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  1. #1

    Default rtw building units mod, anyone?

    I recently modding my own rtw with combination mods, majority in reskin of the units.

    I added corinthian hoplite, athenian hoplite and rhodian hoplite to greek roster. Somehow I want to make it to be recruite in campaign game same was as the spartan hoplites do, only available in sparta city or region. But after several trial and research I still cant find a way.

  2. #2
    Halie Satanus's Avatar Emperor of ice cream
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    Default Re: rtw building units mod, anyone?

    Open up your export_descr_buildings file and add ' and hidden_resource ??'

    ie;
    recruit "greek hoplite spartan" 0 requires factions { greek_cities, } and hidden_resource sparta
    Welcome to TWC.

  3. #3

    Default Re: rtw building units mod, anyone?

    hi. If units are playable in custom battles, then in order to play them in campaigns you have to edit a file called "export_descr_buildings". You can do that easily by copy pasting the spartan hoplites line. you have to do that at least twice , because of barracks upgrading. i did it three times in my file so to have the hoplites available at city barracks level and higher.
    to have the units recruited in selected cities , you have to build a hidden resource (you see how this works in the 'spartan hoplites' line in edb .
    unfortunately im not quite sure how to do that .
    Hope this helps

  4. #4

    Default Re: rtw building units mod, anyone?

    by the way, does anyone know how to deselect cerain units for certain cities? for example removing hoplite militia, greek hoplites and armoured hoplites from sparta?

  5. #5

    Default Re: rtw building units mod, anyone?

    chenkai , now that i'm back i'll give you an example of my E_D_B as well:
    recruit "greek hoplite athenian" 0 requires factions { greek_cities, } and hidden_resource athens
    recruit "greek hoplite corinthian" 0 requires factions { greek_cities, } and hidden_resource corinth
    this is at city barracks level.
    After you create them, -using the model names that you have used- you must copy and paste these lines to the army barracks and royal barracks unit clusters.

  6. #6

    Default Re: rtw building units mod, anyone?

    Hi athenean, thanks for the info, but I already try that. It makes the unit not recruitable in any barracks of the cities under my rule. even in athens or corinth.

  7. #7
    makanyane's Avatar Praeses
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    Default Re: rtw building units mod, anyone?

    using hidden_resource athens does not automatically refer to the city - that is the part you are probably missing.

    you need to add a hidden_resource if one is not already present, to add it, you add it to the list at the very top of export_descr_buildings.txt, it does not matter what it is called, so use 'fred' for example.

    You then need to add the new resource to your descr_regions.txt file for the regions you want the resource in eg
    Attica
    Athens
    macedon
    Athenians
    58 177 106
    silver, iron, olive_oil, slaves, dogs, pigs, fred
    5
    9
    then add the "and hidden_resource fred"
    part to the unit you want to be recruitable in those cities only....

    you need to delete your map.rwm and re-start the campaign for this to take effect.

  8. #8

    Default Re: rtw building units mod, anyone?

    thanks makanyane, and boromir who help me in the other forum.

    It is the map.rwm fits the missing puzzle. After I delete it the hidden resource work fine.

    by the way, what does map.rwm do? and what effect it does after deleting it.

  9. #9
    makanyane's Avatar Praeses
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    Default Re: rtw building units mod, anyone?

    map.rwm is a bit like a save game file, it stores a lot of information, mainly about the campaign map, but also some other stuff relating to the factions themselves, and hidden_resources etc...

    if you delete it (and you haven't made any changes to file that break game!) then it will re-generate when you next start a campaign. So if you make more changes you need to go back and delete the new map.rwm that was made previously.

    Rather than try and work out which changes definitely need it to be deleted its safest to delete it each time you make a change. (if you do a lot of modding just remember to empty recycle bin regularly - its amazing how much space a few weeks worth of deleted .rwms takes up....)

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