Nope. export_ancillaries is unicoded, if I try to unicode export_descr_ancillaries it crashes game.
Maybe it's my copy of the game? I have the old boxed version, but I patched it to 1.2...
Nope. export_ancillaries is unicoded, if I try to unicode export_descr_ancillaries it crashes game.
Maybe it's my copy of the game? I have the old boxed version, but I patched it to 1.2...
I did not test if your files were working, I simply removed trailing spaces with Notepad++ (Edit\Blank operations\Trim trailing spaces) and then used the BinEditor from Geomod to first import\export the txt file to ensure correct formatting and then saved it as string.bin file. If you want to know how to use the BinEditor, check in my manual for Geomod.
I don't think your version of the game has anything to do with it - it has been working with that principle through all the versions of M2TW.
txt files in data\text = unicode and special character in first line
all other txt files = ANSI
Wow. That is impressive. Going to take a look today.
Loving it. It works. Love Bare Geomod as well- but it takes forever to load in comparison to vanilla. Any ideals why?
Derp. I jumped ahead in the manual, then used the converter to generate the strings.bin files my install of the game won't generate.
Done. It loads at nearly normal speed now, thanks Gigantus!
P.S. Who is Rudolph? I haven't seen burning oil yet, wut do? Thank you very much, once again.
Hello,
I have added a few ancillaries to the game. I have changed the export_anc.text file and the export_descr_ancillaries file to read only. But, every time I load the game, the changes don't load. When I exit the game the files are the originals without my editing. Any idea what I'm doing wrong?
Are you modifying the original game? Because you need a CFG file with the 'file_first = true' entry
If you do, then I would suggest you use my Bare Geomod installation instead, it has all the required set up files and has the above CFG entry.
Was of great help till now, but i have one final doubt.
Can ancillaries affect Authority, Dread/Chivalry and Piety for generals ? Command, is in the list, but these are not. So?
* Do Management and Influence work for Med2 Kingdoms (as other forms of Piety, like in Britannia expansion) or are they just Rome TW left overs?
AFAIK any effect can be risen via Trait or Anc, no real deifference.
Also some of them are... weird. Like, can anyone (maybe with .exe access) explain effects of:
Generosity
Boldness
Disposition
Purity
Eligibility
Electability
FootInTheDoor
And, Is Management actually read by the .exe? I tought britannia Kingdoms used pied but just swithced the name...
P.S. is any of them read by .exe? and what the *** does FootInTheDoor do?
Also this is useful for the unique ancillary matter:
http://www.twcenter.net/forums/showt...dden-Attribute
well it doesn't generate an error message
on a trait - isolated to make it the only trait... doesn't generate any error, but also sticking a general with that into a settlement doesn't make any differences to the settlements stats when he goes in or on the next turn...Effect Management 10
you could maybe use it as a pickup to use as a hidden trigger for other things ( as giving naval_command was for generals in RTW)
but meh... generally looking like it doesn't work. (Brittania definitely only did {piety}=management as a text thingy)
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I vaguely recall FootInTheDoor mentioned in a tutorial/discussion somewhere. I think it is for spies?/assassins? but no longer implemented - or never was.
EDIT: Diplomats perhaps. I found this comment...
...(for RTW) here: http://forums.totalwar.org/vb/showth...l=1#post930950A question: did anyone manage to use Bribery and FootInTheDoor as diplomats' traits in any meaningful way to influence the outcome of the diplomatic activities?
Last edited by Withwnar; November 11, 2013 at 02:10 AM.
I guess the Effect HitPoints detail in the ancillaries/traits code, modifies the aforementioned edu entry.. Which means that since stat_health can't fall under 1, the Effect HitPoints entry in the ancs/traits code can't have negative values.. Right?
So how can one penalize in a gradual manner a character's hitpoints? As in having a trait like
useless fighter: -3 HP
pitiful fighter: -2 HP
bad fighter: -1 HP
unproven fighter: no effect
Seems like one has to make it that the BG units have an innate high stat_health (maybe also raise all other units stat_health, so that BG isn't overkill in comparsion, but that would make battles last awfully longer)
Any other options?
An alternative would be...
useless fighter: +0 HP
pitiful fighter: +1 HP
bad fighter: +2 HP
unproven fighter: +3 HP
...and give all new generals (named characters) the trait at the unproven fighter level, losing points in this trait under whatever conditions you had in mind to make them worse fighters. It avoids hacking up the EDU, if a solution there is even possible.