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Thread: Mount/Dismount Generals sub-mod (need help)

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  1. #1

    Default Mount/Dismount Generals sub-mod (need help)

    Alright I'm definantly a dismounted general fan, and I know it is possible to give the player a choice wether or not a general is mounted or dismounted (They did it in Boromir/ Faramir sub-mod). BUT, the main argument against this is that the general would have to spawn in order for it to have the choice. This in turn makes it impossible for say, Aragorn, to start out as king. I was wondering if there was anyway around this? Because I really want certain generals on foot, and I know others hate dismounted generals. The only thing I can think of is having all of your generals spawn on turn one, but thats probably impossible isn't it? Oh and I don't want to edit any text files either to make them dismounted, because I want the choice every campaign. I might want them mounted one campaign, dismounted another ect.

    If the choice can't be presented in-game with everyone, could someone then make all generals that you start with on foot, then everyone after that a choice?

    Groovy

  2. #2
    The Holy Pilgrim's Avatar In Memory of Blackomur
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    Default Re: Mount/Dismount Generals sub-mod (need help)

    In the descr_strat, just specify what unit you want the general to have.

    Here's an example:

    Code:
    character Aragorn, named character, male, leader, age 38, x 119, y 248, portrait Aragon, battle_model aragorn, hero_ability The_Flower_of_Chivalry, label strider1 ;Bree
    traits Aragorn 1 , Factionleader 1 , GoodCommander 3 , PublicFaith 1 , ReligionStarter 1 , GoodAttacker 1 , Brave 2 , Just 2 , KindRuler 2 , Loyal 2
    ancillaries king_eriador, elendilmir, anduril, major_bree
    army
    unit  Grey Company    exp 2 armour 0 weapon_lvl 0
    unit  Breeland Militia    exp 0 armour 0 weapon_lvl 0
    unit  Breeland Militia    exp 0 armour 0 weapon_lvl 0
    unit  Bree Archer Militia    exp 0 armour 0 weapon_lvl 0
    unit  Merchant Militia    exp 0 armour 0 weapon_lvl 0
    unit  Lumbermen    exp 1 armour 0 weapon_lvl 0
    Just change the line in red to whatever unit you want (as defined in the EDU).

  3. #3

    Default Re: Mount/Dismount Generals sub-mod (need help)

    Quote Originally Posted by The Holy Pilgrim View Post
    In the descr_strat, just specify what unit you want the general to have.

    Here's an example:

    Code:
    character Aragorn, named character, male, leader, age 38, x 119, y 248, portrait Aragon, battle_model aragorn, hero_ability The_Flower_of_Chivalry, label strider1 ;Bree
    traits Aragorn 1 , Factionleader 1 , GoodCommander 3 , PublicFaith 1 , ReligionStarter 1 , GoodAttacker 1 , Brave 2 , Just 2 , KindRuler 2 , Loyal 2
    ancillaries king_eriador, elendilmir, anduril, major_bree
    army
    unit  Grey Company    exp 2 armour 0 weapon_lvl 0
    unit  Breeland Militia    exp 0 armour 0 weapon_lvl 0
    unit  Breeland Militia    exp 0 armour 0 weapon_lvl 0
    unit  Bree Archer Militia    exp 0 armour 0 weapon_lvl 0
    unit  Merchant Militia    exp 0 armour 0 weapon_lvl 0
    unit  Lumbermen    exp 1 armour 0 weapon_lvl 0
    Just change the line in red to whatever unit you want (as defined in the EDU).
    Alright I guess I'll have to do this then. Thanks, but I was hoping for in-game choice. You know a message pops up saying, "Do you want "General's name" to be mounted or dismounted?". The Boromir/Faramir team did this with there mod, I was hoping to have this option with all generals. That way one campaign you could have King Theoden defend the walls of Helm's Deep, but in another campaign you plan on making him a offensive general you could mount him. You see what I mean? I think it would add to the diversity of campaigns.

    Groovy

  4. #4

    Default Re: Mount/Dismount Generals sub-mod (need help)

    I thought that if the general's unit wasn't a pikemen/halberd unit they would get destroyed by cavalry charges.

    Quote Originally Posted by Vladimir Fred-nin View Post
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  5. #5

    Default Re: Mount/Dismount Generals sub-mod (need help)

    If all generals who are present on turn one is impossible to give the choice, someone should do this for all generals you receive after turn one. That I'm pretty sure would make the vanilla mod in the next version. Just think about it, chooseing how many on-foot and mounted generals you have. Personally I think it would be awsome.

    Groovy

  6. #6
    Ayleid's Avatar Biarchus
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    Default Re: Mount/Dismount Generals sub-mod (need help)

    Quote Originally Posted by Soul Reapir View Post
    If all generals who are present on turn one is impossible to give the choice, someone should do this for all generals you receive after turn one. That I'm pretty sure would make the vanilla mod in the next version. Just think about it, chooseing how many on-foot and mounted generals you have. Personally I think it would be awsome.

    You can get around this whole conundrum by edditing the export_descr_building file to make dismounted and mounted general's bodyguard available for recruitment. Obviously, this is only possible for the factions who can have dismounted bodyguards.

  7. #7

    Default Re: Mount/Dismount Generals sub-mod (need help)

    Quote Originally Posted by Sensei Kiisu View Post
    I could think of a way in which you could do it, since I'm quite good with scripting..

    You'd have to create a script, so that when you selected a general and clicked the advisor button... that General would die and re-spawn as the same one but dismounted...

    However the problem here is that said general wouldn't have the traits that the original had... :/
    Hmmmm, I think you should work on this. I, and many others would appreciate it. If there is no work-around (like a script giving a certain general a certain trait if that certain general spawns? Idk I am no scripter) I think we should try to find another solution. Btw, if you do ever decide to take this up, I'll be at your service if you should need a modeller on any future projects.

    Quote Originally Posted by Ayleid View Post
    You can get around this whole conundrum by edditing the export_descr_building file to make dismounted and mounted general's bodyguard available for recruitment. Obviously, this is only possible for the factions who can have dismounted bodyguards.
    But recruiting that would only give the bodygaurd not the general correct? I don't know I'm kinda confused here?

    Groovy

  8. #8
    Ayleid's Avatar Biarchus
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    Default Re: Mount/Dismount Generals sub-mod (need help)

    Quote Originally Posted by Soul Reapir View Post
    But recruiting that would only give the bodygaurd not the general correct? I don't know I'm kinda confused here?
    Nope. By recruiting the bodyguard you get the general as well. IF I can be bothered, I'll upload an eddited export_descr_buildings file for you to try out tomorrow, some time.

  9. #9

    Default Re: Mount/Dismount Generals sub-mod (need help)

    Quote Originally Posted by Ayleid View Post
    Nope. By recruiting the bodyguard you get the general as well. IF I can be bothered, I'll upload an eddited export_descr_buildings file for you to try out tomorrow, some time.
    Wow didn't know that. And thanks for considering uploading that for me tomorrow. I'm still a little confused on how that will work though. Would the current (lets just use Theoden) Theoden be killed if I recruited a dismounted Theoden?

    Groovy

  10. #10
    Indefinitely Banned
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    Default Re: Mount/Dismount Generals sub-mod (need help)

    I could think of a way in which you could do it, since I'm quite good with scripting..

    You'd have to create a script, so that when you selected a general and clicked the advisor button... that General would die and re-spawn as the same one but dismounted...

    However the problem here is that said general wouldn't have the traits that the original had... :/

  11. #11
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    Default Re: Mount/Dismount Generals sub-mod (need help)

    well if the general is present at the beginning of the game you should be able to label him and make a script that sends him off map and respawn him in. not sure if he will still be faction leader though. i suggest asking archaon.

  12. #12

    Default Re: Mount/Dismount Generals sub-mod (need help)

    To have a general unit change, the new unit must be given the general_unit attribute in the export_descr_unit.txt

    In export_descr_unit.txt duplicate the unit and in the new entry change the type in green and add the red part to the unit entry.

    Code:
    type             Gondor Bodyguard 
    dictionary       Gondor_Bodyguard      ; General's Bodyguard
    category         cavalry
    class            heavy
    voice_type       General
    banner faction   main_cavalry
    banner holy      crusade
    soldier          Feudal_Knights, 15, 0, 1
    mount            heavy horse
    mount_effect     elephant -4, camel -4
    attributes       sea_faring, hide_forest, hardy, can_withdraw, can_formed_charge, knight, general_unit
    formation        2, 4.4, 3, 6, 2, square
    stat_health      1, 3
    stat_pri         7, 9, no, 0, 0, melee, melee_blade, piercing, spear, 25, 1
    stat_pri_attr    no
    stat_sec         9, 4, no, 0, 0, melee, melee_blade, piercing, sword, 25, 1
    stat_sec_attr    no
    stat_pri_armour  8, 4, 5, metal
    stat_sec_armour  0, 0, flesh
    stat_heat        6
    stat_ground      -1, -1, -3, -2
    stat_mental      15, disciplined, trained
    stat_charge_dist 45
    stat_fire_delay  0
    stat_food        60, 300
    stat_cost        2, 860, 250, 100, 100, 860, 3, 150
    armour_ug_levels 3, 4
    armour_ug_models Gondor_Bodyguard, Gondor_Bodyguard_ug1
    ownership        sicily
    era 0            sicily
    era 1            sicily
    era 2            sicily
    recruit_priority_offset    5
    Then as The Holy Pilgrim suggested, go the the descr_strat and add the generals body guard, just make sure you use the new 'type' as the name of the unit.

  13. #13

    Default Re: Mount/Dismount Generals sub-mod (need help)

    Quote Originally Posted by Archaon View Post
    To have a general unit change, the new unit must be given the general_unit attribute in the export_descr_unit.txt

    In export_descr_unit.txt duplicate the unit and in the new entry change the type in green and add the red part to the unit entry.

    Code:
    type             Gondor Bodyguard 
    dictionary       Gondor_Bodyguard      ; General's Bodyguard
    category         cavalry
    class            heavy
    voice_type       General
    banner faction   main_cavalry
    banner holy      crusade
    soldier          Feudal_Knights, 15, 0, 1
    mount            heavy horse
    mount_effect     elephant -4, camel -4
    attributes       sea_faring, hide_forest, hardy, can_withdraw, can_formed_charge, knight, general_unit
    formation        2, 4.4, 3, 6, 2, square
    stat_health      1, 3
    stat_pri         7, 9, no, 0, 0, melee, melee_blade, piercing, spear, 25, 1
    stat_pri_attr    no
    stat_sec         9, 4, no, 0, 0, melee, melee_blade, piercing, sword, 25, 1
    stat_sec_attr    no
    stat_pri_armour  8, 4, 5, metal
    stat_sec_armour  0, 0, flesh
    stat_heat        6
    stat_ground      -1, -1, -3, -2
    stat_mental      15, disciplined, trained
    stat_charge_dist 45
    stat_fire_delay  0
    stat_food        60, 300
    stat_cost        2, 860, 250, 100, 100, 860, 3, 150
    armour_ug_levels 3, 4
    armour_ug_models Gondor_Bodyguard, Gondor_Bodyguard_ug1
    ownership        sicily
    era 0            sicily
    era 1            sicily
    era 2            sicily
    recruit_priority_offset    5
    Then as The Holy Pilgrim suggested, go the the descr_strat and add the generals body guard, just make sure you use the new 'type' as the name of the unit.
    Well, we are trying to get the choice in-game. Its been done before but it had to spawn the general, therefore they could not be family members. We are trying to find away around this.

    Groovy

  14. #14

    Default Re: Mount/Dismount Generals sub-mod (need help)

    Quote Originally Posted by Soul Reapir View Post
    Well, we are trying to get the choice in-game. Its been done before but it had to spawn the general, therefore they could not be family members. We are trying to find away around this.
    Spawned generals can be family members, follow my guide;
    http://www.twcenter.net/forums/showthread.php?t=295610

    Note: recruiting generals is one option, but for that general you recruit to be dismounted, please follow my instructions above, then the next step is to add an entry in the EDB file.

  15. #15

    Default Re: Mount/Dismount Generals sub-mod (need help)

    Quote Originally Posted by Archaon View Post
    Spawned generals can be family members, follow my guide;
    http://www.twcenter.net/forums/showthread.php?t=295610

    Note: recruiting generals is one option, but for that general you recruit to be dismounted, please follow my instructions above, then the next step is to add an entry in the EDB file.
    Alright Aylied you think you could add that to your script? Btw, did you get your name from the Elder Scrolls: Oblivion? Awsome game.

    Groovy

  16. #16

    Default Re: Mount/Dismount Generals sub-mod (need help)

    Quote Originally Posted by Soul Reapir View Post
    Alright Aylied you think you could add that to your script? Btw, did you get your name from the Elder Scrolls: Oblivion? Awsome game.
    Sorry, which script?

    Names is from Warhammer, Chaos Lort of the end times. Pic of him is in my avatar.
    Eldar Scrolls Oblivion is an amazing game too

  17. #17

    Default Re: Mount/Dismount Generals sub-mod (need help)

    So anything new on this matter guys?

    Groovy

  18. #18
    Kahvipannu's Avatar Bring me Solo & wookie
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    Default Re: Mount/Dismount Generals sub-mod (need help)

    I have to say I'm also more fan of dismounted generals, they are less overpowered (Replenishing uber cavalry ), and I'm more infantry type player.

    Too bad I have no skills to help on this matter, but you guys will put this for download, if you succeed achieving it? That would be excellent

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