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Thread: How to: Mod Stainless Steel!

  1. #181
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: How to: Mod Stainless Steel!











  2. #182

    Default Re: How to: Mod Stainless Steel!

    I Haven't found a post that explains how to add the sub mods to 6.4. I am not completly computer literate, but I did figure out how to get ss 6.4 to work. Would love if someone could help me to get the v1.27 patch to work.(unless there is a newer patch) I just want these darn heritics to chill. Thank you in advance

  3. #183
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: How to: Mod Stainless Steel!

    If you are talking about meloo's patch: a simple installer for it is included in my install guide.










  4. #184

    Default Re: How to: Mod Stainless Steel!

    I attempted to modify stainless steel 6.1. I changed Cumans to Georgia, I copied Byzantines and made a Serbia faction, and I also copied Turks and made an Abbasid faction. I also changed some regions around using geomod. when I attempt to start the game I get an immediate ctd "medieval 2 total war encountered an unspecified error and will now exit" this does not produce a log. Any idea what I did for this to happen? when I load my mod with geomod I get no errors. I also followed Gigantus tutorial on creating a new faction.

  5. #185

    Default Re: How to: Mod Stainless Steel!

    01:21:59.044 [system.rpt] [always] CPU: SSE2
    01:21:59.045 [system.rpt] [always] ==== system log start, build date: Sep 5 2014 version development ===
    01:21:59.050 [system.io] [always] mounted pack packs/data_0.pack
    01:21:59.053 [system.io] [always] mounted pack packs/data_1.pack
    01:21:59.055 [system.io] [always] mounted pack packs/data_2.pack
    01:21:59.056 [system.io] [always] mounted pack packs/data_3.pack
    01:21:59.057 [system.io] [always] mounted pack packs/data_4.pack
    01:21:59.057 [system.io] [always] mounted pack packs/localized.pack
    01:21:59.099 [system.io] [warning] open: mods/americas/data/text/diplomacy_speech.txt.strings.bin is missing
    01:21:59.099 [system.io] [warning] open: mods/americas/data/text/diplomacy_speech.txt is missing
    01:21:59.104 [system.io] [warning] open: mods/americas/data/text/shortcut.txt.strings.bin is missing
    01:21:59.110 [system.io] [warning] open: mods/americas/data/text/shortcut.txt is missing
    01:22:02.819 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.




    This is a log that I was able to obtain. My "americas" folder is ss6.1. When I checked other mods and geomod to see if they have these files for copying I could not find them. So I really have no idea what the log is talking about when it says "shortcut" and "diplomacy speech". I also dont know what the other six strings mean. Can someone please help. -Thanks

  6. #186
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: How to: Mod Stainless Steel!

    'missing' - ignore that, in trace mode it will also add the 'found' line (from packs)

    What is your total of factions now in descr_sm_factions? The game only reads 31 factions, any after that get ignored and will lead to a crash eventually because of invalid references in other files.










  7. #187

    Default Re: How to: Mod Stainless Steel!

    Please help me, my game keeps crashing. This is what I got.

    02:20:49.898 [system.rpt] [always] CPU: SSE2
    02:20:49.898 [system.rpt] [always] ==== system log start, build date: Sep 5 2014 version development ===
    02:20:50.111 [system.io] [always] mounted pack packs/data_0.pack
    02:20:50.201 [system.io] [always] mounted pack packs/data_1.pack
    02:20:50.282 [system.io] [always] mounted pack packs/data_2.pack
    02:20:50.390 [system.io] [always] mounted pack packs/data_3.pack
    02:20:50.451 [system.io] [always] mounted pack packs/data_4.pack
    02:20:50.492 [system.io] [always] mounted pack packs/localized.pack
    02:23:51.668 [game.script] [error] Script execution error for <label_unit>, at line 12593, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    02:23:51.668 [game.script] [error] Script execution error for <label_unit>, at line 12594, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    02:23:51.668 [game.script] [error] Script execution error for <label_unit>, at line 12612, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    02:23:51.668 [game.script] [error] Script execution error for <label_unit>, at line 12613, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    02:23:51.668 [game.script] [error] Script execution error for <label_unit>, at line 12614, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    02:23:51.668 [game.script] [error] Script execution error for <label_unit>, at line 12615, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    02:23:51.668 [game.script] [error] Script execution error for <label_unit>, at line 12616, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    02:23:51.678 [game.script] [error] Script execution error for <define_unit_group>, at line 12618, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit18'.
    02:23:51.678 [game.script] [error] Script execution error for <define_unit_group>, at line 12618, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit19'.
    02:23:51.679 [game.script] [error] Script execution error for <define_unit_group>, at line 12619, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit34'.
    02:23:51.679 [game.script] [error] Script execution error for <define_unit_group>, at line 12619, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit35'.
    02:23:51.679 [game.script] [error] Script execution error for <define_unit_group>, at line 12619, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit36'.
    02:23:51.679 [game.script] [error] Script execution error for <define_unit_group>, at line 12619, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit37'.
    02:23:51.679 [game.script] [error] Script execution error for <define_unit_group>, at line 12619, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit38'.
    04:02:29.357 [game.script] [error] Script execution error for <label_unit>, at line 12581, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    04:02:29.357 [game.script] [error] Script execution error for <label_unit>, at line 12582, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    04:02:29.357 [game.script] [error] Script execution error for <label_unit>, at line 12583, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    04:02:29.358 [game.script] [error] Script execution error for <label_unit>, at line 12584, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    04:02:29.358 [game.script] [error] Script execution error for <label_unit>, at line 12585, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    04:02:29.358 [game.script] [error] Script execution error for <label_unit>, at line 12586, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    04:02:29.358 [game.script] [error] Script execution error for <label_unit>, at line 12587, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    04:02:29.358 [game.script] [error] Script execution error for <label_unit>, at line 12588, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    04:02:29.358 [game.script] [error] Script execution error for <label_unit>, at line 12589, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    04:02:29.358 [game.script] [error] Script execution error for <label_unit>, at line 12590, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    04:02:29.358 [game.script] [error] Script execution error for <label_unit>, at line 12591, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    04:02:29.358 [game.script] [error] Script execution error for <label_unit>, at line 12592, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    04:02:29.358 [game.script] [error] Script execution error for <label_unit>, at line 12593, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    04:02:29.358 [game.script] [error] Script execution error for <label_unit>, at line 12594, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    04:02:29.358 [game.script] [error] Script execution error for <label_unit>, at line 12605, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    04:02:29.358 [game.script] [error] Script execution error for <label_unit>, at line 12606, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    04:02:29.358 [game.script] [error] Script execution error for <label_unit>, at line 12607, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    04:02:29.358 [game.script] [error] Script execution error for <label_unit>, at line 12608, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    04:02:29.358 [game.script] [error] Script execution error for <label_unit>, at line 12609, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    04:02:29.358 [game.script] [error] Script execution error for <label_unit>, at line 12610, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    04:02:29.358 [game.script] [error] Script execution error for <label_unit>, at line 12611, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    04:02:29.358 [game.script] [error] Script execution error for <label_unit>, at line 12612, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    04:02:29.358 [game.script] [error] Script execution error for <label_unit>, at line 12613, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    04:02:29.359 [game.script] [error] Script execution error for <label_unit>, at line 12614, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    04:02:29.359 [game.script] [error] Script execution error for <label_unit>, at line 12615, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    04:02:29.359 [game.script] [error] Script execution error for <label_unit>, at line 12616, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    04:02:29.359 [game.script] [error] Script execution error for <define_unit_group>, at line 12618, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit6'.
    04:02:29.359 [game.script] [error] Script execution error for <define_unit_group>, at line 12618, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit7'.
    04:02:29.359 [game.script] [error] Script execution error for <define_unit_group>, at line 12618, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit8'.
    04:02:29.359 [game.script] [error] Script execution error for <define_unit_group>, at line 12618, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit9'.
    04:02:29.359 [game.script] [error] Script execution error for <define_unit_group>, at line 12618, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit10'.
    04:02:29.359 [game.script] [error] Script execution error for <define_unit_group>, at line 12618, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit11'.
    04:02:29.359 [game.script] [error] Script execution error for <define_unit_group>, at line 12618, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit12'.
    04:02:29.359 [game.script] [error] Script execution error for <define_unit_group>, at line 12618, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit13'.
    04:02:29.359 [game.script] [error] Script execution error for <define_unit_group>, at line 12618, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit14'.
    04:02:29.359 [game.script] [error] Script execution error for <define_unit_group>, at line 12618, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit15'.
    04:02:29.359 [game.script] [error] Script execution error for <define_unit_group>, at line 12618, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit16'.
    04:02:29.359 [game.script] [error] Script execution error for <define_unit_group>, at line 12618, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit17'.
    04:02:29.359 [game.script] [error] Script execution error for <define_unit_group>, at line 12618, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit18'.
    04:02:29.359 [game.script] [error] Script execution error for <define_unit_group>, at line 12618, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit19'.
    04:02:29.359 [game.script] [error] Script execution error for <define_unit_group>, at line 12619, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit27'.
    04:02:29.359 [game.script] [error] Script execution error for <define_unit_group>, at line 12619, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit28'.
    04:02:29.359 [game.script] [error] Script execution error for <define_unit_group>, at line 12619, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit29'.
    04:02:29.360 [game.script] [error] Script execution error for <define_unit_group>, at line 12619, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit30'.
    04:02:29.360 [game.script] [error] Script execution error for <define_unit_group>, at line 12619, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit31'.
    04:02:29.360 [game.script] [error] Script execution error for <define_unit_group>, at line 12619, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit32'.
    04:02:29.360 [game.script] [error] Script execution error for <define_unit_group>, at line 12619, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit33'.
    04:02:29.360 [game.script] [error] Script execution error for <define_unit_group>, at line 12619, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit34'.
    04:02:29.360 [game.script] [error] Script execution error for <define_unit_group>, at line 12619, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit35'.
    04:02:29.360 [game.script] [error] Script execution error for <define_unit_group>, at line 12619, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit36'.
    04:02:29.360 [game.script] [error] Script execution error for <define_unit_group>, at line 12619, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit37'.
    04:02:29.360 [game.script] [error] Script execution error for <define_unit_group>, at line 12619, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit38'.
    04:20:40.614 [data.invalid] [error] BATTLE_MAP_AREAS unhandled situation : See Charlie


    04:20:48.648 [game.script] [error] Script execution error for <label_unit>, at line 12594, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    04:20:48.648 [game.script] [error] Script execution error for <label_unit>, at line 12611, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    04:20:48.648 [game.script] [error] Script execution error for <label_unit>, at line 12612, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    04:20:48.648 [game.script] [error] Script execution error for <label_unit>, at line 12613, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    04:20:48.648 [game.script] [error] Script execution error for <label_unit>, at line 12614, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    04:20:48.649 [game.script] [error] Script execution error for <label_unit>, at line 12615, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    04:20:48.649 [game.script] [error] Script execution error for <label_unit>, at line 12616, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    04:20:48.649 [game.script] [error] Script execution error for <define_unit_group>, at line 12618, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit19'.
    04:20:48.650 [game.script] [error] Script execution error for <define_unit_group>, at line 12619, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit33'.
    04:20:48.650 [game.script] [error] Script execution error for <define_unit_group>, at line 12619, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit34'.
    04:20:48.650 [game.script] [error] Script execution error for <define_unit_group>, at line 12619, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit35'.
    04:20:48.650 [game.script] [error] Script execution error for <define_unit_group>, at line 12619, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit36'.
    04:20:48.650 [game.script] [error] Script execution error for <define_unit_group>, at line 12619, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit37'.
    04:20:48.650 [game.script] [error] Script execution error for <define_unit_group>, at line 12619, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit38'.
    04:21:35.072 [game.script] [error] Script execution error for <if>, at line 20858, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    invalid unit label 'General3'
    when testing <I_UnitStatus> condition
    04:21:35.072 [game.script] [error] Script execution error for <if>, at line 20861, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    invalid unit label 'General3'
    when testing <I_UnitStatus> condition
    04:46:36.571 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.

  8. #188
    Gigantus's Avatar I am not special - I am a limited edition.
    Patrician Moderator Emeritus Administrator Emeritus

    Join Date
    Aug 2006
    Location
    Goa - India
    Posts
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    Blog Entries
    35

    Default Re: How to: Mod Stainless Steel!

    04:20:40.614 [data.invalid] [error] BATTLE_MAP_AREAS unhandled situation : See Charlie

    That means something is wrong with the strat map position from which you started a battle. Let the guys know where your army was standing and in which direction it attacked - I presume it was a siege battle?










  9. #189

    Default Re: How to: Mod Stainless Steel!

    Hi, I accrued some random modding questions by now, mostly on EDB:

    - What happens if there are more units recruitable in one settlement than there are interface slots/windows? CTD ? I think I read something somewhere on that topic a long time ago but can't find this info now
    I did read that having too many different units recruitable (at once I reckon) from one building makes the game crash eventually but the person reporting back then never gave more info like how many units etc... That thread is several years old, so anyone has some experience to share by now?

    - Would it be possible to "choose" between 2 buildings within one building tree? E.g. adding one after another in the EDB with/out the upgrade feature and making them exclude each other via requirements. That would save on the overall number of buildings when adding new ones.

    - Is it really impossible to have another building (not) present as requirement for a specific recruitment pool line? All my trials failed so far. Seems a bit weird that it can be a condition for buildings but not for recruitment pools.

    - When a new building gets added to the EDB, do you need to tell the AI to actually build and use it or will it do that naturally?

    - When changing a faction's starting location on the map I noticed the AI will always spawn a character in its old heartland that then travels all the way home. Any way to fix this?

    Thanks in advance for answers,
    Flo

  10. #190

    Default Re: How to: Mod Stainless Steel!

    I don't know if this thread is still alive or not, but I will post my question here since it concerns modding Stainless Steel 6.4 (bug compilation fix).

    I would like to add a wonder to Constantinople called "Theodosian Wall", but I would also like for it to have a real in game battle impact. I am not up to drawing a new walled city with three wings of walls. Graphics is not my strong suit. What I would like to do is simply add another, much stronger level of wall to the descr_walls.txt file that would only be connected to the Theodosian Wonder in Constantinople. Is that possible?

    I have an image of the Theodosian Wall that I need to put a frame around and place in the required folders. I know how to script a new wonder, but I would like for it to be something real on the battlefield, as in a wall that cannot be breached by siege equipment and can only be breached by cannons, thus preventing this great city from falling early in the game like it usually does.

    I also would like to add The Tower of London, Newgrange (Dublin), The Great Library (Alexandria), The Cathedral of Cologne, and The Temple of Uppsala to my mod as wonders (Scotland, Norway, and Denmark are pagan (tribal) societies like Lithuania and the others in my mod).

    If anyone can help me with this, I would greatly appreciate it. If there is a step by step tutorial for it, I would like to see it, but I have not found one so far.

    Thanks to anyone who can help me.

    (I cannot leave MTW2 because it was the last game CA made where you could actually see the men on the field and not just a bunch of sprites. I don't care for sprites.)

  11. #191
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: How to: Mod Stainless Steel!

    I am afraid the walls are linked to the settlement levels which in turn are hard coded afaik. Maybe the guys and girls at the IWTE forum have some ideas.










  12. #192

    Default Re: How to: Mod Stainless Steel!

    Hey! Thanks for your response! I was not sure about that. I added the new level 5 wall to descr_walls.txt, but it crashes and says it found settlement level '5'. It doesn't say anything more in the crash log. I will go to that website and see what they know. I may be only able to add it as a wonder, but it would be nice to have it as it actually was: the largest wall in the world.

    The settlement levels are core buildings - that will be hard coded I believe.

    Yeah, I just found it in the Hardcode List. It was put there by you, so I guess a wall level of 5 is out of the question. I will need to find a work around somehow, or give the wonder to Byzantium along with a special garrison script that makes it extremely hard to take the city during a siege assault. That's one other idea I had.
    Last edited by Nordlaender; March 09, 2021 at 07:35 PM. Reason: Found new information.

  13. #193
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: How to: Mod Stainless Steel!

    The message seems to indicate that it is indeed hard coded, but who knows? Good luck with the IWTE forum (it's here on TWC).










  14. #194

    Default Re: How to: Mod Stainless Steel!

    Hello.
    Is it possible add oil to small stone?
    In SS 6.4 Large and Huge stone walls havel oil, but not small walls.

    I searched some information and found retrofit mod. In this mod walls have modifier gate_defence 2 in export_descr_building. This modifier adds oil to walls.

    I compared SS files and didnt find anything about gate_defence in export_descr_buildings.
    I tried addgate_defence 2, then tested in custom battles but oil didnt work. I will test this thing in grand campaign, but I think this wouldnt help, cause oil on large/huge walls in SS work without this modifier.

    Steam version, definitive edition, latest patches
    would be grateful for help

    Sorry for bad english.

  15. #195
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: How to: Mod Stainless Steel!

    I am not sure it is actually possible to do so. As you guessed it has to do with the gate level, eg the model requires 'points' from where the oil would be poured. For that reason I think a simple change of the 'gate_strength' capability level in EDB might not be working - did you try that instead of 'gate_defense'?

    Once again I have to refer to the IWTE guys who might be able to help there otherwise.










  16. #196

    Default Re: How to: Mod Stainless Steel!

    HI can the recruitment pools change to less turns? i really like the units but it takes a bit time for me to wait 4 turns for a militia unit

  17. #197
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    Default Re: How to: Mod Stainless Steel!

    Quote Originally Posted by FOUNTIKOS XASISTAS View Post
    HI can the recruitment pools change to less turns? i really like the units but it takes a bit time for me to wait 4 turns for a militia unit
    Pool replenishment can be adjusted in export_descr_buildings.txt:

    Code:
                    recruit_pool "NE Bombard"  1   0.4   3  0  requires factions { england, scotland, france, hre, denmark, spain, portugal, milan, venice, papal_states, sicily, }
    1 = start points pool
    0.4 = pool points replenishment per turn
    3 = maximum pool points
    0 = unit experience when recruited (0-9)

    You might want to look at the first 2 numbers in that file under the building that allows you to recruit the respective militia units.

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