I was wondering in each unit theres around 60 or less troops.. how do i add more troops.. I dont understand the other post
I was wondering in each unit theres around 60 or less troops.. how do i add more troops.. I dont understand the other post
Well you can set unit setting to large or huge in the options menu ingame, 60 is the max size you can set units in export_descr_units.txt before the game crashes.
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what i mean is.. in game battle.. the number of units.. I want to increase them in numbers.. instead of having just a few.. i want to have around 100 troops in one unit
Like i said set the unit scale to huge in the options setting in game, small setting is 20 soldiers in a roman unit, normal 40, large 80, huge 160. That is the only way to make that increaase, the max unit size you can set in export_descr_unit.txt is 60. This is scaled up or down depending on what unit scale you have the game set on.
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Terrae Expugnandae Gold Open Beta for RTW 1.5
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Awarded the Rank of Opifex for outstanding contributions to the TW mod community.
Awarded the Rank of Divus for oustanding work during my times as Administrator.
someone know limit for resources (not hidden resource) ?
how to add a new one ? (link to a tutorial)
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I just wanted to update everyone. Missile ammo minimums had been reported up till now as a minimum of 2 (unless I missed it in my searching of the topics). I am successfully playing 1 unit with 1 pilum. So, I would say that the minimum can be 1. Perhaps it depends on the missile type...
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But do they actually have 1 in game?
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i dont get it , so is it possible to ajust and change to change tha stats of how many you want ?
and what does tha threshold do ?
Hmm it seems the max ammo for onager is about 100. I set it to 600 but it runs out of ammo after destroying the gate and tower, and one wall (epic stone wall)
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Last edited by AqD; September 20, 2011 at 06:05 AM.
I thought 64 is the maximum number allowed. What exactly caused the incertainty?export_descr_buildings.txt
Hidden resources: Min 1?, max 63 or 64 (not sure which).
It seems 63 is the maximum for hidden resources.
Since i removed one hidden_resource (hr) from my former used 64 in the latest ChivTW version, the campaign is finally 100 % stable again.
Prior to this: Campaign-ctd while end_turn runs, in the later campaign turns (ca. after 50-60 turns, and focused on one faction).
I can't explain it to myself under which circumstances, but it seems that one of the 64 hr's causes a repeating ctd, if active/initial used by AI or player.
At least i have no other explanation for the suddenly 100% crash free campaign with a test of 198 turns (and i expect no crash after such an amount of crash-free turns), while it prior to the reduction always crashed, equal with which faction playtested and latest after ca. 100 turns.
Last edited by DaVinci; September 01, 2008 at 09:08 AM.
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One thing that you don't got: in descr_sm_factions all cultures have to be used by at least one faction. Now, a question at this respect, somebody knows all the maximums/minimums? because I think that I've added to too much factions the barbarian culture.
Aradan, and there is a minimum for eastern factions? because I've left only with one, and now I'am getting CTD when deleting the map.rwm. Its possible that the sassanids have some unbreakable link with the eastern culture?
No, I don't think there is any limit whatsoever regarding cultures and factions. You can have a culture defined in descr_cultures and no factions using it, and you can certainly swap factions around in any culture you want.
My best guess is that you've missed sth while swapping culture. If you have any tutorials about culture swapping/creation, then have a look for anything that you might have overlooked.
I believe there needs to be one egyptian and one eastern culture, but I could be wrong. They're some of the only cultures explicitly mentioned in the .exe... I'm not entirely certain if a faction needs to be assigned to them however.