ok.i understand now.next i will learning about Export_Descr_Buildings.thank you
ok.i understand now.next i will learning about Export_Descr_Buildings.thank you
hey mythic, i think i misunderstood the officer line somehow. I followed what it said so it looks like this
officer Kurdish Javelinmen < or whatever their called i copied the name
However, when i start a battle using any unit that contains an officer the game crashes. Can you clarify what needs to be done?
I don't know that much about scripting...so I don't even know if this is possible, hence it may be a goofy question. I see the "stat_heat" attribute. Is there a way to simulate the effects of cold? Maybe with negative values? For instance, take Russia: few armies could march and fight through these lands in the winter because of the cold. I'm not proposing to make it impossible, but just as heat as its effect, so does cold.
Technically, yes, but not in the way you're suggesting. The modifications you'd need to make are on the map and climate files. The stat_heat line affects fatigue based on the 'heat value' for a climate. To determine the heat value for each climate, open up descr_climates.txt and under each one there will be something like:
That heat value is what the EDU line is checking for when it applies what is presumably a modifier, though I'm unaware of the exact numbers. You'd simply want to change the climates which are applied in russia to have a high heat value. I'm not sure whether the game uses this value for any other reasons, like applying humidity to the ground textures, but it seems very, very unlikely. As such you can probably increase the heat value for a winter zone without there being any appreciable effects on the look of it.Code:climate sandy_desert { colour 102 45 145 heat 4
House of Ward ~ Patron of Eothese, Mythic_Commodore, Wundai, & Saint Nicholas
Hi,
What is this;
;unit_info 14, 0, 5 ???
Archaons Scripting Commands Research and Guides.
M2TW & M2TW-K Files < Loyal Allies > RTW, RTW-BI, & RTW-ALEX Files
Solvo Populus Add-On [Terrae Expugnandae]
Corsair Invasions mini-mod [TATW 1.2]
Divide And Conquer - Expanded Factions Mod [TATW]
Son of the Great Silver Guard House of Siblesz
Proud father to Renown, Hross, Azim, Louis Lux, and Gaio Giulio Patrizio.
; unit_info Info for unit info panel. Melee attack, missile attack, defence
ok, after i add "[io]file_first = true' " and check "read only" my game crashes on every start up????
Whats the easiest way to change the size of cavalry units from 30 and 10 back to 40 and whatever bodyguards used to be (i think 20)? I thought it would be an easy change of the number in the "soldier" line (60, 48, etc.) but what I am doing is crashing the game on startup everytime. I've tried using Word and Wordpad and saving as .txt but something tells me it changes the format of the file anyways and even the text when its copied and pasted into notepad before saved.
Do I have to use notepad to make all the changes which is not as easy but not terribly difficult? Or is it just a matter of changing a few at a time because I was able to change one or two of the units at one point and that worked out, which is another reason to doubt i have to change other files in edition to Export_Descr_Unit?
Nevermind, I think I have it. Notepad all the way for any future readers, including myself if I forget. I didn't happen to catch that notepad had a replace feature which I had thought was only in word and wordpad. Oops.
Congratulations on the topic, I play RTW and not M2TW but I must say that the tutorial is good for that game also as the file is almost the same, I have to understand in RTW if a unit can have two melee weapons at the same time but better not to deepen here because it would be OT.
Hey everyone, first of all great tutorial!
I've been having trouble getting my edits of the EDU file to translate into the actual game. I've added the [io]
file_first=true to the prefrence file and changed it back to read only and still no changes! Does anyone have an idea of what could be causing it?
Great tutorial but I would like to add something about the 'ship' line. A 'light warship' cannot sail in deep water but a 'heavy warship' can. So a heavy warship (eg Carrack) can sail across the deep water to America but a light warship (eg Dhow) cannot. I have not tested the effects of 'flagship'.
Edit I noticed a major error. You claim that the unit after the 'soldier' is how the unit looks, however that is determined entirely by the armour upgrades. This entry tells M2TW which animations to use (in this case the Swiss_Pikemen's animations). So if you replaced the Swiss_Pikemen with Javelinmen the unit would throw it's pike, rather than look like a Javelinman.
Last edited by uanime5; January 16, 2010 at 06:19 PM.
Morning Sun (adds Korea and China to the Shogun 2 map)
http://www.twcenter.net/forums/forum...28-Morning-Sun
Expanded Japan mod (97 new regions and 101 new factions)
http://www.twcenter.net/forums/showt...ew-factions%29
How to split a region in TWS2
http://www.twcenter.net/forums/showt...split-a-region
Eras Total Conquest 2.3 (12 campaigns from 970-1547)
First of all great tut! But I have a question.
I dont know if this belongs here or in TATW as a new thread but I wanted to put Aragorn, Legolas, and Gimli as one unit.
In the officer line in edu for TATW I put:
officer aragorn
officer legolas
officer gimli
I wanted to know that this format is correct. Also will the unit be given a model at the start of the battle? Here is all the code:
I have tested this with the code battle_model aragorn, battle_model legolas, battle_model gimli. Here is what I put in my historical battle as a test:Code:type Three_Hunters_Bodyguard dictionary Gondor_Infantry_Bdg ; Gondor Infantry Bodyguard, Exceptional category infantry class heavy voice_type Heavy banner faction main_infantry banner holy crusade soldier Dismounted_Chivalric_Knights, 16, 0, 1.275 officer aragorn officer legolas officer gimli attributes sea_faring, hide_forest, very_hardy, can_withdraw, no_custom, general_unit formation 1.2, 0, 2.4, 2.4, 4, square stat_health 1, 3 stat_pri 9, 4, no, 0, 0, melee, melee_blade, piercing, sword, 0, 1 stat_pri_attr no stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 0, 1 stat_sec_attr no stat_pri_armour 12, 9, 5, metal stat_sec_armour 0, 0, flesh stat_heat 5 stat_ground -1, -2, 0, -3 stat_mental 17, disciplined, highly_trained, lock_morale stat_charge_dist 6 stat_fire_delay 0 stat_food 60, 300 stat_cost 1, 650, 200, 75, 75, 650, 4, 100 armour_ug_levels 4, 5 armour_ug_models gondor_infantry ownership sicily era 0 sicily era 1 sicily era 2 sicily recruit_priority_offset 65
faction sicily
I know for a fact that alone battle_model aragorn will work (its tested). When the battle starts there are three to four invisible models with shadows on the ground... I really want to be able to do this so as to save space for my other historical battle (max 8 armies I had about 10).Code:character Aragorn, named character, male, age 30, x 242, y 127, battle_model aragorn, battle_model legolas, battle_model gimli army unit Three_Hunters_Bodyguard soldiers 50 exp 0 armour 0 weapon_lvl 0 unit Mounted Rangers soldiers 10 exp 0 armour 0 weapon_lvl 0 unit Three_Hunters_Bodyguard soldiers 10 exp 0 armour 0 weapon_lvl 0
Last edited by drogoth232; February 10, 2010 at 07:21 PM.