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Thread: Modding Naval Units - number of guns and more

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  1. #1

    Default Modding Naval Units - number of guns and more

    I've got the unpacker and I've been adding units and creating stuff for a day or two now and it's great.

    A problem I'm having though is determining the number of guns on a ship. Anyone know which values those are? I've managed to make the fastest over-first rate that you've ever seen, but I'm not sure how to increase or change the gun count. When I go into battle with my ships my gun number is always 90/120 but when the battle is over it shows 122 (if it goes without gun loses) like any other over first rate.

    Anyone know anything about these things?

  2. #2

    Default Re: Modding Naval Units - number of guns and more

    Quote Originally Posted by Endomatic View Post
    I've got the unpacker and I've been adding units and creating stuff for a day or two now and it's great.

    A problem I'm having though is determining the number of guns on a ship. Anyone know which values those are? I've managed to make the fastest over-first rate that you've ever seen, but I'm not sure how to increase or change the gun count. When I go into battle with my ships my gun number is always 90/120 but when the battle is over it shows 122 (if it goes without gun loses) like any other over first rate.

    Anyone know anything about these things?
    If you use the Naval editor it will show you how many guns you have for each ship.

    http://www.twcenter.net/forums/showthread.php?t=237976

  3. #3

    Default Re: Modding Naval Units - number of guns and more

    Hey, great! Thanks for linking this.

    I'm trying to add units to the pirate faction but I can't get the game to launch when I add units to them. Is there a common mistake that I might make?

    Are they under the barbary_group in the units_to_military_groupings section of the database?
    Last edited by Endomatic; March 24, 2009 at 07:27 PM.

  4. #4

    Default Re: Modding Naval Units - number of guns and more

    Quote Originally Posted by Endomatic View Post
    Hey, great! Thanks for linking this.

    I'm trying to add units to the pirate faction but I can't get the game to launch when I add units to them. Is there a common mistake that I might make?

    Are they under the barbary_group in the units_to_military_groupings section of the database?
    You might want to have a look at this tutorial on units.
    http://www.twcenter.net/forums/showthread.php?t=234288

  5. #5

    Default Re: Modding Naval Units - number of guns and more

    Yeah, I've been following the tutorials. For any normal faction, like France, I have no issues adding new characters.

    It seems to be with normally unplayable factions that I've unlocked with the startpos.esf mod. I'm trying to add more units to the Pirate faction to make them easier to play with a variable unit selection but I keep crashing to desktop when I try to launch.

    I wanted to know what might be different when creating units for those factions over normal ones, if any, which I think there is.

  6. #6

    Default Re: Modding Naval Units - number of guns and more

    Quote Originally Posted by Endomatic View Post
    Yeah, I've been following the tutorials. For any normal faction, like France, I have no issues adding new characters.

    It seems to be with normally unplayable factions that I've unlocked with the startpos.esf mod. I'm trying to add more units to the Pirate faction to make them easier to play with a variable unit selection but I keep crashing to desktop when I try to launch.

    I wanted to know what might be different when creating units for those factions over normal ones, if any, which I think there is.
    Sorry i cant help you there. You will have to ask one of the modders.

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