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Thread: The game dont use changes in export_descr_unit file

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  1. #1

    Default The game dont use changes in export_descr_unit file

    Greetings everyone

    Its 2 a clock in the night and I cant get my Vikings to be more mean lean killing machines.

    So, I need ya wisdom.

    First I installed Medieval II Total War, then Kingdoms ontop of it.

    Found a unpacker in C:\!GM\Medieval II Total War\tools\unpacker and unpacked britannia.

    And inside the C:\!GM\Medieval II Total War\mods\british_isles\data I started to edit the
    export_descr_unit file in hope of making the Norse vikings more deadly.

    Im using this guide to help me :
    http://www.twcenter.net/forums/showt...1344#Breakdown

    I started by changing the rec. price for the Vikings and saw no change in the offical campaign. And then I noticed that ingame the size of one squad is 75 men and in the export_descr_unit its 60 men. So I got to think, am I editing the right file?

    I hope you kan help me :-)

    /Ken
    Last edited by Kendric; April 02, 2010 at 07:34 PM.

  2. #2
    ackrite26's Avatar Miles
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    Default Re: The game dont use changes in export_descr_unit file

    Quote Originally Posted by Kendric View Post
    So I got to think, am I editing the right file?
    Yes

    You will need to make a .cfg file so that the game reads the unpacked data files instead of the packed ones.

    scroll down to the io.file_first section in the below tutorial.

    Tut for setting up M2TW for modding
    http://forums.totalwar.org/vb/showth...W2-for-modding

    Also a couple more tutorials for adding/editing Units.
    http://www.twcenter.net/forums/showthread.php?t=221097
    http://www.twcenter.net/forums/showt...highlight=unit
    ......................................................................................
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  3. #3

    Default Re: The game dont use changes in export_descr_unit file

    You are a lifesaver ackrite26 :-)

    Many many thanks mate

    /Ken

  4. #4

    Default Re: The game dont use changes in export_descr_unit file

    Well

    I did edit my medieval2.preference.cfg file

    with

    [io]
    file_first = 1

    [log]
    to = logs/system.log.txt
    level = * error

    now I get this grafic error when I start the game :

    http://picasaweb.google.dk/lh/photo/...eat=directlink

    -
    -
    -
    hmmmm, when I look in the log file it looks like this :

    09:23:39.281 [system.rpt] [always] CPU: SSE2
    09:23:39.281 [system.rpt] [always] ==== system log start, build date: Feb 25 2008 version development ===
    09:23:39.281 [system.io] [always] mounted pack packs/data_0.pack
    09:23:39.281 [system.io] [always] mounted pack packs/data_1.pack
    09:23:39.296 [system.io] [always] mounted pack packs/data_2.pack
    09:23:39.296 [system.io] [always] mounted pack packs/data_3.pack
    09:23:39.296 [system.io] [always] mounted pack packs/data_4.pack
    09:23:39.296 [system.io] [always] mounted pack packs/localized.pack
    09:23:39.296 [system.io] [always] mounted pack mods/british_isles/packs/data.pack
    09:23:39.296 [system.io] [always] mounted pack mods/british_isles/packs/localized.pack
    09:23:40.000 [data.missing] [error] mods/british_isles/data/ui/shared.sdfile not found
    09:23:40.000 [data.missing] [error] mods/british_isles/data/ui/battle.sdfile not found
    09:23:40.000 [data.missing] [error] mods/british_isles/data/ui/strategy.sdfile not found
    09:26:39.343 [system.rpt] [error]
    But when I look in the data/ui dir I see shared,battle,strategy files
    they look like this :
    battle.sd
    shared.sd
    strategy.sd

    So something is not right here :-)

    Last edited by Kendric; April 03, 2010 at 02:38 AM.

  5. #5
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: The game dont use changes in export_descr_unit file

    I don't think that is the actual error - have a look at the time stamps. There is a three minute gap between the last two messages. Change your cfg entry (level = * error) to read (level = * trace). That way you will get more detailed messages in the log.

    I remember that error, let me see if find the correct fix....

    Ooh, my good gracious sir....

    You are playing one of the mods via the default icons - doesn't work.

    You need a bat file in the mods\british_isles folder and a new cfg file.

    Copy my attachment files in there and then make shortcut from the bat file on your desktop.










  6. #6

    Default Re: The game dont use changes in export_descr_unit file

    aaaaah, Welcome Gigantus, mighty fine of you to help out.

    It worked well with the new bat file and cfg file.

    But I still got graphic problems.


    Oh bugger, the log file just got really big.
    Last test made a log with about 58600 lines. if there are any specific errors I might just not find them,lol
    Last edited by Kendric; April 03, 2010 at 04:28 AM.

  7. #7
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: The game dont use changes in export_descr_unit file

    I gave you the log option with 'trace'.

    Simply open the log and search (Ctrl+F) for [error]

    What I found about the error was in the "Kingdom of the Scots" mod, they had the same problem as they were using the unpacked 'britannia' campaign. The SD files play a role and so do some text files. Wish I remember exactly how it works.
    Problem is, I fixed it and then made my own installer. Hope I find it when I install it after this long time.
    Let's start with their version of the SD files and their XML counterparts - simply extract into the ui folder (make backups!)










  8. #8

    Default Re: The game dont use changes in export_descr_unit file

    /bowing humbly

    Its looking very good, the main graphic errors arround towns/casles is gone. but still some txt/graphic is missing in the menues.

    http://picasaweb.google.dk/Kenazza/T...eat=directlink

    Will go through the log file and look for errors.

    /ken


    AAaaaargh, bugger, something went wrong, I cant start the campaign now. Gonna uninstall the hole lot and start over :-/
    Last edited by Kendric; April 03, 2010 at 11:51 AM.

  9. #9
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: The game dont use changes in export_descr_unit file

    All that you would have needed were the following files in the data\text folder: strat, shared and tooltips.

    The log would also give th error message. Please explain what you did before the crash and upload the log (will be in medieval 2\logs)

    Attached the missing text files - simply extract them into data\text and delete their counterparts, e.g. shared.string.bin
    Last edited by Gigantus; April 03, 2010 at 01:13 PM.










  10. #10

    Default Re: The game dont use changes in export_descr_unit file

    Testing, give me a sec and I will be there :-)

    Allright, everything(graphics) are looking very nice. I cant see any errors.

    No errors in the log file(I lost the old one when I deleted everything, cant tell why game stoped working)

    Now, lets see if I can change the price of Vikings, just to test.
    Last edited by Kendric; April 03, 2010 at 01:30 PM.

  11. #11

    Default Re: The game dont use changes in export_descr_unit file

    Holy Bugger, it works, it really works.

    Thanks for helping my through Gigantus : - )

    I did change the price of Vikings to 4500 and back to 450 - It worked ingame
    I did change the amount of warriors - was a bit strange looks like the games adds x to my number, so 20 vikings becomes 25 and 60 vikings becomes 75, but what the heck, it changes :-)


    Most humbly
    /Ken

  12. #12
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: The game dont use changes in export_descr_unit file

    The game uses a multiplier according to your setting. You can change unit size in the options screen at the start of a game\campaign.

    And one is glad to be of service










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