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  1. #1

    Default Events Required for Units

    I know somewhere there is a post on how to reference the unit file against the building file or something to see what events are needed to recruit certain units but I can't seem to find it. Can anyone give me a link?

  2. #2
    kevindrosario's Avatar Ordinarius
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    Default Re: Events Required for Units

    Couldn't you just Ctrl+F the unit name in EDB?

  3. #3

    Default Re: Events Required for Units

    Check the EDB to see what event is needed, then the events file to see when they happen.

  4. #4

    Default Re: Events Required for Units

    Posted this in another thread, not long ago:
    Quote Originally Posted by PerXX View Post
    To find out for certain, you can try this:

    1: Look in your ...\Medieval II Total War\mods\SS6.3\data\export_descr_unit.txt file, and search for your faction name. That'll show you all units available for them. For instance, England entry Yeoman Archers:
    Spoiler Alert, click show to read: 

    type Yeoman Archers
    dictionary Yeoman_Archers ; Yeoman Archers, lp
    category infantry
    class missile
    voice_type Light
    banner faction main_missile
    banner holy crusade
    soldier Yeoman_Archers, 60, 0, 0.75
    officer northern_captain

    attributes sea_faring, hide_forest, extreme_range, can_withdraw, foot_archers, stakes, stakes
    move_speed_mod 1.05
    formation 1.2, 1.2, 1.8, 1.8, 4, square
    stat_health 1, 2
    stat_pri 7, 1, elite_mass_bodkin_arrow, 234, 50, missile, missile_mechanical, piercing, none, 0, 1
    stat_pri_attr area
    stat_sec 2, 1, no, 0, 0, melee, melee_blade, blunt, mace, 33, 1
    stat_sec_attr ap
    stat_pri_armour 0, 5, 2, flesh
    stat_sec_armour 0, 0, flesh
    stat_heat 2
    stat_ground 1, -1, 3, 1
    stat_mental 13, normal, trained
    stat_charge_dist 6
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 6, 1200, 350, 75, 55, 950, 4, 160
    armour_ug_levels 0, 1, 4
    armour_ug_models Yeoman_Archers, Yeoman_Archers_ug1, Yeoman_Archers_ug2
    ownership england, slave
    era 1 england
    recruit_priority_offset 35


    Then go to the ...\Medieval II Total War\mods\SS6.3\data\export_descr_buildings.txt, and searcg for "Yeoman Archers"
    Spoiler Alert, click show to read: 

    recruit_pool "Yeoman Archers" 1 0.84 3 0 requires factions { england, } and event_counter FULL_PLATE_ARMOR 1


    This tells us that this entry of Yeoman Archers require the event FULL_PLATE_ARMOR before being available.

    Finally, go to ...\Medieval II Total War\mods\SS6.3\data\world\maps\campaign\imperial_campaign\descr_events.txt and search for FULL_PLATE_ARMOR
    Spoiler Alert, click show to read: 


    event historic FULL_PLATE_ARMOR
    date 280 300

    This tells us that the Full plate armor event happens somewhere between 280 and 300 years into the campaign. (This is from the Early Campaign)


    So, after 280-300 years into the Early Campaign, the English will be able to recruit Yeoman Archers.
    Hope this helps a bit

  5. #5

    Default Re: Events Required for Units

    Thank you, that's what I was looking for. Another thread had a link to it but I couldn't find it.

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