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December 10, 2015, 01:59 PM
#1
Revised: please explain what buildings show up in the game.
The first thread question asked how to figure out which units
Now that I have made a set of master spreadsheets, I am very confused.
There are multiple versions of buildings and I have no idea which one to mod to affect the primary Rome campaign (279BC).
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I'm playing the traditional Rome 2 war game with DEI.
The pack files are hard to work with.
As Rome now: I need to know why my level 2 barracks and auxiliary barracks are not producing what is being advertised in the pack files.
I was looking for rome_military_main like in other mods, but they don't exist.
So I'm looking at these buildings in buildings_units_allowed.
rom_ROMAN_military_main_heavy_2
rom_ROMAN_military_main_aux_2
How do I make a certain unit Roman recruitable if not here?
And why do multiple sub-files have multiple instances of main_heavy and main _aux?
It would be nice if you could REMOVE all the files that have no relevance to the current game.
For example, I see some listings for Rom_hastati. These are not available anywhere in any DEI mod from what I know.
It's later or early only.
For ex, the mainheavy2 building shows that it only allows Hastati_late in the pack file. But my in-game units for mainheavy2 are all still "early". It's was 6 turns and 4000? for the addition of the equites unit.
The mod needs 1 file that contain all the units for the main 270BC game start. I really don't care who z11, Dres, GAR, _11_ or 105 is. Keep track of that on the backend please.
If you wish, segregate them into Barb, Eastern, Sand, like other mods.
But what is the purpose of mixing up unused unit with the used in units_allowed?
Last edited by gdwitt; December 15, 2015 at 04:28 PM.
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December 10, 2015, 02:06 PM
#2
Tiro
Re: Finding the units for a game for modding purpose -Impossible?
Aye. I've been trying to mod some spartan royals myself and couldn't really find them. Only a few more basic units. Would be nice to know where the homoii and the royal spartans are. It's so hard to navigate there
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December 10, 2015, 02:19 PM
#3
Re: Finding the units for a game for modding purpose -Impossible?
Will let Dresden answer this instead.
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December 10, 2015, 02:54 PM
#4
Re: Finding the units for a game for modding purpose -Impossible?
Rom_Hastati is used, its the camillan version of the unit. Going through a massive overhaul's mod files that have been created and used by many, many, many different modders and mod leaders over the course of 2 years...well yeah you will find some complexity. However, it is our decision how to organize our mod files that best works for our team. There are reasons we have them split up.
We have organized them to best help us and our modding. Unless you have been a part of a large team that works on one mod over a long time span, it is hard to understand why things can get spread out. Many hands on one product can make some things hard to track, but the people who are working on it know where things are. I am not sure what "back end" you are referring to in order to keep track of the insane number of units and changes in the mod, but the mod pack itself is best served by these divisions.
I am not really here to defend the internal files of our mod, especially if they work for us. I will say there is a reason that they are divided in certain ways based on when elements were added over the course of development. Also, splitting things up into multiple tables helps with many things such as multiple modders working at the same time, finding specific entries, working within a table that is more accessible, and performance.
To answer your question, DeI uses the older building system and so you would need to use the old building entries. To make a unit recruitable you have to add it to the barracks you want in building_units_allowed (any table - the Rome_ one would be best for a Roman unit). Make sure that entry has a custom ID - all the building_unit_allowed tables have their own ranges of IDs so none will overlap. Then, add that unit to the unit_to_groupings table and make sure to put it in the military group of that faction. The unit should then be recruitable from that building in the campaign (unless its a reform unit, then that is something else to change).
Last edited by Dresden; December 10, 2015 at 04:33 PM.
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December 11, 2015, 07:01 PM
#5
Re: Finding the units for a game for modding purpose -Impossible?
Thanks for replying. Dispersed projects are hard to manage.
But this game will continue to attract amateur modders like myself who have only limited time to play.
It's frustrating as Rome because I'm used to playing with a range of troops.
Here's what I'm not seeing that I should see with mainheavy2: Velites, late hastati, various equite types and of course all the late kinds.
It's a big detriment that there are no archers for Rome. I have been trying to add the sardinian archers to their barracks but no luck so far outside of sardinia.
Is there a way to recruit an AOR unit outside their region even when I add them to b units allowed?
What triggers "late" troops? I'm at turn 50. I have researched the first reform tech but nothing changed.
Ideally, the phased out units and buildings should be isolated in their own file and labelled as such.
I would really like to see a setup where the Roman, Greek, Eastern, etc all had their own file tables.
This is doubly important in DEI because your unit names often don't relate to what one sees in games. I have to ID them by stats.
I use Sublime 3 to find these units scattered about.
I highly recommend it. I extract all to TSV then can search all through the entire file system for one parameter.
Brilliant mod otherwise. I look forward to the Constantine mod and for better organization.
I am making a submod as I play.
Last edited by gdwitt; December 11, 2015 at 11:40 PM.
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December 12, 2015, 11:43 AM
#6
Re: Finding the units for a game for modding purpose -Impossible?
The easiest way to identify a unit for me is to use the text files if I only have their in-game name. But, Rome's core units should all either be in the default vanilla building_units_allowed or in Rome_building_units_allowed. For the most part, each culture does have their own table. However, some of the units will be found in the vanilla table if they were originally a vanilla unit.
The AOR recruitment entries are spread out over 4 tables depending on the culture of the buildings (East, Barb, Rome, Hellenic). However, AOR units will be restricted to a certain area by their region_resource tag. Its a column in main_units that assigns it to them.
To see what triggers reform troops you can check out the reforms manual http://www.twcenter.net/forums/showt...eI-Scriptorium
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December 13, 2015, 01:53 PM
#7
Re: Finding the units for a game for modding purpose -Impossible?Download Spreadsheets!!
Thank you for replying Dresden. The mod is excellent. I stumbled into the reforms. I have particular historical and physics opinions/facts that I like to include into whatever game I play.
Would anyone mind providing the modding spreadsheets for the game. When I see them all lined up it lifts a huge burden.
One question: If I add these to my submod pack, will they overwrite the values in the DEI mod if their key number is different?
I made three spreadsheets that export into TSV for upload to PFM.
Here is land_units: https://www.dropbox.com/s/9ihuxhloax...1gdw.xlsx?dl=0
And Building effects junctions: https://www.dropbox.com/s/fieq5dc0kuayrki/__MasterBuildEffectsJunctions1211witherrorsgone.xlsx?dl=0
Building Upgrades Allowed: https://www.dropbox.com/s/wb22b4pnlr...1211c.tsv?dl=0
If you have trouble exporting to TSV, PM me and I'll show you the steps.
The Building Effects junctions was very challenging because you had at least 50 buildings-effects pairs that were duplicates in different files.
It caused the game to crash until I removed one of the pairs. I kept the ones with the better effects.
Again, if anyone has made other master spreadsheets, please Message or email me. I can help out quite a bit with excel.
email: gdwitt at gmail c.o.m
Last edited by gdwitt; December 13, 2015 at 03:05 PM.
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December 13, 2015, 04:47 PM
#8
Re: Finding the units for a game for modding purpose -Impossible?Download Spreadsheets!!
Here is another master spreadsheet that contains all the BuildingUnitsAllowed files: https://www.dropbox.com/s/mamsjb62yx...1c11.xlsx?dl=0
Critical question: Please explain the when you use certain buildings such as:
barb_artisans vs
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