View Full Version : Unit problem
Sorry for my silly question, but can you tell me how to add one unit Bagaturs in TrainUnit. I want to be able to train them in Turnovo. (In early period if it is possible )
That is my first attempt to mod KoH so plssssss help
The easiest I can recomend is to look in HR TrainUnits.
Simply write it there, what more can I say? but be carefull oon the spelling
Write it in the Turnovo line or if you want to make it bulgarian kingdom unit, put it into Bulgaria line in the 1st part of the file
and then don't forget to copy the entire .xls file into .txt
don't forget to copy the entire .xls file into .txt
thank you a lot my friend ! :go:
That was the problem ! .TXT was my problem :lol:
So is there option to train them only in early peroid ? :scratch:
So is there option to train them only in early peroid ? :scratch:
yes, if it is only in province of Turnovo, it's simple
make one more line for Turnovo, and in the very first column put A to the first, and BC tho the second. And in the first put the unit you want :wink:
just look in the entire file and you'll see many things :wink:
patriot1
11-03-2007, 18:28
BTW obviously there is some kind of bug with Turnowo(kingdom) every time i try to add the unit bulgar(bulgarian cavalry in my standarts) when i conquer any other province than(Moesia,Kavarna,Vidin,Thrace,Macedonia)
The unit from kingdom special becomes local special (in all provinces,or if i am lucky in all but those listed above)which is hell of pain in the A** and a problem for which i never found a solution :angry: :angry:.So i had to abandon the work on it.It is a pity,late was my favorite period.
However i managed to add a unit called Light bulgarian cavalry less skilled than its heavy counter part but still deadly and ofcorse cheaper:lol: so i would like to ask Gogo_t was Bagatur a high rank in the hierarchy or low and to write the ranks for me?
it always happens when you unite a kingdom which has specified it's kingdom special units, you should no longer be able to use your former kingdom specific units as kingdom specific.
There is a "bug" that untill you play the game after you manage to unite it all, you can still hire your former kingdom specific units in the original provinces and the new KS units only in newly conquered provinces.
Once you load the game, you can hire only new KS units.
So your problem might be that late medieval Bulgaria doesn't have the unit as kingdom special unit
patriot1
12-03-2007, 19:53
it always happens when you unite a kingdom which has specified it's kingdom special units, you should no longer be able to use your former kingdom specific units as kingdom specific.
There is a "bug" that untill you play the game after you manage to unite it all, you can still hire your former kingdom specific units in the original provinces and the new KS units only in newly conquered provinces.
Once you load the game, you can hire only new KS units.
So your problem might be that late medieval Bulgaria doesn't have the unit as kingdom special unit
And how/where to add it?Tell me pls cause i`m really looking forward of adding the bulgarian cavalry in late period(BUL),but the train units.xls is so messed up that you can actually say there is no order at all.Definatly this was the worst way bss could make it!:nono: This file demoralised me every time i made an effort to modify something with non-sense errors as for example many times if i mover one unit from a cell and placed it on the right cell next to it,the game just makes the stupid error i talked about!
Who needed to make KOH so difficult for modding?!:nono:
Who needed to make KOH so difficult for modding?!:nono:
I have to disagree.
You only have to look at it and try to understand it. There are clear columns for realms or kingdoms which are then filled by "local" unit groups and special units.
The file is very nice and modding friendly IMO. It has 4 very clear parts
1st (KINGDOMS) and 2nd (REALMS) define "default" seettings for kingdoms and "local" units for provinces
3rd part defines which of "default" kingdom units belong to which kingdom and in some cases add also some special units
the last 4th part defines units for provinces. "Local" units in the "default" column and "province special" units in the other columns
You have to understand what are "kingdom specific", "local" and "province specific" units of course, which is IMO very clear so I don't even bother to explain it (you have it in the game manual)
the thing that influences whether the unit is local or province specific is "exp cost" in Units.xls - if it is higher than 150 it belongs to province specific units even if it is scripted as local unit
If you still don't understand look at the file structure untill you understand. It shouldn't take you more than 5 minutes
patriot1
12-03-2007, 21:32
I have to disagree.....
If you still don't understand look at the file structure untill you understand. It shouldn't take you more than 5 minutes
I guess i didn`t explain it correctly(sorry if so :wink: ),i started to undestand it at the end(obviously having in mind i opened the file at least 100 times when i created some units the problem was\is the inability to add bulgarian cavalry in late (BUl)i manage to add it for Turnowo on the expense of the pronoi but as i explained in my first
post it somehow interfier with the pronoi unit being a default for this kingdom( or whatever other verb you can use)and once i conquer any
other town than the ones listed in my first post the pronoi again becomes kingdom special on the expense of the bulgarian cavalry which would now be local special!
Hope i could explain it to you it is real odd i`m starting to thing i am the only one having this problem :scratch:
It is difficult to edit just remember you need to use a special program(pakman) which is rather confusing and unnecessairy,probably i am wrong but what would have happend if Bss never used packed files and worked with usual(unpacked) my answer is-easier and more attractive modding and ofcorse we wouldn`t had needed all those "What to edit and where themes"in the forum.How many operations do you need to edit the slightest stuff?!
1download pakman
2A learn how to use it
B be able to follow the instruction and succesfully install all the files
3 A Read a bunch of pages on what to edit and where
B find those numerous files(Why do we need an xls and txt file?Can`t the program be made working with one for both stats and discription of a unit or a building??)
4 Study the chaotic.xls file and his .txt counterpart(don`t blame them on this one there is no possible way to make it more organised in .txt)
5 Restriction of all kinds on modding.
6 limited amount of changes and frequent desktop crashes if you are able to reach the menu ofcorse!Only 5-6 more units can be added(if someone can explain me why was this requirement put into action ?!)
Paradox for example have at least(not sure of the number)30 free,or maybe more slots for new nations,not to mention you could add whatever number of Events,Techteams,tech,graphics without ever having a desktop crash in HOI2!!(a game which i could edit really easy by opening and working the files on notepad.It is a similar game however noone thought of packing the files and complicating the game.The result-for every KOH mod i can name you 5 HOI2 mods!)
And various other problems like "if you put more than \number\ of \something\ the game won`t work???!!!
6 A complete lack of editing programs to ease the hard work of modders who have to work as medieval HANDcrafts to produce a mod.
Except for the koh editor which as Frujin stated was never intended to see the "white world".Unable to change the Europe map,only possible to create a new one("Make it yourself kit" with limited options and a bit buggy,thanks a lot!)
Is it necessairy to discover the warm water again,to start using it?
7 No way to make new graphics for units or buildings!
KOH is a wonderfull game but it is not perfect Elvain,you have to addmit it,there are many unnecessairy things which only complicate the efforts of modders and restric them!
It is so damn easy to make it work for just one period.
And if you have problems with "south slav" units, just delete the south slav and name the units you want.
I agree that generaly KoH perhaps insn't the easiest game to mod (can't compare), and it could be much more mod friendly. Maybe they have own reasons. If it was easier there'd be much more people modding the game and those mods could perhaps attract more people to buy it, but it's their bussiness strategy...
I was surprised when I saw how little number of files EUII has compared to KoH, but they are diferent games...
I don't see any problem in editing stuff in .xls file and then copying and pasting it to .txt file - there are many other things that bother me much more. PakMan also isn't really a problem.
I agree that there is large problem with graphic and map modifications.
I rather wonder that they don't bother to help when they could get a map for KoH 2 for free investing just one explanation how to successfully use editor and create political map. But that's another story and I already got used to it
what would have happend if Bss never used packed files and worked with usual(unpacked)KoH would have run considerably slower on low-end computers like mine. If I unpack all files, the game slows down significantly.
I cannot agree that PakMan is difficult to understand - I think Tempest did a great job there. It is easier to use than many programs in my opinion. Pretty intuitive.
Modding requires some time investment and good thinking - but not any more to the limit, you can find many things on these forums. This way a complete mod feels satisfactory though, because hard (labourious) to make.
The map-edting and such are flaws indeed.
I do have to say that making new unit animations, buildings etcetera now is possible. A RLE <-> PNG converter is available. Again, from the community, though.
vBulletin v3.5.4, Copyright ©2000-2007, Jelsoft Enterprises Ltd.