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  1. #1

    Default Changing unit stats

    How can i change the unit stats myself and whats important to think about when i do? And btw how do i save my progress. if i changed something?

  2. #2
    MasterBigAb's Avatar Valar Morghulis
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    Default Re: Changing unit stats

    Quote Originally Posted by DeliCious.vP View Post
    How can i change the unit stats myself and whats important to think about when i do? And btw how do i save my progress. if i changed something?
    I think improtant is always to backup your files, and if i'm right, you can change them in the medieval 2 data folder - mods - third age - data - and then export_descr_unit.txt...
    correct me if i'm wrong

  3. #3

    Default Re: Changing unit stats

    Export_descr_unit is the file but i need to know how to save my progress afterwards.

  4. #4
    MasterBigAb's Avatar Valar Morghulis
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    Default Re: Changing unit stats

    Quote Originally Posted by DeliCious.vP View Post
    Export_descr_unit is the file but i need to know how to save my progress afterwards.
    just save the file

  5. #5

    Default Re: Changing unit stats

    Quote Originally Posted by DeliCious.vP View Post
    How can i change the unit stats myself and whats important to think about when i do? And btw how do i save my progress. if i changed something?
    Go to your Medieval path folder. Usually C:/Program Files/Activision/Medieval Total War or C:/Program Files/The Creative Assembly/Medieval Total War.

    Make a backup folder within the Rome Total War folder. ( Example: C:/Program Files/Activision/Medieval Total War/BACKUPS )

    In the Medieval Total War folder there will be a folder designated "data". Navigate into the folder and scroll down until you see a .txt file called export_descr_units.txt. Make a copy of it and put it in your BACKUPS folder. Open up the original export_descr_units.txt file and find the unit you want to modify.

    You will see:

    Spoiler Alert, click show to read: 
    type unit_type
    dictionary unit_dictionary_tag
    category unit_category
    class unit_class
    voice_type voice
    soldier unit_model, soldiers, extras, mass (,radius,height)
    officer officer_model(s)
    mount mount
    animal animal
    mount_effect mount_effect(s)
    attributes unit_attribute(s)
    formation hor-cl-spacing, ver-cl-spacing, hor-ls-spacing, ver-ls-spacing, ranks, formation(s)
    stat_health hp, hp_extra
    stat_pri atk, chrg, msl_type, msl_rng, msl_ammo, wpn_type, wpn_tech, dmg_type, snd_type, min_delay, lethality
    stat_pri_attr wpn_attributes
    stat_sec same as stat_pri
    stat_sec_attr same as stat_pri_attr
    stat_pri_armour armour, def_skill, shield, sound
    stat_sec_armour same as stat_pri_armour(no shield)
    stat_heat heat_penalty
    stat_ground scrub_mdf, sand_mdf, forest_mdf, snow_mdf
    stat_mental morale,discipline,training
    stat_charge_dist charge_distance
    stat_fire_delay fire_delay
    stat_food 60,300 (not positive of the variables, but they do reduce income from farms)
    stat_cost turns,recruit,upkeep,wpn_upg,arm_upg,cb_cost
    ownership faction(s)


    You will want to modify these variables to change the unit's health, attack power, defense and armour (respectively):

    Spoiler Alert, click show to read: 
    stat_health hp, hp_extra
    stat_pri atk, chrg, msl_type, msl_rng, msl_ammo, wpn_type, wpn_tech, dmg_type, snd_type, min_delay, lethality
    stat_pri_attr wpn_attributes
    stat_sec same as stat_pri
    stat_sec_attr same as stat_pri_attr
    stat_pri_armour armour, def_skill, shield, sound
    stat_sec_armour same as stat_pri_armour(no shield)


    Save the file and start a NEW campaign.

    If you have any questions, please feel free to reply and ask.

    Also, here is a complete breakdown of the export_descr_units file from TWC Wiki:

    http://forums.totalwar.org/vb/showthread.php?t=88859

    I hope this helps.

    Edited: Forgot this was M2TW...
    Last edited by Legionnaire151; June 23, 2009 at 10:32 AM.
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  6. #6
    axnsan's Avatar Protector Domesticus
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    Default Re: Changing unit stats

    have you ever used notepad, or any program for that matter?

  7. #7
    abbews's Avatar The Screen Door Slams
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    Default Re: Changing unit stats

    Just make sure to make backup! If you do something wrong, you can't start the game!

  8. #8
    MasterBigAb's Avatar Valar Morghulis
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    Default Re: Changing unit stats

    Quote Originally Posted by abbews View Post
    Just make sure to make backup! If you do something wrong, you can't start the game!
    normally you can start the game but get a crash when you select the unit or battle or campaign...
    i made some big misstakes with my first tries at changeing one of this files

  9. #9
    axnsan's Avatar Protector Domesticus
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    Default Re: Changing unit stats

    Quote Originally Posted by Legionnaire151 View Post
    Go to your RTW path folder. Usually C:/Program Files/Activision/Rome Total War or C:/Program Files/The Creative Assembly/Rome Total War.

    Make a backup folder within the Rome Total War folder. ( Example: C:/Program Files/Activision/Rome Total War/BACKUPS )

    In the Rome Total War folder there will be a folder designated "data". Navigate into the folder and scroll down until you see a .txt file called export_descr_units.txt. Make a copy of it and put it in your BACKUPS folder. Open up the original export_descr_units.txt file and find the unit you want to modify.

    You will see:

    Spoiler Alert, click show to read: 
    type unit_type
    dictionary unit_dictionary_tag
    category unit_category
    class unit_class
    voice_type voice
    soldier unit_model, soldiers, extras, mass (,radius,height)
    officer officer_model(s)
    mount mount
    animal animal
    mount_effect mount_effect(s)
    attributes unit_attribute(s)
    formation hor-cl-spacing, ver-cl-spacing, hor-ls-spacing, ver-ls-spacing, ranks, formation(s)
    stat_health hp, hp_extra
    stat_pri atk, chrg, msl_type, msl_rng, msl_ammo, wpn_type, wpn_tech, dmg_type, snd_type, min_delay, lethality
    stat_pri_attr wpn_attributes
    stat_sec same as stat_pri
    stat_sec_attr same as stat_pri_attr
    stat_pri_armour armour, def_skill, shield, sound
    stat_sec_armour same as stat_pri_armour(no shield)
    stat_heat heat_penalty
    stat_ground scrub_mdf, sand_mdf, forest_mdf, snow_mdf
    stat_mental morale,discipline,training
    stat_charge_dist charge_distance
    stat_fire_delay fire_delay
    stat_food 60,300 (not positive of the variables, but they do reduce income from farms)
    stat_cost turns,recruit,upkeep,wpn_upg,arm_upg,cb_cost
    ownership faction(s)


    You will want to modify these variables to change the unit's health, attack power, defense and armour (respectively):

    Spoiler Alert, click show to read: 
    stat_health hp, hp_extra
    stat_pri atk, chrg, msl_type, msl_rng, msl_ammo, wpn_type, wpn_tech, dmg_type, snd_type, min_delay, lethality
    stat_pri_attr wpn_attributes
    stat_sec same as stat_pri
    stat_sec_attr same as stat_pri_attr
    stat_pri_armour armour, def_skill, shield, sound
    stat_sec_armour same as stat_pri_armour(no shield)


    Save the file and start a NEW campaign.

    If you have any questions, please feel free to reply and ask.

    Also, here is a complete breakdown of the export_descr_units file from TWC Wiki:

    http://forums.totalwar.org/vb/showthread.php?t=88859

    I hope this helps.
    welcome on board. on board of the M2TW ship, that is
    and he doesn't need to start a new campaign

  10. #10

    Default Re: Changing unit stats

    Quote Originally Posted by axnsan View Post
    welcome on board. on board of the M2TW ship, that is
    and he doesn't need to start a new campaign
    lol I forgot I was replying in TA:TW. My fault...sorry, I didn't drink enough coffee.
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  11. #11
    MasterBigAb's Avatar Valar Morghulis
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    Default Re: Changing unit stats

    Quote Originally Posted by Legionnaire151 View Post
    lol I forgot I was replying in TA:TW. My fault...sorry, I didn't drink enough coffee.
    or too much

    EDIT: I think JAl will close a thread again, very soon
    Last edited by MasterBigAb; June 23, 2009 at 10:55 AM.

  12. #12
    abbews's Avatar The Screen Door Slams
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    Default Re: Changing unit stats

    When i do something wrong like giving Gondorian Miltia 200 secondary hp and 90 attack and charge, i just get the starting screen and then

  13. #13
    MasterBigAb's Avatar Valar Morghulis
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    Default Re: Changing unit stats

    Quote Originally Posted by abbews View Post
    When i do something wrong like giving Gondorian Miltia 200 secondary hp and 90 attack and charge, i just get the starting screen and then
    You have very desperateing ideas

  14. #14

    Default Re: Changing unit stats

    i have saving issues say it cant detect path

  15. #15

    Default Re: Changing unit stats

    stat_food 60, 300
    stat_cost 1, 590, 240, 75, 75, 590, 4, 100
    armour_ug_levels 2
    armour_ug_models Esgaroth_Warriors

    What does food and stat cost means explain this to me gogogogogogogo

  16. #16
    axnsan's Avatar Protector Domesticus
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    Default Re: Changing unit stats



    Quote Originally Posted by beginning of the damn export_descr_unit
    ##################################
    ;########### TATW 1.1 #############
    ;##################################
    ; Medieval 2 Total War Unit Details spreadsheet-generated unit descriptions
    ;
    ;
    ;Data entries are as follows
    ; Type The internal name of the unit. Note this not necessarily the same as the on screen name
    ; dictionary The tag used to look up the on screen name
    ;
    ;Category and class define the rough type of the unit. They're used for setting some default attributes and for
    ;determining where units go in formation amongst other things such as tags to support AI army formation
    ; category infantry, cavalry, siege, handler, ship or non_combatant
    ; class light, heavy, missile or spearmen
    ;
    ; voice_type Used to determine the type of voice used by the unit
    ;
    ; soldier Name of the soldier model to use (from descr_models_battle.txt)
    ; followed by the number of ordinary soldiers in the unit
    ; followed by the number of extras (pigs dogs, elephants, chariots artillery pieces etc attached to the unit)
    ; followed by the collision mass of the men. 1.0 is normal. [Only applies to infantry]
    ; officer Name of officer model. There may be up to 0-3 officer lines per unit
    ; ship Type of ship used if applicable
    ; engine Type of siege engine used by unit
    ; animal The type of (non ridden) animals used by the unit
    ; mount Type of animal or vehicle ridden on
    ;
    ; mount_effect Factors to add when in combat against enemy units that have the specified mounts
    ; Up to three factors may be specified, which may be classes of mount, or specific types
    ;
    ; attributes A miscellanious list of attributes and abilities the unit may have. Including
    ; sea_faring = can board ships; can_swim = can swim across rivers
    ; hide_forest, hide_improved_forest, hide_anywhere = defines where the unit can hide
    ; can_sap = Can dig tunnels under walls
    ; frighten_foot, frighten_mounted = Cause fear to certain nearby unit types
    ; can_run_amok = Unit may go out of control when riders lose control of animals
    ; general_unit = The unit can be used for a named character's bodyguard
    ; cantabrian_circle = The unit has this special ability
    ; no_custom = The unit may not be selected in custom battles
    ; command = The unit carries a legionary eagle, and gives bonuses to nearby units
    ; mercenary_unit = The unit is s mercenary unit available to all factions
    ; is_peasant = unknown
    ; druid = Can do a special morale raising chant
    ; power_charge = unkown
    ; free_upkeep_unit = Unit can be supported free in a city
    ;
    ; formation soldier spacing (in metres) side to side, then front to back for close formation
    ; followed by the same measurements in loose formation.
    ; followed by the default number of ranks for the unit
    ; followed by the formations possible for the unit. One or two of
    ; square, horde, schiltrom, shield_wall, phalanx, testudo, or wedge
    ;
    ; stat_health Hit points of man, followed by hit points of mount or attached animal (if applicable)
    ; Ridden horses and camels do not have separate hit points
    ;
    ;Details of unit's primary weapon. If the unit has a missile weapon it must be the primary
    ; stat_pri From left to right
    ; attack factor
    ; attack bonus factor if charging
    ; missile type fired (no if not a missile weapon type)
    ; range of missile
    ; amount of missile ammunition per man
    ; Weapon type = melee, thrown, missile, or siege_missile
    ; Tech type = simple, other, blade, archery or siege
    ; Damage type = piercing, blunt, slashing or fire. (I don't think this is used anymore)
    ; Sound type when weapon hits = none, knife, mace, axe, sword, or spear
    ; Optional. Name of effect to play when weapon fires
    ; Min delay between attacks (in 1/10th of a second)
    ; Skeleton compensation factor in melee. Should be 1
    ; stat_pri_ex Optional. attack bonus vs mounted, defence bonus vs mounted, armour penetration
    ; stat_pri_attr
    ; primary weapon attributes any or all of
    ; ap = armour piercing. Only counts half of target's armour
    ; bp = body piercing. Missile can pass through men and hit those behind
    ; spear = Used for long spears. Gives bonuses fighting cavalry, and penalties against infantry
    ; long_pike = Use very long pikes. Phalanx capable units only
    ; short_pike = Use shorter than normal spears.
    ; prec = Missile weapon is only thrown/ fired just before charging into combat
    ; thrown = The missile type if thrown rather than fired
    ; launching = attack may throw target men into the air
    ; area = attack affects an area, not just one man
    ; spear & light_spear = The unit when braced has various protecting mechanisms versus cavalry charges from the front
    ; spear_bonus_x = attack bonus against cavalry. x = 2, 4, 6, 8, 10 or 12
    ;
    ;Details of secondary weapons. If the unit rides on, or has attached animals or vehicles
    ;then the secondary weapon details refer to their attacks. If the unit has missile weapons
    ;the secondary weapon will be the one used for melee
    ;If the unit has a primary melee weapon, it may have a secondary side arm
    ; stat_sec As per stat_pri (a value of no means no secondary weapon)
    ; stat_sec_ex as per stat_pri_ex
    ; stat_sec_attr As per stat_pri_attr
    ; stat_ter As per stat_pri If there is no ternary weapon, then there are no ternary data entries
    ; stat_ter_ex as per stat_pri_ex
    ; stat_ter_attr As per stat_pri_attr
    ;
    ; stat_pri_armour Details of the man's defences
    ; armour factor
    ; defensive skill factor (not used when shot at)
    ; shield factor (only used for attacks from the front of left)
    ; sound type when hit = flesh, leather, or metal
    ; stat_armour_ex Details of the man's defences
    ; armour factor. 4 values. First for base value, then 3 upgrade levels
    ; defensive skill factor (not used when shot at)
    ; shield factors. First for melee, second for missile fire
    ; sound type when hit = flesh, leather, or metal
    ;
    ; stat_sec_armour Details of animal's or vehicle's defenses (note riden horses do not have a separate defence)
    ; As per stat_pri_armour, except that the shield entry is ommited
    ;
    ; stat_heat Extra fatigue suffered by the unit in hot climates
    ;
    ; stat_ground Combat modifiers on different ground types. From left to right
    ; scrub, sand, forest, snow
    ; stat_mental The base morale level, followed by discipline and training
    ; discipline may be normal, low, disciplined or impetuous. Impetuous units may charge without orders
    ; training determines how tidy the unit's formation is. Discipline the response to morale SHOCKS
    ; optional lock_morale stops unit from ever routing
    ;
    ; stat_charge_distance Distance from the enemy that the unit will begin charging
    ; stat_fire_delay Extra delay over that imposed by animation, hetween volleys
    ;
    ; stat_food No longer used
    ; stat_cost Number of turns to build,
    ; Cost of unit to construct
    ; Cost of upkeep
    ; Cost of upgrading weapons
    ; Cost of upgrading armour
    ; Cost for custom battles

    ; stat_stl Number of soldiers needed for unit to count as alive
    ; armour_ug_levels Smith level needed for each armour upgrade
    ; armour_ug_models Body for each upgrade level
    ; stat_ownership List of factions and cultures that may have this unit
    ; era 0, Optional List of factions that use this in multiplayer era 0
    ; era 1, Optional List of factions that use this in multiplayer era 1
    ; era 2, Optional List of factions that use this in multiplayer era 2
    ; info_pic_dir Optional. Dir to find the info pic in (instead of faction dir)
    ; card_pic_dir Optional. Dir to find the unit card in (instead of faction dir)
    ; unit_info Info for unit info panel. Melee attack, missile attack, defence

  17. #17
    axnsan's Avatar Protector Domesticus
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    Default Re: Changing unit stats

    i think he lost his light-saber, seeing that he failed to close the "How lotr should have ended" one

  18. #18

    Default Re: Changing unit stats

    nvm i adminstrator thingies can someone Show me Where i change unit cost upkeep? and if possible how many units that spawn?

  19. #19
    axnsan's Avatar Protector Domesticus
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    Default Re: Changing unit stats

    ok. seeing that you are completely not going to read the first part of the file which tells you everything you could possibly want to know, i will stop posting in this thread right now

  20. #20

    Default Re: Changing unit stats

    Ok so the reason you can't save is because the original file is read-only. Right click the EDU and then go to properties and then deselect read-only. Edit the file again and save and voila! New unit stats!

    Another problem might be with UAC (User Account Control). It became so problematic that I just turned it off cuz it stopped me from editing files. Now everything is smoother. There's a description of how to turn it off in the Basement somewhere I think
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