Where and what file do you have to edit in order to increase unit size within this mod?
Where and what file do you have to edit in order to increase 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:
Last edited by lolIsuck; January 24, 2012 at 02:46 PM.
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![]()
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.
thx thats helps a lot i followed the steps and great i have epic battles thx dude![]()
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.
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!!
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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: