Results 1 to 16 of 16

Thread: Cheats and SS 6.3

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default Cheats and SS 6.3

    I'm not sure if my question is worthy of a new thread, but I will start one anyway. It concerns the cheat codes for this game and it's affect on this mod. Here is my question.

    Is there a list of unit names that can be used with the create unit cheat? I've tried to input the screen names for certain units into the cheat function create_unit "City Name""Unit Name" xxxx (where x is the experience and weapons values). As expected, the name of the unit is not recognized by the game because the SS mod has changed it. Now I've read elsewhere that the export_descr_unit.txt file is supposed to display the real name of the unit, but I've tried that and the game still doesn't recognize it.

    Here is an example of what I'm talking about.

    Cheat function within console: create_unit Frankfurt "Feudal Foot Knights" 4 9 3 3 (The name Feudal Foot Knights is not recognized by the game because it's been changed by the SS mod.)
    Same cheat function: create_unit Frankfurt "Dismounted Feudal Knights" 4 9 3 3 (Four Feudal Knights show up in Frankfurt with the altered unit values applied.)

    As I've stated before, I've tried this with other names and the cheat won't work. Where can I go to find the actual unit names?

    Thanks

  2. #2

    Default Re: Cheats and SS 6.3

    Quote Originally Posted by bobster1 View Post
    Where can I go to find the actual unit names?
    Medieval II Total War\mods\SS6.3\data\text\export_units.txt file.
    The names inside the {blah blah} brackets in this file are the actual names so type that without "_".

  3. #3

    Default Re: Cheats and SS 6.3

    Thanks for the instruction, but some of the units still won't show up after I entered the cheat code. As far the quotations marks are concerned, I think they're required when using the console. I'll keep trying, though.

  4. #4
    Meneth's Avatar I mod, therefore I am
    Join Date
    Jul 2010
    Location
    Oslo, Norway
    Posts
    5,531

    Default Re: Cheats and SS 6.3

    He meant that you have to remove the underscores.
    Quotation marks are needed in the unit name is 2 words or more.

  5. #5

    Default Re: Cheats and SS 6.3

    Thanks, I should've known that. Anyway, I've been trying out the create unit cheat code with the list that Ishan pointed me to, and some units show up, but I found something interesting. Instead of trying to explain this weird phenomenon, I'll post a screenshot and hope that it works. (This is my first pic on this forum, so bear with me.)
    Attachment 120604

    As you can see, I have the cavalry from outerspace. This is the Christian Guard Cavalry unit that showed up when I used the create unit cheat code. Although they look cool, I know that this is a texture error. Any thoughts on what could cause this?

  6. #6

    Default Re: Cheats and SS 6.3

    This happens when a faction doesn't have the ownership of that unit like Scotland for longbowmen etc.

  7. #7
    Paladin94610's Avatar Senator
    Join Date
    May 2010
    Location
    A Motte & Bailey
    Posts
    1,035

    Default Re: Cheats and SS 6.3

    Quote Originally Posted by Ishan View Post
    This happens when a faction doesn't have the ownership of that unit like Scotland for longbowmen etc.
    Wrong. Longbowmen are AOR unit in 6.3.
    Formerly Iberia Auxilia


  8. #8

    Default Re: Cheats and SS 6.3

    Quote Originally Posted by Iberia Auxilia View Post
    Wrong. Longbowmen are AOR unit in 6.3.
    It's a general statement.

  9. #9
    Paladin94610's Avatar Senator
    Join Date
    May 2010
    Location
    A Motte & Bailey
    Posts
    1,035

    Default Re: Cheats and SS 6.3

    Quote Originally Posted by Ishan View Post
    It's a general statement.
    Yeah. I knew. Just kidding you.
    Formerly Iberia Auxilia


  10. #10

    Default Re: Cheats and SS 6.3

    Yeah, I found that out too. I'm currently playing as the Holy Roman Empire, and I'm using the cheat codes to get Longbowmen. The unit cards for the bowmen show up correctly in the settlement recruitment panel, and the characters themselves are fully textured in battle, but that brings up a question. Is there a way to get around this ownership thing so that all units in the game will have the correct unit cards, and will appear fully textured in battle?

  11. #11

    Default Re: Cheats and SS 6.3

    did you get the cheat to work? i typed create_unit Bergen Elephant_Rocketeer and i got unit type not recognised, i typed the same name that was in export_units.txt,

  12. #12
    Meneth's Avatar I mod, therefore I am
    Join Date
    Jul 2010
    Location
    Oslo, Norway
    Posts
    5,531

    Default Re: Cheats and SS 6.3

    That unit isn't in SS.
    Export_units has some artifacts. It even has entries for Aztec units.

  13. #13

    Default Re: Cheats and SS 6.3

    oh okey, but it is just choose a unit from there to make? or did i choose wrong txt to choose from?

  14. #14

    Default Re: Cheats and SS 6.3

    Quote Originally Posted by KrisH View Post
    oh okey, but it is just choose a unit from there to make? or did i choose wrong txt to choose from?
    Basically there are two files one is in SS6.3\data folder (1.export_descr_unit.txt) while other is in SS6.3\data\text folder (2.export_units.txt).

    The first one has the information that is required by the game to run that is all the technical info on units. While the second one has the descriptions of all the units that is all text info.

    Now SS team hasn't updated the 2nd file as it's not required and has left some leftovers of the units that don't exist no more.

    So you choose the wrong text or unit_name.

  15. #15

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •