Results 1 to 7 of 7

Thread: Adding Units to the Papal States

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default Adding Units to the Papal States

    First post here. Hopefully this is the right forum.

    I've done a small bit of editing with the "export_descr_buildings.txt" file by adding the Dismounted Gothic Knights to the Holy Roman Empire and Armored Sergeants to England. I also edited the file to allow the Papal Guard units to be recruitable not just from minor cities, but also from huge cities (for some reason, the Papal Guard disappear and the Swiss Guard replace them after upgrading to a huge city, which seemed unnecessary to me).

    So now the main reason for the topic: is it possible to add any unit in the game to the Papal States? I ask this because I have tried unsuccessfully to add several units (namely the Monster Ribault and the Mongolian Rocket Launcher) to be recruitable by a cannon foundry, whether in a city or castle.

    In the "export_descr_buildings.txt" file, under the "cannon_foundry" section, I found the "recruit_pool..." line for the rocket launcher, and changed the "requires factions {mongols, }" part to "requires factions {mongols, papal_states}".

    When I launch the Papal States campaign and click on the cannon foundry building in the building browser menu, it even says it allows for the recruitment of the rocket launcher now for the Papal States. I thought "great". Then I move to the actual recruitment screen and the damned thing isn't there. So the building has "rocket launcher" under it's list of recruitable units now in the building browser menu, but it's still nowhere to be found on the actual unit selection screen. Same with the Monster Ribault.

    So, I went back and followed the same process, but just created an entirely new "recruit_pool..." line, this time with "requires factions { papal_states, }" at the end. I believe I ended up with the same result.

    I'm sure it must be possible to add the Mongolian Rocket Launcher and the Monster Ribault to the Papal States unit roster, and if so, would anyone with more knowledge than me in this area give me a hand? It would be greatly appreciated.
    Last edited by oldmanpoo; December 01, 2009 at 09:14 AM.

  2. #2
    konny's Avatar Artifex
    Join Date
    Jul 2007
    Location
    Germania Inferior
    Posts
    3,631

    Default Re: Adding Units to the Papal States

    You can only make units recruitable to this faction that have the respective ownership entry in export_descr_units.txt or are labled as mercenary units and have "all" as ownership.

    You can (to have it working) only give those units ownership for a certain faction that have a valid entry in models_db or are mercenary units.

    Team member of: Das Heilige Römische Reich, Europa Barbarorum, Europa Barbarorum II, East of Rome
    Modding help by Konny: Excel Traitgenerator, Setting Heirs to your preference
    dHRR 0.8 beta released! get it here
    New: Native America! A mini-mod for Kingdoms America

  3. #3

    Default Re: Adding Units to the Papal States

    I was able to get the Mongolian Rocket Launcher added to the unit roster, but, as I figured would happen, there was no Papal States uniform/model for the crew. Instead, there was a crew of T1000s with pointy hats operating the unit. I just switched it to the mercenary version instead, and it works fine, though it's a bit odd recruiting mercenary units from a city.

    The non-mercenary Monster Ribault was added without a problem, since there was already a compatible model.

    Thanks for the response.

  4. #4
    Civis
    Join Date
    Mar 2008
    Location
    Vienna, Austria
    Posts
    134

    Default Re: Adding Units to the Papal States

    Ok, with a bit of work this can be easily done:

    1. open data/unit_models/battle_models and copy the following lines at the bottom of the file in a new line (take care about the spaces after the lines - i marked them as red stars !!!):

    23 NE_rocket_launcher_crew*
    1 4*
    63 unit_models/_Units/EN_Peasant_Padded/ne_catapult_crew_lod0.mesh 121*
    63 unit_models/_Units/EN_Peasant_Padded/ne_catapult_crew_lod1.mesh 900*
    63 unit_models/_Units/EN_Peasant_Padded/ne_catapult_crew_lod2.mesh 2500*
    63 unit_models/_Units/EN_Peasant_Padded/ne_catapult_crew_lod3.mesh 6400*
    1*
    12 papal_states*
    84 unit_models/_Units/EN_Peasant_Padded/textures/EN_Peasant_Padded_papal_states.texture*
    78 unit_models/_Units/EN_Peasant_Padded/textures/EN_Peasant_Padded_normal.texture*
    50 unit_sprites/papal_states_Dummy_NE_Crew_sprite.spr*
    1*
    12 papal_states*
    73 unit_models/AttachmentSets/Final European Light_papal_states_diff.texture*
    73 unit_models/AttachmentSets/Final European Light_papal_states_norm.texture 0**
    1*
    4 None*
    25 MTW2_Crew_Monster_Ribault 0**
    1*
    18 MTW2_Knife_Primary 0*
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002*

    2. Open data/export_descr_units and copy this at the bottom of the file:


    type NE Rocket Launcher
    dictionary NE_Rocket_Launcher ; Rocket Launcher
    category siege
    class missile
    voice_type Heavy
    banner faction main_missile
    banner holy crusade
    soldier NE_Rocket_Launcher_Crew, 16, 2, 1
    engine rocket_launcher
    attributes sea_faring, hardy, can_withdraw, gunpowder_unit, rocket
    formation 1.5, 1.5, 3, 3, 3, square
    stat_health 1, 0
    stat_pri 6, 3, no, 0, 0, melee, artillery_gunpowder, piercing, knife, 25, 1.8
    ;stat_pri_ex 0, 0, 0
    stat_pri_attr no
    stat_sec 65, 3, rocket, 250, 108, siege_missile, artillery_gunpowder, blunt, none, 25, 1
    ;stat_sec_ex 0, 0, 0
    stat_sec_attr ap, launching
    stat_pri_armour 4, 4, 0, leather
    ;stat_armour_ex 4, 0, 0, 0, 4, 0, 0, leather
    stat_sec_armour 0, 0, flesh
    stat_heat 1
    stat_ground 0, 0, 0, 0
    stat_mental 9, disciplined, highly_trained
    stat_charge_dist 30
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 1100, 250, 90, 70, 1100, 4, 270
    armour_ug_levels 1
    armour_ug_models NE_Rocket_Launcher_Crew
    ownership papal_states
    ;unit_info 6, 0, 8

    3. Open data/ui/units and unit_info, copy the as_rocket_launcher_info and as_rocket_launcher from the "mongols" folder to the "papal_states" folder and rename the as with ne.

    4. Open data/export_descr_buildings and add "NE Rocket Launcher" to the building you want it to be recruitable from.

    5. If you want, open data/text/export_units, duplicate the existing AS_Rocket_Launcher entries and rename it as NE_Rocket_Launcher (after that delete the export_units.strings file).

    Now start the game, it should work .

    Cheers,
    Johannes Kurkuas
    Last edited by Johannes Kurkuas; February 22, 2010 at 09:04 AM.

  5. #5
    boboav's Avatar Decanus
    Join Date
    Sep 2009
    Location
    Italy
    Posts
    532

    Default Re: Adding Units to the Papal States

    I have make a tutorial for all this process, but only in a italian forum, you can work like Johannes, it must work
    Modder of "Bellum Crucis" and "De Bello Mundi"

  6. #6

    Default Re: Adding Units to the Papal States

    Thanks for the responses. I will try this out. I've just been making due with the mercernary units, but the above method is definitely less of a quick-fix, and so should be more suitable.

  7. #7

    Default Re: Adding Units to the Papal States

    Can you help me to put Templar Sergeants to the Papal States johannes? pleaseeeeee

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •