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while i figure out the unit problem i have another. i want to take the heraldic device seen here which is finrods and make it an ancillary pic how do i do that.
Last edited by Elven Warrior; May 11, 2013 at 11:24 PM.
You should find a tutorial somewhere here http://www.twcenter.net/forums/forum...and-Animations
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@ Elven Warrior: Swagger's "The Ancillary Guide" is the best one I've come across for this, and will take you step-by-step through the process of adding a new ancil. You'll also need image editing software like Photoshop or GIMP (free) to get your ancil pic just right.
For the pic all you need to do is re-size the image to 34x41 and export it as a .tga file to your: C:\Program Files (x86)\SEGA\Medieval II Total War\mods\Third_Age_3\data\ui\ancillaries. Scaling the pic down might not give you the detail you were hoping for from the original image, so you might need to play around with how to get it looking really good on a smaller scale. If you haven't used much image editing software feel free to PM me with any questions you have about using GIMP.
Last edited by Mank; May 12, 2013 at 09:28 AM.
I've done some work today, but I'm stuck now...
I tried to attach the princesses for human factions from this mod (http://www.twcenter.net/forums/showt...nded-Map/page8) to MOS 1.41.
It seems to be working after 6 hours, but theres some problem... At first, the princesses cannot move, they just sitting in settlements. I can bring them out with "move_character" cheat, but they dont have texture, or body, they are invisible.
I found a texture file path in the descr_model_strat.txt, but the texture files wrote in it are real, i find them in their proper location.
What can I do? I've never made any modding, so the most evident solutions also can be good...
Please help me!
The lack of a character model etc is because you move them out of a settlement via the cheat code. What you need to do is give the princesses some movement points, since it's set to 0 in TATW.
Look in descr_character, under Princess. I don't remember the exact phrasing but I think it's something along the lines of starting_action_points. Change the 0 to 80 or 120 or whatever it's set for other characters (spies or diplomats, for example) and it should work.
Last edited by DrBeast; May 13, 2013 at 03:17 PM.
Thanks, that solved my problem, one more step closer to the win...
Just one more question...
Why Arwen looks like this?
She has texture, .cas model, and these two file's path description is correct.
I'd bet you need to add her strat_model to the descr_characters file. Check the descr_character models under type - "princess"
ex.
faction egypt
dictionary 2
strat_model princess
(You might need to add something here, check the corresponding file from the mod you're pulling from)
Done, and working, thanks a lot!
hey i am trying to add some mercenaries to the game and i added this
o start up the game and it open up in a campaign but the mercenaries are not here. i also deleted map rwCode:pool Lorien regions Lothlorien_Province Celebrant_Province unit Bandits, exp 0 cost 100 replenish 0.03 - 0.05 max 1 initial 0 religions { northmen numenorian } militia Mercs exp 0 cost 100 replenish 0.10 - 0.15 max 6 initial 2 eorlingas Mercs exp 2 cost 250 replenish 0.05 - 0.12 max 2 initial 1
this is edu entry
Code:type militia Mercs dictionary militia_Mercs ; militia category infantry class spearmen voice_type Heavy banner faction main_spear banner holy crusade soldier Armored_Sergeants, 60, 0, 1 officer rohan_captain_early_flag attributes sea_faring, hide_forest, can_withdraw, no_custom, mercenary_unit, invasion_mercs formation 1.2, 1.2, 2.4, 2.4, 4, square, schiltrom stat_health 1, 3 stat_pri 6, 3, no, 0, 0, melee, melee_blade, piercing, spear, 0, 1 stat_pri_attr light_spear, spear_bonus_4 stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 0, 1 stat_sec_attr no stat_pri_armour 3, 2, 3, leather stat_sec_armour 0, 0, flesh stat_heat 2 stat_ground 0, -1, 0, -2 stat_mental 10, normal, trained stat_charge_dist 15 stat_fire_delay 0 stat_food 60, 300 stat_cost 1, 390, 0, 50, 50, 390, 4, 100 armour_ug_levels 1, 2 armour_ug_models militia, militia_upg ownership milan era 0 milan era 1 milan era 2 milan recruit_priority_offset 5
i am trying to add aor units through mercenaryCode:type eorlingas Mercs dictionary eorlingas_Mercs ; Eored Lancers category cavalry class heavy voice_type Heavy banner faction main_cavalry banner holy crusade soldier eorlingas, 30, 0, 1 officer rohan_captain_early_flag mount super eorlingas horse mount_effect elephant -4, camel -4 attributes sea_faring, hide_forest, can_withdraw, can_formed_charge, knight, mercenary_unit, invasion_mercs, formation 2, 4.4, 3, 6, 2, square stat_health 1, 3 stat_pri 7, 9, no, 0, 0, melee, melee_blade, piercing, spear, 25, 1 stat_pri_attr no stat_sec 5, 5, no, 0, 0, melee, melee_blade, piercing, sword, 25, 1 stat_sec_attr ap stat_pri_armour 6, 4, 4, metal stat_sec_armour 0, 0, flesh stat_heat 6 stat_ground -1, -1, -3, -2 stat_mental 15, normal, trained stat_charge_dist 45 stat_fire_delay 0 stat_food 60, 300 stat_cost 1, 950, 0, 100, 100, 950, 4, 100 armour_ug_levels 3, 4 armour_ug_models eorlingas, eorlingas_upg ownership slave, milan, timurids era 0 slave, milan, timurids era 1 slave, milan, timurids era 2 slave, milan, timurids recruit_priority_offset 0
Last edited by Elven Warrior; May 13, 2013 at 07:37 PM.
Ok let's start with this:
Some changes in red:Code:pool Lorien regions Lothlorien_Province Celebrant_Province unit Bandits, exp 0 cost 100 replenish 0.03 - 0.05 max 1 initial 0 religions { northmen numenorian } militia Mercs exp 0 cost 100 replenish 0.10 - 0.15 max 6 initial 2 eorlingas Mercs exp 2 cost 250 replenish 0.05 - 0.12 max 2 initial 1
Now as far as recruiting goes, the code I edited has all the initial pools set to "1" so they should be available if all the correct pre-reqs are met. I see the units you are editing are for Rohan's ownership, so you'll need to be playing rohan to be able to see these guys pop up. If you want these units available to other factions, just edit the ownership in the EDA:Code:pool Lorien regions Lothlorien_Province Celebrant_Province unit Bandits, (delete comma) exp 0 cost 100 replenish 0.03 - 0.05 max 2 initial 1 religions { northmen } unit militia Mercs exp 0 cost 100 replenish 0.10 - 0.15 max 2 initial 1 religions { northmen } unit eorlingas Mercs exp 2 cost 250 replenish 0.05 - 0.12 max 2 initial 1 religions { northmen }
to look like:Code:ownership milan era 0 milan era 1 milan era 2 milan
Code:ownership milan, saxons era 0 milan, saxons era 1 milan, saxons era 2 milan, saxons
Be warned, however, that adding new faction ownerships to these mercs will require editing the battle_models.modeldb for them to show up properly in a battlefield. You will also need to make sure that any new faction's religion is added to the merc pool.
edit: Specifically, if you want to add the "Bandits" available to the Turks, you'll need to edit them as I have mentioned above. If you need a touchstone for editing the battle_models.modeldb for this specific purpose, I recommend Stephan's "How to add an existing unit to another faction" guide.
Last edited by Mank; May 13, 2013 at 09:03 PM.
Hi. I was wondering if anyone could let me know how the creators of TATW built in that cunning restriction on attacking one's own allies. I want to recreate it in vanilla M2TW as a way of stopping the stupidly aggressive AI factions from betraying me. And indeed each other... I know in the vanilla game it brings up a message which gives you the choice, whereas in TATW the message just says no. What I don't know is how to change that message... Any help would be, well, helpful.
@MankI don't think that's necessesary. If they have slave ownership and the mercenary_unit tag in EDU then they are available to all factions.adding new faction ownerships to these mercs will require editing the battle_models.modeldb for them to show up properly in a battlefield.
OP: also a good idea to delete map.rwm file after messing around with campaign load stuff
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The First Triumvir for M2TW (TFT2) - Caesar's Early Career campaign
Fall of the Republic - Rise of the Empire (FRRE) mod collection
I would suggest you turn to the Mod Workshop and ask for input on how to manage this, as the TATW coders are not active here or at all currently, and folks there are skilled
Here's the link to the coding discussion section: http://www.twcenter.net/forums/forum...-and-Scripting
Kingdom of Lindon preview video out
DCI: Last Alliance - WIP Second Age mod | DCI: Tôl Acharn - mighty Dúnedain Counter Invasions |
Additional Mercenary Minimod - more mercs; for TATW and DCI | Family Tree minimods - lore improvements | Remade Event Pictures - enhance cultures trough images |
Favorite TATW compilation: Withwnars Submod Collection
Patron of Mank, Kiliç Alì, FireFreak111, MIKEGOLF & Arachir Galudirithon, Earl of Memory
#TweetCohort: TWC thread promo and discussion - more info
The First Triumvir for M2TW (TFT2) - Caesar's Early Career campaign
Fall of the Republic - Rise of the Empire (FRRE) mod collection
Kingdom of Lindon preview video out
DCI: Last Alliance - WIP Second Age mod | DCI: Tôl Acharn - mighty Dúnedain Counter Invasions |
Additional Mercenary Minimod - more mercs; for TATW and DCI | Family Tree minimods - lore improvements | Remade Event Pictures - enhance cultures trough images |
Favorite TATW compilation: Withwnars Submod Collection
Patron of Mank, Kiliç Alì, FireFreak111, MIKEGOLF & Arachir Galudirithon, Earl of Memory