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  1. #1
    Caesar_1991's Avatar Miles
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    Default New Units

    Could you add some of the Kingdoms Units to the long road or could you tell me how to? Thanks

  2. #2
    Condottiere SOG's Avatar Domesticus
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    Default Re: New Units

    Being as the mod is flooded with some really redundant unit, probably not;

    for instance-why does every faction have to have its own spear mercenary?

    These can be condensed into one and used for all factions.

  3. #3
    Caesar_1991's Avatar Miles
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    Default Re: New Units

    dont no but I do no this. I WANT TEMPLAR Sergeants!!!

  4. #4

    Default Re: New Units

    Banjeeboy put out a minor add-on that I got to work with some of his help, that added the sergeants your asking about and more. Its in the Contributions sticky section. Just poke around u should be able to find it. I can help you install it as Im sure he will as well. As it is not that easy but worth the effort. I'm curently playing an HRE campaign with all the Teutonic units from kingdoms. Its awesome having those ritterbruders, habberbruders, sword brethren, livonian auxiliaries, and order spearmen coming to face the enemy.

    HC
    Last edited by Americanus Supremus; October 04, 2007 at 12:36 AM.

  5. #5
    Caesar_1991's Avatar Miles
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    Default Re: New Units

    Ok got the files what do I do? and could you put it in really really simple instructions. thnx
    Last edited by Caesar_1991; October 02, 2007 at 11:51 PM.

  6. #6

    Default Re: New Units

    Ok this is going to be a little difficult, it took me three days and much correspondence with Banjeeboy to get it finished. So strap in and I hope you've got a little modding expierence. JK.

    Ok we will start with the easiest stuff and move on to the hardest. Be ready for ctd's and reading log files. And as always make BACKUPS of all files that we change. To what extent you do this is up you. I backup everything, I mean everything that I change has a orginal file to help figure out mistakes. I will assume that you have other changes you dont want to lose so we will be doing some cutting and pasting as well. Im attaching three shortcut files that may help speed the process along for you. They also contain some minor fixes that Banjeeboy and me figured out and fixed.

    --First off you need to unpack three kingdoms campaigns if you have not already. The Teutonic, Crusades, and English.

    --Next open up your Unit download and unzip the battle_models file. Then replace it with the one in the: C:\Program Files\SEGA\Medieval II Total War\The_Long_Road\data\unit_models (or whereever your install of MTW2 is)

    --Next open up the export_descr_unit files of TLR and my attached files in the DATA folder. Scroll down to the bottom of both. Copy everything from the Heading of: TWK Units to the bottom. You will paste this to the bottom of your TLR export_descr_unit.

    --Next open up the export_descr_building file of TLR and my attached version. There are three seperate changes to be made. Copy and paste each carefully, so to prevent ctd's. One to the Catholic Churches, one to the Knights Guilds (Except the Knights of Santiago) and one to the Merc Buildings.

    --Next I just copied and pasted these two whole files into the TLR/Data folder, as I made no changes myself to them. The Descr_mount and export_descr_guilds. Simply copy and paste from banjeeboy's dl to your version of the TLR.

    --Next open up your TLR/DATA/TEXT folder and open the export_units txt, then copy my changes from my attachments to the bottom of export_units text. I have fixed a few minor errors from banjee's orginal.

    Now comes the hard part. Copying and pasting all the UI info, Unit_models info, and Unit Sprites info. This is where most of your problems will occur. This is also the most time consuming. I made a list of each unit and then marked it off as I got all the info for it.

    First off open up the battle_models db file and scroll down to the first of the new units. Which should be the Gotland footmen, every entry in the following text for that unit is a file or sprite or model that you need to copy from that specfic point in the Kingdoms Campaign files and copy over to the TLR Files. This is the hardest part to help with. But I will give it my best shot.

    We will start with the UI Folder. Open up your TLR UI folder and then open up the UI folder in the Tuetonic Campaign. In the Tuetonic Campaign UI, open the Tuetonic Units folder and then copy the units needed (Tuetonic Units as well as the Clergymen) and paste them over to the TLR UI/Units/HRE folder. Do the same for the Units Info. You will put the clergymen in the merc folder with the Tuetonic units going into the HRE folder respectively. You will repeat this process with the Crusades campaign except you will put these files into the UI/Units or Unit info/MERC (not into england or other factions)
    This will be for all the Templar and Hospitaller units. You will need to do the same as well for the Gotland Footmen from the English campaign from the Norway folder. Put those UI/units or unit info/ into the merc folder too.

    This like I said is going to be the hardest part it took me a few days to get this working properly. To test go into custom battles. I wish you luck and a lot of patience. Just let me know how your progressing and if you need some help. Ill try my best to assist you.

    HC
    Last edited by Americanus Supremus; November 18, 2007 at 12:17 AM.

  7. #7
    Condottiere SOG's Avatar Domesticus
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    Default Re: New Units

    no way am I rewriting my EDU for this. Lets put our heads together for a more improved set of options. One faction options are imo a shortcoming, no offense. There are units which can be removed so that others can be implemented and not just for one faction. Any response?

    For instance, most muslims in this era would not be mercs.

  8. #8

    Default Re: New Units

    im sorry but I dont quite understand what your trying to say Condo. You dont have to rewrite anything. These are just options that a few of us have gotten to work, and enjoy.

    As for the muslim units I was going to in my next campaign re-write building file to allow more recruitment of these mercenary units. By making them recruitable in the main barracks building. Maybe even Making all mercs recruitable by certain factions in there barracks.

    Im not sure, though as I want to see what happens with this mod before I jump into making major mods to this, my favorite mod. Want to see what Torn is up to once his life settles down for him. As I for one would like to see this mod expanded upon.

    On another topic we should try to get all the people working on add-ons together and see what everybody is working on and would like to see added to this great mod in Torn's absence. Just a thought.

  9. #9

    Default Re: New Units

    Thanks, Americanus, you beat me to it
    Just want to remind Caesar that you need to rename canons_of_the_holy_sepulcher into hospitaller_twohander, and the teutonic late generals bodyguard into hochmeister_retinue.
    Feel free to send me a PM if you have any questions.

    To Condo:
    This mini-mod adds some templar and hospitaller units to their guildhalls, (buildable by most catholic factions), clergymen to catholic churches, and some teutonic units to the teutonic guildhalls.
    (the gotland footmen just tagged along, and are way too easy to recruit)
    No units are removed, I think I have a unit count (in the battle_models) of almost 840 units right now.
    Things I've added since I attached those files are more units from "Crusaders", buildable by the christian factions in the holy land.

    It rates low on user friendlyness though, since you have to know a little of modding to get it to work, and it rates low on balance aswell, since I havenīt given any units to the muslim factions... yet.

  10. #10
    Condottiere SOG's Avatar Domesticus
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    Default Re: New Units

    ok, do you need Kingdoms to do this?

  11. #11

    Default Re: New Units

    I think it does. Since the units are pulled from Kingdoms. Though Im not 100%.

    HC

  12. #12

    Default Re: New Units

    You need meshes, textures and such from Kingdoms, but it runs from the MTW2 .exe.
    Copyright reasons is why I can't include those files.

  13. #13
    Condottiere SOG's Avatar Domesticus
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    Default Re: New Units

    Bummer, so many limitations. But it makes money.

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