway, at the start of a new turn. As "this" can't be used with CharacterTurnStart, and we don't know his name either, the only solution is to use trait triggers for giving him and refreshing his traits ... not script.

    Counters can't be used with trait/anc triggers but event counters can. So the "available" counters will need to be changed into event counters. Or, keep them as counters and use them to set some new event counters which in turn are used by the triggers.

    And if script needs to adjust the "available" counters in any way (e.g. increasing them) and those changes need to be reflected in the traits this turn then make sure it is done before CharacterTurnStart, i.e. in PreFactionTurnStart.

    Example...

    For Iron and Wood. I'm only showing for the cases of 48, 72, 96, 30000 and "maxed" (above 30000), with "..." or "...others..." where the other levels need to be added.

    Code:
    ;============= Iron Resource ==============
      
    ;------------------------------------------
    Trait Iron_00048
        Characters family
    
        Level Iron_00048
            Description Iron_00048_desc
            EffectsDescription Iron_00048_effects_desc
            Threshold 1
            
    ;------------------------------------------
    Trait Iron_00072
        Characters family
    
        Level Iron_00072
            Description Iron_00072_desc
            EffectsDescription Iron_00072_effects_desc
            Threshold 1
            
    ;------------------------------------------
    Trait Iron_00096
        Characters family
    
        Level Iron_00096
            Description Iron_00096_desc
            EffectsDescription Iron_00096_effects_desc
            Threshold 1
            
    ;------------------------------------------
    ;...others...
            
    ;------------------------------------------
    Trait Iron_30000
        Characters family
    
        Level Iron_30000
            Description Iron_30000_desc
            EffectsDescription Iron_30000_effects_desc
            Threshold 1
            
    ;------------------------------------------
    Trait Iron_maxed
        Characters family
    
        Level Iron_maxed
            Description Iron_maxed_desc
            EffectsDescription Iron_maxed_effects_desc
            Threshold 1
            
    ;============= Wood Resource ==============
      
    ;------------------------------------------
    Trait Wood_00048
        Characters family
    
        Level Wood_00048
            Description Wood_00048_desc
            EffectsDescription Wood_00048_effects_desc
            Threshold 1
            
    ;------------------------------------------
    Trait Wood_00072
        Characters family
    
        Level Wood_00072
            Description Wood_00072_desc
            EffectsDescription Wood_00072_effects_desc
            Threshold 1
            
    ;------------------------------------------
    Trait Wood_00096
        Characters family
    
        Level Wood_00096
            Description Wood_00096_desc
            EffectsDescription Wood_00096_effects_desc
            Threshold 1
            
    ;------------------------------------------
    ;...others...
            
    ;------------------------------------------
    Trait Wood_30000
        Characters family
    
        Level Wood_30000
            Description Wood_30000_desc
            EffectsDescription Wood_30000_effects_desc
            Threshold 1
            
    ;------------------------------------------
    Trait Wood_maxed
        Characters family
    
        Level Wood_maxed
            Description Wood_maxed_desc
            EffectsDescription Wood_maxed_effects_desc
            Threshold 1
    
            
            
            
    ;==========================================        
    ;============= Triggers ===================
    ;==========================================
    
    ;------------------------------------------
    Trigger Resources_clear_all_trigger
        WhenToTest CharacterTurnStart
    
        Condition IsFactionLeader
          and FactionIsLocal
    
        ;remove all resource traits  
          
        Affects Iron_00048 -1 Chance 100
        Affects Iron_00072 -1 Chance 100
        Affects Iron_00096 -1 Chance 100
        ;...
        Affects Iron_30000 -1 Chance 100
        Affects Iron_maxed -1 Chance 100
    
        Affects Wood_00048 -1 Chance 100
        Affects Wood_00072 -1 Chance 100
        Affects Wood_00096 -1 Chance 100
        ;...
        Affects Wood_30000 -1 Chance 100
        Affects Wood_maxed -1 Chance 100
    
    ;============= Iron Resource ==============
    
    ;------------------------------------------
    Trigger Iron_00048_trigger
        WhenToTest CharacterTurnStart
    
        Condition IsFactionLeader
          and FactionIsLocal
          and I_EventCounter iron_level = 48
    
        Affects Iron_00048 1 Chance 100
    
    ;------------------------------------------
    Trigger Iron_00072_trigger
        WhenToTest CharacterTurnStart
    
        Condition IsFactionLeader
          and FactionIsLocal
          and I_EventCounter iron_level = 72
    
        Affects Iron_00072 1 Chance 100
    
    ;------------------------------------------
    Trigger Iron_00096_trigger
        WhenToTest CharacterTurnStart
    
        Condition IsFactionLeader
          and FactionIsLocal
          and I_EventCounter iron_level = 96
    
        Affects Iron_00096 1 Chance 100
    
    ;------------------------------------------
    ;...others...
    
    ;------------------------------------------
    Trigger Iron_30000_trigger
        WhenToTest CharacterTurnStart
    
        Condition IsFactionLeader
          and FactionIsLocal
          and I_EventCounter iron_level = 30000
    
        Affects Iron_30000 1 Chance 100
    
    ;------------------------------------------
    Trigger Iron_maxed_trigger
        WhenToTest CharacterTurnStart
    
        Condition IsFactionLeader
          and FactionIsLocal
          and I_EventCounter iron_level = 99999
    
        Affects Iron_maxed 1 Chance 100
        
    
    ;============= Wood Resource ==============
    
    ;------------------------------------------
    Trigger Wood_00048_trigger
        WhenToTest CharacterTurnStart
    
        Condition IsFactionLeader
          and FactionIsLocal
          and I_EventCounter wood_level = 48
    
        Affects Wood_00048 1 Chance 100
    
    ;------------------------------------------
    Trigger Wood_00072_trigger
        WhenToTest CharacterTurnStart
    
        Condition IsFactionLeader
          and FactionIsLocal
          and I_EventCounter wood_level = 72
    
        Affects Wood_00072 1 Chance 100
    
    ;------------------------------------------
    Trigger Wood_00096_trigger
        WhenToTest CharacterTurnStart
    
        Condition IsFactionLeader
          and FactionIsLocal
          and I_EventCounter wood_level = 96
    
        Affects Wood_00096 1 Chance 100
    
    ;------------------------------------------
    ;...others...
    
    ;------------------------------------------
    Trigger Wood_30000_trigger
        WhenToTest CharacterTurnStart
    
        Condition IsFactionLeader
          and FactionIsLocal
          and I_EventCounter wood_level = 30000
    
        Affects Wood_30000 1 Chance 100
    
    ;------------------------------------------
    Trigger Wood_maxed_trigger
        WhenToTest CharacterTurnStart
    
        Condition IsFactionLeader
          and FactionIsLocal
          and I_EventCounter wood_level = 99999
    
        Affects Wood_maxed 1 Chance 100
    Script:
    Code:
    monitor_event PreFactionTurnStart FactionIsLocal
    
      ;default to "maxed"
      set_event_counter iron_level 99999
      set_event_counter wood_level 99999
      
      ;iron...
      
      if I_CompareCounter iron_available < 30000
        set_event_counter iron_level 30000
      end_if
      ;...others...
      if I_CompareCounter iron_available < 96
        set_event_counter iron_level 96
      end_if
      if I_CompareCounter iron_available < 72
        set_event_counter iron_level 72
      end_if
      if I_CompareCounter iron_available < 48
        set_event_counter iron_level 48
      end_if
    
      ;wood...
      
      if I_CompareCounter wood_available < 30000
        set_event_counter wood_level 30000
      end_if
      ;...others...
      if I_CompareCounter wood_available < 96
        set_event_counter wood_level 96
      end_if
      if I_CompareCounter wood_available < 72
        set_event_counter wood_level 72
      end_if
      if I_CompareCounter wood_available < 48
        set_event_counter wood_level 48
      end_if
    
    end_monitor
    The first trait trigger removes all resource traits from the leader, by subtracting 1 from every trait to bring it back to 0 (and therefore hidden). Most will already be 0 anyway but that's okay: trait values never go below 0, so using -1 on a trait that is currently 0 will not make it -1; it will stay at 0. A very handy shortcut.

    The script sets an event counter (e.g. iron_level) based on what the "available" counter is. e.g. "iron_level = 48" represents "iron_available < 48", and that is how the triggers interpret it. 99999 represents "maxed" (>=30000).

    Alternatively you could make the "available" counters event counters instead (as I said before) and use them directly in the triggers:

    Code:
    ;------------------------------------------
    Trigger Iron_00072_trigger
        WhenToTest CharacterTurnStart
    
        Condition IsFactionLeader
          and FactionIsLocal
          and I_EventCounter iron_available >= 48
          and I_EventCounter iron_available < 72
    
        Affects Iron_00072 1 Chance 100
    It's probably easier to follow that way. But if you were to use this for multiple factions at once (i.e. the AI as well, or hotseat) then my way is better because all of those trait triggers can be used for all factions; no need to duplicate for each faction (the script will need to be, though).

    Notice in the script I only did this...

    Code:
      if I_CompareCounter wood_available < 72
        set_event_counter wood_level 72
      end_if
    ...not this...

    Code:
      if I_CompareCounter wood_available < 72
        and I_CompareCounter wood_available >= 48
        set_event_counter wood_level 72
      end_if
    ...and that I put the IFs in descending order (30000 at the top, 48 at the bottom). It's just another shortcut to reduce script length. I can explain further if necessary.

    For trait names I used e.g. Iron_00072 instead of Iron_72. It doesn't need to be that way.

    EDIT: one flaw: if your leader dies in your own turn (i.e. in a battle) then the new leader won't have the traits until next turn so you'll be in the dark until then. Also, if the leader was ever sent off map then naturally you won't have this resource info at all until he comes back. I don't think that happens in TATW and no idea how common it is in submods but in DCI: Last Alliance it is possible to have an off-map leader.

    Actually, there's no need to limit this to just the leader. You could remove the IsFactionLeader condition from the triggers; every general would have the info then, though I wonder if that might add some end of turn lag. Or you could give it to just diplomats, for example.

    THANKS! I am still trying to digest the entire thing, was at a physics workshop all day trying to understand electron spin and tatw modding, tatw modding takes a lot of brain power for me . Of course I got home, wanting to put the triggers and scripts in and then copied over my current folder with PCPs new release ...I was hoping to add this to DAC so i guess I will wait for them to release the new version before I test it. I have a lot more questions concerning an empire growth mod I am working on...I want a faction like eriador to have to build prestige(counter, based on regions, battles, alliances, trade rights, resource amount)...., and convince man factions to join them, thinking of allowing a building named Beacon of Hope to eventually be built that would allow "mustering" of locals, once they like you enough. If they don't like you then random raids occur in those regions based on order and garrison strength, anyway that is far down the road. thanks again

  20. #1060
    ♔atthias♔'s Avatar dutch speaking
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    Join Date
    Mar 2013
    Location
    France
    Posts
    4,059

    Default Re: Modding Questions and Help Thread

    hello everybody I want to change the uints description which file is needed for that
    and is changing the uint description save game combitable
    thanks in advace
    greetings attthias
    Rise of Mordor 3D Modelers Wanted
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    D you want some units back in MOS 1.7? Install this mod http://www.twcenter.net/forums/showt...n-1-1-RELEASED
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