I doesn't have export_descr_building in my mtw 2 files help me
I doesn't have export_descr_building in my mtw 2 files help me
There is a unpacked export_descr_building in bare geomod.
http://www.twcenter.net/forums/showt...ld-Bare-Geomod
Speaking of unpacking:
http://www.twcenter.net/forums/showt...cking-the-Game
Read on how to set your game for modding, bare geomod being the simplest, because even the most minor change won't work on the base game without a proper set up. And modding directly in the main data without a mod folder is a bad idea.
u can use Late Bodyguard
recruit_pool "NE Late Bodyguard" 0.1 1 1 0 requires factions { hre, } ofc u choose the faction u wanna use. u can use at any Bodyguard. not only NE. have fun
Hi, sorry for the necroposting but have some doubs and dont want to open a new thread about the same thematic.
Adding in the EDB the code line its easy:
recruit_pool "NE Late Bodyguard" 0.1 1 1 0 requires factions { hre, }
I understand the unit in the EDU have the general_unit attribute, but what happen If I want to do 2 types of generals? for example If I create a unit of peasants, with a copypaste of the same stats, size, etc, except this new unit have the general_unit. When I recruit this peasant unit, a general spawn with the peasants bodyguards? How is related the creation of unit X with a General spawn?
Can do different types of bodyguards depends the unit I modding? Like generals with knights like vanilla or different types of leaders/captains/warchiefs/noblemen, etc?
Im very interested in explore that option, anyone here to answer or discuss that?
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I think you get mixed because of the EDU attribute 'general_unit'. This attribute indicates that the first unit with this attribute in the EDU and the ownership of a particular faction with be used as the default body guard unit for named characters added later to the game. Any following 'general_unit' units in the EDU for the same faction will be ignored as bodyguard units.
In the EDB, as far as I know, this attribute means that you will recruit a 'named character' who can obtain traits - commonly referred to as general. Where both effects are concerned it doesn't matter what model you use or what stats as long as the attribute 'general_unit' is present in the EDU.
Ok, now understand the only way to create for example a peasant bodyguard is via script?
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If the peasant model used hasn't got the attribute (and placement) in EDU to be used as default then that's the only way: script or descr_strat, both times by listing the unit in the first army line.
That's how William Wallace got the highlanders in the brittania (?) campaign.
Only via script is ok for me, I have a idea to "cheat" the game, I can create a set of "buildings" like "Peasant Recruitment" or "Noble Levies" , etc and when this building is finished can activate a script who spawn an army near your capital or X,Y coordinates for example, that can be valid ?
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Yeah can be complex but, with hidden resources can be possible, at least only in a few regions
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Rise of Quetzal TW (WIP) in https://www.moddb.com/mods/rise-of-quetzal-tw