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  1. #1

    Default Unrecruiteble faction units

    Hei there,
    Just wondering. Some times when i play a faction (lets say Ostermark), i can see that Talabein has the unit's called hunters, but when i play as talabein i cant recruit them, same with Ostlands hunters. Any way to enable these?

  2. #2
    Vossie's Avatar Decanus
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    Default Re: Unrecruiteble faction units

    Every Empire factions has their own unique units along the standard units. ( Swordsmen, Spearmen, etc ) This is probably lore wise, but also makes every faction within the empire unique.

    If you however want to be able to recruit them you should find a file named "export_descr_buildings" and edit the lines of the units you want. ( File is located in: ...\SEGA\Medieval II Total War\mods\Rage_of_dark_Gods\data )
    Make sure to backup your files!

    Example:

    Default:
    recruit_pool "Ostland spearman" 1 0.066 1 1 requires factions { byzantium, } and building_present_min_level smith smith_3


    New:
    recruit_pool "Ostland spearman" 1 0.066 1 1 requires factions { byzantium, hre, papal_states, portugal, spain, scotland, sicily, milan, venice, saxons, france, } and building_present_min_level smith smith_3

    This way every Empire faction is able to recruit them. Remove the faction names of the factions you don't want.
    Last edited by Vossie; May 02, 2014 at 09:56 AM.
    Imperium Romanum

  3. #3

    Default Re: Unrecruiteble faction units

    Quote Originally Posted by Vossie View Post
    Every Empire factions has their own unique units along the standard units. ( Swordsmen, Spearmen, etc ) This is probably lore wise, but also makes every faction within the empire unique.

    If you however want to be able to recruit them you should find a file named "export_descr_buildings" and edit the lines of the units you want. ( File is located in: ...\SEGA\Medieval II Total War\mods\Rage_of_dark_Gods\data )
    Make sure to backup your files!

    Tried looking for the Talabec and Osland hunter but couldnt find them. Shouldnt they be under _Units?

    Example:

    Default:
    recruit_pool "Ostland spearman" 1 0.066 1 1 requires factions { byzantium, } and building_present_min_level smith smith_3


    New:
    recruit_pool "Ostland spearman" 1 0.066 1 1 requires factions { byzantium, hre, papal_states, portugal, spain, scotland, sicily, milan, venice, saxons, france, } and building_present_min_level smith smith_3

    This way every Empire faction is able to recruit them. Remove the faction names of the factions you don't want.

  4. #4
    Libertus
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    Default Re: Unrecruiteble faction units

    I did dozen of campaigns and i've only seen those Hunters once. They are super rare, would like to know myself how to get them. I didnt play that specific faction for too long though. I wonder if its an event or just some specific building requirement.

  5. #5
    Vossie's Avatar Decanus
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    Default Re: Unrecruiteble faction units

    Quote Originally Posted by Yogimanz View Post
    I did dozen of campaigns and i've only seen those Hunters once. They are super rare, would like to know myself how to get them. I didnt play that specific faction for too long though. I wonder if its an event or just some specific building requirement.
    Which hunters do you mean? You can easily check this yourself by opening the "export_descr_buildings" and search for the unit you want.


    Tried looking for the Talabec and Osland hunter but couldnt find them. Shouldnt they be under _Units?
    Nah they were named differently in the files. This is the one you need:

    recruit_pool "Ostland Handgunners" 1 0.1 2 2 requires factions { byzantium, } and building_present_min_level academic alchemists_lab
    Last edited by Vossie; May 03, 2014 at 06:25 AM.
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  6. #6
    Libertus
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    Default Re: Unrecruiteble faction units

    I think the units is just called Hunters, they are human wearing some sort of beastmen skin on top. I dont want to mod them in was just wondering if they are recruitable or do they spawn only once during some sort of event like say steam tanks.

  7. #7
    Vossie's Avatar Decanus
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    Default Re: Unrecruiteble faction units

    Quote Originally Posted by Yogimanz View Post
    I think the units is just called Hunters, they are human wearing some sort of beastmen skin on top. I dont want to mod them in was just wondering if they are recruitable or do they spawn only once during some sort of event like say steam tanks.
    Then you need to change that line. They are called Horned Hunters I believe. (On my mobile phone now so cant check)
    Imperium Romanum

  8. #8

    Default Re: Unrecruiteble faction units

    Quote Originally Posted by Yogimanz View Post
    I think the units is just called Hunters, they are human wearing some sort of beastmen skin on top. I dont want to mod them in was just wondering if they are recruitable or do they spawn only once during some sort of event like say steam tanks.
    Yea those and Ostland has a hunter type with rifles just called Ostland Hunters. They look bad ass and would like to be able to recruit them. Still thanks for the help Vossie

  9. #9
    Vossie's Avatar Decanus
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    Default Re: Unrecruiteble faction units

    Quote Originally Posted by Javesh View Post
    Yea those and Ostland has a hunter type with rifles just called Ostland Hunters. They look bad ass and would like to be able to recruit them. Still thanks for the help Vossie
    Well I stated in my last post they are called Horned Hunters.. If you do a custom battle with Talabecland you'll find them in their roster.

    If you want to add them to the roster of another faction edit the file "export_descr_buildings" and find the following line:

    recruit_pool "Horned Hunters" 1 0.15 1 0 requires factions { spain, } and resource timber

    Add the faction names you want as I showed in on of my previous posts.
    Imperium Romanum

  10. #10

    Default Re: Unrecruiteble faction units

    Quote Originally Posted by Vossie View Post
    Well I stated in my last post they are called Horned Hunters.. If you do a custom battle with Talabecland you'll find them in their roster.

    If you want to add them to the roster of another faction edit the file "export_descr_buildings" and find the following line:

    recruit_pool "Horned Hunters" 1 0.15 1 0 requires factions { spain, } and resource timber

    Add the faction names you want as I showed in on of my previous posts.
    Ah right. Now i get it Duh :|

    Thanks m8. Just another stupid question. Which country is Talabecland? Spain?

  11. #11

    Default Re: Unrecruiteble faction units

    So which area here do i change?

    church requires factions { southern_european, } and not factions { hungary, kalmar_union, }
    {
    capability
    {
    recruit_pool "Horned Hunters" 1 0.1 1 0 requires factions { spain, } and resource timber
    recruit_pool "Horned Hunters" 0 0.05 0.99 0 requires factions { spain, }
    agent priest 0 requires factions { southern_european, } and not factions { hungary, kalmar_union, }
    happiness_bonus bonus 1 requires factions { southern_european, } and not factions { hungary, kalmar_union, }
    religion_level bonus 6 requires factions { southern_european, } and not factions { hungary, kalmar_union, }
    agent_limit priest 1 requires factions { southern_european, } and not factions { hungary, kalmar_union, }
    }
    material stone
    construction 4
    cost 4500
    settlement_min large_town
    upgrades
    {
    abbey
    }
    }
    abbey requires factions { southern_european, } and not factions { hungary, kalmar_union, }
    {
    capability
    {
    recruit_pool "Horned Hunters" 1 0.15 1 0 requires factions { spain, } and resource timber
    recruit_pool "Horned Hunters" 0 0.07 0.99 0 requires factions { spain, }
    agent priest 0 requires factions { southern_european, } and not factions { hungary, kalmar_union, }
    happiness_bonus bonus 2 requires factions { southern_european, } and not factions { hungary, kalmar_union, }
    religion_level bonus 9 requires factions { southern_european, } and not factions { hungary, kalmar_union, }
    agent_limit priest 2 requires factions { southern_european, } and not factions { hungary, kalmar_union, }
    }
    material stone
    construction 4
    cost 3800
    settlement_min city
    upgrades
    {

  12. #12
    Vossie's Avatar Decanus
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    Default Re: Unrecruiteble faction units

    All of these lines:

    recruit_pool "Horned Hunters" 1 0.15 1 0 requires factions { spain, } and resource timber

    Change them to this:

    recruit_pool "Horned Hunters" 1 0.15 1 1 requires factions { spain, } and resource timber


    The reason why you need to edit them all is because they are recruited in lower tier buildings as well so that means if you don't edit them all only Church lvl 2 (for example) would be able to recruit them.

    Quote Originally Posted by Javesh View Post
    Ah right. Now i get it Duh :|

    Thanks m8. Just another stupid question. Which country is Talabecland? Spain?
    No such thing as stupid questions, don't worry. Yes, Spain is the one.
    Last edited by Vossie; May 04, 2014 at 03:05 PM.
    Imperium Romanum

  13. #13

    Default Re: Unrecruiteble faction units

    Awesome. Thanks m8

  14. #14

    Default Re: Unrecruiteble faction units

    Hmm. Just changed all of these and couldnt recruit them. You are supposed to be able to recruit them off the bat right? I tried until turn 2

    church requires factions { southern_european, } and not factions { hungary, kalmar_union, }
    {
    capability
    {
    recruit_pool "Horned Hunters" 1 0.1 1 1 requires factions { spain, } and resource timber
    recruit_pool "Horned Hunters" 0 0.05 0.99 1 requires factions { spain, }
    agent priest 0 requires factions { southern_european, } and not factions { hungary, kalmar_union, }
    happiness_bonus bonus 1 requires factions { southern_european, } and not factions { hungary, kalmar_union, }
    religion_level bonus 6 requires factions { southern_european, } and not factions { hungary, kalmar_union, }
    agent_limit priest 1 requires factions { southern_european, } and not factions { hungary, kalmar_union, }
    }
    material stone
    construction 4
    cost 4500
    settlement_min large_town
    upgrades
    {
    abbey
    }
    }
    abbey requires factions { southern_european, } and not factions { hungary, kalmar_union, }
    {
    capability
    {
    recruit_pool "Horned Hunters" 1 0.15 1 1 requires factions { spain, } and resource timber
    recruit_pool "Horned Hunters" 0 0.07 0.99 1 requires factions { spain, }
    agent priest 0 requires factions { southern_european, } and not factions { hungary, kalmar_union, }
    happiness_bonus bonus 2 requires factions { southern_european, } and not factions { hungary, kalmar_union, }
    religion_level bonus 9 requires factions { southern_european, } and not factions { hungary, kalmar_union, }
    agent_limit priest 2 requires factions { southern_european, } and not factions { hungary, kalmar_union, }
    }
    material stone
    construction 4
    cost 3800
    settlement_min city
    upgrades
    {
    cathedral
    }
    }
    cathedral requires factions { southern_european, } and not factions { hungary, kalmar_union, }
    {
    capability
    {
    recruit_pool "Great Cross" 1 0.1 1 9 requires factions { hre, papal_states, portugal, spain, scotland, sicily, milan, saxons, france, venice, byzantium, }
    recruit_pool "Horned Hunters" 1 0.2 1 1 requires factions { spain, } and resource timber
    recruit_pool "Horned Hunters" 0 0.1 0.99 1 requires factions { spain, }
    agent priest 0 requires factions { southern_european, } and not factions { hungary, kalmar_union, }
    happiness_bonus bonus 2 requires factions { southern_european, } and not factions { hungary, kalmar_union, }
    religion_level bonus 12 requires factions { southern_european, } and not factions { hungary, kalmar_union, }
    agent_limit priest 2 requires factions { southern_european, } and not factions { hungary, kalmar_union, }
    population_health_bonus bonus 1 requires factions { southern_european, } and not factions { hungary, kalmar_union, }
    }
    material stone
    construction 6
    cost 7000
    settlement_min large_city
    upgrades
    {
    huge_cathedral
    }
    }
    huge_cathedral city requires factions { southern_european, } and not factions { hungary, kalmar_union, }
    {
    capability
    {
    recruit_pool "Great Cross" 1 0.1 1 9 requires factions { hre, papal_states, portugal, spain, scotland, sicily, milan, saxons, france, venice, byzantium, }
    recruit_pool "Horned Hunters" 1 0.25 1 1 requires factions { spain, } and resource timber
    recruit_pool "Horned Hunters" 0 0.13 0.99 1 requires factions { spain, }
    recruit_pool "witch hunters" 0 0.1 1 1 requires factions { hre, portugal, spain, scotland, sicily, milan, saxons, france, venice, byzantium, } and event_counter hunter 1
    recruit_pool "Warpriests" 0 0.1 1 1 requires factions { hre, portugal, spain, scotland, sicily, milan, saxons, france, venice, byzantium, } and event_counter Warpriest 1
    recruit_pool "Ulrpriest" 0 0.1 1 1 requires factions { hre, portugal, spain, scotland, sicily, milan, saxons, france, venice, byzantium, } and event_counter ulrpriest 1
    agent priest 0 requires factions { southern_european, } and not factions { hungary, kalmar_union, }
    happiness_bonus bonus 3 requires factions { southern_european, } and not factions { hungary, kalmar_union, }
    religion_level bonus 15 requires factions { southern_european, } and not factions { hungary, kalmar_union, }
    agent_limit priest 2 requires factions { southern_european, } and not factions { hungary, kalmar_union, }
    population_health_bonus bonus 3 requires factions { southern_european, } and not factions { hungary, kalmar_union, }

  15. #15
    Vossie's Avatar Decanus
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    Default Re: Unrecruiteble faction units

    Yes, they do still require two things tho, one, you need a church and two, the city/castle needs to be in a forest region. ( If you don't want the restriction of needing a forest region remove this part: and resource timber )
    Imperium Romanum

  16. #16

    Default Re: Unrecruiteble faction units

    Nice! It worked. Love you long time <3

  17. #17

    Default Re: Unrecruiteble faction units

    Just a quick question again for you Vossie

    What does each number do? I know the last one is unit Experience and the one before that is how many units, but what does the two other do?
    recruit_pool "Horned Hunters" 1 0.25 1 1 requires factions { spain, } and resource timber
    Also, do you know where you can edit the time it takes before you can recruit the unit again? Like the rocket launcher. Once you recruit one you have to wait 14 turns until you get a new one. I know where you can change the price for the unit, but didnt see anything there. Can you change the upkeep cost there as well?

    Turned out to be a bit more than one question

  18. #18

    Default Re: Unrecruiteble faction units

    I think the second number is how many units are replenished per turn. In this case, a new unit of hunters is available every 4 turns. The first one might mean how many such units can be recruited at the start, after the relevant buildings are built. I don't really remember.

    The upkeep and recruitment costs are in export_descr_units.txt (EDU), in the stat_cost line - the second and the third number.

  19. #19
    Vossie's Avatar Decanus
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    Default Re: Unrecruiteble faction units

    Quote Originally Posted by Alhaioth View Post
    I think the second number is how many units are replenished per turn. In this case, a new unit of hunters is available every 4 turns. The first one might mean how many such units can be recruited at the start, after the relevant buildings are built. I don't really remember.

    The upkeep and recruitment costs are in export_descr_units.txt (EDU), in the stat_cost line - the second and the third number.
    Yeah you're correct.
    Imperium Romanum

  20. #20

    Default Re: Unrecruiteble faction units

    Awesomesouce! Thanks guys

    Btw finaly got my Horned Hunters as Talabecland and tbh they suck :|

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