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  1. #1

    Default How to edit movement points

    Hi, i finally located where i can edit movement points on strategic map,
    using DBeditor in patch 2 pack under units_tables\units

    However when i un-check CA is read only, i still cant edit the value, in this case 22,
    i intent to cut every land unit in half,
    but what does it take to make the numbers editable ?
    Attached Thumbnails Attached Thumbnails finally unit movement points.jpg  

  2. #2

    Default Re: How to edit movement points

    I could edit an old mod that i restored ship movement on, and upped some recruit restrictions that was also made, here is result,
    havnt test it yet but it should work
    Attached Files Attached Files

  3. #3

    Default Re: How to edit movement points

    Here's another issue, i'm trying to implement that heavy ships will outgun smaller warships,
    but yet again i can't edit using editor !?
    Why is that ?
    Attached Thumbnails Attached Thumbnails cant edit in editor.jpg  

  4. #4

    Default Re: How to edit movement points

    I would suggest this sub-forum over this one

    http://www.twcenter.net/forums/forum...e-Mod-Workshop

  5. #5
    PikeStance's Avatar Greater of Two Evils
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    Default Re: How to edit movement points

    You should be using

    Pack File Manager

    Then you need to learn how to create a Mod.

    Good Luck and welcome to Modding!

  6. #6

    Default Re: How to edit movement points

    Thanks a whole lot pike, worked like a charm.
    Now i deleted the lr (long range suffix) on every last puny ship, and instead added it to heavy first rates,
    with the rationale that only a heavy ship has the mass and stability to fling shots with any measure of consistent accuracy.
    Now i just went up with some 2nd rates vs a 5th + 4th rate, (against 2 ships in hostile group.)
    With 6 2nd rates i won but lost 2 ships, nothing new there,
    but what is entirely new is that a single 2nd rate of mine could sink one of them, while scaring away the other ship, on auto-resolve.
    In my experience of auto-resolve, those two smaller ships would easily scare away 2 of my 2nd rates, easily.
    So in short, i think i solved the issue of bigger ships flee in horror from smaller ones due to taking away the lr suffix on the small buggers.

    I'm uploading the naval as well as the lower land unit movement,
    but must conclude that the lower movement mod also contain reduction in unhappiness,
    not my cup of tea but i thought it was over the top having to burn the entire India continent and transform it into a church-fest anyway !
    Attached Files Attached Files
    Last edited by poa; March 23, 2014 at 07:39 AM.

  7. #7

    Default Re: How to edit movement points

    I'm still not content with trading two lost 2nd rates + badly damaged remaining 4 2nd rates, of which one was an admiral,
    in exchange for a 4th and a 5th rate, when i had 300% numerical superiority on top of much superior ships, on normal/easy settings,
    now that i see the light on how to correct these extraordinary unfair state of affairs.

    So what can you tell of this image: what does it take to make ship battles in particular along more expected and respected lines in auto-resolve ?
    (located in patch.pack under campaign_variables_tables\campaign_variables)
    http://www.twcenter.net/forums/attac...5&d=1395224270
    Last edited by poa; March 23, 2014 at 09:00 AM.

  8. #8
    PikeStance's Avatar Greater of Two Evils
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    Default Re: How to edit movement points

    I would imagine... any factor that deal with naval or ships would be something you would want to tinker with. Since your issue is with naval battles, I would stay away from the general autoresolve factors and focus only on the naval ones.
    Last edited by PikeStance; March 23, 2014 at 09:20 AM.

  9. #9

    Default Re: How to edit movement points

    I'm unable to get any result from editing,
    but considering the fact that when i send a single 2nd rate against them, i destroy both ships and have remaining 67 health points,
    vs when i send my fleet of 6 2nd rates against them, the result is 2 lost 2nd rates, and remaining 2nd rates has health points around 35,
    -the answer must be that i suffer a minimum amount of losses on auto resolve no matter what,
    and that minimum losses account for quite a lot on a win.
    ...........but i can not implement any changes in that, - i donno if my modification even take place,
    i didnt notice a single variation when i mess with auto-resolve values

    Still, the deletion of lr suffix on smaller ships ended the peculiarity where bigger ships run in horror from smaller ships
    Last edited by poa; March 23, 2014 at 10:51 AM.

  10. #10

    Default Re: How to edit movement points

    I can't install my mod, it doesnt work when i add script manually and i get an expected error when i try with modmanager,
    i can only see the half move mod in modmanager, but that one already works

  11. #11

    Default Re: How to edit movement points

    I finally hacked it, its the patch2.pack that has to be altered,
    i have too old windows for the NET frame 2.0 so i have to edit the file itself, but it does work,
    now my 6 2nd rates made short work of those two smaller ships on auto-resolve

  12. #12

    Default Re: How to edit movement points

    Hello, is it possible to install this mod without using modmanager ?
    and if so, how ?
    thank you to whomever can explain
    Attached Files Attached Files

  13. #13
    PikeStance's Avatar Greater of Two Evils
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    Default Re: How to edit movement points

    Quote Originally Posted by poa View Post
    Hello, is it possible to install this mod without using modmanager ?
    and if so, how ?
    thank you to whomever can explain
    Yes,.... by changing the user script
    user.empire_script.txt
    in you case you should input:
    mod "mod_bigger_ships_is_better_path2.pack";
    You have a long name... I prefer more simple names like
    Pike_BattleAI.pack

    You can rename it:
    poa_navalmod.pack
    The directory
    C:\Users\[yourname]\AppData\Roaming\The Creative Assembly\Empire\scripts
    Note: AppData is a hidden folder.
    Note2: I run Windows 8

    [I am assuming you put the pack file in the Empire Data folder]

  14. #14

    Default Re: How to edit movement points

    sigh, i have tried every change i can think of, did you install this mod and saw the changes in reloading and gunnery skill ?
    it works when i edit the entire patch2.pack, but i can not activate this mod.

    I can edit and activate the half_move mod, but not the mods i create from scratch,
    oh, and i do not need the "quotation" marks when i activate the half_move mod,
    but quotation marks or not, i can't for the life of me activate the mods i created from scratch

    ed: and i'm also putting the mods under Empire Total War\data
    Last edited by poa; March 24, 2014 at 02:23 PM.

  15. #15
    Goutlard's Avatar Janissary
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    Default Re: How to edit movement points

    user.empire_script should be "saved as" "Unicode" as format, it is often a problem for beginners. If the user.empire_script is done wrong the problem won't be the stats not changing, it will be the game crashing at startup, easy way to understand if you made a spelling mistake or two
    Wind from the East's Awards :

  16. #16

    Default Re: How to edit movement points

    The script is saved as unicode, and the half_move mod is working, without quotation marks mind you,
    all of the pack files and mod files are under ETW/data folder,
    yet i cant get the bigger ships=better mod working, quotation or not,
    tho i can make the changes take effect when i edit the entire patch2.pack file,
    but it is cumbersome to re-write the entire patch.pack, so i'd much prefer a puny mod to fine-tune

    here is what is currently written in script, but only half_move is working,
    i get the ships modification by using the modded patch2.pack file

    mod mod_bigger_ships_is_better_patch2.pack;
    mod mod_half_move.pack;
    mod my_mod_reworked_autoresolve.pack;
    Last edited by poa; March 24, 2014 at 10:03 PM.

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