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  1. #1
    TW fan's Avatar Libertus
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    Default Regional recruitment

    Hi all i want to make a small mod

    I want make recrutmnet more regional for example i want venetian heavy infantry be only available in Venice and that all nations could hire them its simillar to the British campagain any way to do it?

  2. #2

    Default Re: Regional recruitment

    U need to use a hidden resource trick in Venice, Then add the the proper textures to VHI in the BMDB file and place their right entries in the EDB and EDU by giving all the factions their ownership.

    Search around mod workshop the question has been already answered.

  3. #3
    TW fan's Avatar Libertus
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    Default Re: Regional recruitment

    Can you tell me the full names of files and gyve me a link where this question was discusted i could not find it on my own

  4. #4

    Default Re: Regional recruitment

    Well the files for this job u need are:-
    • descr_regions.txt in the base folder
    • export_descr_buildings.txt aka EDB
    • battle_models.modeldb file aka BMDB or just modeldb
    • export_descr_unit.txt aka EDU


    Yes i think that's it. Try to search about hidden resources and u will find your answer.
    If u are unable to find it then i'll tell in detail around tomorrow same time when i get free.

  5. #5
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    Default Re: Regional recruitment

    Hi ishan i found the topic but it only shows how to make unique recrutmnet but i want that all nations could recrut

    For example Venice can recruit venetian heavy infantry only in Venice but if Milan captures Venice Milan can to recrut venetian heavy infantry only in venice can you tell me how to make units available to all nations like in the britania campagain?

  6. #6
    irishron's Avatar Cura Palatii
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    Default Re: Regional recruitment

    In the part for factions in these {} brackets, just insert all, or enter every culture if that does not work.

  7. #7

    Default Re: Regional recruitment

    Ok then now i presume that u already know how to make a unit special that is for one faction you make it available in one city only.

    Now u want to elongate this thing to thing with more factions. So here is what u you do.
    Place the proper model entries for that unit for all the factions in the BMDB file.

    After that u add ownership of this unit in EDB and EDU to all the factions. And that's that.

  8. #8
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    Default Re: Regional recruitment

    I understnad how to mod 3 text files but the battle_models.modeldb i dont have a freaking clue what to do with it

  9. #9

    Default Re: Regional recruitment

    First u download the formatted modeldb if u don't have it.
    After that read a chapter inside this guide on modeldb.(It has only 2-3 paras on it nothing hectic)
    And i think that will clear all your doubts on it.

  10. #10

    Default Re: Regional recruitment

    it's very simply too, but you should be carefull baceuse there is very simply to make lapses
    So if you want to change modeldb to using textures by other factions you can do it in two ways:
    1. you can simply copy the path to the textures and paste it in sections titled "milan"
    2. you should do the same, but you can make new textures to new factions too

    I only can tell you what to do i in first way

    So the entry in modeldb loks like this:
    23 venetian_heavy_infantry
    1 3
    73 unit_models/_Units/LN_3QPlate_HalfPlate/venetian_heavy_infantry_lod0.mesh 121
    73 unit_models/_Units/LN_3QPlate_HalfPlate/venetian_heavy_infantry_lod1.mesh 1225
    73 unit_models/_Units/LN_3QPlate_HalfPlate/venetian_heavy_infantry_lod2.mesh 6400
    1
    6 venice
    81 unit_models/_Units/LN_3QPlate_HalfPlate/textures/mtw2_LN_halfplate_venice.texture
    81 unit_models/_Units/LN_3QPlate_HalfPlate/textures/mtw2_LN_halfplate_normal.texture
    54 unit_sprites/venice_Venetian_Heavy_Infantry_sprite.spr
    1
    6 venice
    60 unit_models/AttachmentSets/Final Italian_venice_diff.texture
    60 unit_models/AttachmentSets/Final Italian_venice_norm.texture 0
    1
    4 None
    9 MTW2_Mace 0
    2
    17 MTW2_Mace_Primary
    14 fs_test_shield 0
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002
    First section is the path to models of soldiers textures. You are not interested in this at this moment.
    the second section consists from
    1. the number of the factions using models (in this case it is "1"),
    2. textures section consisted from
    a. names of factions allowed to recriut this units (in this case it is "6 venice", where "6" is the number of letters in the name of faction),
    b. path to the texture using by this faction,
    c. path to the normal textures using by this faction, path to the sprite file using by the model of soldiers
    3. attachmentsets section consisted from
    a. names of factions
    b. the path to attachements textures (weapon, shields etc.)
    c. the path to attachements normal textures
    The fourth section of this entry are animations sets (you are not interested in this in this case)
    All what you should is puting in the second and third section entries for faction you want to make able to recruit this units.
    in second section you should
    1. change the number of factions using this units. It means you simply change "1" to "2"
    2. put the name of the new faction
    3. put the path to textures, to normal textures and to sprite file
    in third section you should
    1. change the number of factions using this units.
    2. put the name of the new faction
    3. put the path to textures and to normal textures using by attachements
    After all your section should look like this:
    23 venetian_heavy_infantry
    1 3
    73 unit_models/_Units/LN_3QPlate_HalfPlate/venetian_heavy_infantry_lod0.mesh 121
    73 unit_models/_Units/LN_3QPlate_HalfPlate/venetian_heavy_infantry_lod1.mesh 1225
    73 unit_models/_Units/LN_3QPlate_HalfPlate/venetian_heavy_infantry_lod2.mesh 6400
    2
    6 venice
    81 unit_models/_Units/LN_3QPlate_HalfPlate/textures/mtw2_LN_halfplate_venice.texture
    81 unit_models/_Units/LN_3QPlate_HalfPlate/textures/mtw2_LN_halfplate_normal.texture
    54 unit_sprites/venice_Venetian_Heavy_Infantry_sprite.spr
    5 milan
    81 unit_models/_Units/LN_3QPlate_HalfPlate/textures/mtw2_LN_halfplate_venice.texture
    81 unit_models/_Units/LN_3QPlate_HalfPlate/textures/mtw2_LN_halfplate_normal.texture
    54 unit_sprites/venice_Venetian_Heavy_Infantry_sprite.spr
    2
    6 venice
    60 unit_models/AttachmentSets/Final Italian_venice_diff.texture
    60 unit_models/AttachmentSets/Final Italian_venice_norm.texture 0
    5 milan
    60 unit_models/AttachmentSets/Final Italian_venice_diff.texture
    60 unit_models/AttachmentSets/Final Italian_venice_norm.texture 0
    1
    4 None
    9 MTW2_Mace 0
    2
    17 MTW2_Mace_Primary
    14 fs_test_shield 0
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002
    Warning!
    1. you should keep attention of that you can't see (spaces separates lines of entry)
    2. you must keep the order of factions in all sections of entry and in all of entries using by this kind of unit (in this case you have two entries only: venetian_heavy_infantry and venetian_heavy_infantry_ug1)
    Last edited by attyla; October 04, 2010 at 05:45 AM.

  11. #11
    TW fan's Avatar Libertus
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    Default Re: Regional recruitment

    Naa the model file is to hard core for me now il make the mod with regional recrutments I alredy made Italian militia available only in italy so it will be hard for the Ventian Npc to counquer half of europe as it does all the time

  12. #12

    Default

    I've found the answer would be enough for me I'm going to use "and religion-religion name_of_religion" function.
    But the game converting the worship of citizen too fast. Is there possibility to decrease converting factor? How to do it?

    hmmm. Maybe decreasing of natural increase factor will be helpfull?
    Last edited by Ishan; October 09, 2010 at 03:53 PM. Reason: Double Post

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