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Thread: Help with creation of new unit?!?

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  1. #1

    Icon5 Help with creation of new unit?!?

    Hi everyone, I'm fairly (I say fairly, I mean very) new to modding and have successfully managed to create 5 new units in R:TW along with some other un-important stuff. I then decided I'd buy M2:TW, so I downloaded it off of steam. After playing 20 hours of that (and some of kingdoms) I decided I'd create some units for m2:tw. After reading Mythic_Commadore's tutorial (thanks alot for that ) i created my own similar unit to his. I have quadruple checked all my scripting and have done everything the tutorial said but for some reason my unit isnt showing up on custom battles. i found a post which mentioned something about strings.bin files not creating themselves again so i had to follow that. it worked and solved my problem but still nothing on the custom battle? no unit card, description etc.

    Could somebody please help me? I would really appreciate it and love the hell out of you/them.

    Thanks.

  2. #2

    Default Re: Help with creation of new unit?!?

    Post all the entries you made to put this new unit in game, lets start from there.

  3. #3
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    Default Re: Help with creation of new unit?!?

    The unit only needs ownership for the faction in question to be available in custom battles.

  4. #4

    Default Re: Help with creation of new unit?!?

    This is all thats in my export_descr_units file.

    type danish axe warriors
    dictionary danish_axe_warriors ; Danish Axe Warriors
    category infantry
    class heavy
    voice_type Heavy
    accent East_European
    banner faction main_infantry
    banner holy crusade
    soldier Viking_Raiders_ug1, 12, 0, 1.2
    officer norse_swordsmen_ug2
    attributes sea_faring, hide_improved_forest, very_hardy, can_withdraw,
    frighten_foot, hide_anywhere
    formation 1.2, 1.2, 2.4, 2.4, 4, square, shield_wall
    stat_health 1, 0
    stat_pri 24, 12, no, 0, 0, melee, melee_blade, slashing, axe, 25, 2
    ;stat_pri_ex 0, 0, 0
    stat_pri_attr ap, area, launching
    stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 25, 1
    ;stat_sec_ex 0, 0, 0
    stat_sec_attr no
    stat_pri_armour 7, 17, 13, flesh
    ;stat_armour_ex 0, 2, 3, 5, 3, 8, 8, flesh
    stat_sec_armour 0, 0, flesh
    stat_heat 4
    stat_ground 1, -2, 3, 4
    stat_mental 10, disciplined, highly_trained
    stat_charge_dist 40
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 800, 103, 65, 150, 800, 2, 300
    armour_ug_levels 0
    armour_ug_models Viking_Raiders
    ownership denmark
    era 0 denmark
    era 1 denmark
    era 2 denmark
    ;unit_info 7, 0, 11

    As I said, very similar to the tutorials guide.
    This is whats in my export_units file in the text folder:


    {danish_axe_warriors}Danish Axe Warriors
    {danish_axe_warriors_descr}Danish Axe Warriors are one of the most powerful of the Danish fighters. Only myth and legend are what these men are known for, shrouded in mystery...
    {danish_axe_warriors_descr_short}Danish Axe Warriors are extremely powerful axe-armed fighters.

    and i have just copied and pasted the Viking Raider pictures and renamed them in both UI unit picture card folders
    Last edited by R4di0aCtiV3Fish; January 21, 2011 at 12:08 PM.

  5. #5
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    Default Re: Help with creation of new unit?!?

    Looks OK. Did you read the readme for the unpacker?

  6. #6

    Default Re: Help with creation of new unit?!?

    Quote Originally Posted by Taiji View Post
    Looks OK. Did you read the readme for the unpacker?
    Yeah, I unpack all the files and read the readme about 5 times, I also read the strings.bin converter readme about 15 times as I didn't understand what to do in the first place, but everything seems fine, the units just dont work...?

  7. #7

    Default Re: Help with creation of new unit?!?

    Well, I realised how stupid I am, after browsing the forums, I came across the repeated file of mymod. So, in order to make my own units work do I have to copy everything from the original data folder into another data folder in the folder mymod in the folder mods? this would be the same for anything (buildings, factions etc)..?

  8. #8
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    Default Re: Help with creation of new unit?!?

    From the readme:

    Code:
    ______________________________________________________________________
    
    V. USING MODIFIED FILES
    ______________________________________________________________________
    
    
    -  To use the modified files create a batch file in your 
       Medieval II: Total War folder
       
    -  In the batch file add the following line
       
       medieval2.exe --io.file_first
       
    -  NOTE: Due to a timestamp check, the following unpacked files will
       cause the game to crash and must be deleted before the game is
       launched:
    
    	data\descr_geography_new.txt
            data\descr_geography_new.db
    
    -  Save the batch file and then launch Medieval II: Total War using the
       newly created batch file.
    You don't have to make a modfolder, but you do have to do that.

  9. #9

    Default Re: Help with creation of new unit?!?

    Thank You!! I just read Alpaca's guide and I can either make a modfolder (he recommends it) or do the -io file thing. I'll go ahead and do that and see if it works. Thanks alot +rep to you and Alpaca!

  10. #10
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    Default Re: Help with creation of new unit?!?

    Most welcome

  11. #11

    Default Re: Help with creation of new unit?!?

    Thanks, now I've followed Alpaca's guide to creating a mymod folder. everything works except for the fact that i can't launch the .bat file. someone told someone with the same problem to change the launch options to @mymod.cfg. So i did this but i think Kingdoms may be effecting this. because i try to launch the game from both the .bat file and steam launcher, but it only presents me with M2TW or the Kingdoms campaigns, which i know doesnt work unless you delete the medieval2.exe and launcher.exe and change kingdoms.exe to launcher.exe. Do i have to do something similar for my mod to work?

  12. #12
    irishron's Avatar Cura Palatii
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    Default Re: Help with creation of new unit?!?

    Take the .cfg out of my mod and adapt it.

  13. #13

    Default Re: Help with creation of new unit?!?

    what do you mean adapt?

    sorry about the noobness..
    Last edited by R4di0aCtiV3Fish; January 21, 2011 at 04:01 PM.

  14. #14
    irishron's Avatar Cura Palatii
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    Default Re: Help with creation of new unit?!?

    In the file, replace the name of my mod with yours.

    You will have to do it to the .bat file, too, if you have not already.

  15. #15

    Default Re: Help with creation of new unit?!?

    Yeah but the name of my mod is mymod. it still just doesnt work. i tried installing squids kingdoms mod application but it didnt work for that either...?

  16. #16

    Default Re: Help with creation of new unit?!?

    Is your mod kingdoms based or medieval 2 based?

  17. #17

    Default Re: Help with creation of new unit?!?

    medieval based

    it not really a mod just more of a...change the campaign with new units and buildings-mod

  18. #18

    Default Re: Help with creation of new unit?!?

    So if you are modifying the unpacked vanilla then simply put the IO command in the main .cfg file and be done with it.

  19. #19

    Default Re: Help with creation of new unit?!?

    okay, thanks alot!

  20. #20
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Help with creation of new unit?!?











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