okay, they're showing up on my rosters as recruitable, but they're portraits (and, I assume, battlefield avatars) aren't correct.
okay, they're showing up on my rosters as recruitable, but they're portraits (and, I assume, battlefield avatars) aren't correct.
The portraits are in the ui\units and iu\unit_info folders. If you just want to copy/paste, go for it. If you want the units in their factions' colored uniforms, there is a tutorial for it.
If you want the units to wear the right colored uniforms, there is a tutorial for it, also.
Ok. Thanks again.
I have seen the issue appear a few times in this thread with "and building_present_min_level smith leather_tanner" after faction recruitment requirements.
As you can imagine I was hoping on making it so for every unit that starts with a base armour of at least 1 you need the building that grants that level of armour. So units with leather armour require a leather_tanner etc.
I attempted this with a single unit just to troubleshoot and when right clicking on the building that would produce the unit in the building browser the game flat out crashes.
The exact unit line I changed was
recruit_pool "Greek Militia Cavalry" 1 0.4 3 0 requires factions { byzantium, } and building_present_min_level smith leather_tanner
system.log only could reveal to me "20:40:37.266 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit."
Is "and building_present_min_level" a KINGDOMS only code? Similar to the religion in a province required command? Because if that's the case it would explain why I'm crashing - not having Kingdoms myself.
Any help would be greatful. I need to find out how to limit the amount of siege weapons to be built ie like agents are now.
Also having siege weapons limited to fortress only and only 1-2 per fortress owned.
Please advise
Limiting the number of units available per faction requires some nifty scripting, but then you can reduce it (for the AI) by changing the recruit_priority in the EDU. It's "the bang for the buck" calculation that leads the AI to recruit siege engines. Increasing the price (don't think maintenance is the issue here, but recruitment) should also be of assistance.
after just a quick read of the OP ...i'm only interested in implementing some "unique" buildings (not neseccarily with recruitment potential) ,let's say
a unique cathedral
a unique fountain
a unique tomb-crypts compartment
and so on to some settlements
that should
-be present from the very start and not "buildable" (hell ,not even "re-buildable" in their original settlements , just repairable)
-and give some bonuses ,like +health or +law or +trade or +whatever
is the OP sufficient for me ? i'm a complete starter..i was just thinking to copy-paste that enrty and accordingly "twist" it to my purposes
thanks
edit: ok also found this other great tut of yours...
http://www.twcenter.net/forums/showthread.php?t=221102
one first q
how could i make that ports recruit one kind of priest only ? as in being able to recruit that kind of priest (let's say imam) only when a certain faction/culture owns the settlement ??
not rebuildable - simply remove the faction requirements:
add whatever capabilities you wish and then place in the descr_stratCode:requires factions { }
recruiting priests in ports - same as in churches\mosques, just add faction requirements to the recruiting line
thanks for the quick response...
so by that way i could make it that ...
every faction has a port and recruits ships and maybe some sellship mercs BUT only when a certain faction owns the settlement ,the port also becomes a "religious building" and recruits "priests of the drowned god" ? right ?
ps..
and a second question...i found all the "Hidden Resourses" listed in the first line of EDB ,but how can i know where exactly are they located ?
i was thinking of using the ones used for an AOR system ,in order to make the unique buildings too..
should i just ask the other mod guys that made the AOR system or is there a more direct way?
thanks alot
Hi, I'm trying out the mongols at present and want the unit "Khans Guard" to be limited to 2 units at any time to be available?
This will givethe unit a more elite status, from what I can tell will it be easier to have them as a merc unit to the mongol faction in an area?
Or on the EDB and allowing inital 2 in the pool then a long,long number to recruite more If so Please advise as to best route.
Great respect
Thanks for quick responce Master G, will look at it repect.
Just a quick line. If I put the Mongols in Early Erea, Will I need to wipe out the horde script in the Late erea. And would I need to change the EDB for any reason to match early erea??
UPDATE. Looked at crusades and if right need to add Power centre and script for if held able to build unit "blaa blaa". Then in EDB add to pool "and counter present held name of power centre" would this be ok ish .
Last edited by Lord Ragnar; December 15, 2011 at 04:16 AM.
Correct but there was no script for it and that was because of the additional attribute they had in the EDU file which was unique_unit so only one unit could exist, however for the AI it seems there was a bug so in misc cases AI was able to train more than 1 in misc cases.
@Lord RagnarCode:type Canons of the Holy Sepulcher dictionary Canons_of_the_Holy_Sepulcher ; Canons of the Holy Sepulcher category infantry class heavy voice_type Heavy banner faction main_infantry banner holy crusade soldier Canons_Of_The_Holy_Sepulcher, 48, 0, 1.2 attributes sea_faring, hide_forest, very_hardy, can_withdraw, unique_unit
Read this tutorial if you want to understand the power centre script however this will not give you what you are looking for as there is no condition to check the number of particular units one faction has afaik, otherwise with an event counter one could've made such a script to make them unavailable after creating 2 units.
The only other feasible option you have is to set the initial number of units available to 2 and make the replenish rate of them to about 10 turns or use the unique_unit method on 2 units with same names (export_units.txt wise) & looks.
Ok my problem is simple.I read at the begining of the thread that you can require more than one building in a settlement in order for another to be built.In my mod (for TATW),ive made barracks ,bowyer and stables a requirement for smithies to be built.
edb code
Before i release i did test it and i saw that the game recognized the other buildings as requirements.
Now i noticed that it is not buildable.Any ideas on what might be wrong???
Im kinda desperate,ive released stuff already,i got exams at the moment and i noticed this bug now.I wouldnt worry but the smithy building is the most important building in the entire game through my mod.
Thanks in advance!:-)
Sure, till now I've not reached a limit # of conditions.
Is there a limit to the amount of building entries that there can be in the EDB file? It seems when I add buildings past a certain amount they refuse to show up in the Development tab of Geomod. Deleting stock buildings or entries further up on the list causes the entries after the limit to appear in Geomod.