View Full Version : [DISCUSSION] "What can you edit and where"
Here is a suggestion.
Discuss stuff about modding here and once there is a result, post it in the "[INFO] What can you edit and where?" thread.
Move the discussion posts from that thread here and leave there only informative posts. If some post is half to half, move it here and quote the result in the INFO thread.
What do you think about this set up?
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defs\economy\buildings.in2
Holds all game's buildings. It contains settings as structure cost, requirement, what building produces and so on.
texts/economy/buildings.ini or buildings;2.ini
Holds buildings descriptions
Creating new building:
You need to modify following files: buildings.in2, buildings;2.ini and copy for example granary.bmp, granary_l.bmp, granary_s.rle. Rename .bmp and .rle as you want but it must be new building's name. In 'buildings.in2' create your dreamed structure and in 'building;2.ini' put description for it.
do you think it is possible to change building tree this way? I'd like to make chainmail workshop an upgrade of armoury and plate armourer upgrade of chainmailworkshop, but I haven't found courage yet to try it...
if it is possible, just tell me, I'd do it myself :smile:
Yes it is possible. I know you could do it yourself but to answer this question I had to make what you want to make, so don't be angry but I give here solution too :)
buildings.in2:
[chain mail]
req = armory
override = armory
cost = 300s, 2000g
[plate armor]
req = armory, chain mail
override = chain mail
cost = 500s, 5000g
siegedefencebonus = 5
I also noticed that in images\screens\PlayWnd\economy\icons\buildings\ is one unused bmp file 'shields master', so maybe it's good idea to add it to the game.yes, I alread did it and it works fine :go:
thanks! :go:
it's gonna be in my mod's next version :)
Illuminatus!
25-02-2005, 00:03
What about creating new religions/religious options? Any idea if/how that is possible?
does anybody know where I can improve agressivity of AI?
Maybe it is caused by my peacefull strategy and war tactic "declare war and attack" but I hardly have to deal with AI invasion into my lands. And during those 6 months of play I lost up to 10 provinces - total number - by AI conquest. Much more provinces I've lost when Ai inherited some territory or some "rebel kingdom" emerged.
If anybody knows, please help me. Because when AI doesn't attack at all it's useless to improve number of attacking armies
one more thing. Just for better orientation.
If one offers how he edits someparts of files, it would make orientation easier if he writes his changes in some other colour. The rest (what is the same as before, stays white of course
What do you think?
Angryminer
13-04-2005, 12:44
Good idea.
I'm also trying to make documenting the script a habit. Most obsolete values I found in the scripts are commented with a "; Angryminer: seems obsolete" or something like that.
Angryminer
Elvain, could you add at the beginning of your topic what .pak extractor you use and where it can be found, please?
Angryminer
18-05-2005, 21:24
Take a look here (http://forum.sunflowers.de/showthread.php?t=3255). :go:
Angryminer
done. It's added at the beggining :wink:
Thanks :wink: KOH looks way easier to mod than RTW, it's more user-friendly at least.
Angryminer
31-05-2005, 10:18
for all who want to change realms names or owners of provinces, I give you a map of all KoH provinces with their numbers and key names
the map (http://img193.echo.cx/img193/5025/realmsorig0bq.jpg)Great map. :go:
Angryminer
Angryminer
11-06-2005, 22:26
I have a few question about unit editing
1. what do the "CTK ranged", "CTK melee"
2. Why do only some units have Dfnce(m,r) stats
3 under "range" there are 2 number what does each number mean.1. CTK is "Chane To Kill". When a Man-At-Arms casts a blow against a peasant he has a *enter CTK here*% chance to kill him.
2. Not all units are armored. A peasant has no defense-value because every blow that hits him will immediately kill him. A heavily armored teutonic knight won't die from every hit. I believe the actual chance for the teutonic knight to die is calculated this way:
A highlander casts a blow at the teutonic knight. He has a CTK of 80%, so 80% of all blows will hit the teutonic knight. But as the teutonic knight is very heavily armored and has a defense-value of 60, 60% of all blows will have no effect.
3. The lower number is the minimum range, the higher number the maximum range. But I don't know wether the lower number has any effect...
Angryminer
3. The lower number is the minimum range, the higher number the maximum range. But I don't know wether the lower number has any effect...
Angryminer
Hi all :cheers:
I've seen several times that my ranged units move away from the enemy when they get close in order to be able to shoot again, so definately the lower number means something.
evil_parrot
29-07-2005, 13:57
does anybody know where I can improve agressivity of AI?
Maybe it is caused by my peacefull strategy and war tactic "declare war and attack" but I hardly have to deal with AI invasion into my lands. And during those 6 months of play I lost up to 10 provinces - total number - by AI conquest. Much more provinces I've lost when Ai inherited some territory or some "rebel kingdom" emerged.
If anybody knows, please help me. Because when AI doesn't attack at all it's useless to improve number of attacking armies
Yea i noticed this too - even large kingdoms with a good income hardly invade. Tweaking the settings in the defs/difficulty.in2 didnt help.
Any news on this subject?
Angryminer
29-07-2005, 14:08
Wether the AI kingdoms attack depends on your size. The AI will only attack when it feels stronger than you. When it feels weaker it won't attack. But it also won't place it's armies strategically logical, which equals to surrendering.
Angryminer
It seems to me that Angryminer confused you :wink:
[sheep farm]
cost = 200s, 800g
farms_bonus = 1f
group = 0
index = 10
and it should work. But in case of chain mail:
[chain mail]
req = armory
override = armory
cost = 300s, 2000g
because it overrides armoury, it must require an armory.Sheep farm doesnot override pasture, so you can remove the pasture as a requirement. If you still don't understand it, I could try to explain it in SerbianNo, i understand everything but the problem is that it still crashes the game!?
I understand that but how to remove requirement of buildings that are not overriding anything and requires exotic goods or somethin like peasture,fish,etc... :bash: :bash: :bash:
Illuminatus!
10-08-2005, 16:43
If worst comes to worst, I or someone else could send you a copy of the file with or without the desired modification.
I have backup and every thing but now i tried without that modification and mad different modification but it again crashed.It means something is wrong with my game.Ill just reinstal it and try again.
where are the fortifyed camp values? I want to shorten the range, but I cant find it.
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