Re: Call to Arms - Crusader States Rooster (Now recruiting) (WIP)
Originally Posted by rockman4417
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?
Re: Call to Arms - Crusader States Rooster (Now recruiting) (WIP)
Originally Posted by Hospitallers Kane
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.
Re: Call to Arms - Crusader States Rooster (Now recruiting) (WIP)
Originally Posted by rockman4417
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.
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.
Re: Call to Arms - Crusader States Rooster (Now recruiting) (WIP)
Originally Posted by Meneth
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
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....
Re: Call to Arms - Crusader States Roster (Now recruiting) (WIP)
Originally Posted by Meneth
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....
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.
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.
export_descr_unit.txt (Can be found in mods\SS6.3\data folder)
export_descr_buildings.txt (Can be found in mods\SS6.3\data folder)
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.
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)
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.
Re: Call to Arms - Crusader States Roster (Now recruiting) (WIP)
Originally Posted by bane_tw
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
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.
Originally Posted by rockman4417
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.