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Thread: A Guide to Export_Descr_Buildings.txt

  1. #201

    Default Re: A Guide to Export_Descr_Buildings.txt

    That first digit is how many units are available when the building is built, eg if it is set at 1, when the buildings finished being built 1 unit will be available to recruit.

    The next digit 0.1 is how many turns till the next unit is available, e.g 1 is a turn, so 0.1 will equal 10 turns till the unit is available for recruitment again.

    The next digit 1 is how many units are available at any given time, so basically with your numbers above the maximum you will be able to recruit the unit is once every 10 turns.

    The last digit 0 is the experience points the unit will start with, the chevron things.

    I believe these are the numbers you are looking for, for what you want to acheive:
    Code:
                    recruit_pool "EE Spear Militia"  0   0.000001   0.999  0  requires factions { poland, russia, hungary, }


  2. #202
    Lifthrasir's Avatar "Capre" Dunkerquois
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    Default Re: A Guide to Export_Descr_Buildings.txt

    Ok, I see your point. If I understand it right, you set a very low value for the number of turns. That way, the settlement should have reached the minor city level and has built a city watch before you're able to recruit that unit. Meanwhile, you're still able to retrain the unit.
    Many thanks danny X.
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  3. #203
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    Default Re: A Guide to Export_Descr_Buildings.txt

    Is there a complete list of all the possible (working) building traits anywhere? all the ones I can find are either incomplete or for RTW.


  4. #204
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: A Guide to Export_Descr_Buildings.txt

    This is the list, can't guarantee that they all work - I know only about some difficulties with the construction cost bonuses.

    agent [agent type]
    agent_limit [agent type]
    amplify_religion_level
    archer_bonus armour
    cavalry_bonus
    construction_cost_bonus_defensive
    construction_cost_bonus_military
    construction_cost_bonus_other
    construction_cost_bonus_religious
    construction_cost_bonus_stone
    construction_cost_bonus_wooden
    construction_time_bonus_defensive
    construction_time_bonus_military
    construction_time_bonus_other
    construction_time_bonus_religious
    construction_time_bonus_stone
    construction_time_bonus_wooden
    farming_level
    fire_risk
    free_upkeep
    gate_defences
    gate_strength
    gun_bonus
    happiness_bonus
    heavy_cavalry_bonus
    income_bonus
    law_bonus
    mine_resource
    navy_bonus
    pope_approval
    pope_disapproval
    population_growth_bonus
    population_health_bonus
    population_loyalty_bonus
    recruitment_cost_bonus_naval
    recruitment_slots recruitment_time_bonus_naval
    recruits_exp_bonus
    recruits_morale_bonus
    religion_level
    retrain_cost_bonus
    road_level
    stage_games
    stage_races
    taxable_income_bonus
    tower_level
    trade_base_income_bonus
    trade_fleet
    trade_level_bonus
    upgrade_bodyguard
    wall_level
    weapon_artillery_gunpowder
    weapon_artillery_mechanical weapon_bladed
    weapon_melee_blade
    weapon_melee_simple weapon_missile
    weapon_missile_gunpowder
    weapon_missile_mechanical
    weapon_naval_gunpowder
    weapon_projectile
    weapon_siege bonus
    weapon_simple
    Last edited by Gigantus; November 16, 2012 at 10:28 PM.










  5. #205

    Default Re: A Guide to Export_Descr_Buildings.txt

    Hiya i was hoping i could get some help with this, im trying to make the papal states able to recruite papal guards even at the highest lvl city cause as it is swissguards take their place, but they arent really spearmen with shields. i have edited the Export_Descr_Buildings.txt now with this

    Spoiler Alert, click show to read: 
    }
    material stone
    construction 3
    cost 4800
    settlement_min city
    upgrades
    {
    huge_stone_wall
    }
    }
    huge_stone_wall city requires factions { northern_european, mesoamerican, middle_eastern, eastern_european, greek, southern_european, }
    {
    capability
    {
    recruit_pool "Conquistadores" 1 0.5 4 1 requires factions { spain, portugal, } and hidden_resource america
    recruit_pool "Swiss Guard" 1 0.5 4 0 requires factions { papal_states, }
    recruit_pool "Papal Guard" 1 0.5 5 0 requires factions { papal_states, }
    recruit_pool "Hussars" 1 0.5 4 0 requires factions { poland, hungary, }
    recruit_pool "Cossack Musketeers" 1 0.5 4 0 requires factions { russia, } and event_counter gunpowder_discovered 1
    recruit_pool "Dismounted Conquistadores" 1 0.5 4 1 requires factions { spain, portugal, } and hidden_resource america
    recruit_pool "Town Militia" 1 0.2 2 0 requires factions { england, scotland, france, hre, denmark, spain, portugal, Normans, }
    recruit_pool "Italian Militia" 1 0.2 2 0 requires factions { milan, venice, papal_states, sicily, }
    recruit_pool "EE Town Militia" 1 0.2 2 0 requires factions { poland, hungary, }
    recruit_pool "EE Archer Militia" 1 0.2 2 0 requires factions { russia, }
    recruit_pool "SE Town Militia" 1 0.2 2 0 requires factions { byzantium, }
    recruit_pool "ME Town Militia" 1 0.2 2 0 requires factions { moors, turks, mongols, timurids, }
    recruit_pool "ME Archer Militia" 1 0.2 2 0 requires factions { egypt, }
    recruit_pool "Peasant Spearmen" 1 0.2 2 0 requires factions { Saxons, }
    recruit_pool "Spear Militia" 0 0.000001 0.999 0 requires factions { england, scotland, france, hre, denmark, spain, portugal, Normans, }
    recruit_pool "Italian Spear Militia" 0 0.000001 0.999 0 requires factions { milan, venice, papal_states, sicily, }
    recruit_pool "EE Spear Militia" 0 0.000001 0.999 0 requires factions { poland, russia, hungary, }
    recruit_pool "SE Spear Militia" 0 0.000001 0.999 0 requires factions { byzantium, }
    recruit_pool "ME Spear Militia" 0 0.000001 0.999 0 requires factions { moors, egypt, turks, mongols, timurids, }
    recruit_pool "Archer Militia" 0 0.000001 0.999 0 requires factions { england, }
    recruit_pool "Scots Pike Militia" 0 0.000001 0.999 0 requires factions { scotland, }
    recruit_pool "Crossbow Militia" 0 0.000001 0.999 0 requires factions { france, hre, denmark, spain, portugal, }
    recruit_pool "Genoese Crossbow Militia" 0 0.000001 0.999 0 requires factions { milan, }
    recruit_pool "Pavise Crossbow Militia" 0 0.000001 0.999 0 requires factions { venice, papal_states, sicily, hungary, }
    recruit_pool "EE Crossbow Militia" 0 0.000001 0.999 0 requires factions { poland, russia, }
    recruit_pool "S Archer Militia" 0 0.000001 0.999 0 requires factions { byzantium, }
    recruit_pool "ME Crossbow Militia" 0 0.000001 0.999 0 requires factions { moors, }
    recruit_pool "Saracen Militia" 0 0.000001 0.999 0 requires factions { egypt, turks, }
    recruit_pool "Sabadar Militia" 0 0.000001 0.999 0 requires factions { timurids, }
    recruit_pool "Mongol Horse Archers" 1 0.4 3 0 requires factions { mongols, }
    recruit_pool "Mounted Sergeants" 1 0.4 3 0 requires factions { Normans, }
    recruit_pool "Theigns" 1 0.4 3 0 requires factions { Saxons, }
    recruit_pool "Dismounted Broken Lances" 1 0.4 3 0 requires factions { milan, }
    recruit_pool "Noble Pikemen" 1 0.4 3 0 requires factions { scotland, }
    recruit_pool "Scots Guard" 1 0.4 3 0 requires factions { france, }
    recruit_pool "Christian Guard" 1 0.4 3 0 requires factions { moors, }
    recruit_pool "Broken Lances" 1 0.5 4 0 requires factions { milan, venice, papal_states, }
    wall_level 4
    tower_level 1
    gate_strength 2
    free_upkeep bonus 6
    happiness_bonus bonus 3
    recruitment_slots 3
    }


    as you can see i have added the papal guard to the recruitement pool but still in game it dosnt work.

    "heres what i did step for sted, maybe i did something wrong?"

    1. use Unpack all
    2. Edit Export_Descr_Buildings.txt located in C:\Program Files\SEGA\Medieval II Total War\data
    3. save it there again
    4. play game
    5. cry for help as it dosnt work

    what did i do wrong?

  6. #206

    Default Re: A Guide to Export_Descr_Buildings.txt

    Also my game seems to crash each time i got into battle.

  7. #207

    Default Re: A Guide to Export_Descr_Buildings.txt

    Never mind i finally found the thread i was looking for with the info i need, what i forgot to do was put in

    [io]
    file_first = true

    in the medieval2.preference.cfg file. this both made the units appear ingame and my battle crashes stop.

  8. #208
    Lifthrasir's Avatar "Capre" Dunkerquois
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    Default Re: A Guide to Export_Descr_Buildings.txt

    Hi all, I've got another question. To be more historically accurate, I've modified the Norwegian bodyguard unit to make it as heavy infantry instead heavy cavalry. So far so good.

    In the EDB, the NE_late_bodyguard (as cavalry unit) can be recruited in Fortress and upper level.
    To be logical, considering that Norway expands in UK and other Western European Kingdoms, they should be able to recruit generals with the NE_late_bodyguard model. No problem with that.

    What I'd like to do is to specified that if a general is recruited in a fortress in Norway or in Suede, it will be an heavy infantry unit (to reflect the lack of cavalry for Norway) but if recruited somewhere else, it will be a heavy cavalry unit (to reflect the western influence).

    The problem I have is that I'm not sure how to do it. Can I (or do I have to) create a hidden ressource for specific settlement or add a condition in the campaign script (like it is possible to do for mercenaries - http://www.twcenter.net/forums/showt...php?t=247647)?

    Many thanks in advance.

    EDIT: forget my post please. I finally found the answer.
    Last edited by Lifthrasir; November 22, 2012 at 05:52 AM.
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  9. #209
    Lord Derfel's Avatar Biarchus
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    Default Re: A Guide to Export_Descr_Buildings.txt

    Hi I am having a difficult time working with the descr_buildings file and I am hoping someone can help me. What I want to know is how I can have units available every 5, 10, 15, and 20 turns.

    For example, I would like to have a unit of feudal knights available for recruitment every 20 turns and have a unit of spearmen be available every 10 turns. Is this posible and how would I go about doing this?

  10. #210

    Default Re: A Guide to Export_Descr_Buildings.txt

    Quote Originally Posted by Lord Derfel View Post
    Hi I am having a difficult time working with the descr_buildings file and I am hoping someone can help me. What I want to know is how I can have units available every 5, 10, 15, and 20 turns.

    For example, I would like to have a unit of feudal knights available for recruitment every 20 turns and have a unit of spearmen be available every 10 turns. Is this posible and how would I go about doing this?
    Set the replenish rate to 1/20 = 0.05 for Feudal Knights and 1/10 = 0.1 for Spearmen.

  11. #211
    Lord Derfel's Avatar Biarchus
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    Default Re: A Guide to Export_Descr_Buildings.txt

    Quote Originally Posted by PapaRosario View Post
    Set the replenish rate to 1/20 = 0.05 for Feudal Knights and 1/10 = 0.1 for Spearmen.
    Thanks for the quick reply, that was very helpful

  12. #212

    Default Re: A Guide to Export_Descr_Buildings.txt

    Hello, I'm looking to alter the experience bonus from the Archery guild in the SS mod.

    As of now only units with class "missile" gets the upgrade, which means most archer units miss out, as they have been classified as class skirmish, possibly to change the way the AI handles them in battles.

    Is there a way to enable the guild to upgrade skirmish units also? I'm ok if it will include units like javeliners too.

    I tried adding skirmisher_bonus 1 below the archer_bonus 1 line in the guild_woodsmens_guild building but that does nothing.

  13. #213
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: A Guide to Export_Descr_Buildings.txt

    That ability is hard coded and will only be applied to units with the missile class entry.










  14. #214

    Default Re: A Guide to Export_Descr_Buildings.txt

    Quote Originally Posted by Gigantus View Post
    That ability is hard coded and will only be applied to units with the missile class entry.
    Alright, thanks for quick answer, I'm guessing the only solution would be to change the class of all the units I want to have the upgrade.

  15. #215
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: A Guide to Export_Descr_Buildings.txt

    These are the weapon bonuses in the EDB (can't confirm 100% if they are valid, it's from an old list of mine):

    weapon_artillery_gunpowder
    weapon_artillery_mechanical
    weapon_bladed
    weapon_melee_blade
    weapon_melee_simple
    weapon_missile
    weapon_missile_gunpowder
    weapon_missile_mechanical
    weapon_naval_gunpowder
    weapon_projectile
    weapon_siege
    weapon_simple
    gun_bonus

    There is also this one, but I am not sure what exactly it does

    archer_bonus
    Last edited by Gigantus; January 03, 2013 at 07:18 AM.










  16. #216

    Default Re: A Guide to Export_Descr_Buildings.txt

    Quote Originally Posted by Gigantus View Post
    These are the weapon bonuses in the EDB (can't confirm 100% if they are valid, it's from an old list of mine):

    weapon_artillery_gunpowder
    weapon_artillery_mechanical
    weapon_bladed
    weapon_melee_blade
    weapon_melee_simple
    weapon_missile
    weapon_missile_gunpowder
    weapon_missile_mechanical
    weapon_naval_gunpowder
    weapon_projectile
    weapon_siege
    weapon_simple
    gun_bonus

    There is also this one, but I am not sure what exactly it does

    archer_bonus
    The last one is the one that the Woodsmens' guild uses, it increases experience for infantry with the missile class by x.

    Wonder what weapon_missile does.

  17. #217
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: A Guide to Export_Descr_Buildings.txt

    The weapon bonuses increase the attack values, if you are lucky they are not based on the class but on the projectile type.










  18. #218

    Default Re: A Guide to Export_Descr_Buildings.txt

    Quote Originally Posted by Gigantus View Post
    The weapon bonuses increase the attack values, if you are lucky they are not based on the class but on the projectile type.
    Hmm time to experiement then.. should the attack value increase? Or is this "hidden", like accuracy bonuses.

    Loaded a game of mine with the change, couldn't see any difference.
    Last edited by FriendoftheDork; January 03, 2013 at 10:32 AM.

  19. #219
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: A Guide to Export_Descr_Buildings.txt

    The weapon bonuses are indicated as little swords on the unit icons and should reflect in the attack values as well. It does require re-training of a unit to obtain them.










  20. #220

    Default Re: A Guide to Export_Descr_Buildings.txt

    Quote Originally Posted by Gigantus View Post
    The weapon bonuses are indicated as little swords on the unit icons and should reflect in the attack values as well. It does require re-training of a unit to obtain them.
    Yeah that didn't happen.

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