Is there any way to enable the units to be retrained anywhere, i mean in any castle or city without the requirements.I mean like even though the army is stationed in a low level city or castle,it can still be retrained
Is there any way to enable the units to be retrained anywhere, i mean in any castle or city without the requirements.I mean like even though the army is stationed in a low level city or castle,it can still be retrained
Yep, you'd have to add every unit as recruitable, to all the settlement corebuilding types. If you add them as follows;
The maximum in the pool will remain less than 1, meaning that a new unit can't be recruited, but any unit can be retrained.Code:recruit_pool "Highland Rabble" 0 0.99 0.999 0 requires factions { scotland, }
Sorry,but maybe I;m a noob.This code is in what file?
Thanks for replying.
EDIT: Never mind.I've found the file and edited the code.But I can't see any changes in the game.Do I have to start a new game? FYI I'm moding kingdoms so should I use the medieval 2 cfg file to set the file_first parameter?
Anyway thanks for replying.
Last edited by fittri2893; December 19, 2009 at 04:30 AM.
yes, i had done everything you said . For example, I add this 4 unit to every building core sttlement type.
recruit_pool "SE Town Militia" 1 0.2 2 0 requires factions { byzantium, }
recruit_pool "ME Town Militia" 1 0.2 2 0 requires factions { moors, turks, mongols, timurids, }
recruit_pool "ME Archer Militia" 1 0.2 2 0 requires factions { egypt, }
recruit_pool "Peasant Spearmen" 1 0.2 2 0 requires factions { Saxons, }
recruit_pool "Tabardariyya" 0 0.99 0.999 0 requires factions { egypt, }
recruit_pool "Khassaki" 0 0.99 0.999 0 requires factions { egypt, } and event_counter holds_cairo 1
recruit_pool "Desert Archers" 0 0.99 0.999 0 requires factions { moors, egypt, }
recruit_pool "Saracen Militia" 0 0.99 0.999 0 requires factions { egypt, turks, }
recruit_pool "Sudanese Gunners" 0 0.99 0.999 0 requires factions { moors, egypt, }
where the red one are my added code..
But still did not work..![]()
Yes you need a new game to see these changes, modding a kingdoms expansion itself is not something I'd recommend. Use a modfolder for all kinds of reasons.
You modfoldered as Eothese suggested and ended turn like I suggested?
Yes, I have modfoldered it..But the problem is the game won't even run.Here is the log file
Code:22:02:36.097 [system.rpt] [always] CPU: SSE2 22:02:36.098 [system.rpt] [always] ==== system log start, build date: Feb 25 2008 version development === 22:02:36.105 [system.io] [always] mounted pack packs/data_0.pack 22:02:36.107 [system.io] [always] mounted pack packs/data_1.pack 22:02:36.109 [system.io] [always] mounted pack packs/data_2.pack 22:02:36.112 [system.io] [always] mounted pack packs/data_3.pack 22:02:36.113 [system.io] [always] mounted pack packs/data_4.pack 22:02:36.114 [system.io] [always] mounted pack packs/localized.pack 22:02:43.633 [script.err] [error] Script Error in data/descr_skeleton.txt, at line 61, column 115 AnimDB: Could not load - 'data/animations/test_weapon/sword_1_primary_0.CAS' 22:02:43.633 [data.invalid] [fatal] Animation database failed to load! 22:02:45.013 [system.rpt] [error] Uh oh. This isn't good. No idea why, but exiting now. Sorry pal.
the animation ''sword_1_primary.cas'' is missing
get it from another campaign and copy-paste it in ''animations/test_weapon/''
Under the Patronage of the Dreadful cedric37!
Ancs Guide, Emergent Factions , Yes/No Events |L'Outremer for Modders| Swagger's Skymod
![]()
Never mind..I had done it.Now conquest of the world will not be having any obstacles again because my toops can retrain anywhere.Thanks to all you guys.This is the best and most helpful modding forum I had stumbled upon.Thanks again.
Last edited by fittri2893; December 20, 2009 at 09:08 AM.
feel free to post here anymore doubts you may have
Under the Patronage of the Dreadful cedric37!
Ancs Guide, Emergent Factions , Yes/No Events |L'Outremer for Modders| Swagger's Skymod
![]()