Results 1 to 7 of 7

Thread: Remove "Archer Comands" (Third Age Total War)

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default Remove "Archer Comands" (Third Age Total War)

    I had an archer unit which I'm converting into a sword-shield unit, I'm using MilkShape 3D 1.8.4.

    So far everything went good, I removed the bow and quiver and changed the comment of the sword and shield to primary weapons. The only problem is that I do not want the "set fire arrows", "Enable Skirmish", "Fire at will" anymore, since I turned this bow unit into a sword and shield those comands are useless, I just want to remove them and then enable probably a "Shield Wall" command.

  2. #2
    jurcek1987's Avatar Primicerius
    Join Date
    Sep 2013
    Location
    Slovenia
    Posts
    3,959

    Default Re: Remove "Archer Comands" (Third Age Total War)

    Ah well, you also need to change the unit's EDU entry plus the animation in battlemodelsdb. Go to data/export_descr_unit.txt and find your unit. Its entry will look something like this (example from SS)

    Spoiler Alert, click show to read: 

    type Longbowmen
    dictionary Longbowmen ; Longbowmen, militia
    category infantry
    class missile
    voice_type Light
    banner faction main_missile
    banner holy crusade
    soldier Longbowmen, 60, 0, 0.75
    officer northern_captain_early_new_flag
    attributes sea_faring, hide_forest, extreme_range, can_withdraw, foot_archers, stakes, mercenary_unit
    move_speed_mod 1.07
    formation 1.2, 1.2, 1.8, 1.8, 4, square
    stat_health 1, 2
    stat_pri 7, 1, quality_mass_bodkin_arrow, 200, 30, missile, missile_mechanical, piercing, none, 0, 1
    stat_pri_attr area
    stat_sec 1, 1, no, 0, 0, melee, melee_blade, blunt, mace, 35, 1
    stat_sec_attr ap
    stat_pri_armour 0, 4, 1, flesh
    stat_sec_armour 0, 0, flesh
    stat_heat 3
    stat_ground 1, -1, 3, 1
    stat_mental 11, normal, untrained
    stat_charge_dist 6
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 2, 678, 270, 65, 270, 270, 4, 140
    armour_ug_levels 0, 1, 3
    armour_ug_models Longbowmen, Longbowmen_ug1, Longbowmen_ug2
    ownership all ; england, slave
    era 1 england
    era 2 england
    recruit_priority_offset 25


    Now start with the forth line (class). Instead of missile, this need to be either light or heavy. As for the rest, the best solution is to just find a similar sword+shield unit and copy its numbers. Copy everything from (and including) attributes, to stat_charge_dist. Then go to data/unit_models/battle_models.modeldb and find your unit (if you can't find it, search for the name under armour_ug_models, that would be longbowmen in the above example) and the entry should be like this:

    Spoiler Alert, click show to read: 

    10 longbowmen
    1 1
    62 unit_models/sandy_units/EN_Peasant_Padded/longbowmen_lod0.mesh 12000
    3
    7 england
    84 unit_models/sandy_units/EN_Peasant_Padded/textures/gs_Peasant_Padded_england.texture
    83 unit_models/sandy_units/EN_Peasant_Padded/textures/gs_Peasant_Padded_normal.texture
    34 unit_sprites/longbowmen_sprite.spr
    5 slave
    83 unit_models/sandy_units/EN_Peasant_Padded/textures/gs_Peasant_Padded_rebels.texture
    83 unit_models/sandy_units/EN_Peasant_Padded/textures/gs_Peasant_Padded_normal.texture
    34 unit_sprites/longbowmen_sprite.spr
    4 merc
    82 unit_models/sandy_units/EN_Peasant_Padded/textures/gs_peasant_padded_mercs.texture
    83 unit_models/sandy_units/EN_Peasant_Padded/textures/gs_Peasant_Padded_normal.texture
    34 unit_sprites/longbowmen_sprite.spr
    3
    7 england
    69 unit_models/sandy_units/AttachmentSets/gs_attachments_england.texture
    68 unit_models/sandy_units/AttachmentSets/gs_attachments_normal.texture 0
    5 slave
    67 unit_models/sandy_units/AttachmentSets/gs_attachments_slave.texture
    68 unit_models/sandy_units/AttachmentSets/gs_attachments_normal.texture 0
    4 merc
    67 unit_models/sandy_units/AttachmentSets/gs_attachments_mercs.texture
    68 unit_models/sandy_units/AttachmentSets/gs_attachments_normal.texture 0
    1
    4 None
    22 MTW2_Longbowman_String
    14 MTW2_Fast_Mace
    2
    19 MTW2_Bowman_Primary
    14 fs_test_shield
    2
    17 MTW2_Mace_Primary
    14 fs_test_shield
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002


    The parts in bold need to be changed, search for a sword and shield unit and copy it's animation entry, should be like this

    Spoiler Alert, click show to read: 

    1
    4 None
    14 MTW2_Swordsman 0
    2
    18 MTW2_Sword_Primary
    14 fs_test_shield 0
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002


    And lastly, if you want to enable shield wall, add this into the EDU entry:

    formation 1.2, 0, 2.4, 2.4, 4, square, shield_wall
    Last edited by jurcek1987; March 02, 2017 at 12:21 PM.

  3. #3

    Default Re: Remove "Archer Comands" (Third Age Total War)

    Quote Originally Posted by jurcek1987 View Post
    Ah well, you also need to change the unit's EDU entry plus the animation in battlemodelsdb. Go to data/export_descr_unit.txt and find your unit. Its entry will look something like this (example from SS)

    Spoiler Alert, click show to read: 

    type Longbowmen
    dictionary Longbowmen ; Longbowmen, militia
    category infantry
    class missile
    voice_type Light
    banner faction main_missile
    banner holy crusade
    soldier Longbowmen, 60, 0, 0.75
    officer northern_captain_early_new_flag
    attributes sea_faring, hide_forest, extreme_range, can_withdraw, foot_archers, stakes, mercenary_unit
    move_speed_mod 1.07
    formation 1.2, 1.2, 1.8, 1.8, 4, square
    stat_health 1, 2
    stat_pri 7, 1, quality_mass_bodkin_arrow, 200, 30, missile, missile_mechanical, piercing, none, 0, 1
    stat_pri_attr area
    stat_sec 1, 1, no, 0, 0, melee, melee_blade, blunt, mace, 35, 1
    stat_sec_attr ap
    stat_pri_armour 0, 4, 1, flesh
    stat_sec_armour 0, 0, flesh
    stat_heat 3
    stat_ground 1, -1, 3, 1
    stat_mental 11, normal, untrained
    stat_charge_dist 6
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 2, 678, 270, 65, 270, 270, 4, 140
    armour_ug_levels 0, 1, 3
    armour_ug_models Longbowmen, Longbowmen_ug1, Longbowmen_ug2
    ownership all ; england, slave
    era 1 england
    era 2 england
    recruit_priority_offset 25


    Now start with the forth line (class). Instead of missile, this need to be either light or heavy. As for the rest, the best solution is to just find a similar sword+shield unit and copy its numbers. Copy everything from (and including) attributes, to stat_charge_dist. Then go to data/unit_models/battle_models.modeldb and find your unit (if you can't find it, search for the name under armour_ug_models, that would be longbowmen in the above example) and the entry should be like this:

    Spoiler Alert, click show to read: 

    10 longbowmen
    1 1
    62 unit_models/sandy_units/EN_Peasant_Padded/longbowmen_lod0.mesh 12000
    3
    7 england
    84 unit_models/sandy_units/EN_Peasant_Padded/textures/gs_Peasant_Padded_england.texture
    83 unit_models/sandy_units/EN_Peasant_Padded/textures/gs_Peasant_Padded_normal.texture
    34 unit_sprites/longbowmen_sprite.spr
    5 slave
    83 unit_models/sandy_units/EN_Peasant_Padded/textures/gs_Peasant_Padded_rebels.texture
    83 unit_models/sandy_units/EN_Peasant_Padded/textures/gs_Peasant_Padded_normal.texture
    34 unit_sprites/longbowmen_sprite.spr
    4 merc
    82 unit_models/sandy_units/EN_Peasant_Padded/textures/gs_peasant_padded_mercs.texture
    83 unit_models/sandy_units/EN_Peasant_Padded/textures/gs_Peasant_Padded_normal.texture
    34 unit_sprites/longbowmen_sprite.spr
    3
    7 england
    69 unit_models/sandy_units/AttachmentSets/gs_attachments_england.texture
    68 unit_models/sandy_units/AttachmentSets/gs_attachments_normal.texture 0
    5 slave
    67 unit_models/sandy_units/AttachmentSets/gs_attachments_slave.texture
    68 unit_models/sandy_units/AttachmentSets/gs_attachments_normal.texture 0
    4 merc
    67 unit_models/sandy_units/AttachmentSets/gs_attachments_mercs.texture
    68 unit_models/sandy_units/AttachmentSets/gs_attachments_normal.texture 0
    1
    4 None
    22 MTW2_Longbowman_String
    14 MTW2_Fast_Mace
    2
    19 MTW2_Bowman_Primary
    14 fs_test_shield
    2
    17 MTW2_Mace_Primary
    14 fs_test_shield
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002


    The parts in bold need to be changed, search for a sword and shield unit and copy it's animation entry, should be like this

    Spoiler Alert, click show to read: 

    1
    4 None
    14 MTW2_Swordsman 0
    2
    18 MTW2_Sword_Primary
    14 fs_test_shield 0
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002


    And lastly, if you want to enable shield wall, add this into the EDU entry:

    formation 1.2, 0, 2.4, 2.4, 4, square, shield_wall
    I already did what all that of changing the EDU and ModelDB entries... I still have not tried to add the shieldwall anyways, but thing is that I already changed the archer anymations for a sword one at the end of the Modeldb entry and also the unit type at the EDU...

  4. #4
    jurcek1987's Avatar Primicerius
    Join Date
    Sep 2013
    Location
    Slovenia
    Posts
    3,959

    Default Re: Remove "Archer Comands" (Third Age Total War)

    Did you change the attributes in edu?

  5. #5

    Default Re: Remove "Archer Comands" (Third Age Total War)

    Quote Originally Posted by jurcek1987 View Post
    Did you change the attributes in edu?
    Yes I deed!! I will show you the original entry and the new one:

    Original entry:

    Spoiler Alert, click show to read: 

    type Rhovanion Hunters
    dictionary aum_Rohan_Dismounted_Royal_Horsearcher ; Rohan Elite Archers
    category infantry
    class missile
    voice_type Heavy
    banner faction main_missile
    banner holy crusade
    soldier aum_rohan_dismounted_royal_horsearcher, 45, 0, 1.2
    officer rohan_captain_early_flag
    officer rohan_captain_early_flag
    mount_effect elephant +3
    attributes sea_faring, hide_forest, extreme_range, very_hardy, can_withdraw, free_upkeep_unit, stakes, stakes, start_not_skirmishing
    formation 1.2, 1.2, 2.4, 2.4, 4, square
    stat_health 1, 3
    stat_pri 12, 2, arrow, 200, 35, missile, missile_mechanical, piercing, none, 0, 1
    stat_pri_attr no
    stat_sec 15, 9, no, 0, 0, melee, melee_blade, piercing, sword, 25, 1
    stat_sec_attr no
    stat_pri_armour 10, 6, 8, metal
    stat_sec_armour 0, 0, flesh
    stat_heat 0
    stat_ground 0, 1, 0, -2
    stat_mental 14, disciplined, highly_trained
    stat_charge_dist 15
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 930, 310, 90, 90, 630, 2, 250
    armour_ug_levels 3, 4
    armour_ug_models aum_rohan_dismounted_royal_horsearcher, aum_rohan_dismounted_royal_horsearcher_upg1
    ownership milan
    era 0 milan
    era 1 milan
    era 2 milan
    recruit_priority_offset 10


    New entry:
    Spoiler Alert, click show to read: 

    type Rohan Placeholder
    dictionary Rohan_Placeholder ; Rohan Royal Swordsmen
    category infantry
    class heavy
    voice_type Heavy
    banner faction main_infantry
    banner holy crusade
    soldier rohan_royal_swordsmen, 64, 0, 1.2, 0.35
    officer rohan_captain_early_flag
    mount_effect horse -1, camel -2, elephant -3
    attributes sea_faring, hide_improved_forest, can_withdraw, free_upkeep_unit, very_hardy
    formation 1.3, 1.3, 2.6, 2.6, 7, square, shield_wall
    stat_health 1, 3
    stat_pri 17, 8, no, 0, 0, melee, melee_blade, piercing, sword, 0, 1
    stat_pri_attr no
    stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 0, 1
    stat_sec_attr no
    stat_pri_armour 12, 8, 12, metal
    stat_sec_armour 0, 0, flesh
    stat_heat 4
    stat_ground 1, -2, 0, -1
    stat_mental 19, disciplined, highly_trained
    stat_charge_dist 6
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 510, 0, 75, 75, 510, 4, 100
    armour_ug_levels 3, 4
    armour_ug_models rohan_royal_swordsmen, rohan_royal_swordsmen
    ownership milan
    era 0 milan
    era 1 milan
    era 2 milan
    recruit_priority_offset 8


    As you can see I did all steps in the correct order, I even was able to add the shield wall command. Now only the "Skirmish" and "Fire at will" command remain, and the unit works well in melee, Is just now more a visual stuff, it is playable, but it looks weird having those archer unit commands, anyways if I do not find a way to fix it I will leave it as it is...

  6. #6

    Default Re: Remove "Archer Comands" (Third Age Total War)

    Someone close this thread or delete it if possible

  7. #7

    Default Re: Remove "Archer Comands" (Third Age Total War)

    NEVERMIND!!!

    I just made a fool of myself!!! I never noticed and avery Total War game or mod has those two "Skirmish" and "Fire at Will" commands by default and they only activate when you select a missile unit... my bad!!! Oh !! This is ing embarrasing ...

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •