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Thread: REQUEST- Esgaroth Town Guards back into the game

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  1. #1

    Default REQUEST- Esgaroth Town Guards back into the game

    Hi,

    I would like to ask you kind modders if any of you could add those units back to the game, those were one of my favourite ones when playing with DALE. they are listed on the export_descr_unit on the 'old dale' part. I'm not good at modding though

    I'm using RR/CC.


    Thanks in advance

  2. #2
    Beorn's Avatar Praepositus
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    Default Re: REQUEST- Esgaroth Town Guards back into the game

    To make them available in the custom battles u should add the red part in your EDU entry:

    type Esgaroth Town Guards
    dictionary Esgaroth_Town_Guards ; Esgaroth Town Guards, Militia
    category infantry
    class light
    voice_type Heavy
    banner faction main_infantry
    banner holy crusade
    soldier Norse_Swordsmen, 60, 0, 1
    officer dale_captain_early_flag
    mount_effect elephant -4
    attributes sea_faring, hide_forest, can_withdraw, free_upkeep_unit
    formation 1.2, 1.2, 2.4, 2.4, 4, square
    stat_health 1, 1
    stat_pri 3, 2, no, 0, 0, melee, melee_blade, piercing, sword, 45, 1
    stat_pri_attr no
    stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 0, 1
    stat_sec_attr no
    stat_pri_armour 4, 7, 3, metal ; light mail
    stat_sec_armour 0, 0, flesh
    stat_heat 6
    stat_ground 1, -1, 3, 1
    stat_mental 8, low, untrained
    stat_charge_dist 6
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 340, 120, 75, 75, 340, 4, 100
    armour_ug_levels 2, 3
    armour_ug_models Esgaroth_Town_Guards, Esgaroth_Town_Guards_upg
    ownership slave, Scotland
    era 0 slave, Scotland
    era 1 slave, Scotland
    era 2 slave, Scotland
    recruit_priority_offset 34
    the same applies to the other units of the Old Dale too.

    I dunno how to make them recruitable in the campaign though.
    Last edited by Beorn; January 24, 2010 at 10:00 AM.

  3. #3

    Default Re: REQUEST- Esgaroth Town Guards back into the game

    You have to go to the Export Descr Buildings and add the command line to the appropriate buildings
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  4. #4
    Tiro
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    Default Re: REQUEST- Esgaroth Town Guards back into the game

    You know, if you add back all the old Dale units, than Dale would have a big roster. However, I didn't take time to notice if they were not in the UI section under Scotland to see if their decriptions and pictures are there.( I think I am getting muddled again.) Anywho, this could make Dale powerful. I just can't wait to get some other factions in this mod. There is another sub mod that has other factions, but the name has slipped my mind at the moment. I might just try to reactivate the old Dale units and see if it will work, but I might get a CDT for having too many units in one faction. Which I am not sure that would happen. What do yous guys think?

  5. #5

    Default Re: REQUEST- Esgaroth Town Guards back into the game

    Thanks for your answers,

    I will try the building browser method,
    At least I have managed to add them as officers in my units, kind of cool

  6. #6

    Default Re: REQUEST- Esgaroth Town Guards back into the game

    You have also to modify your names txt file, in order to give the unit a name. I tried yesterday with northmen_Cavalry and it worked, but the unit has not a name. Also, the rooster is close to what you have already, I suppose. So, my idea would be to make the new dale units for the main land (dale, esgaroth, Rhovanion, Lonsdale, Dorwinion, etc) and the "old dale" units for the more far way new conquered provinces. For example if Dale conquer Tirith Toron, Toronburg, or Rhun cities, than they shall be able to recruite the old units there.

  7. #7

    Default Re: REQUEST- Esgaroth Town Guards back into the game

    Making them AOR isnt to hard you would need to do some work in your campaign script and in your EDB what i mean is this you would need to make a counter in the script . such as

    declare_counter dale_outmen

    then add scripting such as

    monitor_event FactionTurnStart FactionIsLocal
    and I_SettlementOwner (whatever settlement , this would have to be done one script for each settlement) = what ever faction dale is cant rememebr off the top of my head
    set_counter dale_outmen 1
    end_monitor
    then do the reverse if not owned by dale set counter to 0 then in the edb add the unit and after the section in brackets that holds what faction owns the unit eg {hre} you would then add the line (and counter dale_outmen 1

    but this would allow you to build these units across your lands once you own the lands the only way to do it so it is just specific to that region is by adding a hidden resourece(although i am not sure how many resources are left available to TATWas there is a limit to how many can be used.

    With the hidden resource in place if there is room simple add at the EDB like before with the counter that the unit requires this resource which you could call old_dale resource etc.

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  8. #8
    Tiro
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    Default Re: REQUEST- Esgaroth Town Guards back into the game

    So, I have to rename all the old Dale units in order to use them? Where do I do that exactly? I will try right now and if I mess up I will correct. But it would be cool for Dale to have a ton of units! Ha!!!!

  9. #9

    Default Re: REQUEST- Esgaroth Town Guards back into the game

    You do not have to rename them. But, if you just modify the export-descr-unit and export-descr-Building file than you have the units available in your game. But, they will have no name. So, in order to give them names you have also to modify the descr_unitnames (or similar) in the data/Text Folder.

    Just copy and past a exciting Unit description in the unitname file and change the names according to the names given in the export-descr-unit file.

    Remark: the units will not immediatly be recruitable in a save game. You need to end a turn and in the next turn they are available if you have the right buildings, or precondition fullfilled.

  10. #10
    STELLover's Avatar Senator
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    Default Re: REQUEST- Esgaroth Town Guards back into the game

    Yes, the following methods will enable the unit in the campaign, makes them recruitable after a turn... but will not show in the battle map!!!

    By only editing the EDU and the EDB you are only adding the unit to the roster- but you want to go deeper, say using the unit in battle (obvious thing). By only eding the EDB and the EDU your new unit will appear as 100% transparent ghosts in the battle map


    Here are some easy steps to add an existing unit (presume the textures and meshes are already present)


    1- You have to make it into a unit- first copy the lines of the Esgaroth Town Guards listed in the old EDU by Ctrl-f . Paste it into your existing EDU. Make sure that the faction of the unit (scotland) as well as other stats are what you want it to be


    2- Then you have to make it available for recruitment. Use the unit's console name found in the EDU and make it available for recruitment for the barrak buildings make sure to check over the faction available as well as pool recharge time/ experience / etc


    (Console name- for example, the codes and scripts use "elf_archer3" instead of eldar archers, but for some units they are the same like "Gondor Infantry" make sure not to mess up with names or you will not be able to recruit)


    3- Now, you have the make sure that the old unit you added looks like a unit in the battle map- first test this by going to custom battle, choosing your faction. If you do not see your old unit there then you probably have made a mistake in steps 1 and 2. If you do see them, start the battle. In battle if you can see the actual soldier models- great. But if you don't go to step 4


    4- This is most often the case when you add a new unit, but not an existing unit. Nevertheless, you have to go into modelsdb- open it as text and input the codings for the unit such as what mesh (model) the unit uses, the responding texture, and the attatchement sets. In the case of Esgaroth Town Guards- since you have installed patches 1.1 to 1.4 continuously, the old meshes and textures will still remain in the game data.


    5- If the unit has a unit card that looks like the peasant unit for Rome Total War (this is a replacement unit card) then you have to make a unit card, or in this case, copy and paste the old unit card into the new ones- they can be found in Third_Age/data/ui/units/ - correct me if I am mistaken If you are attempting to make a unit card, there is a very good tutorial found in the Modding Resource in this forum which helped me make my custom unit cards.

    6- It is always good to look over your changes- or even, make a back up of the files you have figeted with so that if the changes do not work you can revert back. Make sure all the NAMES of the unit and textures, as well as SPACING and COMMAS are correct- these minor error are causes of major failures when attempting such change



    Good Luck

    Regards,
    Last edited by jản; February 22, 2010 at 05:33 AM.

    ROME 2 Mod: More Cities and Settlements on Campaign Map:
    http://steamcommunity.com/sharedfiles/filedetails/?id=194761024

  11. #11

    Default Re: REQUEST- Esgaroth Town Guards back into the game

    Very well Stellover, just two additions.

    1. The unit is still in the new EDU. So, the only thing he has to do is to give it to scotland (Dale).
    2. You need to modify your descr_unitname.txt in the Data/Text Folder. Otherwise the unit appear in the game, with unit card, but without name and descriping text at the unitcard.

  12. #12
    STELLover's Avatar Senator
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    Default Re: REQUEST- Esgaroth Town Guards back into the game

    Quote Originally Posted by Jackie Treehorn View Post
    Very well Stellover, just two additions.

    1. The unit is still in the new EDU. So, the only thing he has to do is to give it to scotland (Dale).
    2. You need to modify your descr_unitname.txt in the Data/Text Folder. Otherwise the unit appear in the game, with unit card, but without name and descriping text at the unitcard.
    Thanks, I almost forgot about the EDB

    ROME 2 Mod: More Cities and Settlements on Campaign Map:
    http://steamcommunity.com/sharedfiles/filedetails/?id=194761024

  13. #13

    Default Re: REQUEST- Esgaroth Town Guards back into the game

    That's a nice help there, Thanks a lot

  14. #14
    Tiro
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    Default Re: REQUEST- Esgaroth Town Guards back into the game

    I might change my mind on the Old Dale units since I've looked at them last night. There rather plain. Oh well, more fodder to use against the armies of evil. It would be cool if someone could rework these old dale units with new graphics. I can't mod woth spit. With these old units redone, it will give Dale a great advantage.

  15. #15

    Default Re: REQUEST- Esgaroth Town Guards back into the game

    What I like about Esgaroth Town Guards are their helmets... they are great, that's basically why I like them

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