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Thread: How do you edit the unit size within this mod.

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  1. #1

    Default How do you edit the unit size within this mod.

    Where and what file do you have to edit in order to increase unit size within this mod?

  2. #2
    lolIsuck's Avatar WE HAVE NO CAKE!
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    Default Re: How do you edit the unit size within this mod.

    You need to edit export_descr_unit to get more/less men in a unit. It's in the medieval2totalwar/mods/Third_Age_3/data folder, one of the text files at the bottom.
    In the EDU there's an explanation of what everything is, if you want more men in your unit you change this:
    Spoiler Alert, click show to read: 
    type Axemen of Lossarnach
    dictionary Axemen_of_Lossarnach ; Axemen of Lossarnach
    category infantry
    class heavy
    voice_type Heavy
    banner faction main_infantry
    banner holy crusade
    soldier Varangian_Guard, 60, 0, 1
    officer gondor_captain_early_flag
    officer gondor_captain_early_flag
    mount_effect horse +1, camel +1, elephant -4
    attributes sea_faring, hide_forest, hardy, can_withdraw, free_upkeep_unit
    formation 1.2, 1.2, 2.4, 2.4, 4, square
    stat_health 1, 3
    stat_pri 8, 6, no, 0, 0, melee, melee_blade, slashing, axe, 50, 1
    stat_pri_attr ap
    stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 0, 1
    stat_sec_attr no
    stat_pri_armour 6, 4, 0, metal
    stat_sec_armour 0, 0, flesh
    stat_heat 2
    stat_ground 0, -1, 0, -2
    stat_mental 13, normal, trained
    stat_charge_dist 15
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 470, 200, 75, 75, 470, 3, 150
    armour_ug_levels 1, 2
    armour_ug_models lossarnach, lossarnach_ug1
    ownership sicily
    era 0 sicily
    era 1 sicily
    era 2 sicily
    recruit_priority_offset 5
    Last edited by lolIsuck; January 24, 2012 at 02:46 PM.

  3. #3
    Trailhog250's Avatar Semisalis
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    Default Re: How do you edit the unit size within this mod.

    Quote Originally Posted by lolIsuck View Post
    export_descr_strat
    Think he meant export_descr_unit. As there is no export_descr_strat

    But he's right, and there IS a limit, and that's 252 in a regiment. (used by orcs)

  4. #4
    lolIsuck's Avatar WE HAVE NO CAKE!
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    Default Re: How do you edit the unit size within this mod.

    Quote Originally Posted by Trailhog250 View Post
    Think he meant export_descr_unit. As there is no export_descr_strat

    But he's right, and there IS a limit, and that's 252 in a regiment. (used by orcs)
    Yes, sorry but I have been mapping and the files are hunting me in my sleep
    I now dream of stuff like this wich is pretty sick, I want my old dreams back

  5. #5

    Default Re: How do you edit the unit size within this mod.

    Quote Originally Posted by lolIsuck View Post
    to get more/less men in a unit.
    Think he meant "more/fewer men".

    Get the RR/RC submod by Darth Lord Revan or Nemesis_GR, as it gives different races different unit sizes.

  6. #6
    Trailhog250's Avatar Semisalis
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    Default Re: How do you edit the unit size within this mod.

    Have you tried counting sheep?

    Did this address you question? And btw, questions like this are better asked in the mod workshop, not only for the sake of efficiency, but because you'll get faster and more detailed responses there

  7. #7

    Default Re: How do you edit the unit size within this mod.

    hello guys can you pls help me understand this better im a noob at this but it whuld be fun to have more man in the field pls tell me how

  8. #8
    Dutch-Balrog's Avatar Domesticus
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    Default Re: How do you edit the unit size within this mod.

    Quote Originally Posted by mighty hector View Post
    hello guys can you pls help me understand this better im a noob at this but it whuld be fun to have more man in the field pls tell me how
    Go to Medieval 2 Total War/Mods/Third_Age_3/Data folder and search for the file ''export_descr_unit''.
    Open that file with notepad.
    All units are sorted out faction by faction so it wont be hard to find the one you want to change. You can also just press Ctrl+F and type the name of the unit.
    When you've found the unit you must search for a line like this: soldier Varangian_Guard, 60, 0, 1
    The number '60' is how many soldiers there are in that unit. This unit has 60 men when your game settings for the unit sizes are on 'normal', on 'huge' it would be 150 soldiers.
    Change that number to anything you want to have more soldiers in the unit. But keep in mind that 100 (250 soldiers) is the maximum! Any higher and the game will crash at startup.

    I hope that this helps.
    Last edited by Dutch-Balrog; March 29, 2012 at 07:23 AM.

  9. #9

    Default Re: How do you edit the unit size within this mod.

    thx thats helps a lot i followed the steps and great i have epic battles thx dude

  10. #10
    Trailhog250's Avatar Semisalis
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    Default Re: How do you edit the unit size within this mod.

    Yes you will get larger battles. But giving every unit high numbers will create imbalances. Elves should not have as many men as orcs and so forth. Though it's your game, you are free to mod it however you like. But just caution it will likely upset the overall balance. Mostly on the campaign.

  11. #11

    Default Re: How do you edit the unit size within this mod.

    Im understanding you guys perfectly..... just one question though, I found unit size changes quite cool and I understand how you do it with "normal" soldier units...

    But now I want to play around and I've tried creating an ENT unit with at least 60 trees/ents running around... problem is, when I change the unit size (as I've experimented with H.E. and others successfully) the number on the unit card changes, but I'm still stuck with only 20 ents on the battle-map
    And ideas how I can change the number of units in "Special" TATW units? Ie: Sauron, Balrogs, Ents etc?


    On a side note, I notice with Sauron/Balrog the number on the unit card says "3" even though only 1 "physical presence" is found on the battle map? Is that perhaps the key to it? Any help/ideas would be appreciated, imagine a legion of Balrogs like in the Silmarillion!!

  12. #12

    Icon6 Re: How do you edit the unit size within this mod.

    If anyone was interested, instead of creating my own thread I'm just posting the solution here:
    To edit the unit sizes of "Special Units" in TATW, ie: Ent, Sauron, Balrog etc, simply changing the obvious unit size shown in the description of "export_descr_unit" wont make any difference other than the number on the unit-card. The actual number of characters on a battle map wont change, therefore: you have to change the " soldier.... number of extras (pigs dogs, elephants, chariots artillery pieces etc attached to the unit) "



    ;##################################
    ;########## TATW 3.0 ##############
    ;##################################
    ;
    ; Archer Accuracy Submod 2.1 by Bungo Baggins
    ; Vanilla + HE overhaul version
    ;
    ;Data entries are as follows
    ; Type The internal name of the unit. Note this not necessarily the same as the on screen name
    ; dictionary The tag used to look up the on screen name
    ;
    ;Category and class define the rough type of the unit. They're used for setting some default attributes and for
    ;determining where units go in formation amongst other things such as tags to support AI army formation
    ; category infantry, cavalry, siege, handler, ship or non_combatant
    ; class light, heavy, missile or spearmen
    ;


    ; voice_type Used to determine the type of voice used by the unit
    ;
    ; soldier Name of the soldier model to use (from descr_models_battle.txt)
    ; followed by the number of ordinary soldiers in the unit
    ; followed by the number of extras (pigs dogs, elephants, chariots artillery pieces etc attached to the unit)
    ; followed by the collision mass of the men. 1.0 is normal. [Only applies to infantry]
    ; officer Name of officer model. There may be up to 0-3 officer lines per unit
    ; ship Type of ship used if applicable
    ; engine Type of siege engine used by unit
    ; animal The type of (non ridden) animals used by the unit
    ; mount Type of animal or vehicle ridden on
    ;
    ; mount_effect Factors to add when in combat against enemy units that have the specified mounts
    ; Up to three factors may be specified, which may be classes of mount, or specific types
    ;
    ; attributes A miscellanious list of attributes and abilities the unit may have. Including
    ; sea_faring = can board ships; can_swim = can swim across rivers
    ; hide_forest, hide_improved_forest, hide_anywhere = defines where the unit can hide
    ; can_sap = Can dig tunnels under walls
    ; frighten_foot, frighten_mounted = Cause fear to certain nearby unit types
    ; can_run_amok = Unit may go out of control when riders lose control o


    Therefore, when I changed Ents from a mere rabble to an Ent army as in the books, said changes look like this:




    Spoiler Alert, click show to read: 
    Ents Original:

    type Ents Elephants
    dictionary Ents_Elephants ; Ents Elephants
    category cavalry
    class heavy
    voice_type Heavy
    banner faction main_cavalry
    banner holy crusade_cavalry
    soldier Elephant_Crew3, 8, 4, 1
    mount elephant
    mount_effect horse +4, camel +2
    attributes hide_improved_forest, very_hardy, can_withdraw, frighten_foot, frighten_mounted, mercenary_unit
    move_speed_mod 0.6
    formation 6, 6, 8, 8, 4, horde


    Ents Modified:

    type Ents Elephants
    dictionary Ents_Elephants ; Ents Elephants
    category cavalry
    class heavy
    voice_type Heavy
    banner faction main_cavalry
    banner holy crusade_cavalry
    soldier Elephant_Crew3, 48, 48, 1
    mount elephant
    mount_effect horse +4, camel +2
    attributes hide_improved_forest, very_hardy, can_withdraw, frighten_foot, frighten_mounted, mercenary_unit
    move_speed_mod 0.6
    formation 6, 6, 8, 8, 4, horde



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