Results 1 to 19 of 19

Thread: Assembly Kit vs PFM 3.1.8

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    pajomife's Avatar Protector Domesticus
    Join Date
    Aug 2005
    Location
    In home
    Posts
    4,701

    Default Assembly Kit vs PFM 3.1.8

    I hope this thread does not become another anti-CA one, was a kindness they providing this tool.

    But...I'm used to open a particular file system, and from then attach or remove other,so I think the pfm particularly friendly,mainly because my skills as a modder are just merge files and edit them.What I wanted to know was if this tool will bring something substantially different, and what?

    -New maps?

    -A totally different political system? With a whole new interface.

    -Edit any way the AI battles?

    -Add or remove "features"?The famous family tree,remove transport ships,add new diplomatic options,such trade, demand or give regions,force a faction to stop a war with some other etc.

    -Create new regions, or cities?

    -Add songs and new sounds?(this part is for La♔De♔Da♔Brigadier Graham)


    -You can access something that you could not with pfm?

    In short, this tool is what the great modders wanted,or is a hardcore version of pfm?





    -
    Last edited by pajomife; January 18, 2014 at 09:10 AM.

  2. #2
    SD_Man's Avatar Semisalis
    Join Date
    Apr 2013
    Location
    NYC
    Posts
    416

    Default Re: Assembly Kit vs PFM 3.1.8

    EPIC Rap Battles of History!!!
    Begin!

  3. #3
    Foederatus
    Join Date
    Dec 2013
    Location
    England
    Posts
    44

    Default Re: Assembly Kit vs PFM 3.1.8

    Assuming that everything will work eventually, I think the form launcher is a really strong and useful tool to have, and the ui functionality is extremely helpful and it does seem to be able to do some things PFM can't, as we should expect. I've noticed it seems to be lacking mass field editing which is a bit limiting and without being able to open packs and lacking intuitive method of actually organising a project it seems to me so far to be inferior to PFM for general use. Obviously, PFM doesn't come with a mesh editor so I can't really compare it on that front.

    So far I'm using the Assembly Kit to help me plan changes and find things and am still editing in PFM, but I am an amateur and that is a beta product.
    Last edited by Iyerbeth; January 18, 2014 at 10:57 AM.

  4. #4
    ToonTotalWar's Avatar Indefinitely Banned
    Join Date
    Aug 2005
    Location
    Newcastle upon Tyne
    Posts
    1,733

    Default Re: Assembly Kit vs PFM 3.1.8

    PFM all the way, assembly kit is total shite

  5. #5
    Archimonday's Avatar Senator
    Join Date
    Jul 2008
    Location
    Massachusetts, United States
    Posts
    1,383

    Default Re: Assembly Kit vs PFM 3.1.8

    If I was making a brand new mod, then the Assembly kit would have been my choice. Seeing as how I already have a lot of modification already done, PFM still holds the banner. However, the Assembly kit helps a lot with startpos.esf editing, and will allow me to do better work to the campaign.

  6. #6
    Noif de Bodemloze's Avatar The Protector of Art
    Content Emeritus

    Join Date
    Apr 2009
    Location
    Finland
    Posts
    5,747

    Default Re: Assembly Kit vs PFM 3.1.8

    I still see that PFM 3.1.8 goes over Assembly kit. That Assembly kit doesn't work well and gave wrong code for variantmeshdefinition, so PFM goes for me.

  7. #7
    AngryTitusPullo's Avatar Comes Limitis
    Join Date
    Jan 2006
    Location
    Kuala Lumpur
    Posts
    13,018

    Default Re: Assembly Kit vs PFM 3.1.8

    I see that the assembly kit uses raw data. Will it be easy to update with every patch ?


    CIVITATVS CVM AVGVSTVS XVI, MMVI
    IN PATROCINIVM SVB Dromikaites SVB MareNostrum SVB Quintus Maximus
    Want to know more about Rome II Total Realism ? Follow us on Twitter & Facebook

  8. #8

    Default Re: Assembly Kit vs PFM 3.1.8

    Well atm PFM seems to be the choice. I don't see any flames coming from this post. Did someone alert the fire department?

  9. #9
    The Holy Pilgrim's Avatar In Memory of Blackomur
    Citizen

    Join Date
    Feb 2009
    Location
    Someplace other than here
    Posts
    11,921

    Default Re: Assembly Kit vs PFM 3.1.8

    Please keep away from making disruptive/unnecessary posts.

    Thank you

  10. #10
    Radious's Avatar I came, I saw, I modded
    Join Date
    Mar 2009
    Location
    Czech Republic
    Posts
    11,169

    Default Re: Assembly Kit vs PFM 3.1.8

    Combination is the key here. Both programs are good but real power is when you combine them. PFM is much better for table editing, but Assembly kit is great at startpos editing and offer excelent help with unit modelling and its still in beta and hopefully much more features will come in the future. For community is really great to be able to combine these 2 tools together. Which game offers that?

    Winner of the 2011, 2012. 2014, 2015, 2016 and 2017 Modding Awards in Total War Shogun 2, Rome 2, Attila, Warhammer 1 and Warhammer 2.
    Follow us here - Team Radious




  11. #11
    AngryTitusPullo's Avatar Comes Limitis
    Join Date
    Jan 2006
    Location
    Kuala Lumpur
    Posts
    13,018

    Default Re: Assembly Kit vs PFM 3.1.8

    Moved from Rome 2 General Discussion.


    CIVITATVS CVM AVGVSTVS XVI, MMVI
    IN PATROCINIVM SVB Dromikaites SVB MareNostrum SVB Quintus Maximus
    Want to know more about Rome II Total Realism ? Follow us on Twitter & Facebook

  12. #12
    sgtkatharn's Avatar Foederatus
    Join Date
    Dec 2013
    Location
    Australia
    Posts
    41

    Default Re: Assembly Kit vs PFM 3.1.8

    like Radious said using the two in combination is a good way to go. One thing I have found when making my mod is that there is no way of exporting parts of a table in either of the two programs and when I was using the Assembly kit the error check built in to it would not allow me to delete some table entries as they were dependent on other tables in the db but I did find a work around for this, I edited the xmls directly in notepad and deleted the tables that I didn't need for my mod and that allowed me to export what I needed for my mod.

  13. #13
    AngryTitusPullo's Avatar Comes Limitis
    Join Date
    Jan 2006
    Location
    Kuala Lumpur
    Posts
    13,018

    Default Re: Assembly Kit vs PFM 3.1.8

    Do single/simple things with the kit (like creating new units etc) and merge them with PFM. Insta-win !


    CIVITATVS CVM AVGVSTVS XVI, MMVI
    IN PATROCINIVM SVB Dromikaites SVB MareNostrum SVB Quintus Maximus
    Want to know more about Rome II Total Realism ? Follow us on Twitter & Facebook

  14. #14
    Magnar's Avatar Artifex
    Join Date
    Jul 2013
    Location
    The last place you look
    Posts
    4,370

    Default Re: Assembly Kit vs PFM 3.1.8

    Yup its all about combining the best of both worlds... but ill take making units in PFM over assembly kit. copy paste makes it ridiculously quick. What im interested to see is how the Kit will deal with patches? with the raw data be updated? will edited data remain and vanilla updated? will all files be replaced with vanilla. Im hesitant to start with Assembly kit beyond startpos editing due the number unknowns... and the excel/PFM combo being the much quicker method for personally for editing most db tables.

  15. #15

    Default Re: Assembly Kit vs PFM 3.1.8

    Assembly kit also seems to include some tables that are not in PFM (Mostly audio staff) and the "show schema" button is useful to see table relationships.

  16. #16

    Default Re: Assembly Kit vs PFM 3.1.8

    If anyone can help, where in the assembly kit is the data for changing the unit sizes of starting armies in the startpos?
    Balbor

    Former Creative Director
    Former Head Unit Modeller and Texture
    Fourth Age:Total War

  17. #17
    LestaT's Avatar Artifex
    Join Date
    Jun 2005
    Location
    Campus Martius
    Posts
    3,877

    Default Re: Assembly Kit vs PFM 3.1.8

    Quote Originally Posted by Balbor View Post
    If anyone can help, where in the assembly kit is the data for changing the unit sizes of starting armies in the startpos?
    Form launcher > starting positions under Army colums there's Soldiers % which is by default 100. Maybe this one ?
    Everything we hear is an opinion, not a fact. Everything we see is a perspective, not the truth. - Marcus Aurelius


  18. #18
    Magnar's Avatar Artifex
    Join Date
    Jul 2013
    Location
    The last place you look
    Posts
    4,370

    Default Re: Assembly Kit vs PFM 3.1.8

    Quote Originally Posted by ^OvO^ View Post
    Form launcher > starting positions under Army colums there's Soldiers % which is by default 100. Maybe this one ?
    Starting unit sizes with assembly kit have a max of vanilla ultra starting sizes unless you play on unit size : large and increase the db unit sizes above what you would play with on ultra. then the starting armies will be calculated correctly

  19. #19
    Junaidi83 de Bodemloze's Avatar Dont Mess With Me
    Join Date
    Feb 2011
    Location
    Indonesia
    Posts
    2,616

    Default Re: Assembly Kit vs PFM 3.1.8

    can we edit agent movie string using creative assembly kit ?? i am bit curious since we never able to learn how to change video for agent, many rip content from agent, fots like rip off feature, since most of agent didnt have proper video, starting from rots dlc
    Modding is like accursed wine, you try a sip and you ended empty the whole glass
    Under Proud Patronage of Shankbot de Bodemloze

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •