Yes, 3 levels and maximum 3 points.
You can also have a level of 2 or 3 points.
Examples:
Level 1 = 1 point, Level 2 = 1 point, Level 3 = 1 point (total 3 points).
Level 1 = 1 points, Level 2 = 2 point, Level 3 = 0 points (total 3 points).
Level 1 = 3 points, Level 2 = 0 points, Level 3 = 0 points (total 3 points).
You cannot have more than 3 total points.
export_descr_unit:
type Swiss Pikemen
dictionary Swiss_Pikemen ; Swiss Pikemen
category infantry
class spearmen
voice_type Heavy
accent German
banner faction main_spear
banner holy crusade
soldier Swiss_Pikemen, 60, 0, 1
attributes sea_faring, hide_forest, very_hardy, can_withdraw, pike
formation 1.2, 1.2, 2.4, 2.4, 8, square, phalanx
stat_health 1, 0
stat_pri 14, 4, no, 0, 0, melee, melee_blade, piercing, spear, 25, 1
;stat_pri_ex 0, 0, 0
stat_pri_attr spear, long_pike, spear_bonus_8
stat_sec 13, 3, no, 0, 0, melee, melee_blade, piercing, sword, 25, 1
;stat_sec_ex 0, 0, 0
stat_sec_attr no
stat_pri_armour 0, 5, 0, flesh
;stat_armour_ex 0, 0, 0, 0, 5, 0, 0, flesh
stat_sec_armour 0, 0, flesh
stat_heat 2
stat_ground 1, -2, 3, 2
stat_mental 11, impetuous, highly_trained
stat_charge_dist 40
stat_fire_delay 0
stat_food 60, 300
stat_cost 1, 470, 185, 115, 90, 470, 4, 110
armour_ug_levels 0
armour_ug_models Swiss_Pikemen
ownership slave
;unit_info 14, 0, 5
armour_ug_levels 0
armour_ug_levels – This tells the game what the armor upgrades are. The Swiss Pikemen don’t have any, so our example will be from one that does – Viking Raiders.
armour_ug_levels 0, 1, 2, 3
The first value is the default armor level. The next are ones that can be upgraded. This is by smithy level. So Viking Raiders can be upgraded at smithy levels 1-3. Fairly simple.
armour_ug_models Swiss_Pikemen
armour_ug_models – Fairly simple. Each value corresponds to an armor upgrade level and a model in the battle_models.modelsdb. This determines the appearance of the units. For example,
armour_ug_models Viking_Raiders, Viking_Raiders_ug1, Viking_Raiders_ug2, Viking_Raiders_ug3
Each of those means a different look for the unit at every one of the armor upgrade levels in the battle_models.modelsdb.
To get the armor upgrade to level 1 with 3 additional points (only works in the campaign):
armour_ug_levels 0, 1, 1, 1
armour_ug_models Swiss_Pikemen, Swiss_Pikemen_ug1, Swiss_Pikemen_ug1, Swiss_Pikemen_ug1
Last edited by Crociato78; April 25, 2020 at 07:20 AM.
Settelemnt rebuilding in TATW is based in allowing only specific factions to actually upgrade a specific settlement.
So for example, ruined osgiliath is a large_city, and its restored version is a huge_city, and only Gondor can do such upgrade in that specific region of Osgiliath. So you think you're rebuilding the settlement but you're actually upgrading it normally like you do with all other settlements. The trick is that the large_city (ruined version) is a custom settlement with lots of ruined buildings, while the huge_city (restored version) is another custom settlement but with buildings restored.
Now, this is related to two engine mechanics, descr_buildings.txt and the .worldpkgdesc file of the settlement.
You can set lots of upgrade types for each settlement level in export_descr_buildings. So you could create many different types of huge_city upgrades for the same faction, and one of them could be set to be built only in osgiliath region, that would be the restored Osgiliath settlement that only Gondor could build, while in all other regions Gondor would upgrade to huge cities and get the generic settlement, not Osgiliath.
But this is not possible due to the other machanic of settlement upgrades. the .worldpkgdesc files.
This file allows only 1 battlemap settlement model for each level per faction.
There are 11 levels of settlement for each faction and this is hardcoded.
So no matter if you have, for example, multiple citadel types for the same faction in export_descr_buildings, once this faction upgrade a settlement to citadel, it will always load the same custom settlement in battlemap, wich is the one set in the citadel .worldpkgdesc file of that faction.
Resuming, in TATW no faction can upgrade settlements to huge city or citadels, except Gondor, and they can do it only in Osgiliath region.
So as you can see, in TATW we reserved 2 slots for such "restorarions", huge_city and citadel.
Thats the limitation.
This has been moved to its own forum to allow for better discussion of various features and future developments.
Gratulations on getting your own forum subsection
Nice, was about time !
MasterOfNone added the same feature to Fourth Age for Rome Total War not using memory editing, I wonder could you have used a similar process?
Edit: In FA generals aren’t immortal, their ages are just invisible and are instead indicated by a trait: young, mature, seasoned, old etc
Last edited by Aexodus; April 26, 2020 at 08:05 PM.
I think removing adoption is a good idea. I never adopt anyways unless the circumstances are extreme and it would make sense to roleplay that the adoptee is a bastard son. Bloodline was so important in the Middle Ages.
Two other ideas. Man of the Hour should not be adopted into the family, but simply made a general. Maybe when that happens the faction has to pay for bodyguard + and extra thousand for the general. Also all daughters could be made princesses, not just the daughters of the leader and heir. Maybe they could be simply be called noble ladies, and would be the same as princesses except they can't do a marriage alliance. This would allow you to marry certain outsider generals into the family more easily.
This thing looks huge. In theory you'll can play in multi, with any mod, right ?
Awesome.
Hello everyone!
Here we discuss the use of the program.
Congratulations on another game changing update.
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Nothing really to contribute beyond- this looks great: please keep it up!
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The system for labels looks great . The coords notably will now allow to easily give (/remove) traits to characters in ports without laborious scripts with witches and heretics.
Just a question: does it's possible to give a label to a character within a settlement or a fort?
Yes, it should see all characters within settlements/forts unless it is a captain. I_FactionNearTile and I_CharacterTypeNearTile works that way so Im pretty sure this will work the same way