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Thread: A Beginner's Guide to the Export_Descr_Unit

  1. #121

    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.

  2. #122

    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.

  3. #123
    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

  4. #124

    Default Re: A Beginner's Guide to the Export_Descr_Unit

    is there a way to edit units accuracy ?

  5. #125

    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.

  6. #126

    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 ?

  7. #127
    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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  8. #128

    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 ?

  9. #129

    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.

  10. #130

    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 !!!

  11. #131
    Moon's Avatar Centenarius
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    Default Re: A Beginner's Guide to the Export_Descr_Unit

    recruit_priority_offset, is used in Kingdoms, if you are not using that expansion comment it out, or delete it.

  12. #132

    Default Re: A Beginner's Guide to the Export_Descr_Unit

    It's for AI only and in medieval2.exe based mods like moon said it will give you a crash so comment it out.

  13. #133

    Default Re: A Beginner's Guide to the Export_Descr_Unit

    i have kingdoms with patch 1.5
    so when theres not that line what the ai does ? recruit every troop with the same ratio ?

  14. #134

    Default Re: A Beginner's Guide to the Export_Descr_Unit

    It does nothing as the priority is not set.

  15. #135

    Default Re: A Beginner's Guide to the Export_Descr_Unit

    but i can set it ?
    knowing that i have kingdoms...

  16. #136

    Default Re: A Beginner's Guide to the Export_Descr_Unit

    Yes you can if your mod is based on kingdoms.exe.

  17. #137

    Default Re: A Beginner's Guide to the Export_Descr_Unit

    and what is the base number of recruit_priority_offset

    and what means
    recruit_priority_offset 100 means each turn the ai will recruit 100 units ?

  18. #138

    Default Re: A Beginner's Guide to the Export_Descr_Unit

    Priority simply means preference given by the AI to recruit that unit out the selected units available to it.
    And no it simply it means that AI will given more preference in recruiting that unit.

  19. #139

    Default Re: A Beginner's Guide to the Export_Descr_Unit

    aaa
    ok

    so bigger the number bigger the preference, right ?

  20. #140

    Default Re: A Beginner's Guide to the Export_Descr_Unit

    Yeah and it can be negative also like -35 etc used for siege weapons, as AI wastes its money on them and in field battles they are useless anyway, used in a way that AI pays more attention to strong melee units etc rather than siege engines.

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