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Thread: How to modify the export_descr_unit of Real Recruitment

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  1. #1
    romy's Avatar Semisalis
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    Default How to modify the export_descr_unit of Real Recruitment

    Hey dudes , I love the RR mod , but the time to recruit an unit is a bit to slow for me.How can I change it?I mean I love to play without billmen , chivalric knights etc ... in 1100 but the game is too slow for me.I don't like to wait 5 turns to recuit an another unit.I know it's surelyhistoral accurate but I want more action.BTW I love this mod so far.

    Can someone explain me which lines to modify in the export_descr_unit to increase (or decrease, don't remember the correct word) the time of recruitment and the time of each unit to be enabled to be recruited again?

    ps: Sorry for my english

    Thanks guys

  2. #2
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    Default Re: How to modify the export_descr_unit of Real Recruitment

    stat_cost 1, 1190, 350, 250, 250, 1150, 4, 280


    edit the first number...

  3. #3
    romy's Avatar Semisalis
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    Default Re: How to modify the export_descr_unit of Real Recruitment

    ok thanks mate , that's the time of recruitment , I guess?
    And what's the right number in this line to change the time there's in each unit to be recruited again?

    sorry that's hard to explain it in english

    Thanks in advance


    EDIT:Is it "4"?

  4. #4
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    Default Re: How to modify the export_descr_unit of Real Recruitment

    No, to change the pool refill time you'll have to edit the EDB file.

  5. #5
    romy's Avatar Semisalis
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    Default Re: How to modify the export_descr_unit of Real Recruitment

    oh ok , where can I find and which line do I need to modify?

    A great thanks for your help , mate +rep

    EDIT:EDB = export_descr_building , I guess?
    Last edited by romy; July 18, 2008 at 07:45 AM.

  6. #6
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    Default Re: How to modify the export_descr_unit of Real Recruitment

    yes, sorry - shave have mentioned that.

    recruit_pool "Swiss Guard" 1 0.34 3 0 requires factions { papal_states, }

    edit the bolder/red number to change the refill rate.

  7. #7
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    Default Re: How to modify the export_descr_unit of Real Recruitment

    Quote Originally Posted by OTZ View Post
    yes, sorry - shave have mentioned that.

    recruit_pool "Swiss Guard" 1 0.34 3 0 requires factions { papal_states, }

    edit the bolder/red number to change the refill rate.
    do you know how i get there using windows vista

  8. #8
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    Default Re: How to modify the export_descr_unit of Real Recruitment

    Quote Originally Posted by joemo View Post
    do you know how i get there using windows vista
    You should be able to find the text file.

    I havent had vista in a while but what I did to edit the file was simply save the file to the desktop. Edit and save then move it back in the proper folder. I hope that is what you are referring to.

  9. #9
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    Default Re: How to modify the export_descr_unit of Real Recruitment

    Quote Originally Posted by spartan117 View Post
    You should be able to find the text file.

    I havent had vista in a while but what I did to edit the file was simply save the file to the desktop. Edit and save then move it back in the proper folder. I hope that is what you are referring to.
    i saved at the default option when i first installed it and i don't know where it is

  10. #10
    spartan117's Avatar Ordinarius
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    Default Re: How to modify the export_descr_unit of Real Recruitment

    Quote Originally Posted by joemo View Post
    i saved at the default option when i first installed it and i don't know where it is
    C:\Program Files\SEGA

    That is probably the default location. Once you do get there open the medieval 2 folder. Then open the folder labeled mods. That is where the stainless steel folder is at.


    If not then try the search function.

    Edit: I think this the export_descr_buildings without RR. Paste it here and it will overwrite RR. Then you wont have to uninstall/reinstall anything.

    C:\Program Files\SEGA\Medieval II Total War\mods\stainless steel\data
    Last edited by spartan117; July 21, 2008 at 04:02 AM.

  11. #11
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    Default Re: How to modify the export_descr_unit of Real Recruitment

    okok,to change to the "standard" refill rate(I mean like it is in SS 6.1), I need to change this number to 0.1,perhaps?

    cheers

  12. #12
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    Default Re: How to modify the export_descr_unit of Real Recruitment

    well, if you make it 0.1, then it will take 10 turns (10 x 0.1 = 1) to make one unit.

    0.34 = 3 turns

    0.25 = 4 turns

    etc...

  13. #13
    romy's Avatar Semisalis
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    Default Re: How to modify the export_descr_unit of Real Recruitment

    ok and then if I choose "1" , it will be 1 turn?

    Am I right?

    Thanks again for your great help , dude

  14. #14

    Default Re: How to modify the export_descr_unit of Real Recruitment

    not necessarily that high, but yes you're right.

  15. #15
    romy's Avatar Semisalis
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    Default Re: How to modify the export_descr_unit of Real Recruitment

    Thanks mates for your help


    ok I've changed the refill rate of the most units(infantry , but not cavalry and a part of missile troops) to 1(1 turn) for spearmen ,pikemen ,billmen ,militia(archers,crossbowmen) ,etc... , to 0.5(2 turns) swordsmen , axemen , etc , to 0.25 some "elite" , professional units,dismounted knights,armoured swordsmen etc.. and to 0.1 knights(mounted) , and equivalent of knights.


    If I've the permission from Point Black , I'll post my descr_buildings modified on a other thread which I'll make.

  16. #16

    Default Re: How to modify the export_descr_unit of Real Recruitment

    Ok, I might be a noob, but that never stopped me.

    This is my problem and I need to know if this export_descr_buildings will work for me.

    I've been playing for ages, I've had this castle since the beginning of the game, and still it has produced non of the sergeant spearmen i've been waiting for over a 100 years. It always says theyre 5 turns away. Religion is over 90 %, all the buildings are there, and I mean all the buildings possible with the current castle lvl.

    Will this fix my problem, or is it something else?

  17. #17

    Default Re: How to modify the export_descr_unit of Real Recruitment

    Quote Originally Posted by lareth View Post
    Ok, I might be a noob, but that never stopped me.

    This is my problem and I need to know if this export_descr_buildings will work for me.

    I've been playing for ages, I've had this castle since the beginning of the game, and still it has produced non of the sergeant spearmen i've been waiting for over a 100 years. It always says theyre 5 turns away. Religion is over 90 %, all the buildings are there, and I mean all the buildings possible with the current castle lvl.

    Will this fix my problem, or is it something else?
    what submod do you have. have you downloaded the most recent patches for these submods(if any)
    "we're way way pre-alpha and what that means is there is loads of features not just in terms of the graphics but also in terms of the combat and animations that actually aren't in the game yet.So the final game is actually gonna look way way better than this!” - James Russell, CA
    Just like the elephant animation, this Carthage scenario is actually in the game, it just has a small percantage factor for showing up, that's all...

    Beware of scoundrels



  18. #18
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    Default Re: How to modify the export_descr_unit of Real Recruitment

    Byg's Grim Reality perhaps?

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