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  1. #1

    Default Adding cool new dudes to Templar Band

    So I've decided to give dudes in white robes and pointy hoods (hm, no, that was another game...), I mean Templars, a bit more cool units, to keep them interesting in later stages of campaign. Being strongly influenced by French (and founded by 2 French nobles), these should be Pikemen, Voulgier and Lancers.

    So, how can I add them to the current unit roster in early campaign? I've edited EDU & EDB, but trying them in custom battle, they have no skin (look like T-1000 from T2), and unit card is that of RTW's peasants.

    Author of the ---== Knights Templar Mod ==---
    Creator of the ---== Lord Calidor's Weapon Pack 1 ==---
    Member of the ---== Dominion of the Sword ==--- and ---== C.B.U.R.P ==---

  2. #2
    The King Of Peasants's Avatar Senator
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    Default Re: Adding cool new dudes to Templar Band

    You also need to edit the unit_models_database in the unit_models folder its rather complicated there are a few tutorials on it in the mod workshop. Definitely a good idea though.

  3. #3

    Default Re: Adding cool new dudes to Templar Band

    Can't answer your question, but mine is in the same vein.

    I'm currently playing a Templar campaign, so I haven't seen all the units yet, but I was thinking of doing some reshuffling myself.

    Templar Spearmen should be badass, as all things Templar are.

    Plus I was thinking about allowing Templar Knights in very limited quality at the beginning. How do I do?

  4. #4

    Default Re: Adding cool new dudes to Templar Band

    For adding units from one faction to another faction you can checkout this tutorial. It might look awfully difficult at start but follow it correctly and it will become more easy in time.
    http://www.twcenter.net/forums/showthread.php?t=74945

    For adding units to a faction at game start you need to edit the descr_strat.txt file and add/replace the units that are given at game start.

    Always make backups of the files you edit since if you make misakes in them the game might not startup anymore.

  5. #5

    Default Re: Adding cool new dudes to Templar Band

    Well, I've delved a bit deeper into shifting units, and thanks to already existing textures for Templars, this will be easier than I thought.
    So, onward for bringing some justice to our righteous brothers!

    (note, my units will not unbalance early game play, it should still be very tough to reach later stages, when these units come into play. My only reason for adding them is to bring a bit of proffesional flavor to late Templar armies, on par with other Western Europeans, and thus give them a bit more diversity and coolness, should they survive long enough to field them)

    Also, I'd like to hear your suggestions abt which units should be included in their roster. For now, I'm considering aforementioned Lancers, Pikemen, Voulgier, and maybe some polearm dudes, like Dism.French/Eng/Port Knights.

    Author of the ---== Knights Templar Mod ==---
    Creator of the ---== Lord Calidor's Weapon Pack 1 ==---
    Member of the ---== Dominion of the Sword ==--- and ---== C.B.U.R.P ==---

  6. #6

    Icon12 Re: Adding cool new dudes to Templar Band

    Quote Originally Posted by Lord_Calidor View Post
    Well, I've delved a bit deeper into shifting units, and thanks to already existing textures for Templars, this will be easier than I thought.
    So, onward for bringing some justice to our righteous brothers!

    (note, my units will not unbalance early game play, it should still be very tough to reach later stages, when these units come into play. My only reason for adding them is to bring a bit of proffesional flavor to late Templar armies, on par with other Western Europeans, and thus give them a bit more diversity and coolness, should they survive long enough to field them)

    Also, I'd like to hear your suggestions abt which units should be included in their roster. For now, I'm considering aforementioned Lancers, Pikemen, Voulgier, and maybe some polearm dudes, like Dism.French/Eng/Port Knights.
    just add musceteers both in towns and castles and cavalry gunners like german reyters (?)

  7. #7

    Default Re: Adding cool new dudes to Templar Band

    some retuextured french knights would be awsome

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  8. #8

    Default Re: Adding cool new dudes to Templar Band

    Something AP would be nice, be it Dism. Noble Knights (France) or some axe unit (perhaps from the Crusades campaign).

  9. #9

    Default Re: Adding cool new dudes to Templar Band

    Currently, it's Voulgiers, Swiss Pikemen, Dism.Noble Knights (or Heavy Axemen, still deciding...), Lancers, giving Templars & Hospitallers 2nd armor upgrade, and reworking of Templar Crossbowmen - giving them pavise, so they have some chance against archer heavy armies of the east.

    For now, only testing some stuff and waiting SS6.0 to get down to it.

    Author of the ---== Knights Templar Mod ==---
    Creator of the ---== Lord Calidor's Weapon Pack 1 ==---
    Member of the ---== Dominion of the Sword ==--- and ---== C.B.U.R.P ==---

  10. #10

    Default Re: Adding cool new dudes to Templar Band

    i gave most of the koj units to the templars

  11. #11
    Inhuman One's Avatar Comes Limitis
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    Default Re: Adding cool new dudes to Templar Band

    Since templar knights are the heart and soul of this faction, I think they should get them earlier than other factions. They are a knightly order after all and it should give benefits.

    They should get their templars at castles already. At least the mounted versions. Its just weird to have templar armies without templars.

  12. #12

    Default Re: Adding cool new dudes to Templar Band

    Quote Originally Posted by Inhuman One View Post
    Since templar knights are the heart and soul of this faction, I think they should get them earlier than other factions. They are a knightly order after all and it should give benefits.

    They should get their templars at castles already. At least the mounted versions. Its just weird to have templar armies without templars.
    Agreed. I'll look into it. Should first try the Templar campaign once 6.0 comes out. First Templar Knights should be available around 1119, but in this period, they would be too strong and seriously unbalance the play.
    Maybe I'll make "light" TK's & DTK's, with sergeants as support.

    Author of the ---== Knights Templar Mod ==---
    Creator of the ---== Lord Calidor's Weapon Pack 1 ==---
    Member of the ---== Dominion of the Sword ==--- and ---== C.B.U.R.P ==---

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