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  1. #1
    green tea's Avatar Ducenarius
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    Default Problem with modding

    I have Med2 with the kingdom patches installed (not the 4 campaigns, just the patches). I have unpacked Med2 and deleted the necessary files. Now I tried to change some values in the EDB and EDU (for example I sat the construction times for all buildings to 1 and gave the english longbows better attack values.) I also installed xeryx XIA files.

    Now I tried a custom battle, and the values of the longbows did not change. In the EDU, I changed this: stat_pri 16, 1, bodkin_arrow, 160, 30, missile, missile_mechanical, piercing, none, 25, 1

    but the longbowmen still have an attack value of 6 on the battlefield (the old value).

    So, has anyone any idea what I could have done wrong? Thanks!

  2. #2
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Problem with modding

    You put these lines into your configuration file?:

    [io]
    file_first = true










  3. #3
    Civis
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    Default Re: Problem with modding

    Hi, i think you just forgot to change this :


    type Longbowmen
    dictionary Longbowmen ; Longbowmen
    category infantry
    class missile
    voice_type Light
    banner faction main_missile
    banner holy crusade
    soldier Longbowmen, 48, 0, 0.8
    attributes sea_faring, hide_forest, can_withdraw, stakes, stakes
    formation 1.2, 1.2, 2.4, 2.4, 4, square
    stat_health 1, 0
    stat_pri 6, 1, bodkin_arrow, 160, 30, missile, missile_mechanical, piercing, none, 25, 1
    ;stat_pri_ex 0, 0, 0
    stat_pri_attr ap
    stat_sec 7, 2, no, 0, 0, melee, melee_blade, blunt, mace, 25, 1.2
    ;stat_sec_ex 0, 0, 0
    stat_sec_attr ap
    stat_pri_armour 0, 1, 3, flesh
    ;stat_armour_ex 0, 4, 5, 0, 1, 3, 3, flesh
    stat_sec_armour 0, 0, flesh
    stat_heat 2
    stat_ground 1, -2, 3, 2
    stat_mental 3, normal, untrained
    stat_charge_dist 30
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 560, 150, 65, 50, 560, 4, 140
    armour_ug_levels 0, 1, 2
    armour_ug_models Longbowmen, Longbowmen_ug1, Longbowmen_ug2
    ownership england, slave
    era 1 england
    era 2 england
    ;unit_info 7, 16, 4


    This is the stat you see at the unit information card .

    Johannes Kurkuas

  4. #4
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Problem with modding

    ;unit_info 7, 16, 4

    The red semi colon means the line will not be read by the program.

    This is the comment in the EDU for the stat_pri line:
    Code:
    ;Details of unit's primary weapon. If the unit has a missile weapon it must be the primary	
    ; stat_pri      From left to right	
    ;               attack factor	
    ;               attack bonus factor if charging	
    ;               missile type fired (no if not a missile weapon type)	
    ;               range of missile	
    ;               amount of missile ammunition per man	
    ;               Weapon type = melee, thrown, missile, or siege_missile	
    ;               Tech type = simple, other, blade, archery or siege	
    ;               Damage type = piercing, blunt, slashing or fire. (I don't think this is used anymore)	
    ;               Sound type when weapon hits = none, knife, mace, axe, sword, or spear	
    ;               Optional. Name of effect to play when weapon fires	
    ;               Min delay between attacks (in 1/10th of a second)	
    ;               Skeleton compensation factor in melee. Should be 1
    To change the effectiveness of the arrows you can look up data\descr_projectiles and have a look at the available missiles. The above number (attack factor) will change the melee value not the missile value.










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