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  1. #1

    Default Re: A Beginner's Guide to the Export_Descr_Unit

    This is useful.

    Thankyou!!!!
    My English is poor...

    Thanks for reading

  2. #2

    Default Re: A Beginner's Guide to the Export_Descr_Unit

    I edited the file, but my changes don't show up when I start a custom battle... Is there something else I have to do?
    (sorry for the newb question...)

  3. #3

    Default Re: A Beginner's Guide to the Export_Descr_Unit

    It's cool. Try adding
    [io]
    file_first = true

    To the end of the medieval2.preference.cfg (can be foungd in the folder where you installed the game).

    Coder on Dark Ages: Roman Revival, the alternate history mod for BI.

    Under the Patronage of Augustus Lucifer, member of the House of Ward.

  4. #4
    Augustus Lucifer's Avatar Life = Like a beanstalk
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    Default Re: A Beginner's Guide to the Export_Descr_Unit

    Quote Originally Posted by Mythic_Commodore View Post
    It's cool. Try adding
    [io]
    file_first = true

    To the end of the medieval2.preference.cfg (can be foungd in the folder where you installed the game).
    If you add it to the medieval2.preference.cfg you also have to make the file read-only so it doesn't overwrite the addition of file_first on startup. It's recommended you just make a new cfg and run it with a bat file, you don't need to have a mod folder in order to have a different cfg.

  5. #5

    Default Re: A Beginner's Guide to the Export_Descr_Unit

    Hi

    Thats a very nice guide. I was searching for something exactly like this.

    I though have a question; can you change the value of the attack rate/the delay between attacks under 0 f.e. -20?

    I tried it out and with one unit of archers it seemed to work but with one unit javeline it seemed that it didnt?

    I am not sure at all here.

    thanks in advance


    best regards
    Last edited by Cannor; May 31, 2009 at 06:05 PM.
    Take it with humor
    if this does not work, take it with sarcasm.

  6. #6

    Default Re: A Beginner's Guide to the Export_Descr_Unit

    Quote Originally Posted by Mythic_Commodore View Post
    It's cool. Try adding
    [io]
    file_first = true

    To the end of the medieval2.preference.cfg (can be foungd in the folder where you installed the game).
    game cannot start when i change the attr of medieval2.preference.cfg to read only.in system.log.txt said :
    16:15:11.395 [system.rpt] [always] CPU: SSE2
    16:15:11.396 [system.rpt] [always] ==== system log start, build date: Jun 25 2007 version bld-medieval2-update2.1-30 (43169) ===
    16:15:11.400 [system.io] [always] mounted pack packs/data_0.pack
    16:15:11.400 [system.io] [always] mounted pack packs/data_1.pack
    16:15:11.402 [system.io] [always] mounted pack packs/data_2.pack
    16:15:11.403 [system.io] [always] mounted pack packs/data_3.pack
    16:15:11.403 [system.io] [always] mounted pack packs/data_4.pack
    16:15:11.404 [system.io] [always] mounted pack packs/localized.pack
    16:15:13.594 [data.missing] [warning] missing/invalid cursor for ANISELECT
    16:15:13.596 [data.missing] [warning] missing/invalid cursor for MODIFIER_SABOTAGE
    16:15:13.598 [data.missing] [warning] missing/invalid cursor for MODIFIER_TRADE
    16:15:13.610 [data.missing] [warning] missing/invalid cursor for DRAGGABLE
    16:15:13.610 [data.missing] [warning] missing/invalid cursor for DRAGGING
    16:15:13.612 [data.missing] [warning] missing/invalid cursor for MODIFIER_MULTIPLE_SELECT
    16:15:13.612 [data.missing] [warning] missing/invalid cursor for MODIFIER_ATTACK
    16:15:13.612 [data.missing] [warning] missing/invalid cursor for MODIFIER_PLACE_CHARACTER
    16:15:13.612 [data.missing] [warning] missing/invalid cursor for MODIFIER_PLACE_RESOURCE
    16:15:13.612 [data.missing] [warning] missing/invalid cursor for MODIFIER_PLACE_FORT
    16:15:13.612 [data.missing] [warning] missing/invalid cursor for MODIFIER_MOVE_OBJECT
    16:15:13.612 [data.missing] [warning] missing/invalid cursor for MODIFIER_PLACE_WATCHTOWER
    16:15:13.612 [data.missing] [warning] missing/invalid cursor for MODIFIER_DEPLOYMENT_AREA
    16:15:13.612 [data.missing] [warning] missing/invalid cursor for MODIFIER_PLACE_TILE
    16:15:13.612 [data.missing] [warning] missing/invalid cursor for MODIFIER_PLACE_SPECIAL_PIECE
    16:15:13.612 [data.missing] [warning] missing/invalid cursor for MODIFIER_PAINT
    16:15:13.613 [data.missing] [warning] missing/invalid cursor for MODIFIER_ADJUST_HEIGHTS
    16:15:13.613 [data.missing] [warning] missing/invalid cursor for MODIFIER_ADD_UNIT
    16:15:13.613 [data.missing] [warning] missing/invalid cursor for MODIFIER_PLACE_SETTLEMENT
    16:15:14.230 [script.err] [error] Script Error in data/export_descr_unit.txt, at line 1985, column 18
    Unrecognised mount type 'mailed horse tp'.
    16:15:14.230 [data.invalid] [error] DATABASE_TABLE error found : error reading record from file data/export_descr_unit.txt.

    i have no backup export_descr_unit.txt file. please help me. i am sorry for my english

  7. #7

    Icon9 Re: A Beginner's Guide to the Export_Descr_Unit

    "ownership – Basically, you can list factions or cultures here. Any faction or culture listed here can purchase the unit in “All” era custom battles. In addition, if you try to give a faction the ability to train a unit without giving it ownership, it will not work."

    And yet...it doesnt work. Atleast not where im sitting. Works fine in RTW however even with a fully patched and unpacked M2TW it doesnt...why?
    The whole world is in chess. Any move can be the death of you.
    Baldwin IV

  8. #8
    Moon's Avatar Centenarius
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    Default Re: A Beginner's Guide to the Export_Descr_Unit

    Are you using file_first?

    Setting up io.file_first
    with a text editor add the following to the top of medieval2.preference, this file might be set as read only so remove this attribute make your changes and make sure you reenable it or the game will set it back to its default setting.

    [io]
    file_first = true

    The easy way to check it's working is to give the ownership of a mercenary unit (Mercenary Frankish Knights as an example) to a specific faction and try a custom battle, it should be available at the bottom of the unit roster.

    Yeah, I believe Gigantus is right.
    Last edited by Moon; August 14, 2010 at 06:34 AM.

  9. #9

    Default Re: A Beginner's Guide to the Export_Descr_Unit

    Quote Originally Posted by Moon View Post
    Are you using file_first?

    Setting up io.file_first
    with a text editor add the following to the top of medieval2.preference, this file might be set as read only so remove this attribute make your changes and make sure you reenable it or the game will set it back to its default setting.

    [io]
    file_first = true

    The easy way to check it's working is to give the ownership of a mercenary unit (Mercenary Frankish Knights as an example) to a specific faction and try a custom battle, it should be available at the bottom of the unit roster.

    Yeah, I believe Gigantus is right.
    Went to preference and cant find it anywhere. All's I see is

    advice, keys.dat, and player.

    UPDATE found it but doesnt works still.
    Last edited by Emperor Tom; August 14, 2010 at 08:00 AM.
    The whole world is in chess. Any move can be the death of you.
    Baldwin IV

  10. #10
    Domesticus
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    Default Re: A Beginner's Guide to the Export_Descr_Unit

    Hello!

    The value of spear_bonus_x (2, 4, 6, 8, 10 and 12) will be added to the value of the attack (in stat_pri) against the cavalry?


    Example 1:
    stat_pri 14, 4, no, 0, 0, melee, melee_blade, piercing, spear, 25, 1
    stat_pri_attr spear_bonus_8

    attack against cavalry: 14+8=22


    Example 2:
    stat_pri 14, 4, no, 0, 0, melee, melee_blade, piercing, spear, 25, 1
    stat_pri_attr spear, long_pike, spear_bonus_8

    attack against cavalry: 14+8+8=30 or 14+8=22 (in stat_pri_attr there is also the attribute spear "+8 in attack against cavalry" and "-4 in attack against infantry")

    Let me know!

    Thank you!
    Last edited by Crociato78; September 30, 2012 at 10:17 AM.

  11. #11

    Default Re: A Beginner's Guide to the Export_Descr_Unit

    Could you please tell me what does the rank 8 mean in (1.2, 1.2, 2.4, 2.4, 8, square, phalanx)? For example i increase my french voulgier from 60 to max 100, and i think it have 4 at the end instead of 8.. so do i need to update my ranks? or will everything formation wise would be ok? thank you

  12. #12
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: A Beginner's Guide to the Export_Descr_Unit

    Quote Originally Posted by ladddad View Post
    Hello, I am a newbie, and I did this, and everything works fine, but when I start a campaign there is a lot of missing stuff like the details on the unit cards, and the menu popups don't have any thing written on them. I don't no which option or button I'm pushing. Please help.
    You have not added the unit description in text\export_units.txt


    Quote Originally Posted by huntercross14 View Post
    Could you please tell me what does the rank 8 mean in (1.2, 1.2, 2.4, 2.4, 8, square, phalanx)? For example i increase my french voulgier from 60 to max 100, and i think it have 4 at the end instead of 8.. so do i need to update my ranks? or will everything formation wise would be ok? thank you
    rank - default number of lines formed by unit (depth), the smaller the number the more width the unit occupies.










  13. #13

    Default Re: A Beginner's Guide to the Export_Descr_Unit

    Thanks for responding to my problem, but I need a little more help. All I did is try to make my Byzantine general's bodyguard a little more durable. Can you tell me what to put in the export_units.txt

  14. #14
    The_Federation's Avatar Foederatus
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    Default Re: A Beginner's Guide to the Export_Descr_Unit

    Change either the first number in stat_health or any of the 3 numbers in stat_pri_armor. They represent, in order, Armor, Defense, Shield Value

  15. #15
    Valiant Champion's Avatar Praepositus
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    Default Re: A Beginner's Guide to the Export_Descr_Unit

    so on the last value in the primary weapon being sometimes called the skeleton offset, that if it does give preference to one of the weapons over another is that achieved by making the value lower or higher? also what are the hardcode limits on this value?

  16. #16
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    Default Re: A Beginner's Guide to the Export_Descr_Unit

    Looks like an error in your descr_mounts.txt file (unlikely).
    Or a spelling mistake in the EDU - I can't find a 'mailed horse tp' in the descr_mount.txt, be it vanilla or campaigns.
    Check your edu at that line (1985) and report back.










  17. #17

    Default Re: A Beginner's Guide to the Export_Descr_Unit

    o yes , export_descr_unit.txt file its ok now.i delete the old file, and i move the unpacker tools to mod/america folder an walah,the new export_descr_unit.txt file already appear(h my bad language).
    but my problem is done yet.i try to modify the javelinmen like add the number of soldiers to 100, change the special attributes, change the weapon i think.. but my game won't start.
    please help...

  18. #18
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: A Beginner's Guide to the Export_Descr_Unit

    No surprise!

    Check a few of the tutorials on how to do it properly - and do it slowly.










  19. #19

    Default Re: A Beginner's Guide to the Export_Descr_Unit

    Quote Originally Posted by gigantus View Post
    Check a few of the tutorials on how to do it properly - and do it slowly.
    i think my mistake on my EDU.when i change number of soldiers.one more help about EDU.why on my edu number of soldiers is 48, than on game is 50?when i change the number to 20 is 25 on game.can you tell me why?

  20. #20
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: A Beginner's Guide to the Export_Descr_Unit

    48 plus one officer plus one general = 50
    The game also adds soldiers according to your unit size settings in options (small, large ...)










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