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Thread: How to change building time, recruiting time, and technolgy time

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  1. #1

    Default How to change building time, recruiting time, and technolgy time

    Hey guys. I was using the Epic mod, when the game updated on the 29th, and then i could not play with the mod anymore. I think its because the mod files aren't updated with the new empire update. So i thought i would take it upon myself to have those luxuries of one turn recruitment, building, and research. can somebody help me change the turn time for all of these to one? thanks.

  2. #2

    Default Re: How to change building time, recruiting time, and technolgy time

    nobody has any info? nobody is gonna help me??? okay....

  3. #3

    Default Re: How to change building time, recruiting time, and technolgy time

    building_levels_tables

    units_tables (currently unavailable to edit)

    technologies_tables (currently unavailable to edit)

  4. #4
    Miles
    Join Date
    May 2008
    Location
    New Orleans, LA
    Posts
    317

    Default Re: How to change building time, recruiting time, and technolgy time

    here you go mate... i need you to make a .pak file that includes the building tables, unit tables (old ones that are edited already), and the technologies table (old one already edited). go ahead and import them to a .pak file, edit all the build times to 0 years (in the case of technologies set all points to zero) and then you will be good to go... you can also edit unit costs, just make sure you import that tsv into the db in that .pak... okay after that you need to edit the script or use the mod editor to run your mod pak.
    Slovenic by birth, Christian by the Grace of God.

    WWI Total War Mod Member
    Družina Kagana

  5. #5

    Default Re: How to change building time, recruiting time, and technolgy time

    alright. Thanks for the help!!!!!

  6. #6
    Miles
    Join Date
    May 2008
    Location
    New Orleans, LA
    Posts
    317

    Default Re: How to change building time, recruiting time, and technolgy time

    any time my man
    Slovenic by birth, Christian by the Grace of God.

    WWI Total War Mod Member
    Družina Kagana

  7. #7

    Default Re: How to change building time, recruiting time, and technolgy time

    would of been awsome if we could of made 0 turn recruitment from the pak files but only seems like buildings can be edited atm.. the units times just stay the same... maybe someone will find way soon only cheathappens trainers which are for unlimted members atm have 0 turn recruitment and they dont tell us the secrets.
    "only the mind of a warrior can be destroyed when its physically destroyed" Hunterman52

  8. #8
    Miles
    Join Date
    May 2008
    Location
    New Orleans, LA
    Posts
    317

    Default Re: How to change building time, recruiting time, and technolgy time

    Quote Originally Posted by hunterman52 View Post
    would of been awsome if we could of made 0 turn recruitment from the pak files but only seems like buildings can be edited atm.. the units times just stay the same... maybe someone will find way soon only cheathappens trainers which are for unlimted members atm have 0 turn recruitment and they dont tell us the secrets.
    you can do this, all you have to do is go to the unit_tables and voila! there it is. you can set every unit to be built in one turn (as long as you have slots available).
    Slovenic by birth, Christian by the Grace of God.

    WWI Total War Mod Member
    Družina Kagana

  9. #9

    Default Re: How to change building time, recruiting time, and technolgy time

    yeah that works which is good any way of making it so as you add more to recruitment it doesnt increase? or do you just have to w8?
    "only the mind of a warrior can be destroyed when its physically destroyed" Hunterman52

  10. #10

    Default Re: How to change building time, recruiting time, and technolgy time

    I have this problem too. Setting the recruitment points to 9 and the turns to build to 0 makes it so that the units do not appear in the ui at all, except in star forts and preexisiting generals.

  11. #11

    Default Re: How to change building time, recruiting time, and technolgy time

    it was possible, but the latest patch changed some structure files so the mod tools cant edit the unit recruit times. im pretty sure they will have it fixed soon.

  12. #12

    Default Re: How to change building time, recruiting time, and technolgy time

    you can go to the PFM thread and download alpaca's new version... apparently that works.

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