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  1. #1
    Polycarpe's Avatar Back into action!
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    Default Questions regarding mod folder (EDU)

    Hi everyone, I've unpack the British Isles and want to use that folder for my own mini-beta for my mod.
    I follow what we need to do in the medieval2.preference by adding.
    [io]
    file_first = true

    Now, the thing is, that entry disappear everytime I launch the game. So I have to manually add this entry when I change something. My changes work, but when I want to add another thing and launch the game, that entry goes away and my mod aren't there. How can I make this permanent?

    EDIT: Nevermind, forgot to add "read-only" to the file

    Real Questions!
    I would like to add a systemlog to the mod folder. How can I do that?
    Also, I may use the British Isles mod folder but I want to make a copy of it and renaming to WotW and making a stand-alone mod folder.

    Another EDIT: I totally forgot how to create new hidden_resource, I know you need EDB and descr_strats but don'tremember how to do it again
    Thank you.
    Last edited by Polycarpe; April 29, 2011 at 10:22 AM.

  2. #2
    Moon's Avatar Centenarius
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    Default Re: Questions regarding mod folder

    Add this to the top of your cfg, renaming retrofit to whatever you are going to call your mod.

    [log]
    ## log potentially critical errors for debugging
    to = logs/retrofit.log.txt
    level = * trace

    hidden_resource needs descr_regions in the world/maps/base folder

  3. #3
    Polycarpe's Avatar Back into action!
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    Default

    Thank you Moon, a rep for the help.

    But now I'm stuck. Cuz I'm working in the British Isles mod folder (I have a back-up don't worry). How can I create a launcher for the folder if I'll take the British_Isles folder and rename it to wotwb.

    Oh btw, I have another question. I want to remove all the factions that aren't in Britannia (everything, from units to the faction itself). How I have to do it?

    Sweet, 1600th post.
    Last edited by Ishan; April 27, 2011 at 08:43 AM. Reason: Double Post

  4. #4
    Moon's Avatar Centenarius
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    Default Re: Questions regarding mod folder

    Copy the two lines below into notepad and save it as medieval2_wotwb.bat

    cd ..\..
    kingdoms.exe @mods\wotwb\medieval2.wotwb.cfg

    your .cfg file must also be named medieval2.wotwb

    place both files in your wotwb folder.

    As for removing any factions that aren't in Britannia they are only text entries so it's wise to leave alone as it's going to be a nightmare to remove them.

  5. #5
    Polycarpe's Avatar Back into action!
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    Default Re: Questions regarding mod folder

    Weird, it crashes when I laaunch the mod, after the loading screen, it CTD, a small window appears without any writing inside.
    I copy/paste the cfg vanilla file, rename it as medieval2.wotwb.

  6. #6
    Moon's Avatar Centenarius
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    Default Re: Questions regarding mod folder

    My fault, add this to the .cfg then it should work.

    [features]
    ## relative mod path
    mod = mods/wotwb

  7. #7

    Default Re: Questions regarding mod folder

    Quote Originally Posted by St. Polycarpe View Post
    Hi everyone, I've unpack the British Isles and want to use that folder for my own mini-beta for my mod.
    I follow what we need to do in the medieval2.preference by adding.
    [io]
    file_first = true

    Now, the thing is, that entry disappear everytime I launch the game. So I have to manually add this entry when I change something. My changes work, but when I want to add another thing and launch the game, that entry goes away and my mod aren't there. How can I make this permanent?

    EDIT: Nevermind, forgot to add "read-only" to the file
    Real Questions!
    I would like to add a systemlog to the mod folder. How can I do that?
    Also, I may use the British Isles mod folder but I want to make a copy of it and renaming to WotW and making a stand-alone mod folder.
    Don't get into this read only crap download the attachment below in my post and then copy paste the british_isles folder and rename that folder to your own mod that is "WotW"<---Has to exactly like this without quotes. The attachment contains a .cfg file for your mod and a launcher that is a .bat file.
    .cfg file also contains all the logging commands:-
    Code:
    [ai]
    ltgd_logging = true
    
    [log]
    to=logs/log.txt
    level = * trace
    file = game.script* logs/script.log.txt
    file = game.script.exec logs/script.exec.log.txt
    file = game.script.counter logs/script.counter.log.txt
    file = game.script.trigger logs/script.trigger.log.txt
    file = game.script.anc logs/script.anc.log.txt
    file = ai.ltgd logs/ai.log.txt
    Enjoy!

    Quote Originally Posted by St. Polycarpe View Post
    Another EDIT: I totally forgot how to create new hidden_resource, I know you need EDB and descr_strats but don'tremember how to do it again
    Thank you.
    Read this old post of mine when i was telling blip on how to put a new hidden resource and block a building buildable in one settlement only:-
    Quote Originally Posted by Ishan
    ° Ok so let me explain it in detail on how to use hidden resources firstly i checked the the 2 files blip uploaded above.^
    Why the hell u guys are using 2 hidden resources on a Princess or what ever?
    You only need one.

    Now i think your aim is to make the court available only in the capital right?
    So first with a hidden resource u block it.
    Now with that u don't need to block the Princesses with hidden resources etc coz that building can only be made in the capital get it?
    So no need to put hidden resources on princesses. And u only need one line of recruitment with all the factions into it.
    So it's simplifies our equation.

    So your EDB code becomes and guys use codes and spoilers in your posts here so that it doesn't spoils the script spaces etc.:-
    Spoiler Alert, click show to read: 
    Code:
    building royal_court
    {
        levels royal_court
        {
            court requires factions { northern_european, southern_european, eastern_european, greek, } and hidden_resource XY
            {
                capability
                {
                    happiness_bonus bonus 1
    		recruit_pool "Princess"  0   0.2   1  3  requires factions { england, scotland, france,.......& so on }
                }
                material wooden
                construction  1 
                cost  3000 
                settlement_min city
                upgrades
                {
                }
            }
        }
        plugins 
        {
        }
    }

    Now with this what will happen is you can only recruit this lady or whatever lol in only capitals of any faction if u get the hold of it and yes make it more flexible and add in more spice of your own. Imagine u want a princess for a general sitting in Antioch and u are English so u have to get her all the way from London. Guys have some mercy on the lady they get sea sick lol. So if you have like Constantinople in your hands u can import her there. Sounds good to me.

    So now for all the remaining parts:-
    You place the XY in the building court and at the top of EDB in the end also, otherwise it won't work like this:-
    Spoiler Alert, click show to read: 
    Code:
    hidden_resources sparta rome italy america atlantic explorers_guild swordsmiths_guild woodsmens_guild teutonic_knights_chapter_house knights_of_santiago_chapter_house crusade jihad arguin horde_target no_pirates no_brigands aquitaine kaaba holy_sepulchre marshall_antioch marshall_jerusalem edessa XY



    After that save the EDB file. And go to this location:-
    SS6.3\data\world\maps\base
    And open the descr_regions.txt file
    Now open it and here u can see all the settlements that are in game. Now add this hidden resource XY in my case to all the capitals. Like say for London i would do like this:-
    *Tip when in notepad press Ctrl+F that will open the find box and in it type London to go that location directly without looking for it.

    So you will see something like this where the lines in Blue are for hidden resources it contains:-
    Spoiler Alert, click show to read: 
    Code:
    London_Province
    	London
    	england
    	English_Rebels
    	232 41 46
    	atlantic, explorers_guild, woodsmens_guild, XY
    	5
    	4
    	religions { catholic 85 orthodox 0 islam 0 pagan 13 heretic 2 }


    After it close and save it.

    And now we are done we have completely implemented the hidden resource in game. But the game won't recognize this change yet and you have to delete the map.rwm file in the base folder where our descr_regions.txt file is.

    After that launch the game and start new campaign and this will hang your game for like 5-10 secs while it regenerates the map.rwm from the files in the base folder.
    And I think i have told everything in order so it's done, good luck gentlemen.
    If u don't understand any part of it just post a VM and i'll be at your service.

  8. #8
    Polycarpe's Avatar Back into action!
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    Default Re: Questions regarding mod folder

    Thanks for the help Ishan, +rep. How I can tied a systemlog to the mod folder? "À la SS". SS has his own systemlog cuz I think by adding this code it ties to the vanilla systemlog and there's already entries not related to my mod folder. Any thought?

  9. #9

    Default Re: Questions regarding mod folder

    Just change the path of the log file and it will be created there in your case say is WotW then do this:-
    Code:
    [log]
    to=mods/WotW/system.log.txt

  10. #10
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    Default Re: Questions regarding mod folder

    Ah great, time to do heavy modding on codings.

    Since the folder hasn't all the files, the systemlog has so many entries but at least I have one.

  11. #11
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    Default Re: Questions regarding mod folder

    Encountered my first error but there's too much entries and I can't find it.

    How I can lighten the amount of entries cuz almost 90% of them are just saying they transfer something missing into the folder?

    Here's my systemlog as an example.

  12. #12
    Moon's Avatar Centenarius
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    Default Re: Questions regarding mod folder

    These are the ones to correct first,

    [error] Script Error in mods/WotW/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 2159,
    [error] Script Error in mods/WotW/data/descr_rebel_factions.txt, at line 35, column 21
    [error] DATABASE_TABLE error found : unrecognised record id Peasant Crossbowmen requested.

    and there's lots of these as well.

    Spoiler Alert, click show to read: 
    [error] Script Error in mods/WotW/data/world/maps/base/descr_regions.txt, at line 9, column 5
    couldn't find rebel faction(Scots_Rebels), going to set it to (gladiator_uprising)
    Last edited by Moon; April 27, 2011 at 11:02 AM.

  13. #13
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    Default Re: Questions regarding mod folder

    Quote Originally Posted by Moon View Post
    These are the ones to correct first,

    [error] Script Error in mods/WotW/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 2159,
    [error] Script Error in mods/WotW/data/descr_rebel_factions.txt, at line 35, column 21
    [error] DATABASE_TABLE error found : unrecognised record id Peasant Crossbowmen requested.

    and there's lots of these as well.

    Spoiler Alert, click show to read: 
    [error] Script Error in mods/WotW/data/world/maps/base/descr_regions.txt, at line 9, column 5
    couldn't find rebel faction(Scots_Rebels), going to set it to (gladiator_uprising)
    Thanks Moon, normally. where the errors should be find. In the middle, at the beginning or the end.

  14. #14
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    Default Re: Questions regarding mod folder

    Or use 'error]' - That way you don't have to hit 'find next' twice as many times.

  15. #15
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    Default Re: Questions regarding mod folder (EDU)

    Thanks Taji, it really helps out to find out the errors.

    Ok, this is not about errors but I want to know about some attributes in the EDU

    1)
    power_charge: What is this?
    Command: What are the bonus given and the value if possible?
    can_sap: Does it still's working?
    area: Can this be given to melee weapon? For example, giving it to claymore weapon.
    spear & light_spear: What are the bonus given and the value if possible?
    spear_bonus_x What is the difference between this and mount_effect?

    Is there other attributes that are working but not being generated in the EDU list?

    2)
    Slave ownership: So if I give this ownership to a unit, I need to put the unit into the descr_rebel_factions and adding the mesh entries in the BMDB or they are generated randomly without adding an entry in a file?

    Weapon:
    stat_pri_ex: Does it still's working or this can be tweaked? If I understand it, playing with this means they have different values against particularly opponents? Need advise on that.

    Armors:
    stat_armour_ex: Does it still's working or this can be tweaked? And what is really this entry, it is related with the armor upgrade from blacksmith that gives not only +1 armor but a different value? Please advise on that one.

    Sorry if I have a lot of questions, but I really want to make my units really distinct. Thank you.

  16. #16
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    Default Re: Questions regarding mod folder (EDU)

    Most, or all of your questions will be answered in this excellent guide by Mythic_Commodore, A Beginner's Guide to the Export_Descr_Unit
    Last edited by Moon; April 30, 2011 at 05:59 AM. Reason: wrong link you idiot.

  17. #17
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    Default Re: Questions regarding mod folder (EDU)

    Quote Originally Posted by Moon View Post
    Most, or all of your questions will be answered in this excellent guide by Mythic_Commodore, A Beginner's Guide to the Export_Descr_Unit
    I totally forget the guide (and I've started modding by reading it). Thanks for the info again Moon.

  18. #18
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    Default Re: Questions regarding mod folder (EDU)

    Quote Originally Posted by St. Polycarpe View Post
    Thanks Taji, it really helps out to find out the errors.

    Ok, this is not about errors but I want to know about some attributes in the EDU

    1)
    power_charge: What is this?
    Command: What are the bonus given and the value if possible?
    can_sap: Does it still's working?
    area: Can this be given to melee weapon? For example, giving it to claymore weapon.
    spear & light_spear: What are the bonus given and the value if possible?
    spear_bonus_x What is the difference between this and mount_effect?

    Is there other attributes that are working but not being generated in the EDU list?

    2)
    Slave ownership: So if I give this ownership to a unit, I need to put the unit into the descr_rebel_factions and adding the mesh entries in the BMDB or they are generated randomly without adding an entry in a file?

    Weapon:
    stat_pri_ex: Does it still's working or this can be tweaked? If I understand it, playing with this means they have different values against particularly opponents? Need advise on that.

    Armors:
    stat_armour_ex: Does it still's working or this can be tweaked? And what is really this entry, it is related with the armor upgrade from blacksmith that gives not only +1 armor but a different value? Please advise on that one.

    Sorry if I have a lot of questions, but I really want to make my units really distinct. Thank you.
    Power charge means the charge's bonus last longer(as I know) about for 5 secs longer.
    Area I never saw those on melee, while some use the mass and some lines I can't remember to make the units send enemies flying.
    Light_spear as I know has less 'problem' against the normal infantry, and they only give bonus against cavalrys.
    While the mount effect can have different stats against all kinds of mounts (horse, camel and elephant) and variable stats.
    Aure entuluva!

  19. #19
    Polycarpe's Avatar Back into action!
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    Default Re: Questions regarding mod folder (EDU)

    Weird thing, I am currently adapting RC 2.0 on unit entry. When I copy/paste the formation value, it causes CTD, the systemlog saids this
    Spoiler Alert, click show to read: 
    11:15:18.891 [script.err] [error] Script Error in mods/WotW/data/export_descr_unit.txt, at line 645, column 47
    A unit must always support either square, horde or phalanx formation, but 'English Spear Militia' does not.

    Before
    Spoiler Alert, click show to read: 
    type English Spear Militia
    dictionary English_Spear_Militia ; Spear Militia, Average Militia.
    category infantry
    class spearmen
    voice_type Light
    banner faction main_spear
    banner holy crusade
    soldier Spear_Militia, 70, 0, 0.9
    attributes sea_faring, hide_forest, can_withdraw, free_upkeep_unit
    formation 1.2, 1.2, 2.4, 2.4, 4, square,
    stat_health 1, 0
    stat_pri 2, 3, no, 0, 0, melee, melee_blade, piercing, spear, 75, 0.3
    ;stat_pri_ex 0, 0, 0
    stat_pri_attr spear, light_spear
    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 2, 1, 7, flesh
    ;stat_armour_ex 0, 2, 3, 5, 3, 8, 8, flesh
    stat_sec_armour 0, 0, flesh
    stat_heat 1
    stat_ground 1, -2, 3, 4
    stat_mental 6, low, trained
    stat_charge_dist 20
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 290, 125, 55, 135, 290, 4, 80
    armour_ug_levels 0, 1, 2, 3
    armour_ug_models Spear_Militia, Spear_Militia_ug1, Spear_Militia_ug2, Spear_Militia_ug3
    ownership england, scotland, france, hre, denmark, spain, portugal, slave, normans, wales, norway, barons_alliance
    era 0 scotland
    era 1 scotland
    ;unit_info 7, 0, 11
    recruit_priority_offset -25


    After:
    Spoiler Alert, click show to read: 
    type English Spear Militia
    dictionary English_Spear_Militia ; Spear Militia, Average Militia.
    category infantry
    class spearmen
    voice_type Light
    banner faction main_spear
    banner holy crusade
    soldier Spear_Militia, 70, 0, 0.9
    attributes sea_faring, hide_forest, can_withdraw, free_upkeep_unit
    formation 1.0, 1.0, 2.0, 2.0, square,
    stat_health 1, 0
    stat_pri 2, 3, no, 0, 0, melee, melee_blade, piercing, spear, 75, 0.3
    ;stat_pri_ex 0, 0, 0
    stat_pri_attr spear, light_spear
    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 2, 1, 7, flesh
    ;stat_armour_ex 0, 2, 3, 5, 3, 8, 8, flesh
    stat_sec_armour 0, 0, flesh
    stat_heat 1
    stat_ground 1, -2, 3, 4
    stat_mental 6, low, trained
    stat_charge_dist 20
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 290, 125, 55, 135, 290, 4, 80
    armour_ug_levels 0, 1, 2, 3
    armour_ug_models Spear_Militia, Spear_Militia_ug1, Spear_Militia_ug2, Spear_Militia_ug3
    ownership england, scotland, france, hre, denmark, spain, portugal, slave, normans, wales, norway, barons_alliance
    era 0 scotland
    era 1 scotland
    ;unit_info 7, 0, 11
    recruit_priority_offset -25


    Also, when I suppose to insert mov_speed_mod and mount_effect? Thank you.

    And thanks to clarifying some attribute Knighttemplar .

  20. #20

    Default Re: Questions regarding mod folder (EDU)

    Try to copy the descr_formations.txt (although it's for group formations) file in your mod as well that RC uses, taiji might know more to this from his BB experience.
    mov_speed_mod and mount_effect can be added anywhere in between EDU see the SS's EDU entry for a unit that uses it.

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