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  1. #1

    Icon5 help with world is round event and skins

    I haven't played Medieval II till August this year. My first love will always remain RomeTW, especially Europa Barbarorum. Back in those days, I consideres myself a normal experienced modder. I have tried changing almost everything in Rome, from skins to maps and so on.

    In the last month I tried a lot of mods, but I realized that this mod is my favourite, and all praises to the creator, because it changes a lot without affecting too much the original game: I wanted a game with America on the map, a game with lots of regions and factions, although this mod laggs a bit because of the amount of the factions. Anyway, I wouldn't change the mod as it is, but with one (or maybe 2 things ).

    First, I am seeking help with the world is round event. I changed the script in campaign_script, from imperial campaign folder, comparing the modifications to the script I found in Retrofit mod. I checked the descr_event file and I saw that the event already has a date.
    I changed the descr_strat to make aztecs unplayble. I also made Aztecs freeze and tested a little bit to see if they are. And It works.

    So far so good. But the damn cog ships, you start your campigns with, still can cross Atlantic in 4 turns discovering America, though the continent is now hidden on the campaign map. What I wanted was, like in the original game, that only caravel and carrack ships to be able to cross atlantic, after the world is round event. Till then, the cog should face an invisible wall in Atlantic and be blocked to cross it.
    How do I do it? I tried to check the edu and edb files, but nothing stroke me...

    The second thing to change for my personal pleasure to play, and it isn't a must, is to give templar and hospitalier units to all cristian factions, including spain and hre, and some teutonic units to hre, via chapter houses. The problem comes when modding descr_moddle file which is a nightmare. I read all the tutorials I have found, I think I understand the delicacy of changing anything in this file, but when I add the textures for sword brethern from TEUTONIC_ORDER to HRE the game doesn't start. I cannot verify what is wrong like in RomeTW, where you had the command line show_err. Is there anyone who finds it easy to change this file and help me with the units? I can send him a small list of units I changed in edb and edu, like 12 skins to add.

  2. #2

    Default Re: help with world is round event and skins

    Wow! you've discovered this game well late mate But glad you found your way to this mod and I welcome you to my mod community I myself was a huge fan of RTW and had my own clan some years ago. But I believe I moved onto bigger and better things. M2TW is a superior game in my view because it has much better diplomacy, better graphics and so on. But I'll leave that debate for another thread

    I understand you wanting to mod KGCM to your own tastes. I am the same myself when I play other mods, as modders we cannot help it. For the world is round event to work as in vanilla you need to edit not just the campaign_script.txt but you must also make changes to the map_regions.TGA. What I did was remove the deep water from the map inbetween America and Europe. So use the vanilla map_regions.TGA as an example of what it should look like. Its easier to convert the TGA into BMP and edit it in paint, thats what I do anyway. Then convert it back to TGA and delete the map.rwm. Run the game and it will take a few minutes to rebuild the map.

    The MODELDB file is actually easy to edit when you get used to it. But you cannot afford one mistake, all spacing must be correct. I advise someone new to this to add 1 unit at a time, test and then continue. Because it can be very hard to find mistakes over a lot of changes. Here is a short guide I posted on how to add units in another thread http://www.twcenter.net/forums/showt...79#post4097279 I think this covers everything for you should you need more help just ask.

    regards,
    Dave

  3. #3

    Default Re: help with world is round event and skins

    À little practice and the mdb will come natural to you just rememeber the line numbers eg that number at the start of each line MUST match how many characters are in that line exactly or she will fall every time when you try to load . Be mindfull of the numbers under the lod description as this must match the number of factions that will have the unit .also the number at the top of the page the 3 digit one which i think is like 926 or so must match as many ugs you have in the game eg each level of armour for each unit in the game .

    It will load if you get that 3 digit number wrong but will crash or just fail to spawn load build what ever unit is last on the list and not covered by this number (learnt that the hard way .

    As for skins if you wish to change them i would advise getting a program like DXTbmp which allows you to open texture files make alphas and send to editor (gimp or photo shop which ever you use

    As for the ocean well dave covered that one nicely welcome to KGCM and if you take a feel to modding Med2 which is quite easy perhaps you may wish to add to the new project

    Heroes Hordes & beyond The official submod of KGCM (click the sig)

  4. #4

    Default Re: help with world is round event and skins

    Thank you for your quick reply. That's what I love about this community... It sticks together for the benefit of improving the feel of playing such interesting games.

    If, by any chance, I don't get the Moddle_battle file I will come back for more input... Till then... thank you all again...

    PS

    Dave, I think you meant to modify the map_ground_types. Map_regions contains one color per province, so modifying them, without changing the descr_regions will only give game crashes. Anyway, I made the changes and now it works. Only the caravel and caracks cross the ocean.
    Last edited by von_neurath; October 02, 2009 at 01:01 AM.

  5. #5

    Default Re: help with world is round event and skins

    I changed all the textures I wanted for hospitallier sand templar guild. Thank again. But before I go, I want to ask Soul Firez what did he meant by:

    [QUOTE]also the number at the top of the page the 3 digit one which i think is like 926 or so must match as many ugs you have in the game eg each level of armour for each unit in the game ./QUOTE]

    I mean, if I add, for instance, in EDU and EDB templar gunner to HRE, I go to battle_models and add the textures and mash-es from JERUSALEM to HRE. Does this affect that 926 number or not. Does this number changes only when I add a brand new unit with its upgrades?

  6. #6

    Default Re: help with world is round event and skins

    ok do you see this line at the top of your mdb

    22 serialization::archive 3 0 0 0 0 920 0 0 well the 920 is exactly how many ugs are in the game with all the units if you had added new units or even a different model for units then you would need to change this number but as you have merely added an existing unit to another faction the amount of ugs has not changed regardless of what skins you added etc

    by ugs i mean each level of lods in the game a unit that has say 2 armour upgades has 3 basic ugs a 0 or base model ug1 and ug2 if you where to say add another armour level to this unit and give new skins and or models to the new improvement you would be adding an ug so would need to change that number to 921 or if you were adding a completely new unit to the roster then again this number would change

    Heroes Hordes & beyond The official submod of KGCM (click the sig)

  7. #7

    Default Re: help with world is round event and skins

    Soul Firez, thanks for clearing that for me!

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