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Thread: A Beginner's Guide to the Export_Descr_Unit

  1. #141

    Default Re: A Beginner's Guide to the Export_Descr_Unit

    great i will make some units with -1000...
    i will never see them again in the campaign map !
    thanks !

  2. #142

    Default Re: A Beginner's Guide to the Export_Descr_Unit

    Quote Originally Posted by RubiconDecision View Post
    How does the max number of units get calculated. That's what I don't understand. I looked at a Bare_Geomod I just created and the mod tools program I downloaded says there are already 413 units in that. Does it double count by kingdoms? In other words if three kingdoms can all create the same unit, is that one unit, or three. I want to add some new ones, but I feel a little restricted already.
    Unit limit is 500 excluding their upgrades and expansions are different campaigns not a single mod they don't share the same EDU file.

  3. #143

    Default Re: A Beginner's Guide to the Export_Descr_Unit

    Baghlah is counted as one unit in it.

  4. #144
    Polycarpe's Avatar Back into action!
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    Default Re: A Beginner's Guide to the Export_Descr_Unit

    Quote Originally Posted by RubiconDecision View Post
    Thanks for the answer, but that is still unclear.
    type baghlah
    dictionary baghlah ; Baghlah
    category ship
    class light
    voice_type Light
    soldier Peasants, 50, 0, 1
    ship heavy warship
    attributes sea_faring, can_withdraw
    formation 50, 50, 75, 75, 1, square
    stat_health 1, 1
    stat_pri 18, 0, no, 0, 0, melee, melee_simple, slashing, none, 0, 1
    stat_pri_attr no
    stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 0, 1
    stat_sec_attr no
    stat_pri_armour 0, 22, 0, flesh
    stat_sec_armour 0, 0, flesh
    stat_heat 0
    stat_ground 0, 0, 0, 0
    stat_mental 15, normal, trained
    stat_charge_dist 20
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 1190, 350, 250, 250, 1150, 4, 280
    armour_ug_levels 0
    armour_ug_models Peasants
    ownership egypt, turks, moors, kwarezm
    recruit_priority_offset -55

    The baghlah is ONE unit towards the 500 limit? Or is it counted more often?
    That entry counts as one unit. So each entry like this counts as one until the max limit of 500.

    EDIT: Arrgh Ishan you were faster.

  5. #145
    Minas Moth's Avatar Senator
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    Default Re: A Beginner's Guide to the Export_Descr_Unit

    ok i have a question that isn't dirrectly linked on importing units but it does have some relevance to them... i have noticed (in RSII) that they have developed a launcher that enables the player to determine how many men will be in a unit on huge settings... you can change that number to whatever you want (as long as your comp can handle it). so i wanted to know is something like that possible to edit in kingdoms files and if yes, where? thnx

  6. #146

    Default Re: A Beginner's Guide to the Export_Descr_Unit

    Hi,Master Ishan, Ive copied the Norway units from DLV to SS6.4 (13 in total). Followed the threads "Import units from other mods" info and all goes well.Iv'e removed 5 units from the EDU complete with there building track from either mercenries_text and EDB. so far so good,when Iv'e done the 6th the game CTD. Ive done everything text wise right however I have noticed that on custom battles if I choose Norway the units are still there which I've deleted along with the new units giving a total of 15 rows of 8 units. On comparison to other factions having the 15 rows but less units to choose from. Is it a limit factor of units per facton and how can I remove the non-required units to allow more changes. PS. the game is to be only set up for one faction so there is no issues with change of faction gaming. Please advise.

  7. #147

    Default Re: A Beginner's Guide to the Export_Descr_Unit

    Quote Originally Posted by Mythic_Commodore View Post
    stat_health 1, 0
    stat_health – The first value (1, 0) shows the number of hitpoints. Basically, units with x hitpoints must be dealt a killing blow x number of times. The second number (1, 0) is no longer used for anything.
    AFAIK, the second number set the hitpoints for handled animals and attached vehicles, most mod use it proving that is totally functional: quite surprising you didn't know that... People also claim it improves the strenght of normal units (with no animals or vehicles) in autocalc, but I don't know if it's still true in M2TW or Kingdoms.

    The "mass" value it's not used just for fun, it influence the performance of your unit in the pushing match after the initial clash, better to set values between 1 and 2 to have a realistic effect.

    Last but not least, after the "mass" value there should be an hidden attribute, "soldier radius" set by default 0.4: lowering it a bit (no more than 0.2) should make your men fight more cohesively, making this trick good to enhance very disciplined units: I have to admit I don't know if this still work for M2TW though, in RTW the effect was much more evident.

    Thank you for the work you put in this very useful resource!
    Last edited by Aper; June 11, 2011 at 11:28 AM.

  8. #148
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    Default Re: A Beginner's Guide to the Export_Descr_Unit

    Quote Originally Posted by Aper View Post
    Last but not least, after the "mass" value there should be an hidden attribute, "soldier radius" set by default 0.4: lowering it a bit (no more than 0.2) should make your men fight more cohesively, making this trick good to enhance very disciplined units: I have to admit I don't know if this still work for M2TW though, in RTW the effect was much more evident.
    Not quite last because after 'radius' comes 'height'.

  9. #149

    Default Re: A Beginner's Guide to the Export_Descr_Unit

    Quote Originally Posted by Taiji View Post
    Not quite last because after 'radius' comes 'height'.
    Last of my list

    (I didn't mention it because it's not usually tweaked in mods AFAIK)

  10. #150

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    Hi..how can i make my prussian archer shot fastest and reload fastest? btw good tut here,ty

    Bump...no answer? and one problem more..why my archer took so long time with shot arrow with flame? can i do that more fast like arrow whitout flame? Guys,catch here and answer that and my post at #151 too
    Last edited by Ishan; August 13, 2011 at 03:35 PM. Reason: double post

  11. #151

    Default Re: A Beginner's Guide to the Export_Descr_Unit

    Quote Originally Posted by Takeda♔Shingen View Post
    Hi..how can i make my prussian archer shot fastest and reload fastest? btw good tut here,ty
    i dont thinks its possible, something to do with the animations.

    maybe descr_projectiles.txt might help you with arrows.

  12. #152
    Gazz's Avatar Miles
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    Default Re: A Beginner's Guide to the Export_Descr_Unit

    Thank you for this great guide! I laughed pretty hard when my Pavise Crossbowmen shot rockets!

    +rep for evaa

  13. #153

    Default Re: A Beginner's Guide to the Export_Descr_Unit

    ok when i open the data folder isnt any export file

  14. #154

    Default Re: A Beginner's Guide to the Export_Descr_Unit

    Quote Originally Posted by lion96 View Post
    ok when i open the data folder isnt any export file
    have you run the unpacker?


  15. #155

    Default Re: A Beginner's Guide to the Export_Descr_Unit

    Quote Originally Posted by lion96 View Post
    ok when i open the data folder isnt any export file
    Read this:
    Unpacking: The very first steps & simplest method for new modders

  16. #156
    Old Geezer's Avatar Senator
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    Default Re: A Beginner's Guide to the Export_Descr_Unit

    I was set to modify the number of men in cavalry units back to 30 from the 40 which is standard in KGCM and found that such are set to 32! What is going on? Is there some place other than the export_descr file that needs modification or was modified to get them up to 40?

    BTW what in blazes is a Soko no yari? I hope it doesn't mean "cuckhold" in Japanese or "my wife is a yam". Why can't everyone just speak Italian?
    Last edited by Old Geezer; December 05, 2011 at 01:26 PM.

  17. #157

    Default Re: A Beginner's Guide to the Export_Descr_Unit

    You forgot the unit ability "Unique_unit" that may be new with kingdoms. It sets the unit limit on the campaign map to one.
    Total War addict since the beginning.

  18. #158

    Default Re: A Beginner's Guide to the Export_Descr_Unit

    This is useful.

    Thankyou!!!!

  19. #159
    paradamed's Avatar Praepositus
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    Default Re: A Beginner's Guide to the Export_Descr_Unit

    What's the maximum number of visible upgrades for amours, pls? I want to have a unit with 6 (1+5) armour upgrades, is it possible? Thanks in advance.
    Im talking about these lines:
    armour_ug_levels
    armour_ug_models
    Last edited by paradamed; January 11, 2012 at 10:05 PM.

  20. #160

    Default Re: A Beginner's Guide to the Export_Descr_Unit

    armour_ug_levels can go upto where you want. But armour_ug_models can be used only upto 4, one original and 3 upgrade models.
    You have to modify the armour_ug_level entry like this in expanded.txt:
    Code:
    {EMT_ARMOUR_LEVEL_0}None
    {EMT_ARMOUR_LEVEL_1}Leather
    {EMT_ARMOUR_LEVEL_10}Partial Heavy Mail
    {EMT_ARMOUR_LEVEL_11}Heavy Mail
    {EMT_ARMOUR_LEVEL_12}Buff Coat
    {EMT_ARMOUR_LEVEL_13}Heavy Brigandine
    {EMT_ARMOUR_LEVEL_14}Heavy Scale
    {EMT_ARMOUR_LEVEL_15}Coat of Plates
    {EMT_ARMOUR_LEVEL_16}Partial Plate
    {EMT_ARMOUR_LEVEL_17}Breastplate
    {EMT_ARMOUR_LEVEL_18}Late Brigandine
    {EMT_ARMOUR_LEVEL_19}Late Lamellar
    {EMT_ARMOUR_LEVEL_2}Padded
    {EMT_ARMOUR_LEVEL_20}Heavy Splint
    {EMT_ARMOUR_LEVEL_21}Full Plate
    {EMT_ARMOUR_LEVEL_22}Renaissance Half Plate
    {EMT_ARMOUR_LEVEL_23}Improved Metallurgy
    {EMT_ARMOUR_LEVEL_24}Gothic Plate
    {EMT_ARMOUR_LEVEL_25}Renaissance 3-Quarter Plate
    {EMT_ARMOUR_LEVEL_26}Advanced Metallurgy
    {EMT_ARMOUR_LEVEL_27}Increased Armor Thickness
    {EMT_ARMOUR_LEVEL_3}Leather Lamellar
    {EMT_ARMOUR_LEVEL_4}Light Brigandine
    {EMT_ARMOUR_LEVEL_5}Light Scale
    {EMT_ARMOUR_LEVEL_6}Partial Light Mail
    {EMT_ARMOUR_LEVEL_7}Light Mail
    {EMT_ARMOUR_LEVEL_8}Brigandine
    {EMT_ARMOUR_LEVEL_9}Scale
    Then provide the numbers which can be only 4. Like:
    Code:
    armour_ug_levels 17, 22, 25, 27 
    armour_ug_models Tercio_Pikemen, Tercio_Pikemen_ug1, Tercio_Pikemen_ug2, Tercio_Pikemen_ug2
    Hope that helps.

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