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  1. #1
    Civis
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    Default Deleting Preposterous Fantasy Units

    I am using Darthmod 8.1 and one of its best features is getting rid of units that looked like they belonged in "Lord of the rings" more than a game supposedly based on history. However, there are still a few that have to go. The ridiculous Briton head hurlers and the insanely overpowered Armoured Elephants for example. Worst of all are the God-like chariots that completly own all cavalry. By the time the game takes place chariots had been relegated to the dust bin of history because of their total inferiority to cavalry. Making them a super weapon is inexplicable. The only chariots that should exist are the Briton light variety, and they were missle platform only. Can anyone please help me cleansing my game world of these atrocities against history? Remember I am a total newbie to modding.

  2. #2
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    Default Re: Deleting Preposterous Fantasy Units

    Moved to Text Editing & Scripting
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  3. #3
    Hakomar's Avatar Ordinarius
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    Default Re: Deleting Preposterous Fantasy Units

    Delete the entries in export_descr_unit and export_descr_buildings. Back up the files, and use the -show_err command.
    I would be interested in removing the scythes of british chariots.

    If you want to make new units in the future, it could be useful to delete their entries in descr_model_battle, but they may share some models.

  4. #4

    Icon1 Re: Deleting Preposterous Fantasy Units

    yeah ive been playing a campaign as the gauls and i fought the britons, their chariot "Generals" just messed up 70% of my attacks, meanwhile i noticed cavalry was useless against chariots, i also noticed chariots have more charging power than cavalry and that i could only beat them with super concentrated masses. so as i have no problem with archer chariots (because they behave practically like those annoying horse archers lol) but i would like the generals bodyguard changed because a briton king can get around 150 men on chariots (thats around 75 chariots if im right!) but the armoured elephants i dont complain because with use of archers they get scared.So I would like the chariots (at least) removed.

  5. #5
    Civis
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    Default Re: Deleting Preposterous Fantasy Units

    I tried deleting head hulers in export_descr_unit and export_descr_buildings but they are still in the game. How do I use the show err command? Remember I am totally inexperinced in this.

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    Quinn Inuit's Avatar Artifex
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    Default Re: Deleting Preposterous Fantasy Units

    Don't forget to delete them from descr_strat.txt, too.

    Here's how to use show_err: http://www.twcenter.net/wiki/Show_err

    For the record, although chariots were indeed on the way out by this era, they could still cause problems for cavalry, if for no other reason than a chariot would hurt to run into.
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  7. #7
    Hakomar's Avatar Ordinarius
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    Default Removing Absurd Fantasy Units

    Hello, again.
    In the Rome Workshop I answered your comment, you may of replied to me, but I am not sure, I will check later. It is best just to wait for someone to have a look at your old thread than make a new one.
    Anyway, if you right click you Rome: Total War icon, and select properties, there will be a target line, and you should type -show_err inside it. If the game crashes, then you should get an error message detailing why.
    Usually, go to export_descr_unit and search for pig, dog, hurler, or urban or whatever you are deleting, and then make sure you also delete those entries in descr_model battle. An example:

    type roman arcani
    dictionary roman_arcani ; Arcani
    category infantry
    class heavy
    voice_type Light_1
    soldier roman_arcani, 16, 0, 1
    attributes sea_faring, hide_improved_forest, hide_long_grass, hide_anywhere, very_hardy
    formation 1.2, 1.2, 2.4, 2.4, 3, square
    stat_health 2, 0
    stat_pri 12, 3, no, 0, 0, melee, simple, piercing, sword, 25 ,1
    stat_pri_attr no
    stat_sec 0, 0, no, 0, 0, no, no, no, none, 25 ,1
    stat_sec_attr no
    stat_pri_armour 7, 6, 2, metal
    stat_sec_armour 0, 0, flesh
    stat_heat 3
    stat_ground 2, 0, 0, 0
    stat_mental 10, normal, untrained
    stat_charge_dist 30
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 2, 900, 160, 90, 140, 900
    ownership romans_julii,romans_brutii,romans_scipii,romans_senate

    I delete it, and then open up export_descr_unit, and search for whatever is in the type line. So, I would press ctrl+f, search for roman arcani, and the first match is.
    }
    temple_of_law_awesome_temple requires factions { egyptian, romans_scipii, }
    {
    capability
    {
    recruit "roman arcani" 0 requires factions { romans_scipii, }
    happiness_bonus bonus 4
    law_bonus bonus 4
    }
    I would delete only the bold line. This may not be a great example, because it is recruited through a certain temple ingame, but the principle is the same.

    Also, remember there are usually more to come. So again, I press ctrl+f, and search for roman arcani, and luck has it, it is right below.
    I would delete this line, and no other
    recruit "roman arcani" 0 requires factions { romans_scipii, }

    So, just go on and delete all lines with roman arcani in it.
    It is rather simple.
    Remember to backup files before you change anything.
    As I said before, you may find it useful to delete their entries in descr_model_battle, to save space, because there is a limited amount you can have, I forget the number. Anyway, make sure the model isn't used by any other units, and you should be fine.
    If you have any more questions then I will attempt to answer them.

  8. #8

    Default Re: Removing Absurd Fantasy Units

    Hey, Dantman40, I don't have time to answer right now, and will most likely forget about this thread soon. If you PM me (mainly as a reminder), I'll reply with all the information I can gather as soon as possible. Though it may be more efficient to ask in the modding forums, as you will get more replies.
    Alea Iacta Est (The Die is Cast) - Gaius Julius Caesar
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  9. #9
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    Default Re: Removing Absurd Fantasy Units

    Quote Originally Posted by Dantman40 View Post
    I have been playing Darthmod 8.1 and one of its best features is removing units that belong more in "Lord of the Rings" than a game based on history, However there are still some atrocities against history that have to go. Chief among them are the ridiculous Briton head hurlers and the insanely overpowered, invincible Armored Elephants. The worst offenders, which utterly ruin the game IMHO are the God-like Chariots, which utterly own all cavalry. In reality war chariots were extinct by the time of the game, being far inferior to cavalry. Making them a super weapon is nothing short of retarded. The only charots that existed at the time were Briton light variety and they were missle platform only. I would keep them if I can remove the cavalry killing super power and reduce the charge effect. How do I get rid of these game killers? I am a total newbie to messing with the files. I have tried deleting them in export_descr_unit and export_descr_buildings and it didn't work. What is the show-err command and how do I use it? What does commenting and uncommenting a unit mean and how do I do it? Any help would be greatly appriciated.
    Armoured elephants are far from invincible, and Chariots were used by both Pontus and in Britain at the time.

  10. #10

    Default Re: Removing Absurd Fantasy Units

    well these "fantasy units" balance out the game. for example pontus, britain, and others were still using chariots at the time as well as countries further to the east. Head hurlers are the only thing that makes britain effective against infantry faction s cuch as carthage.
    If you've transcended your facticity, congratulations. You're 3 transcendences from HoS.
    http://www.twcenter.net/forums/showthread.php?p=11049066

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