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  1. #1
    Jools_Jops's Avatar Libertus
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    Icon5 Editing factions buildable units

    Is there a thread somewhere that tells you how to make all units/different units available to other factions who cant normally build them? Like giving longbows to the scottish?

    i tried searching but i need some specific advice. is it as simple as making papal states playable... like do you only need to edit some txt files and add whatever faction you want?

    thanks.
    In the year of Four Kings, Rothgar and Wulfric were laid to rest.
    Heroes in the war against the Moorwens.
    And Kainan, once a stranger to us, became king.

    He took for himself a wife and a boy, who became as his own son.

    But only I knew his secret.
    That the gods had sent us Kainan.
    And when it came time to return to them...


    ...he chose to stay with us instead.

  2. #2
    Shiina's Avatar Tiro
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    Default Re: Editing factions buildable units

    go to export_descr_units and search for longbowmen add the scottish to the longbowmen right behind england, then go to export_descr_buildings and search for longbowmen and put scotland behind england for all archery range building.

    EDIT: I just don't know wheter the longbowmen will have textures and you will get some weird peasant icon instead of the longbowmen picture
    Last edited by Shiina; December 27, 2010 at 02:36 PM.

  3. #3

    Default Re: Editing factions buildable units

    Quote Originally Posted by Jools_Jops View Post
    Is there a thread somewhere that tells you how to make all units/different units available to other factions who cant normally build them? Like giving longbows to the scottish?

    i tried searching but i need some specific advice. is it as simple as making papal states playable... like do you only need to edit some txt files and add whatever faction you want?

    thanks.
    Just download Grand unit addon mod and it will save you from all the modding.

  4. #4
    Jools_Jops's Avatar Libertus
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    Default Re: Editing factions buildable units

    Quote Originally Posted by Shiina View Post
    go to export_descr_units and search for longbowmen add the scottish to the longbowmen right behind england, then go to export_descr_buildings and search for longbowmen and put scotland behind england for all archery range building.

    EDIT: I just don't know wheter the longbowmen will have textures and you will get some weird peasant icon instead of the longbowmen picture
    yeah i read something similar to this in another thread, where do i find this file to edit? i read something about unpacking game files.... is this right?


    Quote Originally Posted by Ishan View Post
    Just download Grand unit addon mod and it will save you from all the modding.
    what does that actually do? does it just add kingdoms unit to the regular M2TW campaign? you see im not too bothered about the kingdoms units.... i just want to change what units each faction can build in the M2TW grand campaign. so like making mercenary monster bombards a buildable unit for all factions instead of just a recruitable mercenary unit. can it do that too?

    i already have the retrofit mod installed.
    In the year of Four Kings, Rothgar and Wulfric were laid to rest.
    Heroes in the war against the Moorwens.
    And Kainan, once a stranger to us, became king.

    He took for himself a wife and a boy, who became as his own son.

    But only I knew his secret.
    That the gods had sent us Kainan.
    And when it came time to return to them...


    ...he chose to stay with us instead.

  5. #5

    Default Re: Editing factions buildable units

    Grand Unit Addon Mod
    ^Here you download it and see it yourself and if it doesn't gives you what you want then we can see it from modding angle.

  6. #6
    Jools_Jops's Avatar Libertus
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    Default Re: Editing factions buildable units

    Quote Originally Posted by Ishan View Post
    Grand Unit Addon Mod
    ^Here you download it and see it yourself and if it doesn't gives you what you want then we can see it from modding angle.
    well according to the faq this mod just adds alot of content from kingdoms to the original M2TW campaign game and also some units that were left out of the original. i dont really want to mod my entire game with brand new units and new textures and skins.

    i like the retrofit mod the way it is, i just want to make faction specific units available to other factions without wrecking my game. but im not sure which files i need to edit or where i can find them to make this possible.
    In the year of Four Kings, Rothgar and Wulfric were laid to rest.
    Heroes in the war against the Moorwens.
    And Kainan, once a stranger to us, became king.

    He took for himself a wife and a boy, who became as his own son.

    But only I knew his secret.
    That the gods had sent us Kainan.
    And when it came time to return to them...


    ...he chose to stay with us instead.

  7. #7
    Praeses
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    Default Re: Editing factions buildable units

    The EDU and the EDB are the files you'll need to edit IIRC.

    To do that though, you'll need to unpack the game.

    EDU = export_descr_unit.txt

    EDB = export_descr_building.txt

  8. #8
    Jools_Jops's Avatar Libertus
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    Default Re: Editing factions buildable units

    Quote Originally Posted by Visorslash View Post
    The EDU and the EDB are the files you'll need to edit IIRC.

    To do that though, you'll need to unpack the game.

    EDU = export_descr_unit.txt

    EDB = export_descr_building.txt

    when i try and do this i get a warning saying it could make the game unplayable.... i want to avoid having to reinstall everything if i can help it.

    also where do the files even extract to? it just says "do you want to do this y/n"
    In the year of Four Kings, Rothgar and Wulfric were laid to rest.
    Heroes in the war against the Moorwens.
    And Kainan, once a stranger to us, became king.

    He took for himself a wife and a boy, who became as his own son.

    But only I knew his secret.
    That the gods had sent us Kainan.
    And when it came time to return to them...


    ...he chose to stay with us instead.

  9. #9
    Shiina's Avatar Tiro
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    Default Re: Editing factions buildable units

    the files just extract in your m2tw folder, you might want to try making a modfolder put the map world in it and the EDB & EDU.
    you also have to change your preference files to use your modded files.

    [io]
    file_first = true

    and you should delete two files don't know which two anymore but it says which two in the readme for the unpacker

  10. #10
    Jools_Jops's Avatar Libertus
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    Default Re: Editing factions buildable units

    when i extracted everything my game broke. i could still get on the campaign map and everything but everytime i get into a battle i just get crash to desktop before i get into the battle map. had to re-install to fix it.

    is there a way of using the extractor without wrecking the game? or was i not doing it right?

    also i dont have the actual game discs, i got this on steam so the directories are a little different kindof... everything is in the steam folder
    In the year of Four Kings, Rothgar and Wulfric were laid to rest.
    Heroes in the war against the Moorwens.
    And Kainan, once a stranger to us, became king.

    He took for himself a wife and a boy, who became as his own son.

    But only I knew his secret.
    That the gods had sent us Kainan.
    And when it came time to return to them...


    ...he chose to stay with us instead.

  11. #11
    Shiina's Avatar Tiro
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    Default Re: Editing factions buildable units

    In the read me fro mthe unpacker tool it says you have to delete two files you should delete those otherwise you can'r fight and the game crashes.

  12. #12

    Default Re: Editing factions buildable units

    Do we really need to unpack the whole thing into the game directory? I've unpacked it to another directory, copied the files I wish to mod and set the file_first switch on the config file and it still works for me.

  13. #13

    Default Re: Editing factions buildable units

    Quote Originally Posted by painter View Post
    Do we really need to unpack the whole thing into the game directory? I've unpacked it to another directory, copied the files I wish to mod and set the file_first switch on the config file and it still works for me.
    No you don't have to and you are right that's the clean way to mod & if interested there is tutorial for specific unpacking in my sig.

  14. #14

    Default Re: Editing factions buildable units

    You won't be able to add units to a faction that doesn't have a texture file for it.

    The easiest way is to allow the faction to recruit a mercenary unit. So, you could give Scotland "Welsh Longbows" which are mercs, so they will have an icon and in battle and the standard 'merc' tunics...

    if you try to give a faction like scotland, longbowmen -- they won't have an icon, and in battle they will appear as a silver unit.

    Just add the faction you want in the desrc_unit file, and then add that unit to a building for the faction in "Descr_Buildings" -- in the data folder. Be careful with some units, like Swiss Pikemen - there are two ,, one is for hte rebels and one is a mercenary units... make sure to find the actual name, usually the merc units will say "Merc" on the end.

    For my game, I gave poland and hungary Flagellants, Milan can recruit Swiss Pikemen, Denmark can recruit Flemish Pikemen, Scotland can recruit Mercenary Crossbowmen, Sicily can recruit Catalans, Egypt can recruit Bedouin Camel Riders, Bedouin Cavalry (at the race track), and Sudanese Tribesmen Mercs, Byzantium can recruit Alan cavalry, Hungary can recruit Bulgarian Brigands, and France can recruit Voulgier and Feudal knights one much sooner than normaly.

  15. #15
    Jools_Jops's Avatar Libertus
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    Default Re: Editing factions buildable units

    Quote Originally Posted by Shiina View Post
    In the read me fro mthe unpacker tool it says you have to delete two files you should delete those otherwise you can'r fight and the game crashes.
    oh right, i didnt check that.

    Quote Originally Posted by PrestigeX View Post
    You won't be able to add units to a faction that doesn't have a texture file for it.

    The easiest way is to allow the faction to recruit a mercenary unit. So, you could give Scotland "Welsh Longbows" which are mercs, so they will have an icon and in battle and the standard 'merc' tunics...

    if you try to give a faction like scotland, longbowmen -- they won't have an icon, and in battle they will appear as a silver unit.

    Just add the faction you want in the desrc_unit file, and then add that unit to a building for the faction in "Descr_Buildings" -- in the data folder. Be careful with some units, like Swiss Pikemen - there are two ,, one is for hte rebels and one is a mercenary units... make sure to find the actual name, usually the merc units will say "Merc" on the end.

    For my game, I gave poland and hungary Flagellants, Milan can recruit Swiss Pikemen, Denmark can recruit Flemish Pikemen, Scotland can recruit Mercenary Crossbowmen, Sicily can recruit Catalans, Egypt can recruit Bedouin Camel Riders, Bedouin Cavalry (at the race track), and Sudanese Tribesmen Mercs, Byzantium can recruit Alan cavalry, Hungary can recruit Bulgarian Brigands, and France can recruit Voulgier and Feudal knights one much sooner than normaly.
    ok cool thanks for explaining that.
    In the year of Four Kings, Rothgar and Wulfric were laid to rest.
    Heroes in the war against the Moorwens.
    And Kainan, once a stranger to us, became king.

    He took for himself a wife and a boy, who became as his own son.

    But only I knew his secret.
    That the gods had sent us Kainan.
    And when it came time to return to them...


    ...he chose to stay with us instead.

  16. #16

    Default Re: Editing factions buildable units

    Quote Originally Posted by Jools_Jops View Post
    oh right, i didnt check that.



    ok cool thanks for explaining that.

    No problem, just don't try making too many alterations all at once because it could cause the game to crash before even loading and you'd have a hard time figuring out why. While a slow way just do alterations one at a time = Add a unit for a faction, and the building, see if it loads, and then go back and add another. That way if you added something in the wrong spot you can easily fix it.

    I found that some units cannot be recruited in a city -- like flemish and swiss pikemen, I wanted to have them recruited in a city but it would't work -- having them recruited in a castle was fine though.

    You can also edit the cost and upkeep of a unit in the desrc_unit file.. at the top of the file it explains what all the different stats and numbers mean. So if you wanted Scotland to have merc longbows/crossbows you could alter the upkeep cost as mercenaries almost always have highly inflated upkeep =)

  17. #17

    Default Re: Editing factions buildable units

    First rule of modding always make a backup before you fiddle with those files.

    And it's export_descr_unit.txt aka EDU file not desrc_unit.

  18. #18
    Jools_Jops's Avatar Libertus
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    Default Re: Editing factions buildable units

    ok still having some problems. the stuff that needs editing on the EDU is easy to do because of everything you guys said here plus it tells you at the top of the text document what everything means.

    ...but once ive edited ownership and everything else for a unit.... what do i need to edit on the export_descr_buildings file to make the units buildable/trainable?

    theres no guide/key on that document to explain what the different values mean.




    so: "recruit_pool "Mongol Heavy Lancers" 1 0.4 3 0 requires factions { mongols, timurids, } "

    im guessing means the factions mongols and timurids can recruit those units but what do the numbers mean?

    also for the line: "citadel castle requires factions { northern_european......etc"

    does that mean any units you add to this list will be recruitable in a citadel by those factions? or do you need to make them recruitable from a specific building like a barracks or town square or something?
    In the year of Four Kings, Rothgar and Wulfric were laid to rest.
    Heroes in the war against the Moorwens.
    And Kainan, once a stranger to us, became king.

    He took for himself a wife and a boy, who became as his own son.

    But only I knew his secret.
    That the gods had sent us Kainan.
    And when it came time to return to them...


    ...he chose to stay with us instead.

  19. #19

    Default Re: Editing factions buildable units


    To Mod Workshop>Text Editing & Scripting section. Please don't discuss modding in general discussion.

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