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Thread: A Beginner's Guide to the Export_Descr_Unit

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  1. #1
    VINC.XXIII's Avatar Retired
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    Default Re: A Beginner's Guide to the Export_Descr_Unit

    Hi
    I would know how determin the ammunition that have a unit?number of javelin, arrow....
    Thanks

  2. #2

    Default Re: A Beginner's Guide to the Export_Descr_Unit

    do you have to unpack yuor game to edit the files?

  3. #3
    Gorrrrrn's Avatar Citizen
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    Default Re: A Beginner's Guide to the Export_Descr_Unit

    For the sake of completeness one should add the stat_stl line that can be put after stat_cost.

    It's used to define for each unit the minimum size for it to be considered "alive".

    You can add this to whatever values best suit your mod - I'm experimenting in the hope of finding a way to reduce the number of itty-bitty armies that litter the campaign map,
    slowing things down as the AI wastes time chasing them down to finally destroy them.

    will have to wait and see how well it works but in my first battle I was defeated by rebels and had 10 spear militia, 11 levy archers and 16 fyrd spearmen survive the actual battle.
    But not the aftermath - simply disappeared, which is about right with min values of 15, 20, 20 respectively.
    (I'm thinking of what the minimum number a unit would need to be to make a difference in any major engagement.)

    From what I've seen so far this only kicks in after a battle, if you army survives and you merge units and get a tiny number of men in some units left over they stay alive, so you can rebuild them.

  4. #4

    Default Re: A Beginner's Guide to the Export_Descr_Unit

    Hi.
    A little addition to the tutorial, because I've played around with this one a lot and experienced the effects quite well I think:

    power_charge: This improves the charging ability as if the unit had more mass. They penetrate deeper and the charge duration is lenghtened a bit. Especially powerful for cav; for infantry you nearly don't see it as long as the unit has no overpower mass value.

    Thx and keep up,

    confuzed dsherman
    "Do you want Total War?"

  5. #5

    Default Re: A Beginner's Guide to the Export_Descr_Unit

    I have a problem, I make my rocket launcher unit have 4 peices and increase it ammunition from 108(orriginal) to 1000. But then they only fire at the enemy once or twice, and not even all together, some of them just reload or stand there, And the ammo doesn't seem to be increased at all when I set the number of roket launcer back to 2.
    Do i have to change a few more things so they can shoot continously and what is the maximum number of ammo an artillary unit can have.

  6. #6

    Default Re: A Beginner's Guide to the Export_Descr_Unit

    Quote Originally Posted by Mythic_Commodore View Post
    The final number (14, 4, no, 0, 0, melee, melee_blade, piercing, spear, 25, 1) is used when the unit has multiple weapons. Basically, it sets a preference.
    that's not true

  7. #7
    Moon's Avatar Centenarius
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    Default Re: A Beginner's Guide to the Export_Descr_Unit

    This is from RTW's EDU guide which is still relevant for Med2 as well.

    Quote Originally Posted by Aradan View Post
    [lethality] : Percentile chance of a soldier to kill an enemy (assuming his strike has found its target). The higher the lethality, the more the kills and the less the knock-downs/knock-backs during a battle. Greatly affects the speed at which melee battles are resolved, since higher lethality means less missed hits and greater casualties in short time. It is not used in ranged combat..

  8. #8

    Default Re: A Beginner's Guide to the Export_Descr_Unit

    Quote Originally Posted by Moon View Post
    This is from RTW's EDU guide which is still relevant for Med2 as well.
    thats lethality in RTW
    Skeleton compensation factor in melee. M2TW
    and yes you're right
    Last edited by slowbro; August 10, 2010 at 04:49 PM. Reason: smart

  9. #9
    Moon's Avatar Centenarius
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    Default Re: A Beginner's Guide to the Export_Descr_Unit

    An interesting discussion on this subject took place Here.

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

    Quote Originally Posted by slowbro View Post
    that's not true
    You're right, it apparently doesn't affect weapon preference on dual melee weapon units.

    Quote Originally Posted by Moon View Post
    This is from RTW's EDU guide which is still relevant for Med2 as well.
    Relevant in places but irrelevant in others. This is one of those places where it's irrelevant.

    As far as I know, we, as a modding community, are still clueless about what 'skeleton compensation' does.
    Last edited by Taiji; August 11, 2010 at 11:27 AM.

  11. #11
    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

    "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."
    Incorrect in M2TW as far as I know. You need to list the faction in the area line(s) below the ownership for that. Example:

    type Armored Swordsmen
    dictionary Armored_Swordsmen ; Armoured Swordsmen
    category infantry
    class heavy
    voice_type Heavy
    banner faction main_infantry
    ...
    armour_ug_models Armored_Swordsmen, Armored_Swordsmen_ug1
    ownership england, slave
    era 1 england
    era 2 england
    ;unit_info 13, 0, 22










  12. #12
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    Default Re: A Beginner's Guide to the Export_Descr_Unit

    Quote Originally Posted by Gigantus View Post
    Incorrect in M2TW as far as I know. You need to list the faction in the area line(s) below the ownership for that.
    Actually it is correct. When you select 'all' in a custom battle it ignores the 'era' lines.

  13. #13
    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 Taiji View Post
    Actually it is correct. When you select 'all' in a custom battle it ignores the 'era' lines.
    Learned something again, thought "All" simply meant to choose all available era entries for that faction and display it (which is kinda "ignoring it" in the first place). Thanks.










  14. #14

    Default Re: A Beginner's Guide to the Export_Descr_Unit

    edited the file now the game just crashes....why me?

    For years I have been trying and failing to mod this game.
    The whole world is in chess. Any move can be the death of you.
    Baldwin IV

  15. #15

    Default Re: A Beginner's Guide to the Export_Descr_Unit

    This doesnt work.....

    type Hillmen
    Spoiler Alert, click show to read: 
    dictionary Hillmen ; Hillmen
    category infantry
    class spearmen
    voice_type Light
    accent Scottish
    banner faction main_spear
    banner holy crusade
    soldier Welsh_Spearmen, 60, 0, 1
    attributes sea_faring, hide_forest, can_withdraw
    formation 1.2, 1.2, 2.4, 2.4, 5, square, schiltrom
    stat_health 1, 0
    stat_pri 7, 3, no, 0, 0, melee, melee_blade, piercing, spear, 25, 0.6
    ;stat_pri_ex 0, 0, 0
    stat_pri_attr spear, spear_bonus_8
    stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 25, 1
    ;stat_sec_ex 0, 0, 0
    stat_sec_attr no
    stat_pri_armour 0, 3, 3, flesh
    ;stat_armour_ex 0, 0, 0, 0, 3, 3, 3, flesh
    stat_sec_armour 0, 0, flesh
    stat_heat 2
    stat_ground 1, -2, 3, 2
    stat_mental 5, normal, trained
    stat_charge_dist 30
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 210, 100, 85, 65, 340, 4, 80
    armour_ug_levels 0
    armour_ug_models Welsh_Spearmen
    ownership portugal
    era 1 portugal
    era 2 portugal
    ;unit_info 7, 0, 6


    type Mailed Pikemen
    Spoiler Alert, click show to read: 
    dictionary Mailed_Pikemen ; Mailed Pikemen
    category infantry
    class spearmen
    voice_type Light
    accent German
    banner faction main_spear
    banner holy crusade
    soldier Flemish_Pikemen, 60, 0, 1
    attributes sea_faring, hide_forest, can_withdraw, pike
    formation 1.2, 1.2, 2.4, 2.4, 8, square, phalanx
    stat_health 1, 0
    stat_pri 9, 3, no, 0, 0, melee, melee_blade, piercing, spear, 25, 1
    ;stat_pri_ex 0, 0, 0
    stat_pri_attr spear, long_pike, spear_bonus_8
    stat_sec 8, 2, no, 0, 0, melee, melee_blade, piercing, sword, 25, 1
    ;stat_sec_ex 0, 0, 0
    stat_sec_attr no
    stat_pri_armour 5, 3, 0, metal
    ;stat_armour_ex 5, 0, 0, 0, 3, 0, 0, metal
    stat_sec_armour 0, 0, flesh
    stat_heat 4
    stat_ground 1, -2, 3, 2
    stat_mental 5, normal, highly_trained
    stat_charge_dist 40
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 340, 155, 85, 65, 340, 4, 80
    armour_ug_levels 2
    armour_ug_models Flemish_Pikemen
    ownership portugal
    era 2 Portugal
    ;unit_info 9, 0, 8
    Last edited by Gigantus; August 14, 2010 at 07:30 AM. Reason: added spoiler
    The whole world is in chess. Any move can be the death of you.
    Baldwin IV

  16. #16
    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

    Then your error is somewhere else, check Moon's post.










  17. #17

    Default Re: A Beginner's Guide to the Export_Descr_Unit

    Quote Originally Posted by Gigantus View Post
    Then your error is somewhere else, check Moon's post.
    But thats just it, I never touched anything else, never modded anything at all. This was the first file I touched and absolutely nothing.

    Ishan sent me a private message to launch "IO command in the .cfg file?" what in the world is that? And where can I find it?
    Last edited by Emperor Tom; August 14, 2010 at 07:45 AM.
    The whole world is in chess. Any move can be the death of you.
    Baldwin IV

  18. #18
    Moon's Avatar Centenarius
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    Default Re: A Beginner's Guide to the Export_Descr_Unit

    Post 60 is what you have to do and the preference file is in the main Medieval 2 folder where the dll's are.

  19. #19

    Default Re: A Beginner's Guide to the Export_Descr_Unit

    If the mod even fails to start then u have done something wrong either in the EDU or BMDB file.
    Revert all the changes and start from scratch and mod one unit first to grasp the method properly.

  20. #20

    Default Re: A Beginner's Guide to the Export_Descr_Unit

    Quote Originally Posted by Ishan View Post
    If the mod even fails to start then u have done something wrong either in the EDU or BMDB file.
    Revert all the changes and start from scratch and mod one unit for first to grasp the method properly.
    I just realized after unpacking everything that I didnt delete the geographical things that make the game crash. Did that ASAP and now it runs again. HOWEVER just to check something I deleted the entire export_descr_units list and saved and guess what, the game runs as if nothing is wrong. In other words this file is not affecting the game and as far as my computer is concerned doesnt exist.



    Ummm....does it matter that I am using windows Vista?
    Last edited by Emperor Tom; August 14, 2010 at 09:10 AM.
    The whole world is in chess. Any move can be the death of you.
    Baldwin IV

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