OK sorry I have just discover that this other descr_model_battle doesn´t mean anything so one thing less
I think you need to read some basic tutorials. Unit building is not hard and often where modders start.
The models (.cas files) reference a model - NOT the skeleton of the model. You have removed model_flex lines so of course it will crash. You also need to remove the mounted standard and the wedge ability (and the mount effects line would make it more realistic, though that would not cause any errors to keep it in).
"One of the most sophisticated Total War mods ever developed..."
The Fourth Age: Total War - The Dominion of Men
OK thanks Aradan. Hmmm,I ask as using TE Mod,Lusted uses a Stat Cost calculation to assign unit costs,and I was deciding on factoring lethality into the equation so as to make more lethal units at higher cost in comparison to weaker weapons(Lusted uses Attack+Defence+Morale(at 10%)xunit men=cost,mainly). It seemed a fair idea,but with missile weapons not factored it is not workable,as data has to be proportional at least.
Kokito,you have to ask Swabian why two DMB files? The desc_export_units should refer to one for its skeltons,textures etc,not two,unless he has a work around to avoid the 255(?) DMB limit???
I think the Mod team has been experimenting with unit types,so two types of same unit. If different textures,and you like both,alter. If same,ignore marca gwynedd_2 and only bother with 1st.
DMB
EDUCode:type marca_gwyneddInf ;(Infantry model) #Add 'Inf' at end to show new model skeleton fs_javelinman, fs_swordsman ;skeleton fs_hc_javelinman, fs_hc_swordsman ( Infantry = skeleton fs_javelinman, fs_swordsman) indiv_range 40 texture slave,bi/data/models_unit/textures/ATW_marca_gwynedd.tga texture vandals, bi/data/models_unit/textures/ATW_marca_gwynedd.tga model_flexi bi/data/models_unit/ATW_marca_gwynedd.CAS, 15 model_flexi bi/data/models_unit/ATW_marca_gwynedd.CAS, 30 model_flexi bi/data/models_unit/ATW_marca_gwynedd.CAS, 40 model_flexi bi/data/models_unit/ATW_marca_gwynedd.CAS, max model_sprite slave, 60.0, bi/data/sprites/slave_marca_gwynedd_sprite.spr model_sprite vandals, 60.0, bi/data/sprites/slave_marca_gwynedd_sprite.spr model_tri 400, 0.5f, 0.5f, 0.5f
EDUECode:type marca gwyneddInf dictionary marca_gwyneddInf category infantry ;cavalry class heavy voice_type Medium_1 soldier marca_gwyneddInf, 30, 0, 1.5 ;15, 0, 1.5 =Change to Infantry number of men. ;officer draco_standard_mounted =Officer maybe wrong type for Infantry,remove to be safe(I am not sure on this). ;mount medium horse =Remove as infantry ;mount_effect elephant -8, camel -4 =Remove as infantry attributes sea_faring,hide_forest,hardy formation 1.5, 3.5, 6, 6, 4,square ; ,wedge =Remove ',wedge' as for infantry now,and no comma at end of 'formation' Alter formation to Infantry types,find a spear unit & see? stat_health 2, 1 stat_pri 22,3, javelin, 40, 6, thrown, archery, piercing, spear, 10, 1 stat_pri_attr prec,thrown,thrown ap, ap stat_sec 9,12, no, 0, 0, melee, blade, slashing, axe, 10, 0.708 stat_sec_attr ap stat_pri_armour 5, 11, 8, leather stat_sec_armour 0, 0, flesh stat_heat 2 stat_ground 0, -1, -8, 0 stat_mental 8,impetuous,untrained stat_charge_dist 200 stat_fire_delay -35000 stat_food 60, 300 stat_cost 3, 450, 90, 40, 60, 450 ownership vandals, slave You have to add 'Inf' at end to create a seperate new unit,I use Inf as easier to remember. The red is add,blue is remove. you also have to alter your export_descr_unit_enums to include the new unit,ie:
marca_gwyneddInf
marca_gwyneddInf_descr
marca_gwyneddInf_descr_short
Then in text folder---> export_units to add unit descriptions. It is easier,being lazy to find "marca_gwynedd"(use EDIT--->FIND to help)and copy paste a 2nd one next to each other and rename the second to marca_gwyneddInf etc.
This should do the trick..????
Last edited by Kylan271; July 24, 2009 at 12:21 PM.
Re cost calculation: If lethality is used to balance out inherent skeleton inequalities, then you don't need to factor it in. But if it's used to make some units weaker/stronger than others (ala EB, TE, etc) then you will probably need to calculate it to get accurate results. For missile units you need to add a bit to the red equation, sth like this:
Code:Cost = {[MslCombatFactor * (MslAttack + MslRange/10 + Ammo/25) + (Attack + Charge*0,2 + Armour*0,8 + Def*0,4 + Shield*0,6)] * Morale*0,2} * #-of-men
As for mounting/dismounting:
a) check the relevant tutorial
b) check ER's basic tutorial on unit creation
c) use [code] tags, makes reading easier.
Having two DMB files is impossible btw, one should be an older or WIP version.
Ok thanks I did not know about the 'quote' function,not used before. As for calculations,mounts and chariots are confusing to me to work out,and then the attributes? Do you give cost for ie warcry,chant,etc????
Yes I understand this as I play different games,and see some very complex formuli,which makes the game a tad boring at times. So trying to find a balance. I just ask about attributes as didn't know if anyone had considered a cost factor? CA doesn't...basically Attack+Defence xNo men..=cost,if at that,ie peasants 60 & 300,as examples,and they even use mass as factor,ie
Upkeep=mass+1 xNo men,ie peasants 60=102(100),and 300=510..from what I figure,but nothing seems proportional,ie one cost for one unit another variable for others,so can't find common system in CA RTW1.5 or BI,ALEX etc. I just use [Attack(best-ap is 1.5x)+Charge,+Defence(and mount bonus),+Morale/10(as Lusted uses) X No. men(x health)] divide 2(mounts x1).
Spoiler Alert, click show to read:
Main problem that bothers me is Elephants and Chariots and Siege Weapons,as they have area attacks. How to work out a multiple attack unit????
Just experiment and find how many men are killed on average by the area attack each time, then use that as a multiplier to attack?Main problem that bothers me is Elephants and Chariots and Siege Weapons,as they have area attacks. How to work out a multiple attack unit????
Tried a few times,very hard as variables are formation spacing mainly. Different results each unit type-using same weapon,ie Catapult..and again depends on ammo type-stone or fire. Mount attacks vary also depends on what speed they attack a unit at,ie charge or defending-and from what side ie rear,shield side or front??? Kills hard to assign as a standard multiplier due to so many variables.
Hmmm,by the way what do fire arrows do damage wise and what of siege weapon fire??? They affect morale,but against units or structures what damage variation??? No listing in EDU about them?
Fire arrows against siege weapons,hmm all this time and I forgot to try????![]()
OK Kokito no probs,working on your other probs,and yeah thank Aradan also ^_* .
Flaming arrows no extra damage,hmmmm. I know it affects morale,but is that for each volley..for a time limit from first attack...or cumulative or affects entire army or just unit hit??? Aghhhh,pulling my hair out...I have to research this,lol.
Spoiler Alert, click show to read:
Aradan I stumbled upon CA's docudemons and found:
Formation: (horde, column, square, wedge, square_hollow, testudo, phalanx)
Special_ability: (testudo, phalanx, wedge, drop_engines, flaming_ammo, warcry, chant, curse, beserk, rally, kill_elephants, move_and_shoot, cantabrian_circle, shield_wall, stealth, feigned_rout, schiltrom )
These are allowed types in docudemon_conditions.txt,note some are alien to me...do you have any ideas what they are?????
And discussing area damage before...oh stumbled upon this in BI of all things in descr_projectile_new(in RTW also),ie:
Spoiler Alert, click show to read:
The damage to troops seems to be the max amount of men that weapon can effect,I missed this before.
Last edited by Kylan271; September 13, 2009 at 12:46 PM.
These seem to be legacy code from the initial development stages, they probably won't work, but no harm in testing them I guess. Gonna test them now, actually.
Siege weapons always had two different damage value,s one for buildings and one for troops, hadn't they?And discussing area damage before...oh stumbled upon this in BI of al things,ie:
Spoiler Alert, click show to read:
EDIT: Bah, the engine doesn't even recognise them (it only ignores square_hollow, if assigned as secondary formation).
That is a shame. It is always good fun to find out what CA did not implement, it is a kind of surprise. I love your work Aradan by the way, and your involvement with the TWC community.
Oopsie,"Siege weapons always had two different damage value,s one for buildings and one for troops, hadn't they?"
Sorry to clarify,I forgot to mention,there is 3 data types-1 building,2 men,3 area effect-units. Only in EDU is the damage to units,Projectiles lists buildings&area,look at arrow damage to see-it is '0' so refers to buildings. The 3rd is what I am refering to,it tells the engine how many units that siege weapon can effect,ie scorpion 2 and ballista 5.
Oh dang,I was hoping some of those legacy code would be useful...
Thanks for testing anyway!
Last edited by Kylan271; September 14, 2009 at 01:23 PM.