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Thread: A Beginner's Guide to the Export_Descr_Unit

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  1. #1

    Default Re: A Beginner's Guide to the Export_Descr_Unit

    Quote Originally Posted by GRUMPYMONKEY View Post
    how do u change how long it takes to be able to recruit them in campain
    Read this post of mine.

    Quote Originally Posted by GRUMPYMONKEY View Post
    um....it should show the new damage you put in did you add [io] file_first = true to your preference file if not thats why.
    I don't really get ur question but:-
    IO command is used when we want the modded files to read first instead of original files lying in the .packs.

  2. #2

    Default Re: A Beginner's Guide to the Export_Descr_Unit

    Many thanks!!!!!

  3. #3

    Default Re: A Beginner's Guide to the Export_Descr_Unit

    Glad to help bro.

  4. #4

    Default Re: A Beginner's Guide to the Export_Descr_Unit

    Hi, ive been fiddling around with EDU or at least trying to, but the game does not seem to accept the changes. i have tried the [io] file_first = true method and making a cfg for .bat medieval2.exe @x.cfg and made the files suggested in previous posts read only, but the changes just dont happen. its getting very frustrating having seen all the previous posts and them not taking effect. please help!

  5. #5

    Default Re: A Beginner's Guide to the Export_Descr_Unit

    Make sure your EDU file lies in the data folder that you unpacked after that just put the IO command in the main .cfg file of your game then save it and under properties set it to read only type. Then your mod changes will be read from it.

  6. #6

    Default Re: A Beginner's Guide to the Export_Descr_Unit

    thanks a lot man, as i am using windows 7 it unpacked all the files into c:\users\user\appdata\local\virtualstore, and i thought that i needed to copy paste all the files in there over to my main M2TW directory and was editing them there. Cheers for pulling the wool off of my eyes

  7. #7

    Default Re: A Beginner's Guide to the Export_Descr_Unit

    Glad to help bro.

  8. #8
    Everto's Avatar Campidoctor
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    Default Re: A Beginner's Guide to the Export_Descr_Unit

    Quick question, how do I change the 'accent' for a whole faction? Where would I achieve this?

  9. #9

    Default Re: A Beginner's Guide to the Export_Descr_Unit

    descr_sounds_accents.txt is the file you want. Change it then delete the .idx and .dat files in the sounds folder and start the game to make the changes.
    You need all the 35 sound text files in the data folder though before you start the game.

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

    Hi guys, I recently began modding the EDU file so that I can put my new units in-game, but what I'm still confused about is the minimum delay(the one on stat_pri and stat_sec)and the stat_fire_delay. It seems to me that the minimum delay isn't used because as I somewhat realized, every unit in the file has the value of 25 assigned to it. I tried changing it and I tested it too on a crossbowman unit... it seems(just seems) to reload and fire faster, sorry but I'm too busy and can't test it at length myself. So does this part really works? Thanks in advance





  11. #11
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    Default Re: A Beginner's Guide to the Export_Descr_Unit

    Yes, it works for increasing the delay between melee attacks in some situations. But no, it has no effect at all on missile units... So yes, 'just seems'

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

    Haha... just as I thought. Thanks Taiji





  13. #13
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    Default Re: A Beginner's Guide to the Export_Descr_Unit

    You're welcome

  14. #14
    UndyingNephalim's Avatar Primicerius
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    Default Re: A Beginner's Guide to the Export_Descr_Unit

    I'm curious, is there a way to make it so you can only have one of a unit type in a custom battle? In most cases, increasing the florin cost by 99999 after choosing the unit once works, but that's invalidated if the player sets it so they have max florins. It also seems the export_descr_units file will not read any amount passed 5 9's for the cost increase so I can't bypass using max florins to get two of a unique unit.

  15. #15

    Default Re: A Beginner's Guide to the Export_Descr_Unit

    "stat_pri_armour 8, 5, 4, metal
    ;stat_armour_ex 8, 9, 0, 0, 5, 4, 4, metal"

    What ;stat_armour_ex means?

    Also.. the changes I made in that file won't have any effect on infocards, right?
    Last edited by ... where did it run?; March 23, 2011 at 02:40 PM.

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

    Quote Originally Posted by ... where did it run? View Post
    "stat_pri_armour 8, 5, 4, metal
    ;stat_armour_ex 8, 9, 0, 0, 5, 4, 4, metal"

    What ;stat_armour_ex means?

    Also.. the changes I made in that file won't have any effect on infocards, right?
    I believe ;stat_armour_ex is a feature the devs were either going to implement or could'nt get to work correctly, it's commented out so the game engine will ignore that line.

    "stat_pri_armour 8, 5, 4, metal" Changing these numbers will show up on the unit cards.

  17. #17
    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

    From the top of the EDU:

    Code:
    ; stat_armour_ex    Details of the man's defences
    ;                   armour factor. 4 values. First for base value, then 3 upgrade levels
    ;                   defensive skill factor (not used when shot at)
    ;                   shield factors. First for melee, second for missile fire
    ;                   sound type when hit = flesh, leather, or metal










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

    Quote Originally Posted by Gigantus View Post
    From the top of the EDU:

    Code:
    ; stat_armour_ex    Details of the man's defences
    ;                   armour factor. 4 values. First for base value, then 3 upgrade levels
    ;                   defensive skill factor (not used when shot at)
    ;                   shield factors. First for melee, second for missile fire
    ;                   sound type when hit = flesh, leather, or metal
    Ignore it, mate. It's just describing a feature that hasn't been implemented in the final release.

  19. #19
    crzyrndm's Avatar Artifex
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    Default Re: A Beginner's Guide to the Export_Descr_Unit

    Is there a quick way to change the number of men in a class of unit, without going right through the EDU and editing every single o n e ...

    I ask because I am playing KGCM and finding 40 man cav units way too overpowered, even when used by the AI and I want to send them back to 30.

    EDIT

    Just realised thats going to cause cost problems also. Looks like I have to spend some time going through the EDU anyway.
    Last edited by crzyrndm; March 25, 2011 at 11:18 PM.

  20. #20

    Default

    Please help me guys . I changed a few things in my EDU . Every thing works great but my menu's are big and missing buttons . This is only in the game once i start the campaign in kingdoms using crusades . THe names of my city's are in big boxes highlighted green or white . The campaign menus are the same way . Every thing else works great .

    The in game interface is all messed up
    Last edited by Ishan; March 31, 2011 at 10:47 AM. Reason: Double Post

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