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  1. #1
    Makrell's Avatar The first of all fish
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    Default Re: Modding Q&A's (General)

    How do one edit the number of edicts for each level of imperium?

  2. #2

    Default Re: Modding Q&A's (General)

    Quote Originally Posted by Makrell View Post
    How do one edit the number of edicts for each level of imperium?
    campaign_variables, keys army_cap_fame_0 through army_cap_fame_4.
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  3. #3

    Default Re: Modding Q&A's (General)

    I have spent a good 30 minutes searching this forum for any breakdown as to what exactly the difference between dismounted_charge_bonus & charge_bonus, dismounted_melee_attack & melee_attack, and dismounted_melee_defense & melee_defense do for NON-MOUNTED units.I'm looking at it and thinking "since the melee units can't ever be mounted are their stats calculated on the non-dismounted formula or since they're essentially permanently dismounted are they calculated on the dismounted formulas?Everything else I'm pretty fine with working out but this stuff is just boggling me. I'm essentially setting it all the same for non-mounted units but was hoping if someone could clarify that for me.

  4. #4
    crzyrndm's Avatar Artifex
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    Default Re: Modding Q&A's (General)

    Quote Originally Posted by Tymon View Post
    what exactly the difference between dismounted_charge_bonus & charge_bonus, dismounted_melee_attack & melee_attack, and dismounted_melee_defense & melee_defense do for NON-MOUNTED units.
    Permanent foot units use the non-prefixed columns (melee_attack not dismounted_melee_attack) exclusively.
    It’s better to excite some and offend others than be bland and acceptable to all
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  5. #5

    Default Re: Modding Q&A's (General)

    Quote Originally Posted by crzyrndm View Post
    Permanent foot units use the non-prefixed columns (melee_attack not dismounted_melee_attack) exclusively.
    Thank you so much for the quick response.

    Just leaves me boggling a bit looking at the rows and rows of stats filled with numbers that have NOTHING to do with anything. What that much garbage data it's no wonder the game ran like arse when it first released.

    Now I've just got another stupid question:

    I'm seeing "Primary Melee Weapon" and "Primary Ranged Weapon" but no secondary data. But at the same time I've seen pikemen using pikes in their formations but when I take them out of formation they draw swords. How does the game tell them to draw those particular swords?

    This also begs the question as to if mounted units use different weapons while dismounted.

  6. #6
    Mary The Quene's Avatar Praeses
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    Default Re: Modding Q&A's (General)

    How can i vassalise factions at the start of game?

    Example making Media Antropatene a vassal of the seleucids at 272 BC
    Veritas Temporis Filia

  7. #7
    m_1512's Avatar Quomodo vales?
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    Default Re: Modding Q&A's (General)

    It would be grand if there was a general guide about the CA pack files. Where to find what.


  8. #8

    Default Re: Modding Q&A's (General)

    Hey guys, I see there has been a fair bit of activity since I last posted, long story short, it took me around 3 hours to get home from work today, so I will update the OP with the Q&A's that have been posted..

    I can have a go at adding a general guide to the CA pack files and add it at the bottom of the OP tomorrow as well..

    All this and continuing to work on a project that's probably too big for one person.. ughh.. Not enough hours in the day..

  9. #9

    Default Re: Modding Q&A's (General)

    Is it possible to edit the user interface in any way? I've looked through the forum, the tutorials, and the game files in PFM and have come up empty. The files appear to be in the ui folder in the db directory, but when I click on individual items they are blank. I would like to add an item to the opening menu where you select Start New Campaign, Prologue, Multiplayer, etc.

  10. #10
    Antiokhos Euergetes's Avatar Protector Domesticus
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    Default Re: Modding Q&A's (General)

    Is it possible to use a 'force diplomacy'?
    I have seen mods that have changed options of diplomacy, but can a force diplomacy be done. And also giving/demanding territory?

  11. #11

    Default Re: Modding Q&A's (General)

    Can we add a question?

    What needs to be done to change the garrison units that are spawned?

    I want to have better units spawned to present more of a challenge and possibly slow down the game of musical chairs and mass naval invasions. If the game recognizes there are mid grade to elite units in the settlement, as they did in shogun, they will be more hesitant to both declare war and all out invade. (Which may also help/solve the fact most factions DONT protect there capital much less their cities)
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  12. #12

    Default Re: Modding Q&A's (General)

    Quote Originally Posted by Americanus Supremus View Post
    What needs to be done to change the garrison units that are spawned?
    In building_level_armed_citizenry_junctions_tables, you'll find what building level spawns which "unit group".
    Those are defined in the armed_citizenry_unit_groups (which is a simple list and only interesting if you want to add an entirely new group).
    In armed_citizenry_units_to_unit_groups_junctions_tables, you find the mapping which unit group contains what units exactly.

    You'll have to play around a bit to see what's possible.
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  13. #13

    Default Re: Modding Q&A's (General)

    Updated OP with new questions and daniu's answers..
    Last edited by Actus Reus; October 17, 2013 at 12:48 PM.

  14. #14

    Default Re: Modding Q&A's (General)

    Is there any way of editing a generals starting age? I hate having a leader that starts at 44 years playing as the julii.

    \Skodkim

  15. #15

    Default Re: Modding Q&A's (General)

    How do you close off a slot? I've tried tabbing but it doesn't work and I've tried hitting enter to drop it a line then tabbing and I've tried just using the space bar. No matter what I do the slot never closes properly and the item is invisible. I'd really like a rundown on how to edit variantmeshes. Lusted's guide just tells you what is what but I need help in actually editing the file.




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  16. #16

    Default Re: Modding Q&A's (General)

    It just needs to look like this..

    <SLOT name="clothing" >
    <VARIANT_MESH_REFERENCE definition="VariantMeshes/_VariantModels/man/tunics/persian_tunics.VariantMeshDefinition" />
    </SLOT>


    The "</SLOT>" closes the line..

    If you wanted to remove an entry.. i.e. remove a cloak or something, you need to change it from:

    <SLOT name="clothing" >
    <VARIANT_MESH_REFERENCE definition="VariantMeshes/_VariantModels/man/armour/AR_BG_cataphract_armour.VariantMeshDefinition" />
    <VARIANT_MESH_REFERENCE definition="VariantMeshes/_VariantModels/man/armour/AR_BG_scale_elite.VariantMeshDefinition" />
    </SLOT>

    <SLOT name="cloaks" >
    <VARIANT_MESH_REFERENCE definition="VariantMeshes/_VariantModels/man/cloak/AR_BG_Cataphract_Cloak.VariantMeshDefinition" />
    </SLOT>

    <SLOT name="greaves" >
    <VARIANT_MESH_REFERENCE definition="VariantMeshes/_VariantModels/man/leg/AR_BG_cataphract_chain_legs.VariantMeshDefinition" />
    <VARIANT_MESH_REFERENCE definition="VariantMeshes/_VariantModels/man/leg/AR_BG_cataphract_scale_legs.VariantMeshDefinition" />
    </SLOT>


    To:

    <SLOT name="clothing" >
    <VARIANT_MESH_REFERENCE definition="VariantMeshes/_VariantModels/man/armour/AR_BG_cataphract_armour.VariantMeshDefinition" />
    <VARIANT_MESH_REFERENCE definition="VariantMeshes/_VariantModels/man/armour/AR_BG_scale_elite.VariantMeshDefinition" />
    </SLOT>

    <SLOT name="cloaks" />
    <SLOT name="greaves" >
    <VARIANT_MESH_REFERENCE definition="VariantMeshes/_VariantModels/man/leg/AR_BG_cataphract_chain_legs.VariantMeshDefinition" />
    <VARIANT_MESH_REFERENCE definition="VariantMeshes/_VariantModels/man/leg/AR_BG_cataphract_scale_legs.VariantMeshDefinition" />
    </SLOT>


    Not entirely sure this is what you were referring to, but I hope it helps..

  17. #17

    Default Re: Modding Q&A's (General)

    Q: How to change the loading screens?

    The loading screens are stored in data_rome2.pack.

    \UI\loading_ui\load_images

    battle_land_*.png > loads if a land custom battle starts and ends
    battle_naval_*.png > loads if a naval custom battle starts and ends
    campaign_*.png > loads if a campaign loads and if you go back to the main menu
    prologue_load_*.png > loads in the prologue campaign

    The * is the number of the file and you can add there as much you want.

    The files must be in PNG format and the resolution 1920x1200.

  18. #18
    Bucle_CT's Avatar Semisalis
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    Default Re: Modding Q&A's (General)

    Hi there,Glad to see the community effort to answer all the personal questions about modding.

    Here goes mine:Is it possible to increase the number of war elephants' crew (i.e. increase 'nummen' field in main_units, but I don't know if it'd work )? My intention is , as you can imagine, to put more soldiers in the basket over the animal.

    What about the crew number for chariots? any chance to add some missile throwers to them?

    PS: that's, in fact, 2 questions
    Last edited by Bucle_CT; October 23, 2013 at 03:28 AM.

  19. #19

    Default Re: Modding Q&A's (General)

    Quote Originally Posted by Bucle_CT View Post
    Is it possible to increase the number of war elephants' crew (i.e. increase 'nummen' field in main_units, but I don't know if it'd work )? My intention is , as you can imagine, to put more soldiers in the basket over the animal.
    http://www.twcenter.net/forums/showt...g-or-horse-bug
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  20. #20
    Bucle_CT's Avatar Semisalis
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    Default Re: Modding Q&A's (General)


    Thanks daniu but I think this is to increase the number of mounts in units as wel, i.e., in the case of war elephants, to have more elephants per unit with the same crew members (one driver and one missile thrower), since he tells you to increase the number of mounts as well to match nummen.

    What I want is to add more missile throwers to the basket of the war elephants (currently there is only one, and I want to put two or three).

    Edit: I've already tried to increase the nummen and max_men fields without modifying num of mounts and, as I though, it doesn't work
    Last edited by Bucle_CT; October 23, 2013 at 04:28 AM.

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