Edit: Nevermind. I guess I can't add any new ones yet right now due to the patch. Only thing I can do is modify existing ships, I think.
Edit: Nevermind. I guess I can't add any new ones yet right now due to the patch. Only thing I can do is modify existing ships, I think.
Last edited by SweetDreamz; May 01, 2009 at 01:45 PM.
You should be able to create new ones... I did it.
Eh? I thought people were having problem with that pack manager.
I guess I'll detail my problem just in case. I've followed the create a unit tutorial, and I added the units_naval table into it. I created the new unit by duplicating a 2nd rate ship entry, changed the unitID through the TSV and reimported it back in.
Basically, I followed the tutorial except for the relevant entries related to the naval portion. Afterwards, when I load up a custom battle, it doesn't show up. And yes, I've made the early/late entries to true.
Any ideas?
Thanks
Yes, actually. Make sure you have your unit set to a faction in units_to_groupings_military_permissions.
Hmm...I was trying to isolate the problem so I made another pack file with just the entries for the ship that I want. Now it won't even load, it'll crash before the intro movies.
All the tables that I had in the mod pack were the buildings_allowed table, units_to_groupings, units_faction exclusive, naval stats and unit_table tables.
I've basically deleted one table at a time until I have the units_stats_naval and units_tables entries left. And of course still a crash.
Any more ideas? Are there entries in the units that you're not allowed to put in? (ie. the ship model is 3deck100, I have cannons on canon 1-7, excluding #3....didn't touch any unknowns)
Thanks
send me a copy of your mod and I'll see what I can figure out.
I could run my mod with new ship entries i made prior to the patch still without problems. So i guess there is another mistake in your mod.pack, though it might be good to use the new unit_stats_naval and units_table, as alpaca made an update-version of PFM, which is compatible with ETW1.2.
There is a problem with CTD if you have not the right connections to other tables and files.
It is impossible to tell you where you made a mistake without taking a look at your files, so i just list some possibilities, though there are sure more.
- missing shipentry in units or unit_stats_naval: ships must be listed in both.
- missing textures (if you refer to other than the standard texture, you might get a CTD, if it is not present).
- wrong entries at the guns: you talk about a 2nd rate, which would have been model 3deck80; 3deck100 is a first rate and have a different gun-layout. So here might be a problem, if you use the gunlayout of the wrong model (model is the important part here, as the gun-positions are in the model-files)
- If you just have the new lines in your tables, make sure you renamed the table, otherwise all other connections for units are broken and you might get a CTD (espacially, as the units_table includes both land and naval units)
- exporting the file: why did you do this and what do you use to change the file? Altering files is more comfortable and more secure with the PFM. Using the wrong editor might get you in trouble, as there are intergers to define string-length, which might be unchanged in your file.
- To get a new ship availible in battle you need tp make entries in the units_to_exclusive_faction or units_to_grouping_permissions.
- To get text for the new ship you need to add lines to the localisation.loc
Bladerunner
Koeniglich Preussische Marine
Sealords Virtual Fleets
Sealords Minimod: http://www.twcenter.net/forums/showthread.php?t=274322
Sealords Total War Mod: http://www.twcenter.net/forums/showthread.php?t=246265
can someone help me im trying to make a ship with no canons or with the big crossbow things
im making this for my computor turning etw to mtw so u have naval battles with medieval period if it works ill make it a mod if there isnt already one