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Thread: Creating a World - Importing units from another mod

  1. #101
    Gigantus's Avatar I am not special - I am a limited edition.
    Patrician took an arrow to the knee spy of the council

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    Default Re: Creating a World - Importing units from another mod

    Getting the modelDB to work is one of th emajor hurdles here, congratulations!
    A simple adding of text to data\text\export_units.txt should not crash the game. If that was all you did then I would suggest to start again with the original file. Make sure you don't touch the first line, then enter your three lines right below it. Once saved delete the export_units.STRING.BIN file - that way you can easily check if it was generated again at game start, even if the game crashes.

    Which editor are you using to edit the txt files?










  2. #102
    BarnicleBill1's Avatar Centenarius
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    Default Re: Creating a World - Importing units from another mod

    I have note ++, though honestly I have no idea what I'm doing. I see walls of text and immediately feel as though I have messed up, haha.

    Edit: I added it to the unit text file again and it hasn't crashed, so that is good.
    Last edited by BarnicleBill1; May 14, 2015 at 10:56 PM.

  3. #103
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Creating a World - Importing units from another mod

    Notepad++ is fine - some editors add hidden formatting which plays havoc with the game.










  4. #104
    BarnicleBill1's Avatar Centenarius
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    Default Re: Creating a World - Importing units from another mod

    DAC has a EDU that looks different than that of DBM, should i still place the information of that at the bottom?

  5. #105
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Creating a World - Importing units from another mod

    Sometimes the formatting is different (eg larger spaces between the line parts) or the informative header is removed, but that does not effect where you can place your entry, nor will the sequence of the required unit details change.

    Short answer: yes.










  6. #106
    BarnicleBill1's Avatar Centenarius
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    Default Re: Creating a World - Importing units from another mod

    Spoiler Alert, click show to read: 
    21:26:47.223 [system.rpt] [always] CPU: SSE221:26:47.223 [system.rpt] [always] ==== system log start, build date: Feb 25 2008 version development ===
    21:26:47.379 [system.io] [always] mounted pack packs/data_0.pack
    21:26:47.489 [system.io] [always] mounted pack packs/data_1.pack
    21:26:47.551 [system.io] [always] mounted pack packs/data_2.pack
    21:26:47.567 [system.io] [always] mounted pack packs/data_3.pack
    21:26:47.645 [system.io] [always] mounted pack packs/data_4.pack
    21:26:47.661 [system.io] [always] mounted pack packs/localized.pack
    21:26:47.692 [system.io] [warning] open: data/text/shared.txt is missing
    21:26:47.692 [system.io] [warning] open: data/text/tooltips.txt is missing
    21:26:47.692 [system.io] [warning] open: data/text/battle.txt is missing
    21:26:47.692 [system.io] [warning] open: data/text/strat.txt is missing
    21:26:47.739 [system.io] [warning] open: preferences/keys.dat is missing
    21:26:47.739 [system.io] [warning] open: preferences/keys.dat is missing
    21:26:55.427 [data.missing] [warning] missing/invalid cursor for ANISELECT
    21:26:55.443 [data.missing] [warning] missing/invalid cursor for MODIFIER_SABOTAGE
    21:26:55.474 [data.missing] [warning] missing/invalid cursor for MODIFIER_TRADE
    21:26:55.537 [data.missing] [warning] missing/invalid cursor for DRAGGABLE
    21:26:55.537 [data.missing] [warning] missing/invalid cursor for DRAGGING
    21:26:55.537 [data.missing] [warning] missing/invalid cursor for MODIFIER_MULTIPLE_SELECT
    21:26:55.537 [data.missing] [warning] missing/invalid cursor for MODIFIER_ATTACK
    21:26:55.537 [data.missing] [warning] missing/invalid cursor for MODIFIER_PLACE_CHARACTER
    21:26:55.537 [data.missing] [warning] missing/invalid cursor for MODIFIER_PLACE_RESOURCE
    21:26:55.537 [data.missing] [warning] missing/invalid cursor for MODIFIER_PLACE_FORT
    21:26:55.537 [data.missing] [warning] missing/invalid cursor for MODIFIER_MOVE_OBJECT
    21:26:55.537 [data.missing] [warning] missing/invalid cursor for MODIFIER_PLACE_WATCHTOWER
    21:26:55.537 [data.missing] [warning] missing/invalid cursor for MODIFIER_DEPLOYMENT_AREA
    21:26:55.537 [data.missing] [warning] missing/invalid cursor for MODIFIER_PLACE_TILE
    21:26:55.537 [data.missing] [warning] missing/invalid cursor for MODIFIER_PLACE_SPECIAL_PIECE
    21:26:55.537 [data.missing] [warning] missing/invalid cursor for MODIFIER_PAINT
    21:26:55.537 [data.missing] [warning] missing/invalid cursor for MODIFIER_ADJUST_HEIGHTS
    21:26:55.537 [data.missing] [warning] missing/invalid cursor for MODIFIER_ADD_UNIT
    21:26:55.537 [data.missing] [warning] missing/invalid cursor for MODIFIER_PLACE_SETTLEMENT
    21:27:00.208 [data.missing] [warning] Cannot find the portrait path: data/ui/mesoamerican/portraits/portraits/young/civilians/000.tga, using the default culture path if it exists
    21:27:00.208 [data.missing] [warning] Cannot find the portrait path: data/ui/mesoamerican/portraits/portraits/young/civilians/000.tga, using the default culture path if it exists
    21:27:00.208 [data.missing] [warning] Cannot find the portrait path: data/ui/mesoamerican/portraits/portraits/young/rogues/000.tga, using the default culture path if it exists
    21:27:00.208 [data.missing] [warning] Cannot find the portrait path: data/ui/mesoamerican/portraits/portraits/young/rogues/000.tga, using the default culture path if it exists
    21:27:00.208 [data.missing] [warning] Cannot find the portrait path: data/ui/mesoamerican/portraits/portraits/young/princesses/000.tga, using the default culture path if it exists
    21:27:00.208 [data.missing] [warning] Cannot find the portrait path: data/ui/mesoamerican/portraits/portraits/young/princesses/000.tga, using the default culture path if it exists
    21:27:00.208 [data.missing] [warning] Cannot find the portrait path: data/ui/mesoamerican/portraits/portraits/young/merchants/000.tga, using the default culture path if it exists
    21:27:00.208 [data.missing] [warning] Cannot find the portrait path: data/ui/mesoamerican/portraits/portraits/young/merchants/000.tga, using the default culture path if it exists
    21:27:00.208 [data.missing] [warning] Cannot find the portrait path: data/ui/mesoamerican/portraits/portraits/young/priests/000.tga, using the default culture path if it exists
    21:27:00.216 [data.missing] [warning] Cannot find the portrait path: data/ui/mesoamerican/portraits/portraits/young/priests/000.tga, using the default culture path if it exists
    21:27:00.216 [data.missing] [warning] Cannot find the portrait path: data/ui/mesoamerican/portraits/portraits/young/heretics/000.tga, using the default culture path if it exists
    21:27:00.216 [data.missing] [warning] Cannot find the portrait path: data/ui/mesoamerican/portraits/portraits/young/heretics/000.tga, using the default culture path if it exists
    21:27:00.216 [data.missing] [warning] Cannot find the portrait path: data/ui/mesoamerican/portraits/portraits/young/witches/000.tga, using the default culture path if it exists
    21:27:00.216 [data.missing] [warning] Cannot find the portrait path: data/ui/mesoamerican/portraits/portraits/young/witches/000.tga, using the default culture path if it exists
    21:27:00.216 [data.missing] [warning] Cannot find the portrait path: data/ui/mesoamerican/portraits/portraits/young/inquisitors/000.tga, using the default culture path if it exists
    21:27:00.216 [data.missing] [warning] Cannot find the portrait path: data/ui/mesoamerican/portraits/portraits/young/inquisitors/000.tga, using the default culture path if it exists
    21:27:00.224 [data.missing] [warning] Cannot find the portrait path: data/ui/eastern_european/portraits/portraits/young/civilians/000.tga, using the default culture path if it exists
    21:27:00.224 [data.missing] [warning] Cannot find the portrait path: data/ui/eastern_european/portraits/portraits/young/civilians/000.tga, using the default culture path if it exists
    21:27:00.224 [data.missing] [warning] Cannot find the portrait path: data/ui/eastern_european/portraits/portraits/young/rogues/000.tga, using the default culture path if it exists
    21:27:00.224 [data.missing] [warning] Cannot find the portrait path: data/ui/eastern_european/portraits/portraits/young/rogues/000.tga, using the default culture path if it exists
    21:27:00.224 [data.missing] [warning] Cannot find the portrait path: data/ui/eastern_european/portraits/portraits/young/princesses/000.tga, using the default culture path if it exists
    21:27:00.224 [data.missing] [warning] Cannot find the portrait path: data/ui/eastern_european/portraits/portraits/young/princesses/000.tga, using the default culture path if it exists
    21:27:00.224 [data.missing] [warning] Cannot find the portrait path: data/ui/eastern_european/portraits/portraits/young/merchants/000.tga, using the default culture path if it exists
    21:27:00.224 [data.missing] [warning] Cannot find the portrait path: data/ui/eastern_european/portraits/portraits/young/merchants/000.tga, using the default culture path if it exists
    21:27:00.224 [data.missing] [warning] Cannot find the portrait path: data/ui/eastern_european/portraits/portraits/young/priests/000.tga, using the default culture path if it exists
    21:27:00.232 [data.missing] [warning] Cannot find the portrait path: data/ui/eastern_european/portraits/portraits/young/priests/000.tga, using the default culture path if it exists
    21:27:00.232 [data.missing] [warning] Cannot find the portrait path: data/ui/eastern_european/portraits/portraits/young/heretics/000.tga, using the default culture path if it exists
    21:27:00.232 [data.missing] [warning] Cannot find the portrait path: data/ui/eastern_european/portraits/portraits/young/heretics/000.tga, using the default culture path if it exists
    21:27:00.232 [data.missing] [warning] Cannot find the portrait path: data/ui/eastern_european/portraits/portraits/young/witches/000.tga, using the default culture path if it exists
    21:27:00.232 [data.missing] [warning] Cannot find the portrait path: data/ui/eastern_european/portraits/portraits/young/witches/000.tga, using the default culture path if it exists
    21:27:00.232 [data.missing] [warning] Cannot find the portrait path: data/ui/eastern_european/portraits/portraits/young/inquisitors/000.tga, using the default culture path if it exists
    21:27:00.232 [data.missing] [warning] Cannot find the portrait path: data/ui/eastern_european/portraits/portraits/young/inquisitors/000.tga, using the default culture path if it exists
    21:27:00.232 [data.missing] [warning] Cannot find the portrait path: data/ui/middle_eastern/portraits/portraits/young/princesses/000.tga, using the default culture path if it exists
    21:27:00.232 [data.missing] [warning] Cannot find the portrait path: data/ui/middle_eastern/portraits/portraits/young/princesses/000.tga, using the default culture path if it exists
    21:27:00.240 [data.missing] [warning] Cannot find the portrait path: data/ui/middle_eastern/portraits/portraits/young/heretics/000.tga, using the default culture path if it exists
    21:27:00.240 [data.missing] [warning] Cannot find the portrait path: data/ui/middle_eastern/portraits/portraits/young/heretics/000.tga, using the default culture path if it exists
    21:27:00.240 [data.missing] [warning] Cannot find the portrait path: data/ui/middle_eastern/portraits/portraits/young/witches/000.tga, using the default culture path if it exists
    21:27:00.240 [data.missing] [warning] Cannot find the portrait path: data/ui/middle_eastern/portraits/portraits/young/witches/000.tga, using the default culture path if it exists
    21:27:00.240 [data.missing] [warning] Cannot find the portrait path: data/ui/middle_eastern/portraits/portraits/young/inquisitors/000.tga, using the default culture path if it exists
    21:27:00.240 [data.missing] [warning] Cannot find the portrait path: data/ui/middle_eastern/portraits/portraits/young/inquisitors/000.tga, using the default culture path if it exists
    21:27:00.263 [script.err] [warning] Trigger parsing warning in data/export_descr_character_traits.txt, at line 10671, column 23 :
    we should only have trait(Berserker) additional affects for triggers(Battle_Losing_Berserker)
    21:27:00.263 [script.err] [warning] Trigger parsing warning in data/export_descr_character_traits.txt, at line 10789, column 28 :
    we should only have trait(BattleChivalry) additional affects for triggers(battle3Chivalry_Dread_Not_fighting)
    21:27:00.263 [script.err] [warning] Trigger parsing warning in data/export_descr_character_traits.txt, at line 10790, column 25 :
    we should only have trait(BattleDread) additional affects for triggers(battle3Chivalry_Dread_Not_fighting)
    21:27:00.263 [script.err] [warning] Trigger parsing warning in data/export_descr_character_traits.txt, at line 10800, column 28 :
    we should only have trait(BattleChivalry) additional affects for triggers(battle3Chivalry_Dread_Routing)
    21:27:00.263 [script.err] [warning] Trigger parsing warning in data/export_descr_character_traits.txt, at line 10801, column 25 :
    we should only have trait(BattleDread) additional affects for triggers(battle3Chivalry_Dread_Routing)
    21:27:00.263 [script.err] [warning] Trigger parsing warning in data/export_descr_character_traits.txt, at line 10813, column 28 :
    we should only have trait(BattleChivalry) additional affects for triggers(battle3Chivalry_Dread_Routing2)
    21:27:00.263 [script.err] [warning] Trigger parsing warning in data/export_descr_character_traits.txt, at line 10814, column 25 :
    we should only have trait(BattleDread) additional affects for triggers(battle3Chivalry_Dread_Routing2)
    21:27:00.263 [script.err] [warning] Trigger parsing warning in data/export_descr_character_traits.txt, at line 10855, column 25 :
    we should only have trait(BattleDread) additional affects for triggers(battle3Dread_Let_Them_Go)
    21:27:00.271 [script.err] [warning] Trigger parsing warning in data/export_descr_character_traits.txt, at line 16753, column 27 :
    we should only have trait(GoodDenouncer) additional affects for triggers(hereticinit1_denouncerclear)
    21:27:00.271 [script.err] [warning] Trigger parsing warning in data/export_descr_character_traits.txt, at line 16761, column 26 :
    we should only have trait(BadDenouncer) additional affects for triggers(hereticinit1_denouncerclear_bad)
    21:27:00.271 [script.err] [warning] Trigger parsing warning in data/export_descr_character_traits.txt, at line 16769, column 25 :
    we should only have trait(StrongFaith) additional affects for triggers(hereticinit1_faithclear)
    21:27:00.271 [script.err] [warning] Trigger parsing warning in data/export_descr_character_traits.txt, at line 16777, column 22 :
    we should only have trait(Purifier) additional affects for triggers(hereticinit1_purifierclear)
    21:27:00.271 [script.err] [warning] Trigger parsing warning in data/export_descr_character_traits.txt, at line 17702, column 29 :
    we should only have trait(CrusaderHistory) additional affects for triggers(crusades_6)
    21:27:00.271 [script.err] [warning] Trigger parsing warning in data/export_descr_character_traits.txt, at line 17703, column 30 :
    we should only have trait(StrategyChivalry) additional affects for triggers(crusades_6)
    21:27:00.271 [script.err] [warning] Trigger parsing warning in data/export_descr_character_traits.txt, at line 17712, column 29 :
    we should only have trait(CrusaderHistory) additional affects for triggers(crusades_7)
    21:27:00.271 [script.err] [warning] Trigger parsing warning in data/export_descr_character_traits.txt, at line 17755, column 26 :
    we should only have trait(JihadHistory) additional affects for triggers(jihads_7)
    21:27:00.279 [script.err] [warning] Trigger parsing warning in data/export_descr_character_traits.txt, at line 17756, column 30 :
    we should only have trait(StrategyChivalry) additional affects for triggers(jihads_7)
    21:27:00.279 [script.err] [warning] Trigger parsing warning in data/export_descr_character_traits.txt, at line 17765, column 26 :
    we should only have trait(JihadHistory) additional affects for triggers(jihads_8)
    21:27:00.279 [data.missing] [warning] Failed to find ancillary image data/ui/ancillaries/scribe_ancillary.tga
    21:27:00.279 [data.missing] [warning] Failed to find ancillary image data/ui/ancillaries/security_religious.tga
    21:27:00.279 [data.missing] [warning] Failed to find ancillary image data/ui/ancillaries/security_religious.tga
    21:27:02.057 [system.rpt] [error]

    I tired placing into the EDU, and when i load up the game it crashes almost immediately.

  7. #107
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Creating a World - Importing units from another mod

    I am concerned about two things:

    1. There is a two second gap between the last line and the crash message. An eternity in a log - this can be fixed by changing the log entry in the CFG file from trace to error. The log will then be huge and you need to compress it before uploading.
    2. There is no message with the error (Medieval has encountered an error...)

    Please upload the crash EDU so I can have a look at the formatting of the file and the entry you added.










  8. #108
    BarnicleBill1's Avatar Centenarius
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    Default Re: Creating a World - Importing units from another mod

    Spoiler Alert, click show to read: 
    09:58:41.061 [system.rpt] [always] CPU: SSE209:58:41.062 [system.rpt] [always] ==== system log start, build date: Feb 25 2008 version development ===
    09:58:41.065 [system.io] [always] mounted pack packs/data_0.pack
    09:58:41.065 [system.io] [always] mounted pack packs/data_1.pack
    09:58:41.066 [system.io] [always] mounted pack packs/data_2.pack
    09:58:41.066 [system.io] [always] mounted pack packs/data_3.pack
    09:58:41.066 [system.io] [always] mounted pack packs/data_4.pack
    09:58:41.067 [system.io] [always] mounted pack packs/localized.pack
    09:58:45.468 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_unit.txt, at line 17310, column 32
    stat_pri statistic refers to non-existant projectile type 'pilum'
    09:58:45.468 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_unit.txt, at line 17310, column 32
    failed to read statistic for unit type 'Legionary_Germanica1'
    09:58:45.468 [data.invalid] [error] DATABASE_TABLE error found : error reading record from file mods/Third_Age_3/data/export_descr_unit.txt.

    I found this one, I'm not sure if it is the right one as it isn't that long. Though it does mention what i added.

    export_descr_unit.txt

    Edit: I tried again and got the game to load, however it crashes as soon as i go into a battle with the unit.
    Spoiler Alert, click show to read: 
    21:54:06.668 [system.rpt] [always] CPU: SSE221:54:06.668 [system.rpt] [always] ==== system log start, build date: Feb 25 2008 version development ===
    21:54:06.668 [system.io] [always] mounted pack packs/data_0.pack
    21:54:06.668 [system.io] [always] mounted pack packs/data_1.pack
    21:54:06.668 [system.io] [always] mounted pack packs/data_2.pack
    21:54:06.668 [system.io] [always] mounted pack packs/data_3.pack
    21:54:06.668 [system.io] [always] mounted pack packs/data_4.pack
    21:54:06.668 [system.io] [always] mounted pack packs/localized.pack
    21:54:48.140 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 12218, column 3
    Building DB error - culture db max settlement level differs from building db max settlement level for faction scripts (bdg large_city vs clt huge_city)
    21:54:48.140 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 12218, column 3
    Building DB error - culture db max settlement level differs from building db max settlement level for faction milan (bdg large_city vs clt huge_city)
    21:54:48.140 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 12218, column 3
    Building DB error - culture db max settlement level differs from building db max settlement level for faction normans (bdg large_city vs clt huge_city)
    21:54:48.140 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 12218, column 3
    Building DB error - culture db max settlement level differs from building db max settlement level for faction turks (bdg large_city vs clt huge_city)
    21:54:48.140 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 12218, column 3
    Building DB error - culture db max settlement level differs from building db max settlement level for faction scotland (bdg large_city vs clt huge_city)
    21:54:48.140 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 12218, column 3
    Building DB error - culture db max settlement level differs from building db max settlement level for faction timurids (bdg town vs clt huge_city)
    21:54:48.140 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 12218, column 3
    Building DB error - culture db max settlement level differs from building db max settlement level for faction byzantium (bdg large_city vs clt huge_city)
    21:54:48.140 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 12218, column 3
    Building DB error - culture db max settlement level differs from building db max settlement level for faction moors (bdg large_city vs clt huge_city)
    21:54:48.140 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 12218, column 3
    Building DB error - culture db max settlement level differs from building db max settlement level for faction hungary (bdg large_city vs clt huge_city)
    21:54:48.140 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 12218, column 3
    Building DB error - culture db max settlement level differs from building db max settlement level for faction norway (bdg large_city vs clt huge_city)
    21:54:48.140 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 12218, column 3
    Building DB error - culture db max settlement level differs from building db max settlement level for faction saxons (bdg large_city vs clt huge_city)
    21:54:48.140 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 12218, column 3
    Building DB error - culture db max settlement level differs from building db max settlement level for faction egypt (bdg large_city vs clt huge_city)
    21:54:48.140 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 12218, column 3
    Building DB error - culture db max settlement level differs from building db max settlement level for faction ireland (bdg large_city vs clt huge_city)
    21:54:48.140 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 12218, column 3
    Building DB error - culture db max settlement level differs from building db max settlement level for faction mongols (bdg large_city vs clt huge_city)
    21:54:48.140 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 12218, column 3
    Building DB error - culture db max settlement level differs from building db max settlement level for faction teutonic_order (bdg town vs clt huge_city)
    21:54:48.140 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 12218, column 3
    Building DB error - culture db max settlement level differs from building db max settlement level for faction venice (bdg large_city vs clt huge_city)
    21:54:48.140 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 12218, column 3
    Building DB error - culture db max settlement level differs from building db max settlement level for faction england (bdg large_city vs clt huge_city)
    21:54:48.140 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 12218, column 3
    Building DB error - culture db max settlement level differs from building db max settlement level for faction poland (bdg large_city vs clt huge_city)
    21:54:48.140 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 12218, column 3
    Building DB error - culture db max settlement level differs from building db max settlement level for faction france (bdg large_city vs clt huge_city)
    21:54:48.140 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 12218, column 3
    Building DB error - culture db max settlement level differs from building db max settlement level for faction aztecs (bdg town vs clt huge_city)
    21:54:48.140 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 12218, column 3
    Building DB error - culture db max settlement level differs from building db max settlement level for faction hre (bdg large_city vs clt huge_city)
    21:54:48.140 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 12218, column 3
    Building DB error - culture db max settlement level differs from building db max settlement level for faction portugal (bdg large_city vs clt huge_city)
    21:54:48.140 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 12218, column 3
    Building DB error - culture db max settlement level differs from building db max settlement level for faction spain (bdg large_city vs clt huge_city)
    21:54:48.140 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 12218, column 3
    Building DB error - culture db max settlement level differs from building db max settlement level for faction russia (bdg large_city vs clt huge_city)
    21:54:48.140 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 12218, column 3
    Building DB error - culture db max settlement level differs from building db max settlement level for faction khand (bdg town vs clt huge_city)
    21:54:48.140 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 12218, column 3
    Building DB error - culture db max settlement level differs from building db max settlement level for faction ents (bdg large_city vs clt huge_city)
    21:54:48.140 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 12218, column 3
    Building DB error - culture db max settlement level differs from building db max settlement level for faction papal_states (bdg large_city vs clt huge_city)
    21:54:48.140 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 12218, column 3
    Building DB error - culture db max settlement level differs from building db max settlement level for faction united (bdg large_city vs clt huge_city)
    21:54:48.140 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 12218, column 3
    Building DB error - culture db max settlement level differs from building db max settlement level for faction slave (bdg large_city vs clt huge_city)
    21:54:48.140 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 12218, column 3
    Building DB error - faction scripts has gap in building prior to stone_wall
    21:54:48.140 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 12218, column 3
    Building DB error - faction scripts has gap in building prior to large_stone_wall
    21:54:48.140 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 12218, column 3
    Building DB error - faction sicily has gap in building prior to stone_wall
    21:54:48.140 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 12218, column 3
    Building DB error - faction sicily has gap in building prior to large_stone_wall
    21:54:48.140 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 12218, column 3
    Building DB error - faction sicily has gap in building prior to huge_stone_wall
    21:54:48.140 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 12218, column 3
    Building DB error - faction denmark has gap in building prior to stone_wall
    21:54:48.140 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 12218, column 3
    Building DB error - faction denmark has gap in building prior to large_stone_wall
    21:54:48.140 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 12218, column 3
    Building DB error - faction denmark has gap in building prior to huge_stone_wall
    21:54:48.140 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 12218, column 3
    Building DB error - faction milan has gap in building prior to stone_wall
    21:54:48.140 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 12218, column 3
    Building DB error - faction milan has gap in building prior to large_stone_wall
    21:54:48.140 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 12218, column 3
    Building DB error - faction normans has gap in building prior to stone_wall
    21:54:48.140 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 12218, column 3
    Building DB error - faction normans has gap in building prior to large_stone_wall
    21:54:48.140 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 12218, column 3
    Building DB error - faction turks has gap in building prior to stone_wall
    21:54:48.140 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 12218, column 3
    Building DB error - faction turks has gap in building prior to large_stone_wall
    21:54:48.140 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 12218, column 3
    Building DB error - faction scotland has gap in building prior to stone_wall
    21:54:48.140 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 12218, column 3
    Building DB error - faction scotland has gap in building prior to large_stone_wall
    21:54:48.140 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 12218, column 3
    Building DB error - faction byzantium has gap in building prior to stone_wall
    21:54:48.140 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 12218, column 3
    Building DB error - faction byzantium has gap in building prior to large_stone_wall
    21:54:48.140 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 12218, column 3
    Building DB error - faction moors has gap in building prior to stone_wall
    21:54:48.140 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 12218, column 3
    Building DB error - faction moors has gap in building prior to large_stone_wall
    21:54:48.140 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 12218, column 3
    Building DB error - faction hungary has gap in building prior to stone_wall
    21:54:48.140 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 12218, column 3
    Building DB error - faction hungary has gap in building prior to large_stone_wall
    21:54:48.140 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 12218, column 3
    Building DB error - faction norway has gap in building prior to stone_wall
    21:54:48.140 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 12218, column 3
    Building DB error - faction norway has gap in building prior to large_stone_wall
    21:54:48.140 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 12218, column 3
    Building DB error - faction saxons has gap in building prior to stone_wall
    21:54:48.140 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 12218, column 3
    Building DB error - faction saxons has gap in building prior to large_stone_wall
    21:54:48.140 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 12218, column 3
    Building DB error - faction egypt has gap in building prior to stone_wall
    21:54:48.140 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 12218, column 3
    Building DB error - faction egypt has gap in building prior to large_stone_wall
    21:54:48.140 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 12218, column 3
    Building DB error - faction ireland has gap in building prior to stone_wall
    21:54:48.140 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 12218, column 3
    Building DB error - faction ireland has gap in building prior to large_stone_wall
    21:54:48.140 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 12218, column 3
    Building DB error - faction mongols has gap in building prior to stone_wall
    21:54:48.140 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 12218, column 3
    Building DB error - faction mongols has gap in building prior to large_stone_wall
    21:54:48.140 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 12218, column 3
    Building DB error - faction venice has gap in building prior to stone_wall
    21:54:48.140 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 12218, column 3
    Building DB error - faction venice has gap in building prior to large_stone_wall
    21:54:48.140 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 12218, column 3
    Building DB error - faction england has gap in building prior to stone_wall
    21:54:48.140 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 12218, column 3
    Building DB error - faction england has gap in building prior to large_stone_wall
    21:54:48.140 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 12218, column 3
    Building DB error - faction poland has gap in building prior to stone_wall
    21:54:48.140 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 12218, column 3
    Building DB error - faction poland has gap in building prior to large_stone_wall
    21:54:48.140 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 12218, column 3
    Building DB error - faction france has gap in building prior to stone_wall
    21:54:48.140 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 12218, column 3
    Building DB error - faction france has gap in building prior to large_stone_wall
    21:54:48.140 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 12218, column 3
    Building DB error - faction hre has gap in building prior to stone_wall
    21:54:48.140 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 12218, column 3
    Building DB error - faction hre has gap in building prior to large_stone_wall
    21:54:48.140 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 12218, column 3
    Building DB error - faction portugal has gap in building prior to stone_wall
    21:54:48.140 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 12218, column 3
    Building DB error - faction portugal has gap in building prior to large_stone_wall
    21:54:48.140 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 12218, column 3
    Building DB error - faction spain has gap in building prior to stone_wall
    21:54:48.140 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 12218, column 3
    Building DB error - faction spain has gap in building prior to large_stone_wall
    21:54:48.140 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 12218, column 3
    Building DB error - faction russia has gap in building prior to stone_wall
    21:54:48.140 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 12218, column 3
    Building DB error - faction russia has gap in building prior to large_stone_wall
    21:54:48.140 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 12218, column 3
    Building DB error - faction ents has gap in building prior to stone_wall
    21:54:48.140 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 12218, column 3
    Building DB error - faction ents has gap in building prior to large_stone_wall
    21:54:48.140 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 12218, column 3
    Building DB error - faction papal_states has gap in building prior to stone_wall
    21:54:48.140 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 12218, column 3
    Building DB error - faction papal_states has gap in building prior to large_stone_wall
    21:54:48.140 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 12218, column 3
    Building DB error - faction united has gap in building prior to stone_wall
    21:54:48.140 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 12218, column 3
    Building DB error - faction united has gap in building prior to large_stone_wall
    21:54:48.140 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 12218, column 3
    Building DB error - faction slave has gap in building prior to stone_wall
    21:54:48.140 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 12218, column 3
    Building DB error - faction slave has gap in building prior to large_stone_wall
    21:54:48.140 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 12218, column 3
    Building DB error - faction khand has gap in building prior to fortress
    21:57:45.200 [system.rpt] [error]


    Last edited by BarnicleBill1; May 16, 2015 at 09:59 PM.

  9. #109
    Gigantus's Avatar I am not special - I am a limited edition.
    Patrician took an arrow to the knee spy of the council

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    Default Re: Creating a World - Importing units from another mod

    Apparently the unit uses a custom projectile (pilum). Before going through the messy affair of coding that (minimum an edit of descr_projectiles, possibly 3D model files) try changing it to a vanilla javelin and check if the animations (modelDB) are custom as well.










  10. #110
    BarnicleBill1's Avatar Centenarius
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    Default Re: Creating a World - Importing units from another mod

    I changed it to one of the javelins used by another unit, so it appears in the custom battle screen. It's a step in the right direction!

  11. #111
    Gigantus's Avatar I am not special - I am a limited edition.
    Patrician took an arrow to the knee spy of the council

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    Default Re: Creating a World - Importing units from another mod

    Well, now you have narrowed down the reason to the custom projectile (animation appears to be fine). Trace the entries for it in the descr_projectile file and see if it requires a custom model. Please have a look into the tutorial about projectiles - it's not just a simple entry edit.










  12. #112
    Mr_Nygren's Avatar Berserkir
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    Default Re: Creating a World - Importing units from another mod

    Quote Originally Posted by Gigantus View Post
    Preparations


    • Make sure you have permissions to use the units if you intent to publish your mod
    • Have a formatted modelDB file for your mod
    • Determine how many free slots are left in your export_descr_units file. This is easiest via the search function of Notepad++. Open the EDU with Notepad++, press CTLR+F to get the search function and enter 'ownership' into the 'Find what:' slot, click 'Count'. The maximum number of entries is 500, if you have those detailed explanations at the top of your EDU then deduct one from the count.


    Finding your unit files and entries


    • If you can't remember the display name of your unit, simply use the custom battle of that mod by setting it to the faction where you know the unit is in the roster and using the 'Period\All' setting. Search for the unit in the roster and write down the correct spelling of the unit's name.
    • Open data\text\export_units.txt and search for that name - it will look like the example underneath. Note that there are three entries for that unit, all of them need to be transferred to your mod's export_units file, simply copy it to the bottom of your mod's file. You can now change the entry outside the curly brackets if yo wish to change the name and\or description of the unit.

    Code:
    {Dismounted_Archers}Dismounted Archers
    {Dismounted_Archers_descr}Despite preferring to fight on horseback...snip
    {Dismounted_Archers_descr_short}These light mounted...snip

    • Open the mod's EDU and use the coded name to find your unit's entry. Copy the whole entry to the bottom of your EDU. The entry in the soldier line and armour_ug_models line are your battle models (see next step).
    • Open the mod's modelDB file (use Notepad or Notepad++) and search for the battle model's entries, copy the whole entry to the end of your mod's modelDB file, preferably before the last entry. An entry starts at the line with the battle model's name and ends with the long line of numbers, example underneath. Do not forget to increase the model count number in the first line of the modelDB by the number of models you add.

    Code:
    22 serialization::archive 3 0 0 0 0 886 0 0
    Code:
    18 dismounted_archers 
    1 4 
    56 unit_models/_Units/AS_Light/dismounted_archers_lod0.mesh 121 
    56 unit_models/_Units/AS_Light/dismounted_archers_lod1.mesh 900 
    56 unit_models/_Units/AS_Light/dismounted_archers_lod2.mesh 2500 
    56 unit_models/_Units/AS_Light/dismounted_archers_lod3.mesh 6400 
    1 
    7 mongols 
    67 unit_models/_Units/AS_Light/textures/AS_Light_Fancy_mongols.texture 
    66 unit_models/_Units/AS_Light/textures/AS_Light_Fancy_normal.texture 
    51 unit_sprites/mongols_Mongol_Foot_Archers_sprite.spr 
    1 
    7 mongols 
    59 unit_models/AttachmentSets/Final Asian_mongols_diff.texture 
    59 unit_models/AttachmentSets/Final Asian_mongols_norm.texture 0  
    1 
    4 None 
    16 MTW2_Fast_Bowman 
    20 MTW2_Non_Shield_Fast 1 
    19 MTW2_Bowman_Primary 1 
    18 MTW2_Sword_Primary 
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002
    • Now trace all the listed files (MESH, TEXTURE and SPR) and transfer them to your mod into the correct folders. Create those folders if necessary. Note that the sprite file (SPR) is actually a set of three files - two TEXTURE files and one SPR file with nearly identical names.
    • The last files to transfer are the two unit pictures, you will find them here: ui\units\[faction name]\#coded name and ui\unit_info\[faction name]\coded name_info. Tip: if your unit hasn't got the mercenary_unit ability and all the pictures are the same you may wish to make your life easier (and reduce the size of your mod) by using the unified directory method for unit pictures. Simply add the two marked lines in the example underneath to your EDU entry and create those folders (unified) in the units and unit_info folders and place your pic in there.

    Code:
    ownership        england, slave, france
    era 0            england, france
    era 1            england, france
    era 2            england, france
    ;unit_info        13, 0, 1
    info_pic_dir     unified
    card_pic_dir     unified
    recruit_priority_offset    -12
    • All that is left are the recruitment entries in the export_descr_buildings (EDB) file which is an easy copy\paste operation. You will find those entries by searching for the type entry of your EDU entry, not the coded name entry (dictionary).


    A note about animations and mounts

    You may find that your battle model uses custom animations (see the the bottom part of the modelDB entry) and are left with two options:
    If your mod has no custom animations then simply copy the descr_skeleton file plus the mod's data\animation folder into your mod.
    Else replace the custom animation line with a suitable, already exiting line from your modelDB.

    If you transfer mounts and encounter a custom animation you will have to identify that entry in descr_mounts and copy it, if you do not have a descr_mounts file simply copy the whole file.
    Hello Gigantus,

    I have problems getting this to work, as it CTD:s even though i followed your tutorial to the letter. I am trying to add one unit from the Broken Crescent mod to the Stainless Steel sub-mod of HURBS. This is for personal use, and mainly for testing purposes of course.

    I added the unit at the bottom of the descr_text-file as you mentioned.

    Then i added the unit from the BC EDB to the HURBS EDB.

    After that i did everything you mentioned in the model_DB-file, like adding the unit just above the last four old unit entries, changing the count number for the DB-file and for the new paths to the texture, mesh and sprite-files.

    Lastly i did place the unit_info-picture and unit-picture in the right folders for both the Byzantines and the Slaves. But when trying to start up the game it CTD:s immediately..

    I really don't know what is wrong, but it has to be the model_DB-file in some way!

    Code:
    {ere_elite_varangian_axemen}Pelekyphoroi Axemen
    {ere_elite_varangian_axemen_descr}As it happened some of the mercenary Varangoi of the Roman Empire went native. Those had children with roman women who in turn joined in the family business of cracking skulls open with a two handed waraxe. Furious in battle and dreadful for tavern owners who were in the way of free drink afterwards, Pelekyphoroi (Native Varangoi) willingly became subjects of the empire, if anything, had a more standardized and slightly better quality of armor. The thickest “bambakion” cotton gambeson available (probably thicker than 1 inch, or even more) would be available to them, with scale or mail “lorikion” of the highest quality, and a reinforced “klibanion” lamellar corcelet. His forearms and lower feet would be protected by arm and leg guard vambraces of splint construction, called “cheiropsella” and “podopsella” respectively. A mail gorget was worn for neck protection. The only Roman units that can compare to them armorwise are Pronoiarioi and Kataphraktoi, (even if they have an extra quilted cloth gambeson “Epilorikion” on top of mail and lamellar) and those have a horse under them to carry all that armor, along with themselves. So it is easy to assume that the Pelekyphoroi must have been at an excellent physical form to be able to not only carry all that armor around, but also fight wearing it. On top of that they had to wield a heavy “Tzikourion” (from the latin root “securis”) or “Pelekys” waraxe, whose metal was a slightly better quality than that of their merc brethren. The round shield they carried, was slung on their back in battle, as the fore arm lamellar guards made the shield redundant in many cases. Pelekyphoroi were Christian, still they carried in their shields the crow which was the emblem of Odin. Their numbers were never great, but that has more to do with the situation of the empire, which became embroiled in non-ending civil wars towards the end, not their worth. A resurging empire, would definitely put higher numbers of Native Varangoi as a recruitment goal. The empire tried to create a Native Varangoi force and actually achieved it. The importance the empire bestowed upon the Pelekyphoroi (Native Varangoi) is evident, if their unbreakable victory record is to be trusted. Only when everyone else fled did they surrender, and then only to save the life of the Emperor, as happened in Manzikert. The Emperors, especially the Komnenoi, if the words of the Emperor Ioannis I Komnenos (as transferred by Niketas Choniates, (a 12th century source) are to be believed. When asked to risk his Varangoi in a dangerous situation, he considered them priceless. Their value he said was higher than all of the jewels of the empire. That in no way meant that the Pelekyphoroi weren’t used in battle, but that there was always the fear of losing them, along with their valuable services. They fought and bled for the Empire, and were acknowledged (along with their Mercenary brethren) to be one of the few regiments of the Roman army who actually fought during the sacking of Konstantinoupolis at 1204. Unfortunately the breach didn’t occur in their sector or there wouldn’t have been one. In battle they would be indistinguishable to their Mercenarry brethren, sharing all their talents and faults. Even so, brought up in the most beautiful of the cities of Christendom, and realizing that a lot of the natives just couldn’t fight to save their lives, does make those Native Varangoi, patriotic in the modern sense of the word, meaning putting their own life on the line for what had become their own country. Their absolute loyalty to the Emperor as well as their love for heavy drinking was legendary. Niketas Choniates in the 12th centrury, describes the personality and character of the Varangoi “Pelekyphoroi” (axe bearers) when he calls them “wine-bags” to emphasize their fondness of alcohol. They must have been impressive to look at, especially from the viewpoint of a Mediterranean subject. Anna Komnene, a contemporary compares them to “tall and strong palm trees”. No emperor worth his salt would throw them at impossible odds, still, no emperor had doubts about using them in a battle they could win. They just pointed them to a target, then the Varangoi would run at them with their double handed war axes held high (their unit possibly arranged in a wedge formation) and their opposing force would either run away or be hacked into pieces. There are records of Varangoi simply assaulting an enemy battle line and it melting away without Varangoi coming near it.
    {ere_elite_varangian_axemen_descr_short}These heavy axemen are descendants of the Varangoi. They are one of the Roman Empire’s finest troops, and their assault is legendary.
    Code:
    type             ere elite varangian axemen
    dictionary       ere_elite_varangian_axemen      ; Native Varangoi Guard
    category         infantry
    class            heavy
    voice_type       Heavy
    accent         East_European
    banner faction   main_infantry
    banner holy      crusade
    soldier          ere_elite_varangian_axemen, 30, 0, 1.0
    attributes       sea_faring, hide_forest, hardy, can_withdraw, frighten_foot
    formation        2, 2, 2.4, 2.4, 3, square
    stat_health      1, 0
    stat_pri         21, 5, no, 0, 0, melee, melee_blade, slashing, axe, 25, 1.33
    stat_pri_attr    ap
    stat_sec         7, 2, no, 0, 0, melee, melee_blade, slashing, axe, 25, 1
    stat_sec_attr    ap
    stat_pri_armour  9, 20, 5, metal
    stat_sec_armour  0, 0, flesh
    stat_heat        0
    stat_ground      -2, -3, -2, -1
    stat_mental      17, disciplined, untrained
    stat_charge_dist 40
    stat_fire_delay  0
    stat_food        60, 300
    stat_cost        2, 1600, 375, 200, 200, 1600
    armour_ug_levels 4
    armour_ug_models ere_elite_varangian_axemen
    ownership        byzantium, slave
    ;! unitend
    Code:
    22 serialization::archive 3 0 0 0 0 1277 0 0
    Code:
    26 ere_elite_varangian_axemen 
    1 1 
    77 unit_models/_units/byzantine_roster/ere_elite_varangian_axemen_lod0.mesh 6400 
    2 
    9 byzantium 
    84 unit_models/_units/byzantine_roster/textures/ere_elite_varangian_axemen_diff.texture 
    84 unit_models/_units/byzantine_roster/textures/ere_elite_varangian_axemen_norm.texture 
    60 unit_sprites/byzantium_ere_elite_varangian_axemen_sprite.spr 
    5 slave 
    84 unit_models/_units/byzantine_roster/textures/ere_elite_varangian_axemen_diff.texture 
    84 unit_models/_units/byzantine_roster/textures/ere_elite_varangian_axemen_norm.texture 
    60 unit_sprites/byzantium_ere_elite_varangian_axemen_sprite.spr 
    2 
    9 byzantium 
    97 unit_models/_units/byzantine_roster/attachmentsets/attach_ere_elite_varangian_axemen_diff.texture 
    97 unit_models/_units/byzantine_roster/attachmentsets/attach_ere_elite_varangian_axemen_norm.texture 0  
    5 slave 
    97 unit_models/_units/byzantine_roster/attachmentsets/attach_ere_elite_varangian_axemen_diff.texture 
    97 unit_models/_units/byzantine_roster/attachmentsets/attach_ere_elite_varangian_axemen_norm.texture 0  
    1 
    4 None 
    9 MTW2_Mace 
    11 MTW2_2H_Axe 2 
    17 MTW2_Mace_Primary 
    14 fs_test_shield 2 
    19 MTW2_2H_Axe_primary 
    14 fs_test_shield 
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002
    Do you have any idea what may cause the CTD in the Model_DB-file?

    My battle-model.DB-file:
    Attached Files Attached Files
    Last edited by Mr_Nygren; March 20, 2016 at 06:27 PM.
    Be your friend's, true friend. Return gift for gift. Repay laughter, with laughter again
    but betrayal with treachery.

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  13. #113
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    Default Re: Creating a World - Importing units from another mod

    I managed to solve it - It was the numbers at the end of the mesh-line, i had managed to count them when i shouldn't have done it.
    Be your friend's, true friend. Return gift for gift. Repay laughter, with laughter again
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  14. #114
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Creating a World - Importing units from another mod

    Great to hear you got it fixed










  15. #115
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    Default Re: Creating a World - Importing units from another mod

    Quote Originally Posted by Gigantus View Post
    Preparations


    • Make sure you have permissions to use the units if you intent to publish your mod
    • Have a formatted modelDB file for your mod
    • Determine how many free slots are left in your export_descr_units file. This is easiest via the search function of Notepad++. Open the EDU with Notepad++, press CTLR+F to get the search function and enter 'ownership' into the 'Find what:' slot, click 'Count'. The maximum number of entries is 500, if you have those detailed explanations at the top of your EDU then deduct one from the count.


    Finding your unit files and entries


    • If you can't remember the display name of your unit, simply use the custom battle of that mod by setting it to the faction where you know the unit is in the roster and using the 'Period\All' setting. Search for the unit in the roster and write down the correct spelling of the unit's name.
    • Open data\text\export_units.txt and search for that name - it will look like the example underneath. Note that there are three entries for that unit, all of them need to be transferred to your mod's export_units file, simply copy it to the bottom of your mod's file. You can now change the entry outside the curly brackets if yo wish to change the name and\or description of the unit.

    Code:
    {Dismounted_Archers}Dismounted Archers
    {Dismounted_Archers_descr}Despite preferring to fight on horseback...snip
    {Dismounted_Archers_descr_short}These light mounted...snip

    • Open the mod's EDU and use the coded name to find your unit's entry. Copy the whole entry to the bottom of your EDU. The entry in the soldier line and armour_ug_models line are your battle models (see next step).
    • Open the mod's modelDB file (use Notepad or Notepad++) and search for the battle model's entries, copy the whole entry to the end of your mod's modelDB file, preferably before the last entry. An entry starts at the line with the battle model's name and ends with the long line of numbers, example underneath. Do not forget to increase the model count number in the first line of the modelDB by the number of models you add.

    Code:
    22 serialization::archive 3 0 0 0 0 886 0 0
    Code:
    18 dismounted_archers 
    1 4 
    56 unit_models/_Units/AS_Light/dismounted_archers_lod0.mesh 121 
    56 unit_models/_Units/AS_Light/dismounted_archers_lod1.mesh 900 
    56 unit_models/_Units/AS_Light/dismounted_archers_lod2.mesh 2500 
    56 unit_models/_Units/AS_Light/dismounted_archers_lod3.mesh 6400 
    1 
    7 mongols 
    67 unit_models/_Units/AS_Light/textures/AS_Light_Fancy_mongols.texture 
    66 unit_models/_Units/AS_Light/textures/AS_Light_Fancy_normal.texture 
    51 unit_sprites/mongols_Mongol_Foot_Archers_sprite.spr 
    1 
    7 mongols 
    59 unit_models/AttachmentSets/Final Asian_mongols_diff.texture 
    59 unit_models/AttachmentSets/Final Asian_mongols_norm.texture 0  
    1 
    4 None 
    16 MTW2_Fast_Bowman 
    20 MTW2_Non_Shield_Fast 1 
    19 MTW2_Bowman_Primary 1 
    18 MTW2_Sword_Primary 
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002
    • Now trace all the listed files (MESH, TEXTURE and SPR) and transfer them to your mod into the correct folders. Create those folders if necessary. Note that the sprite file (SPR) is actually a set of three files - two TEXTURE files and one SPR file with nearly identical names.
    • The last files to transfer are the two unit pictures, you will find them here: ui\units\[faction name]\#coded name and ui\unit_info\[faction name]\coded name_info. Tip: if your unit hasn't got the mercenary_unit ability and all the pictures are the same you may wish to make your life easier (and reduce the size of your mod) by using the unified directory method for unit pictures. Simply add the two marked lines in the example underneath to your EDU entry and create those folders (unified) in the units and unit_info folders and place your pic in there.

    Code:
    ownership        england, slave, france
    era 0            england, france
    era 1            england, france
    era 2            england, france
    ;unit_info        13, 0, 1
    info_pic_dir     unified
    card_pic_dir     unified
    recruit_priority_offset    -12
    • All that is left are the recruitment entries in the export_descr_buildings (EDB) file which is an easy copy\paste operation. You will find those entries by searching for the type entry of your EDU entry, not the coded name entry (dictionary).


    A note about animations and mounts

    You may find that your battle model uses custom animations (see the the bottom part of the modelDB entry) and are left with two options:
    If your mod has no custom animations then simply copy the descr_skeleton file plus the mod's data\animation folder into your mod.
    Else replace the custom animation line with a suitable, already exiting line from your modelDB.

    If you transfer mounts and encounter a custom animation you will have to identify that entry in descr_mounts and copy it, if you do not have a descr_mounts file simply copy the whole file.
    Hello, i need help. I had no problem until very recently with adding units from other mods. But after i did use an editor thigs won't work. I did make the changes undone, but when adding the unit the traditional way it stil won't work.

    My text code:

    Code:
    {Drengar}Drængjar
    {Drengar_descr}The Geats have a history of heroism.  etc..
    {Drengar_descr_short}Lightly armored and wielding swords.
    My EDU entry:
    Code:
    type             Drengardictionary       Drengar      ; Drengar
    category         infantry
    class            light
    voice_type       Light
    banner faction   main_infantry
    banner holy      crusade
    soldier          drengar, 40, 0, 1.1
    attributes       sea_faring, hide_forest, can_withdraw, cannot_skirmish
    formation        1.2, 1.2, 2.4, 2.4, 4, square
    stat_health      1, 0
    stat_pri         5, 1, javelin, 40, 8, thrown, missile_mechanical, piercing, spear, 25, 1
    stat_pri_attr    thrown, ap
    stat_sec         7, 2, no, 0, 0, melee, melee_blade, piercing, sword, 25, 1
    ;stat_sec_ex      0, 0, 0
    stat_sec_attr    no
    stat_pri_armour  7, 4, 3, leather
    ;stat_armour_ex   3, 5, 6, 0, 1, 8, 8, leather
    stat_sec_armour  0, 0, flesh
    stat_heat        0
    stat_ground      0, 0, 0, 0
    stat_mental      8, normal, trained
    stat_charge_dist 6
    stat_fire_delay  0
    stat_food        60, 300
    stat_cost        2, 2200, 550, 480, 400, 1500, 4, 140
    armour_ug_levels 1
    armour_ug_models drengar
    ownership        all
    era 0            norway, spain
    era 1            norway, spain
    era 2            norway, spain
    recruit_priority_offset    17.5
    My Battlemodel.db:

    Code:
    7 drengar 1 1 
    44 unit_models/_units/vikings/drengar_lod0.mesh 10000 
    3 
    6 norway 
    51 unit_models/_units/vikings/textures/drengar.texture 
    58 unit_models/_units/vikings/textures/drengar_normal.texture 
    31 unit_sprites/drengar_sprite.spr 
    5 slave 
    51 unit_models/_units/vikings/textures/drengar.texture 
    58 unit_models/_units/vikings/textures/drengar_normal.texture 
    31 unit_sprites/drengar_sprite.spr 
    4 merc 
    51 unit_models/_units/vikings/textures/drengar.texture 
    58 unit_models/_units/vikings/textures/drengar_normal.texture 
    31 unit_sprites/drengar_sprite.spr 
    3 
    6 norway
    55 unit_models/_units/vikings/textures/drengar_att.texture 
    60 unit_models/_units/vikings/textures/drengar_att_norm.texture 0
    5 slave
    55 unit_models/_units/vikings/textures/drengar_att.texture 
    60 unit_models/_units/vikings/textures/drengar_att_norm.texture 0
    4 merc
    55 unit_models/_units/vikings/textures/drengar_att.texture 
    60 unit_models/_units/vikings/textures/drengar_att_norm.texture 0
    1 
    4 None 
    12 MTW2_Javelin
    14 MTW2_Swordsman 2
    20 MTW2_Javelin_primary
    14 fs_test_shield 2
    18 MTW2_Sword_Primary
    14 fs_test_shield
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002
    Yes, i did add one to the count number and the mesh, textures and atachments are in the right folders. I think all the numbers are correct also..

    But the game won't start. It shows the loading screen and exits. If i add one more count number the game get's a black screen, so i don't think it's the battlemodel.db-file. I think it's the edu or something?

    Error log:

    Code:
    02:15:47.589 [system.rpt] [always] CPU: SSE202:15:47.589 [system.rpt] [always] ==== system log start, build date: Feb 25 2008 version development ===
    02:15:47.592 [system.io] [always] mounted pack packs/data_0.pack
    02:15:47.593 [system.io] [always] mounted pack packs/data_1.pack
    02:15:47.594 [system.io] [always] mounted pack packs/data_2.pack
    02:15:47.595 [system.io] [always] mounted pack packs/data_3.pack
    02:15:47.595 [system.io] [always] mounted pack packs/data_4.pack
    02:15:47.595 [system.io] [always] mounted pack packs/localized.pack
    02:15:49.158 [script.err] [error] Script Error in mods/Last_Kingdom/data/export_descr_unit.txt, at line 15829, column 24
    stat_pri statistic refers to non-existant projectile type 'javelin'
    02:15:49.158 [script.err] [error] Script Error in mods/Last_Kingdom/data/export_descr_unit.txt, at line 15829, column 24
    failed to read statistic for unit type 'Drengar'
    02:15:49.158 [data.invalid] [error] DATABASE_TABLE error found : error reading record from file mods/Last_Kingdom/data/export_descr_unit.txt.
    Hm, it can be the javelin.
    Last edited by Mr_Nygren; April 17, 2016 at 05:13 PM. Reason: It can be the javelin entry.
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    but betrayal with treachery.

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  16. #116
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    Default Re: Creating a World - Importing units from another mod

    Yes, it was the javelin. I fixed it by using another javelin.
    Be your friend's, true friend. Return gift for gift. Repay laughter, with laughter again
    but betrayal with treachery.

    - The Havamal

  17. #117
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Creating a World - Importing units from another mod

    The log was very clear about it - doesn't happen all the time










  18. #118
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    Default Re: Creating a World - Importing units from another mod

    I can't manage to get three units into the game..

    The Svia Riddarar causes the black screen-crash, and i think i am missing the pony or something. I'll save mounts for later.

    The other two units that i can't get into the game are the bogamenn and langbogamenn. I can start the game, and both the bmdb and the eu seems fine. The pictures are all there! I had some problem with the arrow causing the black screen-crash, but after editing the descr_projectile i got into the game. But the game crashes when trying to enter battle.

    And the sprites and textures are all in the right folders. I don't know why it CTD:s when trying to enter a rts-battle. When looking at the error-log it only states "Oh, Odin be mercifull" blah blah. No info there?

    This is a serious problem when trying to fill the character roster. I would very much want the langbogamenn, bogamenn and Svia Riddarar into the game. But i don't know what the problem is in the edu.
    Last edited by Mr_Nygren; April 17, 2016 at 10:46 PM.
    Be your friend's, true friend. Return gift for gift. Repay laughter, with laughter again
    but betrayal with treachery.

    - The Havamal

  19. #119
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    Default Re: Creating a World - Importing units from another mod

    Regarding the bogamenn, and longbogamenn- it was the animations. I solved it by giving them other animations for now. From very fast arrow to fast. Not the best option, but it works.
    Be your friend's, true friend. Return gift for gift. Repay laughter, with laughter again
    but betrayal with treachery.

    - The Havamal

  20. #120
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Creating a World - Importing units from another mod

    Custom animations or custom projectiles are the most common crash reasons when transferring units.










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