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  1. #1

    Default Help with export_descr_unit

    I wanted to change the "Turns to next available unit" of Feudal Knights and Dismounted Feudal Knights but I think I screwed something up. Now, no matter what buildings I have, I can recruit feudal knights in a castle. Also, I wanted to change the "Turns to next available unit" to "4" or less for both Feudal Knights and Dismounted ones. I know it is too much to ask for but can somebody please fix the problem for me and change Feudal Knights and Dismounted Feudal Knights availability to 4 turns? I would do it myself but I told you, I screwed up. Here, I uploaded the file. Also for some reason I have 2 export_descr_buildings.txt and one of them is around 300kb and the other is 900 Anything wrong?

    http://hotfile.com/dl/131177608/c3cf...dings.rar.html

  2. #2

    Default Re: Help with export_descr_unit

    Example:

    recruit_pool "Feudal Knights" 1 0.1 1 0 requires factions { england, spain, aragon, portugal, papal_states, } and event_counter HEAVY_MAIL_ARMOR 1

    Red bolded text (0.1) is the replenish ratio value. Here it is set to every 10 turns (10:1 = 10). If you want to change it to 4 you have to edit red bolded text.

    That's how the edited line should look:

    recruit_pool "Feudal Knights" 1 0.25 1 0 requires factions { england, spain, aragon, portugal, papal_states, } and event_counter HEAVY_MAIL_ARMOR 1

    10:4 = 2.5

  3. #3

    Default Re: Help with export_descr_unit

    But the problem is, there are LOADS of feudal knights listed on that txt

  4. #4

    Default Re: Help with export_descr_unit

    Sure, becouse there is a lot of events and buildings. Every unit in this file is bound with certain buildings / era / and events. So, you have to check all the entries.

  5. #5

    Default Re: Help with export_descr_unit

    Quote Originally Posted by vtec.dominion View Post
    Sure, becouse there is a lot of events and buildings. All units in this files are bound with certain buildings / era / and events. So, you have to check all the entries.
    That is why I can't do it, it's too complex for me. I end up screwing things up. I already did. I can spawn feudal knights even without the required buildings now. I would be really grateful if you did this for me. Though I can't force you to do it now can I?
    Last edited by SuperPM; October 01, 2011 at 03:39 AM.

  6. #6
    kevindrosario's Avatar Ordinarius
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    Default Re: Help with export_descr_unit

    Quote Originally Posted by SuperPM View Post
    I can spawn feudal knights even without the required buildings now
    I believe in SS that is how it works. Feudal Knights are recruited directly from the castle building. You don't need any stables or anything.

    Also, I doubt anybody's going to want to go through and do that for you. It's pretty tedious. Like the above poster said, if you want to change it to replenish a unit every 4 turns, then change the second number in every Feudal Knight entry to 0.25. It's really not that complicated. Just time consuming.

  7. #7

    Default Turns to next unit available

    Okay so I managed to make Knights Templar replenish after 4 turns instead of 12 which is too much. But the thing I want is to have multiple units of Knights Templar available to recruit after 4 turns. Is it possible or the game does it automatically if you don't recruit them for 8 or 12(and so on) turns?
    Last edited by SuperPM; October 01, 2011 at 02:13 PM.

  8. #8
    kevindrosario's Avatar Ordinarius
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    Default Re: Turns to next unit available

    Increase the max number available to increase the amount you can stock up.

    http://www.twcenter.net/forums/showthread.php?t=221100

    This will explain the file to you.

  9. #9

    Default Re: Help with export_descr_unit

    I was looking at this so i might aswell post on this thread.

    Does disabling "real recruitment" in the mod get rid of this? Because i simply cannot field armies as fast as the UI. I spend 3-4 turns waiting for an army to be available... Starting as Portugal with one region and going agaisnt Moors with 9 i dont have time to rebuild my army before they send 2-3 new ones at me

  10. #10
    kevindrosario's Avatar Ordinarius
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    Default Re: Help with export_descr_unit

    Quote Originally Posted by Klarum View Post
    Does disabling "real recruitment" in the mod get rid of this?
    I believe disabling RR increases replenish rates and also gets rid of AoR units for other factions. I'm not sure though as I've never tried playing without it on.

    Quote Originally Posted by Klarum View Post
    Because i simply cannot field armies as fast as the UI.
    You can't field armies as fast as the User Interface?

  11. #11

    Default Re: Help with export_descr_unit

    Quote Originally Posted by kevindrosario View Post
    You can't field armies as fast as the User Interface?
    Hehe I am in the beta for SWTOR and had just finished posting about their UI

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