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Thread: How to: Mod Stainless Steel!

  1. #61

    Default Re: How to: Mod Stainless Steel!

    I've been modding 6.4 files, and I have had no problem except Ancillary and Traits files. Basically, any changes I make on these two files do not seem to make it to the game; I've changed stuff like making some Ancillaries transferable, as well as changing the Ancillary/Trait bonuses/maluses themselves. But they never make it to the game, even if I start the campaign from scratch after saving these changes. What is truly puzzling is that other changes I make to the files - e.g. units, buildings, etc. seem to translate into the game fine. Anyone have an idea what's going on?

    I have 6.3/6.4 installed, as well as the bugfix with all 3 addenda.

  2. #62
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: How to: Mod Stainless Steel!

    Probably a virtual store issue: run this tutorial from step 3 onward and then delete the m2tw directory in the virtual store.










  3. #63

    Default Re: How to: Mod Stainless Steel!

    Quote Originally Posted by Gigantus View Post
    Probably a virtual store issue: run this tutorial from step 3 onward and then delete the m2tw directory in the virtual store.
    I just tried this, but it still won't modify stats in-game. For instance, on export_descr_ancillaries file, I just changed stats for the Lancebearer. Instead of Effect CavalryCommand 1, I gave Effect CavalryCommand 2.

    Nonetheless, Lancebearer still shows only giving CavalryCommand 1 in-game.

    Now, I only have this problem with the export_descr_ancillaries and traits files so far. Whatever I write there don't make it to the game. I've been able to make changes in other files and have them immediately reflect in the game (e.g. with units, walls, and game speed). Do these two files have a special write protection or something?

  4. #64
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    Default Re: How to: Mod Stainless Steel!

    If it is only those files then the reason is clear: the changes you make in EDA and EDCT do not 'make it into the game' because the text is not automatically updated (the game effects will 'make it', regardless of the text).
    You need to change the relevant entries in the corresponding text files as well:

    EDA:
    Code:
    Ancillary accomplice
        Type Security
        Transferable  0 
        Image sex_yangman.tga
        ExcludeCultures mesoamerican
        Description accomplice_desc
        EffectsDescription accomplice_effects_desc
        Effect Subterfuge  1
    EDCT:
    Code:
    Trait GoodCommander
        Characters family
        AntiTraits BadCommander
    
        Level Promising_Commander
            Description Promising_Commander_desc
            EffectsDescription Promising_Commander_effects_desc
            GainMessage Promising_Commander_gain_desc
            LoseMessage Promising_Commander_lose_desc
            Threshold  1 
    
            Effect Command  1
    EDA --> text\export_ancillaries
    {accomplice_effects_desc}+1 to agent's skill

    EDCT --> text\export_vnvs
    {Promising_Commander_effects_desc}+1 Command
    Last edited by Gigantus; January 18, 2015 at 10:01 PM.










  5. #65

    Default Re: How to: Mod Stainless Steel!

    Quote Originally Posted by Gigantus View Post
    If it is only those files then the reason is clear: the changes you make in EDA and EDCT do not 'make it into the game' because the text is not automatically updated (the game effects will 'make it', regardless of the text).
    You need to change the relevant entries in the corresponding text files as well:

    EDA:
    Code:
    Ancillary accomplice
        Type Security
        Transferable  0 
        Image sex_yangman.tga
        ExcludeCultures mesoamerican
        Description accomplice_desc
        EffectsDescription accomplice_effects_desc
        Effect Subterfuge  1
    EDCT:
    Code:
    Trait GoodCommander
        Characters family
        AntiTraits BadCommander
    
        Level Promising_Commander
            Description Promising_Commander_desc
            EffectsDescription Promising_Commander_effects_desc
            GainMessage Promising_Commander_gain_desc
            LoseMessage Promising_Commander_lose_desc
            Threshold  1 
    
            Effect Command  1
    EDA --> text\export_ancillaries
    {accomplice_effects_desc}+1 to agent's skill

    EDCT --> text\export_vnvs
    {Promising_Commander_effects_desc}+1 Command
    Awesome; I just entered changes, and they work.

    Two follow-up questions:

    1. Why did I have to go the extra step of changing text files with SS? I didn't have to do that while modding Ancillaries and Traits for vanilla.

    2. This is only tangentially related perhaps, but I may have found a similar modding anomaly with SS - this time in regard with extending the range of missile units for SS. Mainly, I extended the range of missile units by about 50 percent, because I gave x2 HPs for all units (this isn't enough of a compensation, but that's a different topic - I didn't want bowmen to be able to shoot from another continent for immersion's sake!). Yet, missile units are rather capricious in regard to whether they want to take advantage of the new extended range, and they seem to only intermittently shoot from the new range. More telling, when I tell them to attack from out of range, they will walk up to the shorter, old range and then start firing, rather than firing from the longer, new range.

    Once again, this is a problem I didn't have when modding vanilla. Is this a problem unique to me - or is this a universal experience with a known solution?

  6. #66
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    Default Re: How to: Mod Stainless Steel!

    Quote Originally Posted by lampros69 View Post
    Awesome; I just entered changes, and they work.

    Two follow-up questions:

    1. Why did I have to go the extra step of changing text files with SS? I didn't have to do that while modding Ancillaries and Traits for vanilla.

    2. This is only tangentially related perhaps, but I may have found a similar modding anomaly with SS - this time in regard with extending the range of missile units for SS. Mainly, I extended the range of missile units by about 50 percent, because I gave x2 HPs for all units (this isn't enough of a compensation, but that's a different topic - I didn't want bowmen to be able to shoot from another continent for immersion's sake!). Yet, missile units are rather capricious in regard to whether they want to take advantage of the new extended range, and they seem to only intermittently shoot from the new range. More telling, when I tell them to attack from out of range, they will walk up to the shorter, old range and then start firing, rather than firing from the longer, new range.

    Once again, this is a problem I didn't have when modding vanilla. Is this a problem unique to me - or is this a universal experience with a known solution?
    1. I am rather puzzled why you did not have to in vanilla, there is no other way to achieve the display of a different value for traits or ancillaries as it is not automatically linked to EDCT and EDA.
    2. Please describe how you tried to change the missile range
    Last edited by Gigantus; January 19, 2015 at 06:16 AM.










  7. #67

    Default Re: How to: Mod Stainless Steel!

    Quote Originally Posted by Gigantus View Post
    1. I am rather puzzled why you did not have to in vanilla, there is no other way to achieve the display of a different value for traits or ancillaries as it is not automatically linked to EDCT and EDA.
    2. Please describe how you tried to change the missile range
    1. Hmmm, very strange. I am almost certain I did nothing with text files on vanilla. Oh, well; everything is fine now, and that's all that matters.

    2. Here's an example for Longbowmen:

    stat_pri 5, 1, quality_mass_bodkin_arrow, 280,

    I simply increased the number after ammo type - in this case, from 190 to 280. Once again, it's exactly the same thing I did in vanilla, and I had no issue with that.

  8. #68
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    Default Re: How to: Mod Stainless Steel!

    I think it's a matter of basic physics, eg velocity and angle - you will need to increase the velocity in descr_projectiles as well - 280 is nearly double of the normal range. This is a custom projectile, so the numbers may differ. Underneath the specs for the vanilla bodkin arrow:

    Code:
    min_angle    -75
    max_angle    65
    velocity    20 48
    Code:
    stat_pri         13, 3, bodkin_arrow, 150,










  9. #69

    Default Re: How to: Mod Stainless Steel!

    Quote Originally Posted by Gigantus View Post
    I think it's a matter of basic physics, eg velocity and angle - you will need to increase the velocity in descr_projectiles as well - 280 is nearly double of the normal range. This is a custom projectile, so the numbers may differ. Underneath the specs for the vanilla bodkin arrow:

    Code:
    min_angle    -75
    max_angle    65
    velocity    20 48
    Code:
    stat_pri         13, 3, bodkin_arrow, 150,
    Yeah, I just discovered the projectile file; will read upon it.

    Thanks as usual - I think you single-handedly made my TW: M2 experience for me!

  10. #70
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    Default Re: How to: Mod Stainless Steel!

    One is glad to be of service










  11. #71

    Default Re: How to: Mod Stainless Steel!

    Its a longshot, but is there a way to have multiple text descriptions of units based on factions. For example, England's description of its foot knights can be different than France's?

    Or is it simply one unit = one description.

  12. #72
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    Default Re: How to: Mod Stainless Steel!

    one unit = one description

    buildings can one description per culture










  13. #73

    Default Re: How to: Mod Stainless Steel!

    If I'm removing a unit from the game, aside from the strat-map and the desc_unit file, where else should I remove any reference of them from so I don't have any problems later on?

  14. #74
    Byg's Avatar Read The Manual
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    Default Re: How to: Mod Stainless Steel!

    There may be references in the campaign script. Depends which units.
    And the mercenaries file if they are mercenaries.
    The EDB of course.
    Possibly references in missions if those units are awarded?
    Guilds too possibly.
    Last edited by Byg; January 31, 2015 at 04:01 PM.

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  15. #75

    Default Re: How to: Mod Stainless Steel!

    Could you be specific on which files those entail, por favor.

  16. #76
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    Default Re: How to: Mod Stainless Steel!

    And descr_rebel_factions










  17. #77
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    Default Re: How to: Mod Stainless Steel!

    Quote Originally Posted by Rampage View Post
    Could you be specific on which files those entail, por favor.
    Hi, I think if you don't know what those files are, I suggest you might be able to obtain more detailed help in the modders workshop thread.

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  18. #78

    Default Re: How to: Mod Stainless Steel!

    Thanks, but unless there's a guide for it specifically, where better to confirm something like this than in the questions thread?

    Regardless, I think I know the threads you mean, so I appreciate it.

    Edit: Got them all I think, here they are just in case anyone else is curious:
    Export_Descr_Unit.txt (data)

    Export_Descr_Building.txt (data)

    Descr_Rebel_factions.txt (data)

    Descr_sm_factions.txt (data)

    Campaign_script.txt (data/world/maps/campaign/imperial_campaign)

    Descr_mercenaries.txt (data/world/maps/campaign/imperial_campaign)

    Desr_Strat.txt (data/world/maps/campaign/imperial_campaign
    )

    Last edited by Rampage; February 05, 2015 at 03:13 PM.

  19. #79
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    Default Re: How to: Mod Stainless Steel!

    They have guides there and it has a larger readership and what you are trying to do is generic.

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  20. #80

    Default Re: How to: Mod Stainless Steel!

    Question - how to make general's age half a year per turn?

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