Here is the agent limit tutorial.
And a high res screenshot tutorial, just in case....
Here is the agent limit tutorial.
And a high res screenshot tutorial, just in case....
Thanks Gigantus, I wasn't sure what you were referring to that first time you mentioned the screen shot ratio. It seemed to make a difference...I'll post a few pics. I haven't touched the agent stuff yet. All in all the Game is a fresh file again except I've deleted most of the extra files and folders. I believe the agents were in an xml file in TWII. Anyways I'm going through the processes now so I'll come back later.
Thanks for the post I've used it in the past, that is I've used it a really long time ago, so thanks for directing me to it. Are the pics any better?
Yep, it turns out I did use your insight in my past mod, however I semi coloned all the agents in the in the export_building file and left the ones in the start file with a few additions. It did work to speed up the game and leave an option for later use. Selecting various factions for instance to have the use of assassins.
Last edited by Radioman; January 18, 2020 at 11:44 PM.
You may have set the main game's CFG file to read-only at some stage. That will prevent changes to be saved.
An alternative would be to enter the values in the mod's CFG file, here my standard [video] section from Bare geomod:
Code:[video] movies = 0 # set to zero to stop intro and menu backround movies windowed = 1 # allows for easy Alt+Tab, requires game video resolution the size of desktop or larger borderless_window = 1 # removes border from windowed mode battle_resolution = 1920 1080 # enter your desktop resolution campaign_resolution = 1920 1080 # enter your desktop resolution tga_width = 1920 # enter width of your desktop resolution tga_aspect = 1.9 # enter value of width\height of your desktop resolution event_movies = 1 # set to zero to disable event movies like crumbling walls no_background_fmv = 0 # set to one to disable menu background movie
See its just like the other day when I didn't immediately know that the term "mercenary" had it's own issues when thrown into the unit description...And just like you said the cfg probably had some write only block on it, it did but it was a third party of some sort, anyways I allowed it.
Here are the new pics:
Thus far I've added 10 units I had in my old mod, as it turned out they weren't even used in my Japanese faction , they were mercenaries ... That's were the use of samuri and moguls came from I just had made too many units for my kingdoms mod. Thank god it only took a couple of minutes to catch the aforementioned mercenary fact. These units can be used in one of the separate Asian factions this mod has.
The 'mercenary' attribute in the EDU simply means that it uses one texture for all factions, nothing else. But I guess you are talking about description text?
And yes, the pictures are now large scale.
Making the CFG write only is an out dated way to make custom changes for the main game (that cannot be made via the options) and retain them. For mods (and even the main game) one can simply do that via the mod's CFG file - like most of those video settings in my example.
Alright everyone, I took a few shots this past weekend after getting all of my mercenary Asian units into the mod... It turned out that only so many units can be added to this mod"s EDU file, so I had to add the units to the world/strat file instead. This way I can check the additions I make and take more time to see what units I can get rid of. Other than that the added units look beautiful and I seem to like a lot of what the mod comes with as far as units go. So I'll have to be careful and it's hard to do that cause I'm still unsure which factions which especially since I can't set up inside the edu file yet. I did however get to see the English units and add one to the mix just to see if it worked and it did. Also there was the additions I made to the Mughal Faction...I'll post recent pics>>>
Last edited by Radioman; January 20, 2020 at 10:14 PM. Reason: Type corrections
Thus far I've made it to 1813 units, Which is a pretty good stretch since you can't erase character units yet. Now I've been able to add more units in game as well, such as the Mugals. I think I can get rid of a lot of the Native units in this mod since he uses them in multi factions. That will have to deduct a large percentage of the unit totals in the model file. There are a lot of units and factions I want to keep as is, however I only need space for 379 of my units.
Hey Gigantus, Thanks for the feedback...Unfortunately, my cfg had this in it already and it still doesn't work:
[camera]
default_in_battle = rts
move = 50
restrict = 0
rotate = 50
I figure it has something to do with the way he setup the mod with all that pregame data reel...
That was the cfg for the mod, also this is the one for MTW2:
medieval2.preference:
[camera]
default_in_battle = rts
move = 50
restrict = 0
rotate = 50
Thanks Gigantus, I'll give it a shot...I was about to forget about it totally, but since I'm modding I'm in and out every couple of minutes and that's why I have to use cheats as well.
Hey I can't believe it... I just found a bunch of files off of a hard drive I have connected to my CPU. I searched through and found a bunch of stuff I made when I had set things up on a BIG map mod with KingdomsGrand of course...The desktop also had a file called [world map] in it was a bunch of stuff with the original download files for the Conquest Mod. I guess I never looked in it fully when I was looking for the world map I had set up back then.Anyways I found a complete File of the strat models I created and they are ready to be dropped in to this new mod, hopefully it won't be too hard. I have to check my hard drive and make sure I didn't overload when I transferred the aforementioned tidbits.
Last edited by Radioman; January 27, 2020 at 11:01 PM.