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Thread: Higher Lvl Units Activation?

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  1. #1

    Default Higher Lvl Units Activation?

    Hi folks,

    I'm pretty sure there was a trick or mod or somethin to make all the units ingame available from the start, so you don't need to wait for turn 50 or 100 or whatever.
    Unfortunately I can't find the thread anymore...

    Any help?

  2. #2

  3. #3

    Default Re: Higher Lvl Units Activation?

    Ah great, will try that out. But you have to start a new game so that the changes will take effect, right?

  4. #4

    Default Re: Higher Lvl Units Activation?

    Yep
    "The early bird captures the worm, The early worm gets eaten"!!!

  5. #5
    Fresco's Avatar Semisalis
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    Default Stongest units

    What file I must modify for recruit the best units from start and not after 50 or 100 turns???
    Thanks and sorry for my bad english!!!!
    CAMPIONI del MONDO!!!!!

  6. #6

    Default Re: Stongest units

    You missed a "r" there "Strongest"

    I would think Citadel guards, but i havent goten so far.

  7. #7
    Achilla's Avatar Vicarius
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    Default Re: Stongest units

    Strongest ;d It's too obvious right now, TROLLS!

    @Alxaro
    His problem, he should have specified the thread name better.

    As for his question he should edit export_descr_buildings to get rid of hidden resource and/or adjust campaign script to get rid of events that alter this. Alternative, events file can be altered too so you get access to the units in first 4 turns or so. It was answered somewhere, can't be bothered to search it now.
    Last edited by Achilla; April 29, 2009 at 03:35 PM.
    Man is but a shadow of his former self, encased in feverish delusions of grandeur.
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  8. #8

    Default Re: Stongest units

    Did anyone read any further than the thread title? He was asking which file he had to modify to get the best units available from the start, not which unit is the strongest.

    I do not know which file that is, and what you have to do. Sorry
    This is my signature! There are many like it, but this one is mine!

  9. #9
    Fresco's Avatar Semisalis
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    Default Re: Stongest units

    Quote Originally Posted by Alxaro View Post
    Did anyone read any further than the thread title? He was asking which file he had to modify to get the best units available from the start, not which unit is the strongest.

    I do not know which file that is, and what you have to do. Sorry
    Exactly Alxaro!!!!! Strongest units like Trolls,Mumakil,Swan Guard,etc....!!
    CAMPIONI del MONDO!!!!!

  10. #10

    Default Re: Stongest units

    Quote Originally Posted by Alxaro View Post
    Did anyone read any further than the thread title? He was asking which file he had to modify to get the best units available from the start, not which unit is the strongest.
    Typical.

  11. #11

    Default Re: Stongest units

    take a look at the "export_descr_buildings" - file
    You have to change several things there
    Spoiler Alert, click show to read: 
    c_barons_stables city requires factions { sicily, milan, scotland, middle_eastern, france, hre, england, } and event_counter large_city_barracks 1
    {
    convert_to 2
    capability
    {
    recruit_pool "Dol Amroth Knights" 1 0.25 2 0 requires factions { sicily, } and region_religion numenorian 15
    recruit_pool "Gondor Cavalry" 1 0.5 4 0 requires factions { sicily, } and region_religion numenorian 40
    recruit_pool "Swan Knights" 1 0.34 3 0 requires factions { sicily, } and hidden_resource amroth
    recruit_pool "Southron Lancers" 1 0.5 4 0 requires factions { spain, } and region_religion catholic 15
    recruit_pool "Raiders Cavalry" 1 0.34 3 0 requires factions { spain, } and region_religion catholic 30
    recruit_pool "Beastmaster Cav" 1 0.34 3 0 requires factions { spain, } and hidden_resource desert
    recruit_pool "Northmen Cavalry" 1 0.2 2 0 requires factions { scotland, } and region_religion northmen 15
    recruit_pool "Knights of Rhovanion" 1 0.25 2 0 requires factions { scotland, } and region_religion northmen 30
    recruit_pool "Knights of Dale" 1 0.34 2 0 requires factions { scotland, } and region_religion northmen 50
    recruit_pool "Wargs" 1 0.34 3 0 requires factions { france, hre, england, } and region_religion catholic 30
    recruit_pool "rohan scouts" 1 0.2 2 0 requires factions { milan, } and region_religion northmen 15
    recruit_pool "rohan rider" 1 0.34 3 0 requires factions { milan, } and region_religion northmen 30
    recruit_pool "Rohan Horsearchers" 1 0.25 2 0 requires factions { milan, } and region_religion northmen 30
    recruit_pool "eorlingas" 1 0.34 3 0 requires factions { milan, } and region_religion northmen 50
    recruit_pool "rohirrim" 1 0.34 3 0 requires factions { milan, } and hidden_resource riddermark
    recruit_pool "Variag Raiders" 1 0.25 3 0 requires factions { venice, } and region_religion catholic 15
    recruit_pool "Mounted Clanguard" 1 0.25 3 0 requires factions { venice, } and region_religion catholic 30
    recruit_pool "Kataphracts" 1 0.25 3 0 requires factions { venice, } and region_religion catholic 60
    }
    material wooden
    construction 6
    cost 4800
    settlement_min large_city
    upgrades
    {
    c_earls_stables
    }
    }


    to
    Spoiler Alert, click show to read: 
    c_barons_stables city requires factions { sicily, milan, scotland, middle_eastern, france, hre, england, }
    {
    convert_to 2
    capability
    {
    recruit_pool "Dol Amroth Knights" 1 0.25 2 0 requires factions { sicily, } and region_religion numenorian 15
    recruit_pool "Gondor Cavalry" 1 0.5 4 0 requires factions { sicily, } and region_religion numenorian 40
    recruit_pool "Swan Knights" 1 0.34 3 0 requires factions { sicily, } and hidden_resource amroth
    recruit_pool "Southron Lancers" 1 0.5 4 0 requires factions { spain, } and region_religion catholic 15
    recruit_pool "Raiders Cavalry" 1 0.34 3 0 requires factions { spain, } and region_religion catholic 30
    recruit_pool "Beastmaster Cav" 1 0.34 3 0 requires factions { spain, } and hidden_resource desert
    recruit_pool "Northmen Cavalry" 1 0.2 2 0 requires factions { scotland, } and region_religion northmen 15
    recruit_pool "Knights of Rhovanion" 1 0.25 2 0 requires factions { scotland, } and region_religion northmen 30
    recruit_pool "Knights of Dale" 1 0.34 2 0 requires factions { scotland, } and region_religion northmen 50
    recruit_pool "Wargs" 1 0.34 3 0 requires factions { france, hre, england, } and region_religion catholic 30
    recruit_pool "rohan scouts" 1 0.2 2 0 requires factions { milan, } and region_religion northmen 15
    recruit_pool "rohan rider" 1 0.34 3 0 requires factions { milan, } and region_religion northmen 30
    recruit_pool "Rohan Horsearchers" 1 0.25 2 0 requires factions { milan, } and region_religion northmen 30
    recruit_pool "eorlingas" 1 0.34 3 0 requires factions { milan, } and region_religion northmen 50
    recruit_pool "rohirrim" 1 0.34 3 0 requires factions { milan, } and hidden_resource riddermark
    recruit_pool "Variag Raiders" 1 0.25 3 0 requires factions { venice, } and region_religion catholic 15
    recruit_pool "Mounted Clanguard" 1 0.25 3 0 requires factions { venice, } and region_religion catholic 30
    recruit_pool "Kataphracts" 1 0.25 3 0 requires factions { venice, } and region_religion catholic 60
    }
    material wooden
    construction 6
    cost 4800
    settlement_min large_city
    upgrades
    {
    c_earls_stables
    }
    }


    you need to do that for buildings, which aren buildable right from the start, in order to make them buildable right from the start
    Don't smoke the seed

  12. #12

    Default Re: Stongest units

    I personally dont think ther้'s is a strongest unit. It's better to find out wich unit is effective against the enemy unit So i you're dealing with many horses built spearmen if you're dealing whit wel armoured soldiers build speartrowers etc etc...

  13. #13

    Default Re: Stongest units

    The "descr_events" file needs to be modified...I think it is under Sega/Medieval II/mods/Third_Age/data/world/maps/campaign/imperial_campaign, but I am not completely sure on that point.

  14. #14

    Default Re: Stongest units

    Quote Originally Posted by Fresco View Post
    What file I must modify for recruit the best units from start and not after 50 or 100 turns???
    Thanks and sorry for my bad english!!!!

    mods/third_age/data/world/maps/campaign/imperial_campaign/descr_strat.txt

    you will need to know what buildings are required which needs knowledge in the building tree depo.
    otherwise leave it be or ctd.

  15. #15
    Fresco's Avatar Semisalis
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    Default Re: Stongest units

    Then, in export_descr_building file, I cancel this:and event_counter large_city_barracks 1 for buildings that regards the strongest units!!!
    Thanks Agostinos and very compliments for your fantastic new-units(please add other units) for this stupend mod!

    And i've discovered that:1)"and event_counter large_city_barracks 1" regards units blocked until 50 turns; 2)"and event_counter huge_city_barracks 1" regards units blocked until 100 turns!!!

    Thanks Agostinos!!!!
    Last edited by Fresco; April 29, 2009 at 04:32 PM. Reason: add comments
    CAMPIONI del MONDO!!!!!

  16. #16

    Default Re: Stongest units

    The easiest way to get it is to change the following in your descr_events.txt located in "C:\Program Files\SEGA\Medieval II Total War\mods\Third_Age\data\world\maps\campaign\imperial_campaign"

    Spoiler Alert, click show to read: 
    event historic large_city_barracks
    date 1 2
    ;date 48 56 turns

    event historic huge_city_barracks
    date 3 4
    ;date 96 104 turns


    The parts starting with ; are not actual script lines

  17. #17

    Default Re: Stongest units

    Quote Originally Posted by Magicana View Post
    The easiest way to get it is to change the following in your descr_events.txt located in "C:\Program Files\SEGA\Medieval II Total War\mods\Third_Age\data\world\maps\campaign\imperial_campaign"

    Spoiler Alert, click show to read: 
    event historic large_city_barracks
    date 1 2
    ;date 48 56 turns

    event historic huge_city_barracks
    date 3 4
    ;date 96 104 turns


    The parts starting with ; are not actual script lines
    Exactly. Like i wrote in the link in post 2.

  18. #18

    Default Re: Higher Lvl Units Activation?

    Funny thing all these people posting stuff not even related to the thread at all and others just posting the same stuff PerXX already explainedat the start. However thanks mate.

    @Agostinos
    Does that also unlock the trolls from the start or just the barrack units?

  19. #19

    Default Re: Higher Lvl Units Activation?

    i think that you will have to build the barracks by ourself. there also has to be something you'll have to do

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