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?![]()
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?![]()
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☧
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.
Nah they were named differently in the files. This is the one you need:Tried looking for the Talabec and Osland hunter but couldnt find them. Shouldnt they be under _Units?
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.
☧Imperium Romanum☧
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.
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☧
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
{
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.
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☧
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, }
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☧
Nice! It worked. Love you long time <3
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![]()
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.
Awesomesouce! Thanks guys
Btw finaly got my Horned Hunters as Talabecland and tbh they suck :|