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  1. #1

    Default Re: Zeph's Eras and General Mod

    In your readme, what do you mean by;

    IF you do not want the Eras feature don't forget to back up your original "export_descr_buildings.txt" file or just start the game with the normal medieval 2 exe.
    Are the eras triggers inside this file or something?
    Behold the continuation of the dream!

  2. #2
    Zephrelial's Avatar Eternal Sorrow
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    Default Re: Zeph's Eras and General Mod

    Quote Originally Posted by Earendel View Post
    In your readme, what do you mean by;



    Are the eras triggers inside this file or something?
    Earandel, In the read me I meant if you wish to play without the mod you need to start the game from normal medieval.exe not from the .bat file or just back up the export_descr_buildings text

    And the answer to your question is yes.

    Sorry about not being able to reply quickly guys, I ve been busy and still am trying to create another mod.

  3. #3

    Default Re: Zeph's Eras and General Mod

    Quote Originally Posted by Zephrelial View Post
    Earandel, In the read me I meant if you wish to play without the mod you need to start the game from normal medieval.exe not from the .bat file or just back up the export_descr_buildings text

    And the answer to your question is yes.

    Sorry about not being able to reply quickly guys, I ve been busy and still am trying to create another mod.
    Ah, I see, thank you. The idea of getting units only after certain time, in a way, that's what I've been waiting and looking for. But I think general units should be recruitable from the start. Anyway, nice work!
    Behold the continuation of the dream!

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    Zephrelial's Avatar Eternal Sorrow
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    Default Re: Zeph's Eras and General Mod

    Quote Originally Posted by Earendel View Post
    Ah, I see, thank you. The idea of getting units only after certain time, in a way, that's what I've been waiting and looking for. But I think general units should be recruitable from the start. Anyway, nice work!
    You are welcome.I am glad you liked it.Maybe CA was planning to seperate the Eras at the beginning but they changed their minds somehow ..

  5. #5
    YD23's Avatar Cторожевая Cобака.
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    Default Re: Zeph's Eras and General Mod

    So what do you have to do to add generals for recruitment?
    Your mod is awesome by the way!
    Last edited by YD23; January 01, 2007 at 01:22 AM.

  6. #6
    VaeVictis's Avatar Miles
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    Default Re: Zeph's Eras and General Mod

    I like the idea and will give it a try.

  7. #7
    Zephrelial's Avatar Eternal Sorrow
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    Default Re: Zeph's Eras and General Mod

    Quote Originally Posted by yelowdogg23 View Post
    So what do you have to do to add generals for recruitment?
    Your mod is awesome by the way!

    Allright guys, this is what you have to do to add generals to your game :

    1-Go to your medieval2/ data folder.
    2-Find and open the "export_descr_buildings.txt".
    3-To add recruitable generals in every playable faction in the game,and for you to be able to do it from the beginning of the game,Find :

    wooden_wall city requires factions { northern_european, mesoamerican, middle_eastern, eastern_european, greek, southern_european, } at the top of your file.

    Here is how It looks like now(without any general addition change).

    wooden_wall city requires factions { northern_european, mesoamerican, middle_eastern, eastern_european, greek, southern_european, }
    {
    convert_to 2
    capability
    {
    recruit_pool "Conquistadores" 1 0.4 3 0 requires factions { spain, portugal, } and hidden_resource america
    recruit_pool "Dismounted Conquistadores" 1 0.4 3 0 requires factions { spain, portugal, } and hidden_resource america
    recruit_pool "Town Militia" 1 0.2 2 0 requires factions { england, scotland, france, hre, denmark, spain, portugal, Normans, }
    recruit_pool "Italian Militia" 1 0.2 2 0 requires factions { milan, venice, papal_states, sicily, }
    recruit_pool "EE Town Militia" 1 0.2 2 0 requires factions { poland, hungary, }
    recruit_pool "EE Archer Militia" 1 0.2 2 0 requires factions { russia, }
    recruit_pool "SE Town Militia" 1 0.2 2 0 requires factions { byzantium, }
    recruit_pool "ME Town Militia" 1 0.2 2 0 requires factions { moors, turks, mongols, timurids, }
    recruit_pool "ME Archer Militia" 1 0.2 2 0 requires factions { egypt, }
    recruit_pool "Peasant Spearmen" 1 0.2 2 0 requires factions { Saxons, }
    wall_level 1
    gate_strength 1
    tower_level 1
    free_upkeep bonus 3
    happiness_bonus bonus 1
    recruitment_slots 2
    }
    material wooden
    construction 2
    cost 1200
    settlement_min town
    upgrades
    {
    stone_wall
    }
    }

    4-Now we will add recruitable Early version Generals under the line:

    recruit_pool "Town Militia" 1 0.2 2 0 requires factions { england, scotland, france, hre, denmark, spain, portugal, Normans, }

    BEGIN TO TYPE:
    recruit_pool "NE Bodyguard" 1 0.1 1 0 requires factions { england, scotland, france, hre, denmark, poland, hungary, normans, }
    recruit_pool "SE Bodyguard" 1 0.1 1 0 requires factions { spain, portugal, milan, venice, papal_states, sicily, }
    recruit_pool "EE Bodyguard" 1 0.1 1 0 requires factions { russia, }
    recruit_pool "Greek Bodyguard" 1 0.1 1 0 requires factions { byzantium, }
    recruit_pool "ME Bodyguard" 1 0.1 1 0 requires factions { moors, egypt, turks, }

    5-Now you will be able to recruit generals from the beginning of the game for every faction excepting Timurids,aztecs and mongols.

    IMPORTANT WARNING:
    Do not change the file and generals if you are already using my mod.As the generals are already added the game most likely will crush.
    In this line:

    recruit_pool "ME Bodyguard" 1 0.1 1 0 requires factions { moors, egypt, turks, }
    the second number indicates the refresh rating of the unit I suggest you change it to "0.4" or "0.5" if you wish to recruit generals faster but remember that the AI will be able to recruit generals faster,too and in your game everywhere may flood with generals
    Finally Don't forget to back up export_descr_buildings.txt file before you edit it.

    I hope this will help guys..Enjoy...

  8. #8

    Default Re: Zeph's Eras and General Mod

    Is this save game compatable?

  9. #9
    Zephrelial's Avatar Eternal Sorrow
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    Default Re: Zeph's Eras and General Mod

    Quote Originally Posted by Chicken Man View Post
    Is this save game compatable?
    It's not 100 percent save game compatible.You MAY be missing some units if you use the mod and continue playing with your save game.

  10. #10

    Default Re: Zeph's Eras and General Mod

    im sorry but i am a little confused about how seting it up int my data folder there is no export_descr_buildings.txt to replace

  11. #11
    Zephrelial's Avatar Eternal Sorrow
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    Default Re: Zeph's Eras and General Mod

    Quote Originally Posted by syress View Post
    im sorry but i am a little confused about how seting it up int my data folder there is no export_descr_buildings.txt to replace
    First you need to unpack the files with CA's unpacker that is released with the patchv1.1 then look in the data folder it will be there .

  12. #12
    tornnight's Avatar Forum Bot
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    Default Re: Zeph's Eras and General Mod

    Now how about added in the Late General Bodyguard units based on some event?

    Or do the Bodyguard units automatically change somehow?

  13. #13
    YD23's Avatar Cторожевая Cобака.
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    Default Re: Zeph's Eras and General Mod

    Quote Originally Posted by tornnight View Post
    Now how about added in the Late General Bodyguard units based on some event?

    Or do the Bodyguard units automatically change somehow?
    I have that question too...

  14. #14
    CtrlAltDe1337's Avatar Praepositus
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    Default Re: Zeph's Eras and General Mod

    I've been using this in addition to my other mods and I must say its a good addition. Great job, esp on the general thing, I find it much better than vanilla

  15. #15
    Zephrelial's Avatar Eternal Sorrow
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    Default Re: Zeph's Eras and General Mod

    Quote Originally Posted by Crucifix View Post
    I've been using this in addition to my other mods and I must say its a good addition. Great job, esp on the general thing, I find it much better than vanilla
    Thanks crucifix

  16. #16
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    Default Re: Zeph's Eras and General Mod

    thanks for the general recruitment guide!

  17. #17
    Zephrelial's Avatar Eternal Sorrow
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    Default Re: Zeph's Eras and General Mod

    no prob. you're welcome.

  18. #18

    Default Re: Zeph's Eras and General Mod

    Zeph there's a small typo in your mod concerning the Pavise Crossbow Militia and the Swordstaff Militia. Both have mongol_invasion_warn 1 as a trigger, which should be mongols_invasion_warn 1.

    Also I was wondering why the Dismounted Broken Lances at Huge City Walls are only recruitable for Milan and not for Venice or the Papal States? Normal Broken Lances are, shouldn't they have access to the dismounted variant also?
    "Take your helmet off while addressing me" - Godfrey de Ibelin, Kingdom of Heaven Director's Cut

    Using: Stainless Steel 5.1 & Stainless Steel 5.1 HOTFIX #1
    with:
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  19. #19
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    Default Re: Zeph's Eras and General Mod

    Does this mod enable you to start in any era you choose?


    Retired moderator of TWC
    | Under the patronage of Atterdag

  20. #20
    Zephrelial's Avatar Eternal Sorrow
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    Default Re: Zeph's Eras and General Mod

    Quote Originally Posted by Garnier View Post
    Does this mod enable you to start in any era you choose?
    No,what It does that It arranges the apperaence order and availabilty of the all units in the game according to the Early,High and Late eras...

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