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  1. #1

    Default Implementing The New Units...

    So I've noticed that there were several units that piqued my interest in the Historia campaigns that would add an overall flavor to the gameplay of the regular campaign if they were added in; namely the Interloper Asssassins and the Interloper Wizards.

    However, to my knowledge, they and several other units, are not trainable or recruitable in any buildings, of the Freeform campaign as a whole.

    Since the units do exist in code (Thanks Neph!) is there anyway for me to make it so that these units are available for their respective factions? For instance, allow the Sheikah to train Interloper units as a late-game sorta thing from their barracks when they enter Death Stance.

    What steps would I need to take to make this happen and what files for them or any other units? While I have some knowledge of coding... details and examples work wonderful... and VERY helpful.

    Thanks for your help!

  2. #2

    Default Re: Implementing The New Units...

    I'm pretty sure you could do that just by editing the export_building_desc.txt or whatever it's called.

  3. #3

    Default Re: Implementing The New Units...

    Quote Originally Posted by Cameron Shutters View Post
    I'm pretty sure you could do that just by editing the export_building_desc.txt or whatever it's called.
    See, I know WHERE that file is... but I have no idea what I'd do to edit it to achieve what Im trying to do?

    ...plus, if I can get these guys in Custom Battles, that would be awesome. Can you say Interlopers vs Twili Beasts in the Twili Castle? A lil' something of them just arriving?

  4. #4

    Default Re: Implementing The New Units...

    I tried edited, says something about accuses denial when I try,but I like to see you guys add those new units in.

  5. #5
    Civis
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    Default Re: Implementing The New Units...

    Quote Originally Posted by starwars90001 View Post
    I tried edited, says something about accuses denial when I try,but I like to see you guys add those new units in.
    Do you have administrator permissions to modify the file? try right clicking the whole mod folder, then properties, then security and then edit, then check the box that says write or writing or modify, and then save. I hope it works, but i don´t know if it would be different for windows 7, vista, xp (I have windows 8 in spanish, so I may have misspelled some words).

  6. #6

    Default Re: Implementing The New Units...

    It would be nice to use them in campign. For my self thats how i perfur to play the mod

  7. #7
    UndyingNephalim's Avatar Primicerius
    Patrician Artifex

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    Default Re: Implementing The New Units...

    Just to make it known, the Interloper Wizards are just a reskin of the Blood Wizards and the Interloper Assassins are just a reskin of the normal Sheikah Assassins. Statistically they are essentially the same units wearing red and black cloaks.

  8. #8

    Default Re: Implementing The New Units...

    But there are other units. that would be nice to have in game. There are several units that can not be got in the Free form Campaign. Like Mounted Hyrulain Knights. And for the Gerudo. Bronze knuckles, Iron knuckles, Wind witches, and Ice archers. And there are probably others.

    On that note. Why does Labrynna get Gunner Post before it gets the Gunner unit. It seems to me it should be the other way around.
    Edit: By Bad, The Gerudo can get Ice archers at their Highest tir Barracks.
    Last edited by Eldren; January 30, 2014 at 10:38 AM. Reason: My mistake

  9. #9

    Default Re: Implementing The New Units...

    If my knowledge is correct, Gunner Posts count as a siege weapon and need to be built at the siegeworks, and there aren't multiple siegework tiers so that's the issue. If you could make the Gunner Posts buildable at the barracks that should solve the issue.

  10. #10
    Soron's Avatar Tiro
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    Default Re: Implementing The New Units...

    i have a question:

    how make a unit, as deadhand, available in custom battles?

  11. #11
    Civis
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    Default Re: Implementing The New Units...

    look for the file export_descr_unit.txt in the folder called data. Make a backup of this file before modifying, just in case something gets wrong. open the text file and look for this:

    Spoiler Alert, click show to read: 

    type Deadhand
    dictionary Deadhand ; Elephants
    category cavalry
    class heavy
    voice_type Heavy
    banner faction main_none
    banner holy main_none
    soldier invisible, 4, 1, 1
    mounted_engine armogohma_eye
    mount deadhand
    mount_effect horse +4, camel +2
    attributes hardy, can_withdraw, frighten_foot, frighten_mounted, very_hardy, no_custom
    formation 7, 11, 13,16, 1, square
    stat_health 1, 2
    stat_pri 1, 1, noproj, 2, 2, siege_missile, artillery_mechanical, piercing, none, 25, 1
    ;stat_pri_ex 0, 0, 0
    stat_pri_attr ap
    stat_sec 20, 5, no, 0, 0, melee, melee_simple, piercing, none, 25, 1
    ;stat_sec_ex 0, 0, 0
    stat_sec_attr area, launching, ap
    stat_pri_armour 6, 4, 4, metal
    ;stat_armour_ex 5, 0, 0, 0, 7, 0, 0, metal
    stat_sec_armour 6, 4, metal
    stat_heat 0
    stat_ground 0, 0, 0, 0
    stat_mental 9, normal, trained, lock_morale
    stat_charge_dist 30
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 2090, 0, 400, 400, 1000, 1, 999999
    armour_ug_levels 0
    ownership stalfos
    era 2 stalfos
    info_pic_dir stalfos
    card_pic_dir stalfos
    ;unit_info 10, 16, 12


    delete the thing that says " no_custom". save and enjoy.
    Just a quick note: modifying any files of the mod may cause an incompatibility for the current campaign saves (only starting new ones will work).

  12. #12
    Soron's Avatar Tiro
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    Default Re: Implementing The New Units...

    Yes, and this work! tanks!

  13. #13

    Default Re: Implementing The New Units...

    hey how do you turn hero characters into rebel units on the campaign map, or into mec units, like other how you get lady middeein the twili campaign.

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