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  1. #1

    Default Re: Units discussion thread

    Nice spot Blackader, there was only a very small number of unit changes. All this means is the stats in the unit description for these units will be slightly inaccurate. They will still work normally though.

    thanks
    Dave

  2. #2

    Default Re: Units discussion thread

    Does this new patch feature the removal of secondary fire from the early siege weapons? If so, can you teach me how to change it back to vanilla?

  3. #3

    Default Re: Units discussion thread

    Hi Seraphic Fate,

    This is easy to change, all you need to do is unpack the Crusades campaign and you don't need to even edit anythink. Note when you unpack the main game or any of the Kingdoms campaigns you must delete 2 files in the data folder you unpacked, or the game will crash when you load a battle. Delete the descr_geography_new.db and descr_geography_new.txt.

    Go to SEGA\Medieval II Total War\mods\crusades\data folder and copy the descr_projectile.txt. Now go to SEGA\Medieval II Total War\mods\kingdoms_grand_campaign_mod\data. And paste it into my mods data folder. You now have fiery projectiles back for catapults and trebuchets.

    regards
    Dave

  4. #4

    Default Re: Units discussion thread

    Cheers. Thanks a lot! Is the patch already updated, by the way?

  5. #5

    Default Re: Units discussion thread

    No problem at all, and if I can help you with anythink else just ask me. Yes the patch was updated on 20/01/08 and includes 3 very small bug fixes. If you are in the middle of a campaign though I would not bother re-patching until you finish your current campaign. As you will need to start again to see these fixes all working properly anyway.

    best
    Dave

  6. #6

    Default Re: Units discussion thread

    What kind of changes don't reflect instantly on a previous campaign, anyway? Is there a FAQ somewhere regarding those?

  7. #7

    Default Re: Units discussion thread

    How about ditching one of the lower end achers from England and adding in English crossbowmen.England did have crossbowmen.Possibly armored sergeants to.The sergeants can have crossbow,spear or sword.I believe these units are for other factions to,france,hre, venice, papal states, sicily,and others.This would be a nice addition.All 3 would be great units to have in this mod.
    Last edited by razor1955; January 29, 2008 at 01:18 AM.

  8. #8
    vietanh797's Avatar Domesticus
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    Default Re: Units discussion thread

    wtf
    sorry but add those unit will make this mod become a bad mod because all faction will have same unit and in the others hand this make the England become too strong
    sorry dave but i don't think this is a good idea and i can't stop post
    Empire II and Medieval III pls

  9. #9

    Default Re: Units discussion thread

    Well I don't think there is anythink wrong with what he asks me.

    But I may not add anymore new units now anyway, so we will see.


    Dave

  10. #10
    vietanh797's Avatar Domesticus
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    Default Re: Units discussion thread

    really?
    MTW2 have each nations some unit but they not too like the others so i can see the different but if add more unit example like crossbow to England so is there any thing diferent between them and France
    if this happen it like you play AOE with option "full tech tree" enable
    Empire II and Medieval III pls

  11. #11

    Default Re: Units discussion thread

    really?
    MTW2 have each nations some unit but they not too like the others so i can see the different but if add more unit example like crossbow to England so is there any thing diferent between them and France
    if this happen it like you play AOE with option "full tech tree" enable
    If you have nothink constructive to say in my forums then please do not post. I am not going to argue with you about somethink so unimportant.. And I would ask you to respect the opinions of others when posting here in these forums.

    Dave
    Last edited by Dave Scarface; January 29, 2008 at 10:14 AM.

  12. #12
    vietanh797's Avatar Domesticus
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    Default Re: Units discussion thread

    very sorry about my last post
    i will change for sure
    and please there are something wrong with the axemen of scot
    they don't have the strait "scare nearby enemy"
    could you add it back
    Empire II and Medieval III pls

  13. #13

    Default Re: Units discussion thread

    Thank you vietanh, thats better, and I will take a look at changing scots axemen stats for you

    best
    Dave

  14. #14

    Default Re: Units discussion thread

    What other change will you make in the units, in fact? Just for curiosity, I can't wait for the last update!

  15. #15

    Default Re: Units discussion thread

    Ok i would like to ask a question and if you don't care to answer i'll understand.Since i'am enjoying your mod so much and want to stay with it and watch it develope into a supendous mod how can i place units in it like the armor sergeants from other mods that already use them.Can i coppy and paste the entire units stat files into your unit stat files and the same in building text or is there more to it than that.The reason i ask this is it seems to me that the armor sergeants,crossbow,spearmen ,cavarly and swordsmen were the basic mid grade unit of the medieval times where the game has only low grade spearmen and bowmen and high grade knights and bowmen but not much in the middle grade or average unit.I'am not asking you to do all these changes in your mod unless you are interested but just wondering if you could give me some advice.I realize i could play these units in another mod but i have played the other mods and i'am impressed with yours much more.I'am not a modder, so i'am learning now.

  16. #16

    Default Re: Units discussion thread

    Armored Sergeants added for England

    But thats all you are going to get

    cheers
    Dave
    Last edited by Dave Scarface; January 30, 2008 at 04:24 AM.

  17. #17

    Default Re: Units discussion thread

    What other change will you make in the units, in fact? Just for curiosity, I can't wait for the last update!
    Here are some of the small changes I was thinking about.

    Spoiler Alert, click show to read: 

    type Canons of the Holy Sepulcher
    dictionary Canons_of_the_Holy_Sepulcher ; Canons of the Holy Sepulcher
    category infantry
    class heavy
    voice_type Heavy
    banner faction main_infantry
    banner holy crusade
    soldier Canons_Of_The_Holy_Sepulcher, 48, 0, 1.2
    attributes sea_faring, hide_forest, very_hardy, can_withdraw
    move_speed_mod 1.2
    formation 1.2, 1.2, 2.4, 2.4, 3, square
    stat_health 2, 0
    stat_pri 14, 8, no, 0, 0, melee, melee_blade, slashing, sword, 25, 1.3
    ;stat_pri_ex 0, 0, 0
    stat_pri_attr ap
    stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 25, 1
    ;stat_sec_ex 0, 0, 0
    stat_sec_attr no
    stat_pri_armour 7, 6, 0, metal
    ;stat_armour_ex 5, 6, 0, 0, 9, 0, 0, metal
    stat_sec_armour 0, 0, flesh
    stat_heat 6
    stat_ground 1, -2, 3, 4
    stat_mental 13, impetuous, highly_trained
    stat_charge_dist 30
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 810, 225, 100, 235, 1020, 1, 300
    armour_ug_levels 2, 3
    armour_ug_models Canons_Of_The_Holy_Sepulcher, Canons_Of_The_Holy_Sepulcher_ug1
    ownership antioch
    era 0 antioch
    era 1 antioch
    ;unit_info 18, 0, 28
    recruit_priority_offset 10

    type Alamanoi
    dictionary Alamanoi ; Alamanoi
    category infantry
    class heavy
    voice_type Heavy
    accent German
    banner faction main_infantry
    banner holy crusade
    soldier Alamanoi, 48, 0, 1.2
    attributes sea_faring, hide_forest, hardy, can_withdraw, mercenary_unit
    formation 1.2, 1.2, 2.4, 2.4, 3, square
    stat_health 1, 0
    stat_pri 9, 6, no, 0, 0, melee, melee_blade, slashing, sword, 25, 1.3
    ;stat_pri_ex 0, 0, 0
    stat_pri_attr ap
    stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 25, 1
    ;stat_sec_ex 0, 0, 0
    stat_sec_attr no
    stat_pri_armour 7, 5, 0, metal
    ;stat_armour_ex 3, 5, 0, 0, 8, 0, 0, metal
    stat_sec_armour 0, 0, flesh
    stat_heat 6
    stat_ground 1, -2, 3, 4
    stat_mental 11, normal, highly_trained
    stat_charge_dist 30
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 590, 150, 60, 140, 490, 4, 140
    armour_ug_levels 2, 3
    armour_ug_models Alamanoi, Alamanoi_ug1
    ownership byzantium, slave
    era 0 byzantium
    era 1 byzantium
    ;unit_info 15, 0, 11
    recruit_priority_offset 15

    type Zweihander
    dictionary Zweihander ; Zwei Hander
    category infantry
    class heavy
    voice_type Heavy
    banner faction main_infantry
    banner holy crusade
    soldier Zweihander, 48, 0, 1.2
    attributes sea_faring, hide_forest, hardy, can_withdraw
    formation 1.2, 1.2, 2.4, 2.4, 3, square
    stat_health 1, 0
    stat_pri 14, 9, no, 0, 0, melee, melee_blade, slashing, sword, 25, 1.3
    ;stat_pri_ex 0, 0, 0
    stat_pri_attr ap
    stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 25, 1
    ;stat_sec_ex 0, 0, 0
    stat_sec_attr no
    stat_pri_armour 5, 8, 0, metal
    ;stat_armour_ex 5, 6, 0, 0, 8, 0, 0, metal
    stat_sec_armour 0, 0, flesh
    stat_heat 7
    stat_ground 1, -2, 3, 4
    stat_mental 11, normal, trained
    stat_charge_dist 30
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 520, 150, 60, 140, 520, 4, 150
    armour_ug_levels 3, 4
    armour_ug_models Zweihander, Zweihander_ug1
    ownership hre
    ;unit_info 15, 0, 13
    recruit_priority_offset 20

    type Varangian Guard
    dictionary Varangian_Guard ; Varangian Guard
    category infantry
    class heavy
    voice_type Heavy
    accent East_European
    banner faction main_infantry
    banner holy crusade
    soldier Varangian_Guard, 48, 0, 1.2
    attributes sea_faring, hide_forest, hardy, can_withdraw
    formation 1.2, 1.2, 2.4, 2.4, 4, square
    stat_health 1, 0
    stat_pri 15, 9, no, 0, 0, melee, melee_blade, slashing, axe, 25, 1.33
    ;stat_pri_ex 0, 0, 0
    stat_pri_attr ap
    stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 25, 1
    ;stat_sec_ex 0, 0, 0
    stat_sec_attr no
    stat_pri_armour 5, 10, 5, metal
    ;stat_armour_ex 5, 6, 0, 0, 10, 5, 3, metal
    stat_sec_armour 0, 0, flesh
    stat_heat 7
    stat_ground 1, -2, 3, 4
    stat_mental 13, normal, highly_trained
    stat_charge_dist 30
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 690, 175, 65, 155, 690, 4, 200
    armour_ug_levels 3, 4
    armour_ug_models Varangian_Guard, Varangian_Guard_ug1
    ownership byzantium
    era 0 byzantium
    era 1 byzantium
    ;unit_info 19, 0, 20
    recruit_priority_offset 25

    type Dismounted English Knights
    dictionary Dismounted_English_Knights ; Dismounted English Knights
    category infantry
    class heavy
    voice_type Heavy
    banner faction main_infantry
    banner holy crusade
    soldier Dismounted_English_Knights, 48, 0, 1.2
    attributes sea_faring, hide_forest, hardy, can_withdraw
    formation 1.2, 1.2, 2.4, 2.4, 3, square
    stat_health 1, 0
    stat_pri 15, 7, no, 0, 0, melee, melee_blade, slashing, axe, 25, 1.33
    ;stat_pri_ex 0, 0, 0
    stat_pri_attr ap
    stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 25, 1
    ;stat_sec_ex 0, 0, 0
    stat_sec_attr no
    stat_pri_armour 6, 10, 0, metal
    ;stat_armour_ex 6, 7, 0, 0, 10, 0, 0, metal
    stat_sec_armour 0, 0, flesh
    stat_heat 8
    stat_ground 1, -2, 3, 4
    stat_mental 13, normal, trained
    stat_charge_dist 30
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 590, 225, 65, 155, 590, 4, 170
    armour_ug_levels 4, 5
    armour_ug_models Dismounted_English_Knights, Dismounted_English_Knights_ug1
    ownership england
    ;unit_info 19, 0, 16
    recruit_priority_offset 20

    type Dismounted Noble Knights
    dictionary Dismounted_Noble_Knights ; Dismounted Noble Knights
    category infantry
    class heavy
    voice_type Heavy
    banner faction main_infantry
    banner holy crusade
    soldier Dismounted_Noble_Knights, 48, 0, 1.2
    attributes sea_faring, hide_forest, hardy, can_withdraw
    formation 1.2, 1.2, 2.4, 2.4, 3, square
    stat_health 1, 0
    stat_pri 15, 7, no, 0, 0, melee, melee_blade, slashing, axe, 25, 1.33
    ;stat_pri_ex 0, 0, 0
    stat_pri_attr ap
    stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 25, 1
    ;stat_sec_ex 0, 0, 0
    stat_sec_attr no
    stat_pri_armour 6, 10, 0, metal
    ;stat_armour_ex 6, 7, 0, 0, 10, 0, 0, metal
    stat_sec_armour 0, 0, flesh
    stat_heat 8
    stat_ground 1, -2, 3, 4
    stat_mental 13, normal, trained
    stat_charge_dist 30
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 590, 225, 65, 155, 590, 4, 170
    armour_ug_levels 4, 5
    armour_ug_models Dismounted_Noble_Knights, Dismounted_Noble_Knights_ug1
    ownership france
    ;unit_info 19, 0, 16
    recruit_priority_offset 20

    type Dismounted Conquistadores
    dictionary Dismounted_Conquistadores ; Dismounted Conquistadores
    category infantry
    class heavy
    voice_type Heavy
    banner faction main_infantry
    banner holy crusade
    soldier Dismounted_Conquistadores, 48, 0, 1.2
    attributes sea_faring, hide_forest, very_hardy, can_withdraw
    formation 1.2, 1.2, 2.4, 2.4, 3, square
    stat_health 1, 0
    stat_pri 12, 3, no, 0, 0, melee, melee_blade, piercing, sword, 25, 1
    ;stat_pri_ex 0, 0, 0
    stat_pri_attr no
    stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 25, 1
    ;stat_sec_ex 0, 0, 0
    stat_sec_attr no
    stat_pri_armour 5, 5, 8, metal
    ;stat_armour_ex 5, 6, 0, 0, 5, 8, 6, metal
    stat_sec_armour 0, 0, flesh
    stat_heat 3
    stat_ground 1, 0, 2, -2
    stat_mental 13, low, trained
    stat_charge_dist 30
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 690, 150, 65, 155, 690, 4, 200
    armour_ug_levels 3, 4
    armour_ug_models Dismounted_Conquistadores, Dismounted_Conquistadores_ug1
    ownership spain, portugal
    ;unit_info 14, 0, 18
    recruit_priority_offset 30

    type Dismounted Portuguese Knights
    dictionary Dismounted_Portuguese_Knights ; Dismounted Portuguese Knights
    category infantry
    class heavy
    voice_type Heavy
    banner faction main_infantry
    banner holy crusade
    soldier Dismounted_Portuguese_Knights, 48, 0, 1.2
    attributes sea_faring, hide_forest, hardy, can_withdraw
    formation 1.2, 1.2, 2.4, 2.4, 4, square
    stat_health 1, 0
    stat_pri 15, 7, no, 0, 0, melee, melee_blade, slashing, axe, 25, 1.33
    ;stat_pri_ex 0, 0, 0
    stat_pri_attr ap
    stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 25, 1
    ;stat_sec_ex 0, 0, 0
    stat_sec_attr no
    stat_pri_armour 6, 10, 0, metal
    ;stat_armour_ex 6, 7, 0, 0, 10, 0, 0, metal
    stat_sec_armour 0, 0, flesh
    stat_heat 4
    stat_ground 1, 0, 2, -2
    stat_mental 13, normal, trained
    stat_charge_dist 30
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 590, 225, 65, 155, 590, 4, 170
    armour_ug_levels 4, 5
    armour_ug_models Dismounted_Portuguese_Knights, Dismounted_Portuguese_Knights_ug1
    ownership portugal
    ;unit_info 19, 0, 16
    recruit_priority_offset 30
    Last edited by Dave Scarface; January 30, 2008 at 05:10 AM.

  18. #18

    Default Re: Units discussion thread

    You still have forgotten to update the units info... For example units info for canons of holy sepulcre is 18/28 (and attack 14 and armor 13 in the detail). Perhaps you make all those units a little bit too weak? On the other hand they were already very strong. You're perhaps right...What do you think about it?

  19. #19

    Default Re: Units discussion thread

    Yeah I will adjust the unit info as well, sorry. I think some of these units were a little too powerful before. But like you say they are still very strong units even after these changes. I also adjusted a few more heavy infantry units for some other factions as well.
    Last edited by Dave Scarface; January 30, 2008 at 10:40 AM.

  20. #20

    Default Re: Units discussion thread

    Quote Originally Posted by dave scarface View Post
    Armored Sergeants added for England

    But thats all you are going to get

    cheers
    Dave
    Thanks for responding.It's your mod and we are just using it.It was nice of you to honor a request.Thanks.But i still would like to know how to do that myself.Where and how may i aquire info to learn how to add stuff like this.I'am not ready to learn how to be a modder but i would love to tinker with unit stats and additions.I'am really looking forward towards your new update.Again thanks.

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