great i will make some units with -1000...
i will never see them again in the campaign map !
thanks !
great i will make some units with -1000...
i will never see them again in the campaign map !
thanks !
Baghlah is counted as one unit in it.
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
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.
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.
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
Thank you for this great guide! I laughed pretty hard when my Pavise Crossbowmen shot rockets!
+rep for evaa
ok when i open the data folder isnt any export file
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.
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.
This is useful.
Thankyou!!!!
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.
PARADAMED's PROJECTS FOR THIRD AGE TOTAL WAR! CLICK HERE
The more units for the fiefdoms submod //\\ The Marka barded horses submod//\\The wolf, the eagle and the crebain submod
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:
Then provide the numbers which can be only 4. Like: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
Hope that helps.Code:armour_ug_levels 17, 22, 25, 27 armour_ug_models Tercio_Pikemen, Tercio_Pikemen_ug1, Tercio_Pikemen_ug2, Tercio_Pikemen_ug2