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  1. #1

    Default 0 Turn...

    Is there a possable way to make "0 turn------" into a building much like a decree for emergancy recruitment.

  2. #2

    Default Re: 0 Turn...

    Don't think so. You can use scripts for the function you want though, to spawn the unit.
    Last edited by Aradan; August 29, 2008 at 09:13 AM.

  3. #3
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    Default Re: 0 Turn...

    What you want is a garrison script..When an army attacks a city a scripted army is created in the settlement, I think you even can script armies to appear when an enemy enters a region. Check the tutorial forums, I'm not sure there is one for a garrison script specifically..

  4. #4

    Default Re: 0 Turn...

    What you could do is make a new building which enables recruiting "emergency troops". Then make new entries in the EDU and DMB for these new troops they could have the same stats but cost more or have slightly lower stats and cost the same, to even out the fact that they are build in 0 turns.

  5. #5

    Default Re: 0 Turn...

    Well garrision scriptdoesnt sound like what i am looking for, like i might have an allready established army and if i do get sacked it just randomly creates another? meh



    Quote Originally Posted by Hannibal Smith View Post
    What you could do is make a new building which enables recruiting "emergency troops". Then make new entries in the EDU and DMB for these new troops they could have the same stats but cost more or have slightly lower stats and cost the same, to even out the fact that they are build in 0 turns.
    This sounds good to me but how exsactly do i set it up, the exsact recruitment of those soldiers i mean. and how can i get the states,mainly the"untrained, trained, highly trained" to be edit?

  6. #6

    Default Re: 0 Turn...

    Create another entry in the export_descr_unit.txt

    something like:
    Code:
    type             emergency roman legionary cohort i
    dictionary       emergency_roman_legionary_cohort_i      ; Early Legionary Cohort
    category         infantry
    class            heavy
    voice_type       Heavy_1
    soldier          roman_legionary_cohort_i, 40, 0, 1.3
    officer          roman_standard
    attributes       sea_faring, hide_forest, can_sap, hardy
    formation        1, 2, 2, 3, 4, square, testudo
    stat_health      1, 0
    stat_pri         13, 3, pilum, 35, 2, thrown, blade, piercing, spear, 25 ,1
    stat_pri_attr    prec, thrown ap
    stat_sec         9, 3, no, 0, 0, melee, simple, piercing, sword, 25 ,1
    stat_sec_attr    no
    stat_pri_armour  7, 5, 5, metal
    stat_sec_armour  0, 1, flesh
    stat_heat        4
    stat_ground      2, 0, 0, 0
    stat_mental      10, disciplined, highly_trained
    stat_charge_dist 30
    stat_fire_delay  0
    stat_food        60, 300
    stat_cost        1, 610, 210, 70, 100, 610
    ownership        romans_julii,romans_brutii,romans_scipii,romans_senate
    the things in red you might want to change. In green is the number of turns just change to 0. Thinking about it you shouldnt need to change the descr_model_battle.txt as your keeping the same soldier model. Take a look at this guide http://www.twcenter.net/forums/showt...ight=bodyguard

    then you need to make a new building guides below

    simple http://www.twcenter.net/forums/showthread.php?t=13734

    in depth http://forums.totalwar.org/vb/showthread.php?t=50439

    then enable recruitment with something like

    Code:
                    recruit "emergency roman legionary cohort i"  0  requires factions { roman, }  and marian_reforms
    Hope this helps the guides are good so do read them

    By the way really like the ship model, great job

  7. #7

    Default Re: 0 Turn...

    Wow, thanks for the help, +rep

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