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  1. #1

    Default Mercs

    I have one serious problem. I´m working on my mod 280 B.C.:
    http://www.twcenter.net/forums/showthread.php?t=459505
    It is vital for me to have some mercs being recruitabe in certain regions. So I added mercenery_unit in the export_descr_unit.txt file added the correct hidden_resource region and made it recruitable in the export_descr_building.txt. It shows up correctly in the custom battle roster. But it is not recruitable in campaign.

    I know i could delete the mercenery_unit attribute in the export_descr_unit.txt. But that would mix the regular and AOR units up. I want the regular roster being shown first in custom battle followed by the regular and recruitable Mercs.

    Is there a solution?
    Last edited by Sonny Costanzo; June 29, 2011 at 05:15 PM.

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  2. #2
    Squid's Avatar Opifex
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    Default Re: Mercs

    You also need to update the ownership to include the slave faction, and add appropriate texture/sprite lines to all models used by the unit in DMB. If you want it recruitable through the mercenary recruitment panel you'll also need to add it to descr_mercenaries.txt in the campaign folder.
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  3. #3

    Default Re: Mercs

    Did that already. But the units are only recruitable when attribute mercenery_unit in the export_descr_unit.txt is deleted...

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  4. #4
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    Default Re: Mercs

    Because you don't have correct ownership, you need both faction and slave ownership if you want the merc unit to be recruited in EDB and descr_mercenaries respectively.
    Under the patronage of Roman_Man#3, Patron of Ishan
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    "Two things are infinite: the universe and human stupidity; and I'm not sure about the universe." -----Albert Einstein

  5. #5

    Default Re: Mercs

    This is what I did:

    type yuezhehorsearchers
    dictionary yuezhehorsearchers ; Persian Cavalry
    category cavalry
    class missile
    voice_type Medium_1
    soldier yuezhehorsearchers, 27, 0, 1
    mount heavy horse
    mount_effect elephant -8, camel -4
    attributes sea_faring, hide_forest, cantabrian_circle, mercenary_unit
    formation 1.5, 4, 3, 6, 4, square
    stat_health 1, 0
    stat_pri 11, 3, arrow, 170, 30, missile, archery, piercing, none, 25 ,0.75
    stat_pri_attr no
    stat_sec 8, 5, no, 0, 0, melee, simple, piercing, sword, 25 ,0.75
    stat_sec_attr no
    stat_pri_armour 9, 5, 0, metal
    stat_sec_armour 0, 1, flesh
    stat_heat -1
    stat_ground 0, 1, -6, -1
    stat_mental 14, normal, untrained
    stat_charge_dist 40
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 1600, 195, 80, 120, 1000
    ownership roman, greek, egypt, carthaginian, eastern, barbarian, slave

    type yuezhehorsearchers
    skeleton fs_hc_archer, fs_hc_swordsman
    indiv_range 40
    texture merc, my_mod/data/models_unit/textures/yuezhehorsearchers.tga
    model_flexi my_mod/data/models_unit/unit_saka_steppenreiter_archer.cas, 8
    model_flexi my_mod/data/models_unit/unit_saka_steppenreiter_archer.cas, 15
    model_flexi my_mod/data/models_unit/unit_saka_steppenreiter_archer.cas, 30
    model_flexi my_mod/data/models_unit/unit_saka_steppenreiter_archer.cas, max
    model_sprite merc, 60.0, data/sprites/dacia_barb_archer_sprite.spr
    model_tri 400, 0.5f, 0.5f, 0.5f

    recruit "yuezhehorsearchers" 0 requires factions { barbarian, carthaginian, eastern, parthia, egyptian, greek, roman, } and hidden_resource eastern_steppes

    {yuezhehorsearchers} Yuezhi Horse Archers
    {yuezhehorsearchers_descr}
    Superior\nCan Form Cantabrian Circle\n\nYuezhi Horse Archers can fight well with either bow or sword, making them valuable skirmishers and general purpose horsemen. The Yuezhi, or Rouzhi (Chinese: 月支; pinyin: yuè zhī or ròu zhī; also Chinese: 月氏; pinyin: yuè shì or ròu shì; Old Chinese: Tokwar), also known as the Da Yuezhi or Da Rouzhi (Chinese: 大月支, dà yuè zhī or dà ròu zhī, "Great Yuezhi"), were an ancient Central Asian people.
    They are believed by most scholars to have been an Indo-European people and may have been the same as or closely related to the Tocharians. They were originally settled in the arid grasslands of the eastern Tarim Basin area, in what is today Xinjiang and western Gansu, in China, before they migrated to Transoxiana, Bactria and then northern South Asia, where they may have had a part in forming the Kushan Empire.
    {yuezhehorsearchers_descr_short}
    Yuezhi Horse Archers can fight well with either bow or sword, making them valuable skirmishers and general purpose horsemen.
    ¬----------------

    Everything works (units show up correctly, are playable in custom battle...) but they won´t be recruitable...

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  6. #6

    Default Re: Mercs

    Add this in EDU :

    Code:
    type yuezhehorsearchers1
    dictionary yuezhehorsearchers1 ; Persian Cavalry
    category cavalry
    class missile
    voice_type Medium_1
    soldier yuezhehorsearchers, 27, 0, 1
    mount heavy horse
    mount_effect elephant -8, camel -4
    attributes sea_faring, hide_forest, cantabrian_circle
    formation 1.5, 4, 3, 6, 4, square
    stat_health 1, 0
    stat_pri 11, 3, arrow, 170, 30, missile, archery, piercing, none, 25 ,0.75
    stat_pri_attr no
    stat_sec 8, 5, no, 0, 0, melee, simple, piercing, sword, 25 ,0.75
    stat_sec_attr no
    stat_pri_armour 9, 5, 0, metal
    stat_sec_armour 0, 1, flesh
    stat_heat -1
    stat_ground 0, 1, -6, -1
    stat_mental 14, normal, untrained
    stat_charge_dist 40
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 1600, 195, 80, 120, 1000
    ownership roman, greek, egypt, carthaginian, eastern, barbarian, slave
    Add new texture and sprites entrys for every factions in DMB:

    Code:
    type yuezhehorsearchers
    skeleton fs_hc_archer, fs_hc_swordsman
    indiv_range 40
    texture merc, my_mod/data/models_unit/textures/yuezhehorsearchers.tga
    texture slave, my_mod/data/models_unit/textures/yuezhehorsearchers.tga
    texture romans_julii, my_mod/data/models_unit/textures/yuezhehorsearchers.tga
    texture macedon, my_mod/data/models_unit/textures/yuezhehorsearchers.tga
    ...
    model_flexi my_mod/data/models_unit/unit_saka_steppenreiter_archer.cas, 8
    model_flexi my_mod/data/models_unit/unit_saka_steppenreiter_archer.cas, 15
    model_flexi my_mod/data/models_unit/unit_saka_steppenreiter_archer.cas, 30
    model_flexi my_mod/data/models_unit/unit_saka_steppenreiter_archer.cas, max
    model_sprite  60.0, data/sprites/dacia_barb_archer_sprite.spr
    model_sprite slave, 60.0, data/sprites/dacia_barb_archer_sprite.spr
    model_sprite romans_julii, 60.0, data/sprites/dacia_barb_archer_sprite.spr
    model_sprite macedon, 60.0, data/sprites/dacia_barb_archer_sprite.spr
    ...
    model_tri 400, 0.5f, 0.5f, 0.5f
    Change in EDB:

    Code:
    recruit "yuezhehorsearchers1" 0 requires factions { barbarian, carthaginian, eastern, parthia, egyptian, greek, roman, } and hidden_resource eastern_steppes
    Make a new description in export units to yuezhehorsearchers1

    Regards.
    Last edited by Squid; June 30, 2011 at 08:19 AM.

  7. #7

    Default Re: Mercs

    Thanks milner. The thing is If I do so all the units show mixed up in custom battle menu. I wanted the regulars being seperated from the mercs and recruitable mercs...

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  8. #8
    Squid's Avatar Opifex
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    Default Re: Mercs

    Try taking off the hidden resource requirement and see what happens. Everything else looks ok. Are you getting any error messages using -show_err?
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  9. #9

    Default Re: Mercs

    Quote Originally Posted by Squid View Post
    Try taking off the hidden resource requirement and see what happens. Everything else looks ok. Are you getting any error messages using -show_err?
    It´s the hidden_resource. without it it works. But i really don´t want to have Yuezhe Archers being recruitable in spain. I don´t get any show_err error messages. what could be the prob?

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  10. #10
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    Default Re: Mercs

    You didn't actually assign the hidden resource to any region in descr_regions.txt. Do that and then delete map.rwm in the campaign folder and then start a new campaign.
    Under the patronage of Roman_Man#3, Patron of Ishan
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    "Two things are infinite: the universe and human stupidity; and I'm not sure about the universe." -----Albert Einstein

  11. #11

    Default Re: Mercs

    I really did that in descr_regions.txt and in EDB.txt. It must be correct since I don´t get any error messages, which I got while inserting them incorrect...

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  12. #12
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    Default Re: Mercs

    Did you delete map.rwm and start a new campaign? Did you then go to whichever region you gave the hidden resource to and check recruitment in that region?
    Under the patronage of Roman_Man#3, Patron of Ishan
    Click for my tools and tutorials
    "Two things are infinite: the universe and human stupidity; and I'm not sure about the universe." -----Albert Einstein

  13. #13

    Default Re: Mercs

    Just did that again... not working...

    EDIT: PROP SOLVED-THREAD CLOSED
    Last edited by Sonny Costanzo; July 04, 2011 at 06:05 AM.

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