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  1. #1

    Default Help with changing unit # and attributes

    So I'm wanting to increase the amount of units in a stack of Sherwood archers and Forlorn hope from 30 to 60. How do I do this? Also, I want dismounted gothic knights and forlorn hope to have the armor piercing attributes. Anyone know how to make this happen? Thanks a ton guys!

  2. #2

    Default Re: Help with changing unit # and attributes

    Oh also, one more question. When I play the campaign, I find that a lot of my auto-managed cities are making 3 stacks of town militia or ballistae every turn even when I put them on growth or financial build policy. I also put the tab all the way on "save" rather than spend. So I'm guessing the only way to get around this waste of money is to modify it, but how?

  3. #3
    The Count(er)'s Avatar Protector Domesticus
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    Default Re: Help with changing unit # and attributes

    you can do all that in export_descr_unit.txt.

    did you unpack the game?
    Last edited by The Count(er); June 06, 2008 at 05:20 PM.
    Quote Originally Posted by Chaigidel View Post
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  4. #4

    Default Re: Help with changing unit # and attributes

    I unpacked the game. Tried editting the units by increasing the number after their name from 24 to 48. But now the game is crashing when I try to play a custom battle.

  5. #5
    The Count(er)'s Avatar Protector Domesticus
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    Default Re: Help with changing unit # and attributes

    really well did you edit anything else besides those numbers?

    the auto-manage city problem can be fixed by
    1. not auto-managing the city
    2. or there should be 2 checks which would say something like allow building and allow recruitment just uncheck the allow recruitment (the game's more fun when you don't play auto-manage in my opinion)
    Quote Originally Posted by Chaigidel View Post
    everyone but me is wrong.
    Ego's are fun

  6. #6

    Default Re: Help with changing unit # and attributes

    Okay how do you not automanage if you don't have a general there?

    Edit: I didn't edit anything else. I tried taking away the "slashing" DGK and replace it with "piercing". But now its changed back to the way it was before. Nothing else was edited.

  7. #7
    The Count(er)'s Avatar Protector Domesticus
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    Default Re: Help with changing unit # and attributes

    well I think the piercing is a bowmen ability which may be the problem and in your campaign press Esc go to options and just click always allow building and recruitment and you can manage cities with no governor
    Quote Originally Posted by Chaigidel View Post
    everyone but me is wrong.
    Ego's are fun

  8. #8
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Help with changing unit # and attributes

    Having the AI build or recruit on it's own is usually futile. Surprising and amusing but nevertheless futile.
    Let him do only taxes, that's one thing the AI is very good at. Yu vant da mani, AI is yo man! (It is obviuosly at the expense of population growth!)










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