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  1. #1

    Default Removing Secondary Weapons and Fire by Rank

    By the assistance of Ishan, who I thank many time over for his seemingly endless wisdom on all things Medieval II related, I have started this thread.




    شيهنشا ه گير ٹ

  2. #2

    Default Re: Removing Secondary Weapons and Fire by Rank

    Oh the thing he wants is remove fire by rank thing in gun units and and remove secondary weapon that pikemen carry that is sword.
    I'm a bit tired now but in the morning i'll attend to it and tell you in detail on how to do it.

  3. #3
    Silverheart's Avatar Domesticus
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    Default Re: Removing Secondary Weapons and Fire by Rank

    I´m looking forward to this.
    I´ve been annoyed by the performance of Pike- and Gunmen for a long time ^::^
    Heart of silver, Mind of gold
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  4. #4

    Default Re: Removing Secondary Weapons and Fire by Rank

    Same. But this should make portugal late armies quite scary.

    Last time then I tried to remove fire by rank atribute my game stuck..

  5. #5

    Default Re: Removing Secondary Weapons and Fire by Rank

    Quote Originally Posted by ... where did it run? View Post
    Same. But this should make portugal late armies quite scary.

    Last time then I tried to remove fire by rank atribute my game stuck..

    One more thing. Could the same thing be done with halbreds?




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  6. #6
    Civis
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    Default Re: Removing Secondary Weapons and Fire by Rank

    I don't really understand ...
    You want pikemen to have only long pike when fighting ? And have musket men as deadly as riflemen (I mean they don't rotate and wait, wait, wait) ?
    If yes click on the spoiler :

    Spoiler Alert, click show to read: 
    for secondary weapons :
    in export_descr_unit.txt remove the secondary weapon, exemple :
    Code:
    type             Igunisis Pike
    dictionary       Igunisis_Pike                      ; Igunisis Pike
    category         infantry
    class            spearmen
    voice_type       Heavy
    banner faction   main_spear
    banner holy      crusade
    soldier          igunisis_pike_1, 80, 0, 1
    attributes       sea_faring, hide_forest, hardy, can_withdraw, pike, frighten_mounted
    move_speed_mod     0.85
    formation        0.9, 0.3, 2, 2, 5, square, phalanx
    stat_health      1, 0
    stat_pri         11, 2, no, 0, 0, melee, melee_blade, piercing, spear, 25, 1
    stat_pri_attr    spear, long_pike, spear_bonus_12
    stat_sec         0, 0, no, 0, 0, no, melee_simple, blunt, none, 25, 1
    stat_sec_attr    no
    stat_pri_armour  6, 6, 0, metal
    ;stat_armour_ex   8, 9, 0, 0, 4, 0, 0, metal
    stat_sec_armour  0, 0, flesh
    stat_heat        6
    stat_ground      1, -2, 3, 2
    stat_mental      12, disciplined, highly_trained
    stat_charge_dist 30
    stat_fire_delay  0
    stat_food        60, 300
    stat_cost        1, 515, 340, 105, 80, 810, 4, 140
    armour_ug_levels 0, 1, 2, 3
    armour_ug_models igunisis_pike_1, igunisis_pike_2, igunisis_pike_3, igunisis_pike_4
    ownership        venice
    era 0            venice
    era 1            venice
    era 2            venice
    ;unit_info        11, 0, 12
    recruit_priority_offset    15


    The red lines means no secondary weapons.



    For the fire_by_rank remove in the attributes line, if you have correct animations, you'll have deadly musketeers, for the exemple here, an army of 1K musket can beat a 5K army of imperial knight at foot :
    Code:
    type             Igunisis Musketeers
    dictionary       Igunisis_Musketeers      ; Igunisis Musketeers
    category         infantry
    class            missile
    voice_type       Light
    banner faction   main_missile
    banner holy      crusade
    soldier          igunisis_musketeers_1, 40, 0, 1
    attributes       sea_faring, very_hardy, can_withdraw, gunpowder_unit, fire_by_rank, stakes, command, cannot_skirmish
    formation        0.1, 0.2, 1.2, 1.2, 2, square, shield_wall
    stat_health      2, 0
    stat_pri         21, 1, musket_bullet, 200, 60, missile, missile_gunpowder, piercing, none, musket_shot_set, 25, 1
    ;stat_pri_ex      0, 0, 20
    stat_pri_attr    ap
    stat_sec         9, 5, no, 0, 0, melee, melee_blade, piercing, sword, 25, 0.3
    ;stat_sec_ex      0, 0, 0
    stat_sec_attr    ap
    stat_pri_armour  3, 7, 0, flesh
    ;stat_armour_ex   0, 2, 0, 0, 5, 0, 0, flesh
    stat_sec_armour  0, 0, flesh
    stat_heat        1
    stat_ground      1, -2, 3, 4
    stat_mental      17, disciplined, highly_trained
    stat_charge_dist 40
    stat_fire_delay  0
    stat_food        60, 300
    stat_cost        2, 960, 120, 35, 40, 960, 4, 250
    armour_ug_levels 0, 1, 2, 3
    armour_ug_models igunisis_musketeers_1, igunisis_musketeers_2, igunisis_musketeers_3, igunisis_musketeers_4
    ownership        venice
    era 0            venice
    era 1            venice
    era 2            venice
    ;unit_info        12, 17, 14
    recruit_priority_offset    40

  7. #7

    Default Re: Removing Secondary Weapons and Fire by Rank

    Quote Originally Posted by Dwaine View Post
    I don't really understand ...
    You want pikemen to have only long pike when fighting ? And have musket men as deadly as riflemen (I mean they don't rotate and wait, wait, wait) ?
    If yes click on the spoiler :

    Spoiler Alert, click show to read: 

    for secondary weapons :
    in export_descr_unit.txt remove the secondary weapon, exemple :
    Code:
    type             Igunisis Pike
    dictionary       Igunisis_Pike                      ; Igunisis Pike
    category         infantry
    class            spearmen
    voice_type       Heavy
    banner faction   main_spear
    banner holy      crusade
    soldier          igunisis_pike_1, 80, 0, 1
    attributes       sea_faring, hide_forest, hardy, can_withdraw, pike, frighten_mounted
    move_speed_mod     0.85
    formation        0.9, 0.3, 2, 2, 5, square, phalanx
    stat_health      1, 0
    stat_pri         11, 2, no, 0, 0, melee, melee_blade, piercing, spear, 25, 1
    stat_pri_attr    spear, long_pike, spear_bonus_12
    stat_sec         0, 0, no, 0, 0, no, melee_simple, blunt, none, 25, 1
    stat_sec_attr    no
    stat_pri_armour  6, 6, 0, metal
    ;stat_armour_ex   8, 9, 0, 0, 4, 0, 0, metal
    stat_sec_armour  0, 0, flesh
    stat_heat        6
    stat_ground      1, -2, 3, 2
    stat_mental      12, disciplined, highly_trained
    stat_charge_dist 30
    stat_fire_delay  0
    stat_food        60, 300
    stat_cost        1, 515, 340, 105, 80, 810, 4, 140
    armour_ug_levels 0, 1, 2, 3
    armour_ug_models igunisis_pike_1, igunisis_pike_2, igunisis_pike_3, igunisis_pike_4
    ownership        venice
    era 0            venice
    era 1            venice
    era 2            venice
    ;unit_info        11, 0, 12
    recruit_priority_offset    15


    The red lines means no secondary weapons.



    For the fire_by_rank remove in the attributes line, if you have correct animations, you'll have deadly musketeers, for the exemple here, an army of 1K musket can beat a 5K army of imperial knight at foot :
    Code:
    type             Igunisis Musketeers
    dictionary       Igunisis_Musketeers      ; Igunisis Musketeers
    category         infantry
    class            missile
    voice_type       Light
    banner faction   main_missile
    banner holy      crusade
    soldier          igunisis_musketeers_1, 40, 0, 1
    attributes       sea_faring, very_hardy, can_withdraw, gunpowder_unit, fire_by_rank, stakes, command, cannot_skirmish
    formation        0.1, 0.2, 1.2, 1.2, 2, square, shield_wall
    stat_health      2, 0
    stat_pri         21, 1, musket_bullet, 200, 60, missile, missile_gunpowder, piercing, none, musket_shot_set, 25, 1
    ;stat_pri_ex      0, 0, 20
    stat_pri_attr    ap
    stat_sec         9, 5, no, 0, 0, melee, melee_blade, piercing, sword, 25, 0.3
    ;stat_sec_ex      0, 0, 0
    stat_sec_attr    ap
    stat_pri_armour  3, 7, 0, flesh
    ;stat_armour_ex   0, 2, 0, 0, 5, 0, 0, flesh
    stat_sec_armour  0, 0, flesh
    stat_heat        1
    stat_ground      1, -2, 3, 4
    stat_mental      17, disciplined, highly_trained
    stat_charge_dist 40
    stat_fire_delay  0
    stat_food        60, 300
    stat_cost        2, 960, 120, 35, 40, 960, 4, 250
    armour_ug_levels 0, 1, 2, 3
    armour_ug_models igunisis_musketeers_1, igunisis_musketeers_2, igunisis_musketeers_3, igunisis_musketeers_4
    ownership        venice
    era 0            venice
    era 1            venice
    era 2            venice
    ;unit_info        12, 17, 14
    recruit_priority_offset    40
    Thanks a lot. You have really helped. I might even play as Scotland now.




    شيهنشا ه گير ٹ

  8. #8

    Default Re: Removing Secondary Weapons and Fire by Rank

    Yes i think that's the thing they wanted Dwaine thanks to taking care of it.

    Another thing is since you guys are new to modding then you first need to unpack the game first in order to make there changes on to the export_descr_unit.txt file.

    To unpack Read this awesome and simple tutorial.

    After unpacking is done you make the changes illustrated by Dwaine.

    If you have any problems in doing it then ask here again.

  9. #9
    Civis
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    Default Re: Removing Secondary Weapons and Fire by Rank

    Ok, so the animations I'm talking about are in the banzai animations pack. Kingdoms is ( I think ) required, musketeers become DEADLy, I mean something really big ! If further help is needed, PM me

  10. #10

    Default Re: Removing Secondary Weapons and Fire by Rank

    Concerning the secondary weapon. I have some kind of additional line:

    stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 25, 1
    ;stat_sec_ex 0, 0, 0
    stat_sec_attr no

    What to do with it? or leave it as it is?

    And yes, I still get CTD each time I start costum battle.
    Last edited by ... where did it run?; October 29, 2010 at 05:59 AM.

  11. #11
    Moon's Avatar Centenarius
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    Default Re: Removing Secondary Weapons and Fire by Rank

    Quote Originally Posted by ... where did it run? View Post
    Concerning the secondary weapon. I have some kind of additional line:

    stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 25, 1
    ;stat_sec_ex 0, 0, 0
    stat_sec_attr no

    What to do with it? or leave it as it is?

    And yes, I still get CTD each time I start costum battle.
    As you can see it is commented out so it will not be read by the game engine. If you do the same to the two red highlighted lines it is the same as deleting them, it's much simpler to comment them out rather than to delete as reverting back is made simpler.

  12. #12
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Removing Secondary Weapons and Fire by Rank

    They line is 'commented out' - when a semi colon is put at the the beginning of a line, it is either a comment or\and is not intended to be processed.

    ; this is a comment because of the semi colon
    this will be processed as data input










  13. #13
    Civis
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    Default Re: Removing Secondary Weapons and Fire by Rank

    Huh ? What's wrong with halberd ?
    I mean, I just tested swiss guard, janissary inf, and halberd miltia, thay don't switch weapons, where is the problem ?

  14. #14

    Default Re: Removing Secondary Weapons and Fire by Rank

    Lol, the three you tested use Halberd Primary and Halberd Secondary, or just Secondary in the case of janissary hvy. So in the case of the other two, they do switch weapons, you just dont see it. Halberd Primary is the anim set that's similar to Pike, just shorter strike distances, Halberd Secondary is more like the 2H_Axe.

    So the answer is yes the same can be done for halberds, but you may need to change the battle_models.modeldb enty to 20 MTW2_Halberd_Primary in some case's.

  15. #15

    Default Re: Removing Secondary Weapons and Fire by Rank

    Quote Originally Posted by Eothese View Post
    Lol, the three you tested use Halberd Primary and Halberd Secondary, or just Secondary in the case of janissary hvy. So in the case of the other two, they do switch weapons, you just dont see it. Halberd Primary is the anim set that's similar to Pike, just shorter strike distances, Halberd Secondary is more like the 2H_Axe.

    So the answer is yes the same can be done for halberds, but you may need to change the battle_models.modeldb enty to 20 MTW2_Halberd_Primary in some case's.

    With an answer like that, who can argue? I knew there was something diffrent about their weapons, I just couldn't place my finger on it. Thank you




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