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Thread: It's got to be simple, right?

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  1. #1

    Default It's got to be simple, right?

    All I want to do is make my mortar unit have lots of range and damage. Just for fun.

    I've patched my game to 1.3, unpacked all of the data, found the export_descr_unit.txt, edited all the stats for the mortar.

    But nothing happens when I run the game. There's no change, even when I make drastic, extreme changes to the txt file.

    Ok then, so I read some more forums and found out about the MedManager. Is this thing absolutely required? Do I really need it? Because I figured it out, but when I use it to launch my newly-created mod, only the game's intro and menu run; it won't go into battles.

    I just want to change one little stat. What a nightmare this has been already. 4 hours with no result. Argh.

    What is the simplest way, step by step, to change my mortars so they are more powerful?

  2. #2
    alhoon's Avatar Comes Rei Militaris
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    Default Re: It's got to be simple, right?

    You need to add the filefirst to config in order for the game to read the changes.
    alhoon is not a member of the infamous Hoons: a (fictional) nazi-sympathizer KKK clan. Of course, no Hoon would openly admit affiliation to the uninitiated.
    "Angry Uncle Gordon" describes me well.
    _______________________________________________________
    Beta-tester for Darthmod Empire, the default modification for Empire Total War that does not ask for your money behind patreon.
    Developer of Causa Belli submod for Darthmod, headed by Hammeredalways and a ton of other people.
    Developer of LtC: Random maps submod for Lands to Conquer (that brings a multitude of random maps and other features).

  3. #3

    Default Re: It's got to be simple, right?

    Ah, thank you so much. Why is this little bit of information barely mentioned anywhere else??? Anyway, it runs, but there's still no change to the unit. Does this line from export_descr_unit.txt look like it should do something noticeable?

    stat_sec 65, 3, mortar_shot, 3000, 300, siege_missile, artillery_gunpowder, blunt, none, 25, 1

    See how I changed the range from 300 to 3000 and the number of shots from 30 to 300. This isn't happening in game. This file is sitting in my "D:\Program Files\SEGA\Medieval II Total War\data" directory and I'm running the EXE using a batch file in the main directory like the readme says I should. What am I missing?
    Last edited by Dubious Drewski; November 04, 2008 at 03:24 AM.

  4. #4
    alhoon's Avatar Comes Rei Militaris
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    Default Re: It's got to be simple, right?

    How you entered the filefirst command? It should be like

    medieval2.exe --io.file_first @[NAME OF MOD GOES HERE].cfg for Medevial.
    For Kingdoms it should be

    Kingdoms.exe --io.file_first @[NAME OF MOD GOES HERE].cfg
    alhoon is not a member of the infamous Hoons: a (fictional) nazi-sympathizer KKK clan. Of course, no Hoon would openly admit affiliation to the uninitiated.
    "Angry Uncle Gordon" describes me well.
    _______________________________________________________
    Beta-tester for Darthmod Empire, the default modification for Empire Total War that does not ask for your money behind patreon.
    Developer of Causa Belli submod for Darthmod, headed by Hammeredalways and a ton of other people.
    Developer of LtC: Random maps submod for Lands to Conquer (that brings a multitude of random maps and other features).

  5. #5

    Default Re: It's got to be simple, right?

    Ok, I've got MedManager. Im using that. It creates the folders and the cfg file for me and I don't have to use the .bat file. I ran it fine and It has created the proper folder and cfg file for me. Good. I put my modified Export_descr_unit.txt and descr_projectile.txt in the new data folder. I increased the range of mortars from 300 to 3000 and I made their area of effect 5 times as much.

    But nothing happens. I use medmanager to launch my mod, and nothing is different. My mortars are exactly the same. What am I missing?
    Last edited by Dubious Drewski; November 07, 2008 at 12:32 AM.

  6. #6

    Default Re: It's got to be simple, right?

    duplicate
    Last edited by Dubious Drewski; November 07, 2008 at 12:30 AM.

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