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  1. #1

    Default Re: A Beginner's Guide to the Export_Descr_Unit

    @kingsaul
    Ah the classic problem.
    Simply delete the:-
    1) battle.sd
    2) shared.sd
    3) strategy.sd
    files from the Data\UI folder of your mod and everything will be set.

  2. #2

    Default Re: A Beginner's Guide to the Export_Descr_Unit

    can i increase the hit point of a unit?like 50 attacke and 50 defence?its unbalance i know

  3. #3

  4. #4

    Default Re: A Beginner's Guide to the Export_Descr_Unit

    So what if I wanted to add units from MTW2 to my Kingdoms ? How would I go about that ?

  5. #5

    Default Re: A Beginner's Guide to the Export_Descr_Unit

    Quote Originally Posted by Ishan View Post
    Yes.
    how?

  6. #6

    Default Re: A Beginner's Guide to the Export_Descr_Unit

    Quote Originally Posted by bravoman View Post
    how?
    Open the EDU file that is export_descr_unit.txt file and change these values for example:-
    Code:
    type             Knights Templar
    dictionary       Knights_Templar      ; Knights Templar
    category         cavalry
    class            heavy
    voice_type       Heavy
    banner faction   main_cavalry
    banner unit      templars
    soldier          Knights_Templar, 32, 0, 1
    mount            mailed horse
    mount_effect     elephant -4, camel -4
    attributes       sea_faring, hide_forest, hardy, can_withdraw, can_formed_charge, knight
    formation        2, 4.4, 3, 6, 2, square, wedge
    stat_health      1, 0
    stat_pri         13, 8, no, 0, 0, melee, melee_blade, piercing, spear, 25, 1
    ;stat_pri_ex      0, 0, 0
    stat_pri_attr    no
    stat_sec         14, 4, no, 0, 0, melee, melee_blade, piercing, sword, 25, 1
    ;stat_sec_ex      0, 0, 0
    stat_sec_attr    no
    stat_pri_armour  7, 5, 4, metal
    ;stat_armour_ex   7, 8, 0, 0, 5, 4, 4, metal
    stat_sec_armour  0, 0, flesh
    stat_heat        5
    stat_ground      0, -2, -4, 0
    stat_mental      11, impetuous, highly_trained
    stat_charge_dist 45
    stat_fire_delay  0
    stat_food        60, 300
    stat_cost        1, 880, 250, 130, 100, 880, 4, 220
    armour_ug_levels 3, 4
    armour_ug_models Knights_Templar, Knights_Templar_ug1
    ownership        england, scotland, france, denmark, milan, venice, papal_states, sicily, poland, hungary
    ;unit_info        13, 0, 16
    Red is your hitpoints
    green being the primary attack
    blue being the total defense of the unit.
    Spoiler Alert, click show to read: 
    Quote Originally Posted by from EDU
    ;Data entries are as follows
    ; Type The internal name of the unit. Note this not necessarily the same as the on screen name
    ; dictionary The tag used to look up the on screen name
    ;
    ;Category and class define the rough type of the unit. They're used for setting some default attributes and for
    ;determining where units go in formation amongst other things such as tags to support AI army formation
    ; category infantry, cavalry, siege, handler, ship or non_combatant
    ; class light, heavy, missile or spearmen
    ;
    ; voice_type Used to determine the type of voice used by the unit
    ;
    ; soldier Name of the soldier model to use (from descr_models_battle.txt)
    ; followed by the number of ordinary soldiers in the unit
    ; followed by the number of extras (pigs dogs, elephants, chariots artillery pieces etc attached to the unit)
    ; followed by the collision mass of the men. 1.0 is normal. [Only applies to infantry]
    ; officer Name of officer model. There may be up to 0-3 officer lines per unit
    ; ship Type of ship used if applicable
    ; engine Type of siege engine used by unit
    ; animal The type of (non ridden) animals used by the unit
    ; mount Type of animal or vehicle ridden on
    ;
    ; mount_effect Factors to add when in combat against enemy units that have the specified mounts
    ; Up to three factors may be specified, which may be classes of mount, or specific types
    ;
    ; attributes A miscellanious list of attributes and abilities the unit may have. Including
    ; sea_faring = can board ships; can_swim = can swim across rivers
    ; hide_forest, hide_improved_forest, hide_anywhere = defines where the unit can hide
    ; can_sap = Can dig tunnels under walls
    ; frighten_foot, frighten_mounted = Cause fear to certain nearby unit types
    ; can_run_amok = Unit may go out of control when riders lose control of animals
    ; general_unit = The unit can be used for a named character's bodyguard
    ; cantabrian_circle = The unit has this special ability
    ; no_custom = The unit may not be selected in custom battles
    ; command = The unit carries a legionary eagle, and gives bonuses to nearby units
    ; mercenary_unit = The unit is s mercenary unit available to all factions
    ; is_peasant = unknown
    ; druid = Can do a special morale raising chant
    ; power_charge = unkown
    ; free_upkeep_unit = Unit can be supported free in a city
    ;
    ; formation soldier spacing (in metres) side to side, then front to back for close formation
    ; followed by the same measurements in loose formation.
    ; followed by the default number of ranks for the unit
    ; followed by the formations possible for the unit. One or two of
    ; square, horde, schiltrom, shield_wall, phalanx, testudo, or wedge
    ;
    ; stat_health Hit points of man, followed by hit points of mount or attached animal (if applicable)
    ; Ridden horses and camels do not have separate hit points
    ;
    ;Details of unit's primary weapon. If the unit has a missile weapon it must be the primary
    ; stat_pri From left to right
    ; attack factor
    ; attack bonus factor if charging
    ; missile type fired (no if not a missile weapon type)
    ; range of missile
    ; amount of missile ammunition per man
    ; Weapon type = melee, thrown, missile, or siege_missile
    ; Tech type = simple, other, blade, archery or siege
    ; Damage type = piercing, blunt, slashing or fire. (I don't think this is used anymore)
    ; Sound type when weapon hits = none, knife, mace, axe, sword, or spear
    ; Optional. Name of effect to play when weapon fires
    ; Min delay between attacks (in 1/10th of a second)
    ; Skeleton compensation factor in melee. Should be 1
    ; stat_pri_ex Optional. attack bonus vs mounted, defence bonus vs mounted, armour penetration
    ; stat_pri_attr
    ; primary weapon attributes any or all of
    ; ap = armour piercing. Only counts half of target's armour
    ; bp = body piercing. Missile can pass through men and hit those behind
    ; spear = Used for long spears. Gives bonuses fighting cavalry, and penalties against infantry
    ; long_pike = Use very long pikes. Phalanx capable units only
    ; short_pike = Use shorter than normal spears.
    ; prec = Missile weapon is only thrown/ fired just before charging into combat
    ; thrown = The missile type if thrown rather than fired
    ; launching = attack may throw target men into the air
    ; area = attack affects an area, not just one man
    ; spear & light_spear = The unit when braced has various protecting mechanisms versus cavalry charges from the front
    ; spear_bonus_x = attack bonus against cavalry. x = 2, 4, 6, 8, 10 or 12
    ;
    ;Details of secondary weapons. If the unit rides on, or has attached animals or vehicles
    ;then the secondary weapon details refer to their attacks. If the unit has missile weapons
    ;the secondary weapon will be the one used for melee
    ;If the unit has a primary melee weapon, it may have a secondary side arm
    ; stat_sec As per stat_pri (a value of no means no secondary weapon)
    ; stat_sec_ex as per stat_pri_ex
    ; stat_sec_attr As per stat_pri_attr
    ; stat_ter As per stat_pri If there is no ternary weapon, then there are no ternary data entries
    ; stat_ter_ex as per stat_pri_ex
    ; stat_ter_attr As per stat_pri_attr
    ;
    ; stat_pri_armour Details of the man's defences
    ; armour factor
    ; defensive skill factor (not used when shot at)
    ; shield factor (only used for attacks from the front of left)
    ; sound type when hit = flesh, leather, or metal
    ; 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
    ;
    ; stat_sec_armour Details of animal's or vehicle's defenses (note riden horses do not have a separate defence)
    ; As per stat_pri_armour, except that the shield entry is ommited
    ;
    ; stat_heat Extra fatigue suffered by the unit in hot climates
    ;
    ; stat_ground Combat modifiers on different ground types. From left to right
    ; scrub, sand, forest, snow
    ; stat_mental The base morale level, followed by discipline and training
    ; discipline may be normal, low, disciplined or impetuous. Impetuous units may charge without orders
    ; training determines how tidy the unit's formation is. Discipline the response to morale SHOCKS
    ; optional lock_morale stops unit from ever routing
    ;
    ; stat_charge_distance Distance from the enemy that the unit will begin charging
    ; stat_fire_delay Extra delay over that imposed by animation, hetween volleys
    ;
    ; stat_food No longer used
    ; stat_cost Number of turns to build,
    ; Cost of unit to construct
    ; Cost of upkeep
    ; Cost of upgrading weapons
    ; Cost of upgrading armour
    ; Cost for custom battles
    ; stat_stl Number of soldiers needed for unit to count as alive
    ; armour_ug_levels Smith level needed for each armour upgrade
    ; armour_ug_models Body for each upgrade level
    ; stat_ownership List of factions and cultures that may have this unit
    ; era 0, Optional List of factions that use this in multiplayer era 0
    ; era 1, Optional List of factions that use this in multiplayer era 1
    ; era 2, Optional List of factions that use this in multiplayer era 2
    ; info_pic_dir Optional. Dir to find the info pic in (instead of faction dir)
    ; card_pic_dir Optional. Dir to find the unit card in (instead of faction dir)
    ; unit_info Info for unit info panel. Melee attack, missile attack, defence

    Hope that helps.

  7. #7

    Default Re: A Beginner's Guide to the Export_Descr_Unit

    You never told me that your in game interface is alright or not first. Is it ok now?

  8. #8

    Default Re: A Beginner's Guide to the Export_Descr_Unit

    O ya it worked for the most part . Still one ore 2 glitchs but Thanks a lot . I wrote you a msg but i was having probs with this sight saying I was loged out when I hit submit reply .

  9. #9

    Default Re: A Beginner's Guide to the Export_Descr_Unit

    Alright thanks for confirming it. Onto your question as per post#114. It's the same process like adding some other unit from kingdoms\any other mod to your vanilla mod.
    In this case you will be dealing with the modeldb\EDU\export_units.txt etc files of your kingdoms campaign mod.
    Read this tutorial.

  10. #10

    Default Re: A Beginner's Guide to the Export_Descr_Unit

    Thanks . good basic Info . But I thought their might be an easier way . In MTW2 when you unpack the files The EDU folder has all the units from MTW2 and Crusades . Cant I just change the ownership OF the unit in EDU ?

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

    Quote Originally Posted by kingsaul View Post
    Thanks . good basic Info . But I thought their might be an easier way . In MTW2 when you unpack the files The EDU folder has all the units from MTW2 and Crusades . Cant I just change the ownership OF the unit in EDU ?
    You must also modify the units modeldb file block for example you want to add the english longbowmen to france, just ctrl+f to find the longbowmen, add lines for france on the longbowmans file block and also assign textures there and you've got a longbowmen for france.





  12. #12

    Default Re: A Beginner's Guide to the Export_Descr_Unit

    tnx fpr ypur reaply. few q'
    the higher the "red"(stat_health) the higher the hitpoint?i can change the 1 to like 50?if i change it to 0 is that mean no hitpoint (god mode)?
    "stat_pri_armour" whats the limit?i mean i can change it to 100?
    i use CAE,is that make a difference?

    "stat_pri_armour 7, 5, 4, metal"---what the second number mean?and the third
    ";stat_armour_ex 11, 0, 0, 0, 5, 0, 0, metal"-what that line mean?

    and wheres the line to change the attack data?

    and do i have to start a new game?for evry change?

    that alot of Q,sory for that
    Last edited by bravoman; April 09, 2011 at 10:32 AM.

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

    Quote Originally Posted by bravoman View Post
    tnx fpr ypur reaply. few q'
    the higher the "red"(stat_health) the higher the hitpoint? YES
    i can change the 1 to like 50? maybe, never tried it.
    if i change it to 0 is that mean no hitpoint (god mode)? (god mode no, defeat yes)

    "stat_pri_armour" whats the limit?i mean i can change it to 100?
    i use CAE,is that make a difference? from memory, Rome Total War was about seventy, this game might be the same.

    "stat_pri_armour 7, 5, 4, metal"---what the second number mean?and the third. defensive skill factor (not used when shot at) shield factor.
    ";stat_armour_ex 11, 0, 0, 0, 5, 0, 0, metal"-what that line mean?
    anything commented out is ignored in this game.
    and wheres the line to change the attack data?
    stat_pri 9, 3, cav_bodkin_arrow, 120, 20, missile, missile_mechanical, piercing, none, 25, 1
    stat_pri From left to right
    9= attack factor. 3= attack bonus factor if charging. missile type fired (no if not a missile weapon type) 120= range of missile, 20=amount of missile ammunition per man
    and do i have to start a new game?for evry change? no, in this file your changes will be implemented immediately.

    that alot of Q,sory for that

  14. #14

    Default Re: A Beginner's Guide to the Export_Descr_Unit

    is there a way to edit units accuracy ?

  15. #15

    Default Re: A Beginner's Guide to the Export_Descr_Unit

    If you meant archers then yes you have to modify the projectile that those archers uses.

  16. #16

    Default Re: A Beginner's Guide to the Export_Descr_Unit

    just archers ?

    i wanted more accuracy to gunpower units...
    so theres other projectiles to gunpower units ?

  17. #17
    SoulBlade's Avatar Vicarius
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    Default Re: A Beginner's Guide to the Export_Descr_Unit

    It isn't in the EDU. It's descr_projectiles.txt.
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    Regarding the Irish, if its between them and the Timurids:
    Irish: ran around bogs and forests munching on potatoes
    Timurids: slaughtered millions and threw empires into terror
    OK I'm not sure the Irish had potatoes in medieval times but that still doesn't tip things in their favour
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  18. #18

    Default Re: A Beginner's Guide to the Export_Descr_Unit

    projectile quality_musket_bullet

    effect bullet_model_set
    end_effect bullet_impact_ground_set
    end_man_effect man_impact_tiny_set
    end_package_effect bullet_impact_wall_set
    end_shatter_effect bullet_impact_ground_set
    end_shatter_man_effect man_impact_tiny_set
    end_shatter_package_effect bullet_impact_wall_set

    damage 0
    radius 0.001
    mass 0.14
    accuracy_vs_units 0.0575
    affected_by_rain
    min_angle -80
    max_angle 70
    velocity 450 450
    display aimed


    for making my units shotting with more aim/being like robin wood i need to make the value of:accuracy_vs_units bigger or smaller ?

  19. #19

    Default Re: A Beginner's Guide to the Export_Descr_Unit

    Smaller the better & one can also increase the accuracy for all units by fiddling with battle_config.xml file:-
    Code:
    		<missile-target-accuracy>
    			<infantry>0.80</infantry>
    			<cavalry>0.65</cavalry>
    			<elephants>0.50</elephants>
    		</missile-target-accuracy>
    Increase to increase the accuracy and vice-versa in this case.

  20. #20

    Default Re: A Beginner's Guide to the Export_Descr_Unit

    type Reiters
    dictionary Reiters ; Reiters
    category cavalry
    class skirmish
    voice_type Heavy
    accent German
    banner faction main_cavalry
    banner holy crusade_cavalry
    soldier Reiters, 32, 0, 1
    officer Reiters_ug1
    officer hre_captain_flag
    mount courser
    mount_effect elephant -4, camel -4
    attributes sea_faring, hide_forest, hardy, can_withdraw, can_formed_charge, cantabrian_circle, frighten_foot, gunpowder_unit, start_not_skirmishing, guncavalry
    formation 1.5, 4, 3, 5, 3, square
    stat_health 1, 0
    stat_pri 19, 5, quality_pistol_bullet, 55, 4, missile, missile_gunpowder, piercing, none, musket_shot_set, 0, 1
    stat_pri_attr ap, area
    stat_sec 10, 5, no, 0, 0, melee, melee_blade, piercing, sword, 15, 1
    stat_sec_attr no
    stat_pri_armour 11, 5, 0, metal
    stat_sec_armour 0, 0, flesh
    stat_heat 5
    stat_ground -1, -2, -3, -1
    stat_mental 15, disciplined, highly_trained
    stat_charge_dist 20
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 5, 1530, 365, 120, 95, 1165, 4, 230
    armour_ug_levels 21, 24, 25, 26
    armour_ug_models Reiters, Reiters_ug1, Reiters_ug1, Reiters_ug1
    ownership all, hre, teu, hungary
    era 0 hre, teu, hungary
    era 2 hre, teu, hungary

    here in EDU you can see that i dont have this line:
    recruit_priority_offset

    so the game recruits the firt unit it see or what ? and there are consequences if i had this line to every unit ? cause i want more "later" units...

    ps: with the info you gaved me i am editing units and now it seems i have medieval nukes !!!

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