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Thread: Call to Arms - Crusader States Roster (Now recruiting-Moddler Required) (WIP)

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  1. #1

    Icon14 Call to Arms - Crusader States Roster (Now recruiting-Moddler Required) (WIP)


    Call To Arms- Submod for SS6.3

    Hey all, Basically this is a sub mod i have been planning for a while, the present rooster for the Crusader States is very much templar based , i would like to change this:-
    Here is my proposed rooster and other variable factors:
    Spoiler Alert, click show to read: 

    Subject to change
    • No peasants
    • Crusader Spearmen Recruitable
    • Dismounted/Crusader Knights recruitable throughout Europe or requires 60 % Catholic settlements
    • Miles Pedites
    • Norman Spearmen
    • In the outremer Dismounted Outremer Knights (NEW) (Credit to BC)
    • English Lonbowmen / French Archers
    • Pavise / Geonese Crossbowmen?
    • Pikemen / Pike Militia
    • Gun Powder Neccessary????


    AOR Units
    Tripoli:
    • Dismounted / Knights of Tripoli (NEW)


    Jerusalem:
    • Dismounted Knights of Jerusalem
    • Knights Of Jerusalem
    • Constable of Jerusalem (Credit to Kingdom of heaven) (NEW)
    • Dismounted as well (NEW)
    • Cannons of the Holy Sepulchre


    Acre:
    • Dismounted Ritterbruder
    • Ritterbruder
    • Dismounted Gothic Knights


    Antioch:
    • Dismounted/ Hospitaller knights (Rhodes Also)
    • Dismounted Scilio-Norman Knights
    • Dismounted/ Antioch Knights (NEW)


    Edessa:
    • Dismounted Edessan Guard
    • Dismounted / St Lazarus Knights


    Kerak:
    • Dismounted / Templar Knights
    • Montessan knights / Dismounted
    • Santiago Knights / Dismounted


    • Constantinople: Alamanoi


    Mercenary Rooster
    • Re add Dismounted French Knights
    • Create merc unit with feudal knights from England, France, HRE and mabye Ireland (Muire) or Genoa (MABYE)


    Units that will be Removed:
    • Templar Squires
    • Templar Longbowmen
    • Templar Spearmen
    • Order Heavy Spearmen
    • Templar Confere Knights
    • Demi-Lancers(POSSIBLY)
    • Syrian Auxiliaries
    • Templar Zwei hander + mabye more
    • All Pilgrims
    • Italian sailors



    We would like them to have a Full plate infantry unit and cavalry to replace templar guard does anybody have any suggestions (one of the pretty ones like Gothic or Italian plate )

    Faction colours have changed to Teal / Yellow
    Symbol has not as of yet

    Would people like to See Santiago Knights and Montessans included?

    Settlement Changes: Tortosa to become Tripoli , Possible addition of Malta at the expense of Visby or a HRE settlement

    People who are needed : A single moddler to dismount the Constable of Jerusalem , Scripters (many ) , Mabye people who can retexture (For Norman Militia units, Pikemen and Crossbowmen)

    I am currently at the early stage of learning scripting, which is why i say this mod is recruiting

    RED = To do
    Green = Done
    Last edited by Ishan; December 21, 2010 at 12:20 AM. Reason: Made it a bit more representable.
    God dam, I wish Boromir survived


  2. #2

    Default Re: Call to Arms - Crusader States Rooster (Now recruiting) (WIP)

    Sounds cool. I'd recommend leaving templar guard though. That model is just plain awesome.

    And Tripoli is already there I believe.

    Rooster is a joke right?

  3. #3

    Default Re: Call to Arms - Crusader States Rooster (Now recruiting) (WIP)

    Quote Originally Posted by rockman4417 View Post
    Sounds cool. I'd recommend leaving templar guard though. That model is just plain awesome.

    And Tripoli is already there I believe.

    Rooster is a joke right?
    lol no i can assure you i mean what i have written although it is subject to change, i will keep templar guard but rename them , this mod is not really going for full historical accuracy, what would you change on the rooster?
    God dam, I wish Boromir survived


  4. #4
    Over the hills...
    Join Date
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    Default Re: Call to Arms - Crusader States Rooster (Now recruiting) (WIP)

    This looks great, id certaintley want to use this mod.

    Id help out in someway but i cant mod at all lol

  5. #5

    Default Re: Call to Arms - Crusader States Rooster (Now recruiting) (WIP)

    Quote Originally Posted by Hospitallers Kane View Post
    lol no i can assure you i mean what i have written although it is subject to change, i will keep templar guard but rename them , this mod is not really going for full historical accuracy, what would you change on the rooster?
    But isn't it 'roster', not 'rooster'? Lol

    I'll really have to do a Crusader campaign before I can make anymore valid suggestions. I've barely played them. Now I did do the Templar campaign, which was fun. But I never got to the full tech units, and spent most of the game with templar spearmen and crossbows.

    I will say the templar ziewhander can probably be gotten rid of altogether. The unit is redundant when you already have the much cooler Cannons unit. Perhaps a new unit could replace it.

    I also remember reading Point Blank may have some plans to overhaul, or gut the CS roster in order to make room for the Georgia faction.

  6. #6

    Default Re: Call to Arms - Crusader States Rooster (Now recruiting) (WIP)

    Quote Originally Posted by rockman4417 View Post
    But isn't it 'roster', not 'rooster'? Lol

    I'll really have to do a Crusader campaign before I can make anymore valid suggestions. I've barely played them. Now I did do the Templar campaign, which was fun. But I never got to the full tech units, and spent most of the game with templar spearmen and crossbows.

    I will say the templar ziewhander can probably be gotten rid of altogether. The unit is redundant when you already have the much cooler Cannons unit. Perhaps a new unit could replace it.

    I also remember reading Point Blank may have some plans to overhaul, or gut the CS roster in order to make room for the Georgia faction.
    Oh i see
    Hmm well edessan guard and St lazarus knights both have two handed weapons? and then the Canons aswell , im not sure about point blank and i have no interest in georgia (No crusaders) but this mod is just something ive wanted to do for a while
    forgot to say : all pilgrims must go!
    Last edited by Hospitallers Kane; October 05, 2010 at 02:02 AM.
    God dam, I wish Boromir survived


  7. #7
    Meneth's Avatar I mod, therefore I am
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    Default Re: Call to Arms - Crusader States Rooster (Now recruiting) (WIP)

    BTW, you can edit the thread title, just edit the first post in advanced mode, or double-click on your thread's line in the sub-mod forum (don't hit any links, just the line itself)
    Anyway, if you need any help scripting or with pure text editing (EDB and EDU, for example), I'm willing to help.

  8. #8

    Default Re: Call to Arms - Crusader States Roster (Now recruiting) (WIP)

    Quote Originally Posted by Meneth View Post
    BTW, you can edit the thread title, just edit the first post in advanced mode
    Title changed.

  9. #9

    Default Re: Call to Arms - Crusader States Rooster (Now recruiting) (WIP)

    Quote Originally Posted by Meneth View Post
    BTW, you can edit the thread title, just edit the first post in advanced mode, or double-click on your thread's line in the sub-mod forum (don't hit any links, just the line itself)
    Anyway, if you need any help scripting or with pure text editing (EDB and EDU, for example), I'm willing to help.
    Thanks man , sounds good and i know your experienced progress may be slow as im trying to improve attendance at college and have to take my moped test sometime soon but this should be done in the next two weeks hopefully, Im just learning all the tutorials now
    God dam, I wish Boromir survived


  10. #10

    Default Re: Call to Arms - Crusader States Roster (Now recruiting) (WIP)

    Right i'm here as u demanded.
    Ok i read your thread and you have mentioned to remove a few units like peasants etc first.
    So my question is remove for Crusader_states or remove it from the 6.3 for all factions.

    Also just so u know the Max limit of game is 500 so in order to say put 10 more new units u have to remove 10 existing ones.
    I'm free for the time being so ask all u want....

  11. #11
    Meneth's Avatar I mod, therefore I am
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    Default Re: Call to Arms - Crusader States Roster (Now recruiting) (WIP)

    Quote Originally Posted by Ishan View Post
    Also just so u know the Max limit of game is 500 so in order to say put 10 more new units u have to remove 10 existing ones.
    Units that will be Removed:
    • Templar Guard
    • Templar Longbowmen
    • Templar Spearmen
    • Order Heavy Spearmen
    • Templar Confere Knights
    • Demi-Lancers(POSSIBLY)
    • Syrian Auxiliaries
    • Templar Zwei hander + mabye more
    That should be enough to compensate for any added units
    Especially as only 4 new units are listed.

  12. #12

    Default Re: Call to Arms - Crusader States Roster (Now recruiting) (WIP)

    Quote Originally Posted by Meneth View Post
    That should be enough to compensate for any added units
    Especially as only 4 new units are listed.
    Yeah i know that i made the OP lol. The point is the units he is aiming are over 8.
    Like the mercs are 4-5 units so that fills out the spot and he needs to answer the peasant question i asked him.

    But looks like Meneth got it covered.
    Ok off to Wiki then....

  13. #13

    Default Re: Call to Arms - Crusader States Roster (Now recruiting) (WIP)

    All those templar units will go and hopefully when ive worked out how so will all the pilgrims will go from all factions - id like to generally remove all peasants from the game but ill do that on a later release i think but ill need about 8 slots if i want to include mounted / dismounted versions of the new units + some mercenaries decide i may add, ive also realized that there is two nearly identical spear units for all christian factions so one of them may go.
    God dam, I wish Boromir survived


  14. #14

    Default Re: Call to Arms - Crusader States Roster (Now recruiting) (WIP)

    Chapter One: How to Remove existing units to Free up slots
    ° Ok enough chit chat lets get serious.
    To remove units from game you need 3 files, the 3rd one is for mercs.
    The files are EDU, EDB and DM.
    1. export_descr_unit.txt (Can be found in mods\SS6.3\data folder)
    2. export_descr_buildings.txt (Can be found in mods\SS6.3\data folder)
    3. descr_mercenaries.txt (Can be found in mods\SS6.3\data\world\maps\campaign\imperial_campaign folder)


    EDU is the main one that will vacant the slot that u need for the new ones. EDB and DM are required so that u don't get the crash coz u need to remove their relevant entries from it too.
    About the peasants they are important units so don't remove them we will just remove them for crusader states and that doesn't gives us the empty slot.

    Now in the EDU file if we place a ";" in front of the line then that line won't be read by the game so in this way it can be removed.

    The EDB is the one that contains the info on units that we recruit from various buildings available in the campaign map so that unit needs to removed from there also.

    Lastly if we are removing the mercenaries then we need to remove them from EDU and the DM file also. DM file is the one that contains the all the info to recruit the mercs on campaign map.

    So lets start by removing the unit say Mailed knights from the game, The entries are from vanilla which are practically the same and the mechanism is also same in SS.

    So we open the EDU file with notepad. Now press Ctrl+F and it will open the find box in it type Mailed knights (remember the name has to be precise). Click enter and it will take you directly to it's entry.

    Of course u guys can find it manually but lol there are 500 entries in it.

    So here is what we see:-(so i have disables it as you can see with ; infront of every line highlighted in blue)
    Some of the lines in it will already contain a ; so u know that they are not used in game anymore.
    Spoiler Alert, click show to read: 
    Code:
    ;type             Mailed Knights
    ;dictionary       Mailed_Knights      ; Mailed Knights
    ;category         cavalry
    ;class            heavy
    ;voice_type       Heavy
    ;banner faction   main_cavalry
    ;banner holy      crusade_cavalry
    ;soldier          Mailed_Knights, 32, 0, 1
    ;mount            heavy horse
    ;mount_effect     elephant -4, camel -4
    ;attributes       sea_faring, hide_forest, hardy, can_withdraw, can_formed_charge, knight
    ;formation        2, 4.4, 3, 6, 3, square, wedge
    ;stat_health      1, 0
    ;stat_pri         10, 6, no, 0, 0, melee, melee_blade, piercing, spear, 25, 1
    ;stat_pri_ex      0, 0, 0
    ;stat_pri_attr    no
    ;stat_sec         11, 4, no, 0, 0, melee, melee_blade, piercing, sword, 25, 1
    ;stat_sec_ex      0, 0, 0
    ;stat_sec_attr    no
    ;stat_pri_armour  5, 5, 4, metal
    ;stat_armour_ex   5, 7, 0, 0, 5, 4, 4, metal
    ;stat_sec_armour  0, 0, flesh
    ;stat_heat        4
    ;stat_ground      0, -2, -4, 0
    ;stat_mental      9, low, trained
    ;stat_charge_dist 45
    ;stat_fire_delay  0
    ;stat_food        60, 300
    ;stat_cost        1, 680, 250, 120, 95, 680, 4, 170
    ;armour_ug_levels 2, 3
    ;armour_ug_models Mailed_Knights, Mailed_Knights_ug1
    ;ownership        england, scotland, france, hre, spain, portugal, milan, venice, papal_states, sicily, slave, normans
    ;era 0            england, scotland, france, hre, spain, portugal, milan, venice, papal_states, sicily,
    ;era 1            england, scotland, france, hre, spain, portugal, milan, venice, papal_states, sicily,
    ;era 2            scotland


    So it's taken taken care of. Now lets move on to EDB file:-
    Now we know that there are recruited in stables and there are like 4-5 levels for that buildings that we upgrade in game so there will be a few lines for it in every building level.
    So same drill u place a ; so that it doesn't gets read by the game u can also delete the entire line but this seems more elegant to me.

    So we open the EDB file with notepad. Now press Ctrl+F and it will open the find box in it type Mailed knights:-
    Then u'll a line somewhat like this:-(I have already disabled it with ; in red color)
    Spoiler Alert, click show to read: 
    ;recruit_pool "Mailed Knights" 1 0.2 2 0 requires factions { england, scotland, france, hre, spain, portugal, milan, venice, papal_states, sicily, Normans, }


    So if u want to find another line for the same unit in this file press Ctrl+F again and enter it will take u to the next line and do the same drill and disable them all and if it can't find any that means u are done and save it.


    So now u guys know how to disable units and remove them from game. Merc is a same but u won't find them in EDB but instead DM do u can do it like i have shown u in EDB.

    So first remove them make a few slots empty and then we will continue how to make, dismount or put new units in it.

    If u don't understand anything in it then post a VM i'll be at your service and plz VM i don't browse in this section so i can't keep track of this thread.

    Hope this helps. Carry on.

  15. #15

    Default Re: Call to Arms - Crusader States Roster (Now recruiting) (WIP)

    Quote Originally Posted by Ishan View Post
    Chapter One: How to Remove existing units to Free up slots
    Cheers man would rep again if i could
    this seems like it will be the easiest part of this ha
    Edit : pisan and geonese sailors gone
    Last edited by Hospitallers Kane; October 07, 2010 at 08:08 AM.
    God dam, I wish Boromir survived


  16. #16

    Default Re: Call to Arms - Crusader States Roster (Now recruiting) (WIP)

    Quote Originally Posted by Hospitallers Kane View Post
    Edit : pisan and geonese sailors gone
    Aw

  17. #17

    Default Re: Call to Arms - Crusader States Roster (Now recruiting) (WIP)

    Quote Originally Posted by bane_tw View Post
    Aw
    ha all they seem to do is die anyway but when this is released finally you will have a faction containing all the knights of your wildest dreams im still looking for possibly more units to add
    Edit: Also Free company units will not be removed as they are some of my favourite units Templar squires have also gone now
    Edit: Id also like to include this http://www.totalwar.honga.net/unit.p...=CE_Wagon_Fort
    anybody know if its possible?
    Last edited by Hospitallers Kane; October 09, 2010 at 04:01 AM. Reason: spelling
    God dam, I wish Boromir survived


  18. #18

    Default Re: Call to Arms - Crusader States Roster (Now recruiting-Moddler Required) (WIP)

    How about the Teutonic units/guild become(s) available at the founding of the order

  19. #19

    Default Re: Call to Arms - Crusader States Roster (Now recruiting-Moddler Required) (WIP)

    Quote Originally Posted by Hospitallers Kane View Post
    Edit: Id also like to include this http://www.totalwar.honga.net/unit.p...=CE_Wagon_Fort
    anybody know if its possible?
    Yes it's possible but is a bit tough for you right now. First complete the list of objectives that u have and release it and later on you can work it's next version cantoning the typical stuff.

    Quote Originally Posted by rockman4417 View Post
    How about the Teutonic units/guild become(s) available at the founding of the order
    That can also be done with a simple script.
    Last edited by Ishan; October 09, 2010 at 06:47 PM.

  20. #20

    Default Re: Call to Arms - Crusader States Roster (Now recruiting-Moddler Required) (WIP)

    I hope to start working properly on this after my moped test.
    God dam, I wish Boromir survived


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