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Posted

Well, I've found in Medieval: Total War's files a sign of that there is a possibility to find out how to get to an early stage of preparements for a modding. Everything inside the game is readable, no codes, also visual things are easily editable. Anyone tried here it before me?

Posted

Can you tell me exactly what files?

I have the game, so I'll take a look myself, but if you found some editable files, please share that with us... ;D

Posted

For a start we can make some historic battles, like Battle for Arakeen and such. We can also rewrite i.e.Saladin to Muad'Dib ::) I look to projectiles if is there a possibility to create a laser, also haven't you found region tiles?

Posted

I have found those thing somewhere but I cannot refind them now... I promise to look for them. The map has 2 versions: 2000xblabla and 4000xblabla. It's huge!

Posted

Right now I'm in an I-Cafe, so I can't tell you the actual adress.

But I remember some things:

in the Medieval folder 2*click on one of the last sub-folders. The 3rd or 4th folder. And once inside there is in the 'campmap' folder. There are 4 files: 2 with the regions in various colors in 2 types of resolution, and the actual map in the 2 types of resolution.

  • 2 weeks later...
Posted

OK, for anyone interested in Dune Total War project. Here I'll make some clues to edit the game.

In game directory we have three main files: crusaders_unit_prod11.txt (unit stats), crusader_build_prod13.txt (building stats) and ProjectileStats.txt (properties of firing weapons). Unit images are in Textures/Men directory, using weapons you can find out trough numbers in unit's name. Map screens are in Textures/Campmap. LBMs are system borders, TGAs are visual textures.

To edit LBM pictures, use Ultimate Paint (about 2 MB): http://www.ultimatepaint.com/upsw.zip

Crusader_unit_prod11.txt looks rather messy. I'm attaching a cleared version, do not use it, because game looks at number of columns. Descriptions of columns is in first statements of file. I'm adding also description of an example, Kataphraktoi (my favorite ;D ) stats.

To add a new unit, follow these steps:

1. MAKE a BACKUP of crusaders_unit_prod11.txt. Add a statement to crusaders_unit_prod11.txt. Copy the most similar unit stats here and EDIT values. DO NOT add any spaces or tabs. For example, at the end of AbyssinianGuard entry press enter and add:

Dragoons  CAVALRY  900  10  1  0  80  40  1  OK  "CATH_HERETICS(2), CATH_REBELS(2)"  BURGUNDIAN  "POVERTY_STRICKEN(55), DESPERATE_DEFENCE(11), CATHOLIC_EXPANSIONIST(132), CATHOLIC_NAVAL_EXPANSIONIST(132), CATHOLIC_TRADER(110), CATHOLIC_CRUSADER_TRADER(110), CATHOLIC_EXPANSIONIST_CRUSADER(132), CATHOLIC_DEFENSIVE_CRUSADER(88), POPE(55), CATHOLIC_DEFENSIVE(88), CATHOLIC_ISOLATIONIST(55), ORTHODOX_DEFENSIVE(88), ORTHODOX_EXPANSIONIST(132), ORTHODOX_STAGNANT(110), MUSLIM_PEACEFUL(110), MUSLIM_EXPANSIONIST(132), MUSLIM_DEVOUT(132), BARBARIAN_RAIDER(176), REBELS(110), CLOSE_TO_SUPPORT_LIMIT(33)" {GUNSMITH4, HORSE_BREEDER3, MILITARY_ACADEMY}  "ATTACKER, AMBUSH, MISSILE, CAVALRY" LATE  YES  "HEIGHT( 110 ), RADIUS( 45 ), SCALE( 125 ), PROJECTILE_TYPE( ARQB ), SAMURAI( YES ), MARCH_SPEED( 9 ), RUN_SPEED( 20 ), CHARGE_SPEED( 23 ), MIN_TURNSPEED( 2 ), MAX_TURNSPEED( 8 ), TURN_TO_MOTION_SPEED( 8 ), MAX_INMOTION_TURN( 96 ), FORMATION_WIDTH_SPACING( 145 ), FORMATION_LENGTH_SPACING( 145 ), ENGAGEMENT_THRESHOLD( 1500 ), CHARGE_BONUS( 2 ), MELEE_BONUS( 3 ), DEFENCE_BONUS( 4 ), ARMOUR_LEVEL( 3 ), HONOUR_LEVEL( 4 ), AMMO( 20 ), FORMATIONS_PREFERRED_NUM_ROWS( 3 )"  NO "own_unit_tooltip1, own_unit_tooltip2, other_unit_tooltip1, other_unit_tooltip2"  HORSE  "LARMWCAV, YES, YES, LiHorse" "GERMAN_HRE, FRENCH, ENGLISH, POLISH" "Missile, Shocktroop, Spear, Cavalry"  "SKIRMISH(2), ADVANCE_PARTY(1),

OUTFLANKING_FORCE(2), MAIN_BODY(1), HOLD_TERRAIN(0), RESERVE(1), REINFORCEMENT(1), ASSAULT(1), ASSAULT_COVER(2), ASSAULT_COVER_CASTLE_ATTACK(0), COVER(1)"  0 FORMED  NONE  YES  1  NO  0  0  "BerberCamel, bedouincamelwarriors"  Arquebusier SWORD  YES

2. As a model I've used Mounted Crossbowman. So, let's go to Textures/Men/LArmWCav (chooose directory of your model) and add there text files nameofunit_S.txt and nameofunit_W.txt. First shows shield, second one a weapon. Inside it, choose a number of weapons, resp. shield, which is it you can find out inside others. For example I've made Dragoons_W.txt with number 3 inside (like MountedSergeants entry - the spear) and Dragoons_S.txt with 3 too (now it's no shield, just crossbow stats).

3. Open Textures/Men/deadpage coords.txt, where copy your model unit stats and paste it at the end. Change name of new entry, of course. I can't explain those numbers now. For example, I've added this:

Dragoons

44 23 94 149 142 174

32 29 1 34 49 61

17 27 25 175 2 231

4 26 1 5 50 32

4. Open Textures/Men/ActionsPage and copy model unit file, changing name of copy to nameofunit.txt. For example, I've made Dragoons.txt with stats of MountedCrossbows inside.

5. Open Textures/Men/Items. Here choose weapon and shield directories according to number you've added in nameofunit_W.txt and nameofunit_S.txt. Best way is, again, copying whole existing directories and renaming them to nameofunit. For example, my Dragoons have entry in Weapon3 directory, based on MountedSergeants and in Shield3 with knshot.txt and sshot.txt same as MountedCrossbows.

6. Needed changes are also for interface. Create an LBM icon in Battle/UnitIcons, BIF picture (not yet found a way to edit, copy existing) in Campmap/Info_Pics/Units and yet one BIF in Campmap/Review_Panel/Units. BIFs are NEEDED, otherwise the game will crash in campaign!

7. And now only cosmetical addon. Open Loc/Eng (or what version you do use, best is to edit all you have) and there names.txt. Search for i.e. AbyssinianGuard and add under it ["nameofunit_Singular"]  {"Showed name of 1 soldier"} and ["nameofunit_Plural"]  {"Showed name of unit"}. I've added there for example this:

["Dragoons_Singular"] {"Dragun"}

["Dragoons_Plural"] {"Draguni"}

Then you can also some description to Descriptions.txt, add over i.e. AbyssinianGuard_desc entry your desciption. It's shown when you right-click on icon of unit in training or army lists. I.e. I've added there this:

["Dragoons_desc"]

{"This new professional cavalry came with miniaturisation of gunpowder weapons. Even their name is based on pistol: often called as dragon's tooth. Even without them, dragoons are elite pursuit riders."}

Unit is done. I hope there will be some from you as well soon ;)[attachment archived by Gobalopper]

Posted

We have muslims there. That's very usable, I don't want to change everything, let it is downloadable. Altough if we'll make a new 40 MB map...

Posted

Let me introduce the very first frame made for Dune: Total War!

SARDAUKAR TROOPERS

Frame_1.JPG

...[attachment archived by Gobalopper]

Posted

Are those retextured or newly modelled? I guess the former. Nice work :). This could be a mod with much potential. If we are to consider it seriously, we must arrange which factions will be involved.

I'd suggest the following:

Atreides

Corrino

Harkonnen

Fremen

Vernius (IX)

Tleilax (?)

Richese

Does that sound about right?

Posted

Hmmm... have you found the map?

Anyway... let's get the Ordos involved even if they don't actually apear in Dune.

How have you managed to do those things with the Sardaukar?

Posted

About maps I've already said enough. Map screens are in Textures/Campmap. LBMs are system borders, TGAs are visual textures. For LBMs use Ultima Paint, you can download a trial version on link in one previous post, if you want I will modify it for a rather longer time with one thing, just I don't want to send it here... About those Sardaukars, it's easy, just it takes time, you must redraw a BIF animation. See attachment for an editor, it can convert a frame to BMP, so it is easy with this now. Just maintain colors.[attachment archived by Gobalopper]

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