Hi
I would know how determin the ammunition that have a unit?number of javelin, arrow....
Thanks
Hi
I would know how determin the ammunition that have a unit?number of javelin, arrow....
Thanks
do you have to unpack yuor game to edit the files?
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.
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?"
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.
An interesting discussion on this subject took place Here.
You're right, it apparently doesn't affect weapon preference on dual melee weapon units.
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.
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:"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."
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
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
This doesnt work.....
type Hillmen
Spoiler Alert, click show to read:
type Mailed Pikemen
Spoiler Alert, click show to read:
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
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
Post 60 is what you have to do and the preference file is in the main Medieval 2 folder where the dll's are.
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.![]()
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