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Thread: RM Modding community & Mini-Mods

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  1. #1
    Farmo The Pagan's Avatar Libertus
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    Default Re: RM community modding

    wow, you were quick to react on that one, thank anyway for that one,( i'll remember that ),
    I just was becoming desperate because i was trying so hard to make the dds file the right format because i thought that was the problem but it turned out that the entry in the EDU still had mercenary_unit, turned on en because of that the skin did not change it works now, which is great .


    I don't believe a word.



  2. #2

    Default Re: RM community modding

    Quote Originally Posted by Farmo The Pagan View Post
    ...it works now, which is great .
    Pics?
    There are none so enslaved as those who falsely believe they are free

  3. #3
    Farmo The Pagan's Avatar Libertus
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    Default Re: RM community modding

    Pics, I'll post them as soon as I'm satisfied with the texture, I've only tried to get them to show up in game till now and it was pretty bland,
    and i dont really like copy pasting, I try to (mostly create a texture myself ,for cloth texture's that is armour is just to hard).
    so I had to experiment because when in Gimp zoomed in on the texture it looked like it had nice detail, in game it still looked to bland,
    but I think (read hope ) I'll be able to show some work this evening, we'll see how it goes.

    Edit: ok here is a screen of my mod, they aren't the crossbowmen (obviously ), but these are the sergeants


    sorry for the quality but when i put the resolution up or quality weird happens like this:
    if someone knows what that is please tell me because that is the main problem why I cant play MTW2 any more
    Last edited by Farmo The Pagan; August 23, 2010 at 04:36 PM. Reason: adding schreenshots


    I don't believe a word.



  4. #4

    Default Re: RM community modding

    Something of the sort happened with LOTR TW. I'll ask Bardo how he fixed that...
    There are none so enslaved as those who falsely believe they are free

  5. #5

    Default Re: RM community modding

    Hello everyone
    I am currently working on an edu in medieval stile: The heavy cavalry is strong in charge and melee,but it's not very large in numbers and expensive, less powerful archers, and more.
    Now, I'm testing the lethality rate

    If you are depressed, just stop being depressed.
    - Ace Rimmer | March 18th ,2014

  6. #6

    Default Re: RM community modding

    Quote Originally Posted by Freelancer Tex View Post
    Hello everyone
    I am currently working on an edu in medieval stile: The heavy cavalry is strong in charge and melee,but it's not very large in numbers and expensive, less powerful archers, and more.
    Now, I'm testing the lethality rate
    Nice! Could you make some tests reducing attack by 10% and increasing defense by 10% for all the units? I think battles would be more tough and last longer that way...

    I strongly recommend using the MP EDU as base, cause it's much more balanced than the regular one
    There are none so enslaved as those who falsely believe they are free

  7. #7

    Default Re: RM community modding

    Quote Originally Posted by Mataputas View Post
    Nice! Could you make some tests reducing attack by 10% and increasing defense by 10% for all the units? I think battles would be more tough and last longer that way...

    I strongly recommend using the MP EDU as base, cause it's much more balanced than the regular one
    Ehi mata
    I have found a lot of unit hidden in the models_unit/texture folders. Can i use them for my addons?

    If you are depressed, just stop being depressed.
    - Ace Rimmer | March 18th ,2014

  8. #8

    Default Re: RM community modding

    Quote Originally Posted by Freelancer Tex View Post
    Ehi mata
    I have found a lot of unit hidden in the models_unit/texture folders. Can i use them for my addons?
    Don't really know... you should ask LOTKs
    There are none so enslaved as those who falsely believe they are free

  9. #9

    Default Re: RM community modding

    Ok, so I decided to release my little growth rate reducing project. (I tested my mod aeound 20 turns and no CTD). Download file, extract it, copy it to RomeMedievalMOD\Data\world\maps\campaign\imperial_campaign folder. It should reduce growth rate by half and reduce by little money income. File doesn't take effect on saved games, so you'll need to start new game.

    Make desc_regions file backup first !!
    Last edited by LordSimpkins; September 11, 2010 at 01:18 AM.

  10. #10

    Default Re: RM community modding

    This is an example of the power of heavy cavalry in my edu

    Spoiler Alert, click show to read: 
    ]
    type Feudal Knights
    dictionary Feudal_Knights ; Feudal Knights
    category cavalry
    class heavy
    voice_type Medium_1
    soldier RM_Feudal_Knight, 11, 0, 1
    mount horse cataphract
    mount_effect elephant -4, camel -4
    attributes sea_faring, can_withdraw, hide_forest, command
    formation 1, 4, 3, 6, 2, square
    stat_health 1, 0
    stat_pri 6, 32, no, 0, 0, melee, simple, piercing, spear, 30 ,0.15
    stat_pri_attr ap
    stat_sec 6, 4, no, 0, 0, melee, simple, piercing, sword, 23 ,0.8
    stat_sec_attr no
    stat_pri_armour 12, 13, 4, metal
    stat_sec_armour 0, 1, flesh
    stat_heat 6
    stat_ground 0, 0, -6, 0
    stat_mental 19, disciplined, highly_trained
    stat_charge_dist 60
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 2370, 500, 500, 500, 2370
    ownership britons, romans_julii, romans_senate, seleucid, spain, germans, thrace, romans_scipii


    type Chivalric Knights
    dictionary Chivalric_Knights ; Chivalric Knights
    category cavalry
    class heavy
    voice_type Heavy_1
    soldier RM_Late_Chivalric_Knight, 10, 0, 1
    mount horse cataphract
    mount_effect elephant -4, camel -4
    attributes sea_faring, can_withdraw, hide_forest, command, frighten_foot
    formation 1, 4, 3, 6, 2, square
    stat_health 1, 0
    stat_pri 6, 32, no, 0, 0, melee, simple, piercing, spear, 30 ,0.15
    stat_pri_attr ap
    stat_sec 7, 4, no, 0, 0, melee, simple, piercing, sword, 23 ,0.8
    stat_sec_attr no
    stat_pri_armour 20, 10, 5, metal
    stat_sec_armour 0, 1, flesh
    stat_heat 6
    stat_ground 0, 0, -6, 0
    stat_mental 22, disciplined, highly_trained
    stat_charge_dist 40
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 2, 3380, 650, 500, 500, 3180
    ownership britons, germans, romans_brutii,romans_scipii,seleucid, spain, thrace


    And this is the sergeants unit:

    Spoiler Alert, click show to read: 

    type Armored Sergeants
    dictionary Armored_Sergeants ; Armored Sergeants
    category infantry
    class spearmen
    voice_type Medium_1
    soldier RM_Sergeant_Spearman, 50, 0, 1
    mount_effect horse +4
    attributes sea_faring, can_withdraw, hide_forest, can_sap
    formation 1, 1, 2, 2, 3, square
    stat_health 1, 0
    stat_pri 2, 5, no, 0, 0, melee, simple, piercing, spear, 25 ,0.10
    stat_pri_attr no
    stat_sec 0, 0, no, 0, 0, no, no, no, none, 1 ,1
    stat_sec_attr no
    stat_pri_armour 5, 6, 7, metal
    stat_sec_armour 0, 0, flesh
    stat_heat 2
    stat_ground 2, -2, -1, 0
    stat_mental 15, disciplined, highly_trained
    stat_charge_dist 30
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 610, 180, 200, 300, 610
    ownership britons, gauls, germans, macedon, romans_julii,romans_brutii,romans_scipii,romans_senate,armenia, seleucid, spain, thrace

    If you are depressed, just stop being depressed.
    - Ace Rimmer | March 18th ,2014

  11. #11

    Default Re: RM community modding

    You could call it "Mounted Gods mod"
    And... did you try those stats in game?
    There are none so enslaved as those who falsely believe they are free

  12. #12

    Default Re: RM community modding

    Quote Originally Posted by Mataputas View Post
    You could call it "Mounted Gods mod"
    And... did you try those stats in game?
    yep
    Historically, the medieval heavy cavalry was what we now call MBT (Main Battle Tank). To beat the heavy cavalry, the generals have invented a new warfare (Pike & Musket).

    As you can see
    "Spear, 30, 0.15"
    The attack of heavy cavalry is slower than the infantry attack. In addition, the heavy cavalry is much more expansive than 5 unit of infantry!

    And finally,
    "soldier RM_Feudal_Knight, 11, 0, 1"

    There are only 11 feudal knights at medium size:
    11x2=22x2=44 at huge size!

    The sarge:
    "soldier RM_Sergeant_Spearman, 50, 0, 1"

    50x2=100x2=200 at huge size
    Last edited by Freelancer Tex; September 13, 2010 at 02:22 PM.

    If you are depressed, just stop being depressed.
    - Ace Rimmer | March 18th ,2014

  13. #13

    Default Re: RM community modding

    Editing Pikemen to be more powerfull when defending against cavalry is a good idea. I would say that a trained pikeman unit should probably be expensive. Although, not as expensive as knights.

  14. #14

    Default Re: RM community modding

    Quote Originally Posted by Rick View Post
    Editing Pikemen to be more powerfull when defending against cavalry is a good idea. I would say that a trained pikeman unit should probably be expensive. Although, not as expensive as knights.
    The pikemen have all bonus against cavalry:

    Spoiler Alert, click show to read: 


    type Europian Heavy Pikemen
    dictionary Europian_Heavy_Pikemen ; Europian Heavy Pikemen
    category infantry
    class spearmen
    voice_type Medium_1
    soldier RM_Europian_Heavy_Pikeman, 60, 0, 1
    mount_effect horse +8
    attributes sea_faring, can_withdraw, hide_forest, frighten_mounted, can_sap
    formation 1, 1, 2.4, 2.4, 8, square, phalanx
    stat_health 1, 0
    stat_pri 2, 5, no, 0, 0, melee, blade, piercing, spear, 30 ,0.8
    stat_pri_attr spear, long_pike, light_spear
    stat_sec 1, 5, no, 0, 0, melee, simple, piercing, sword, 35 ,0.1
    stat_sec_attr no
    stat_pri_armour 4, 4, 0, flesh
    stat_sec_armour 0, 0, flesh
    stat_heat 5
    stat_ground 2, -2, -3, 0
    stat_mental 9, disciplined, trained
    stat_charge_dist 30
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 550, 100, 100, 150, 550
    ownership romans_brutii,romans_scipii,romans_senate,seleucid,spain


    Edit: Sorry, but with the school and Halo: Reach i don't have a lot of time for working to the edu. I will release as soon as possible
    Last edited by Freelancer Tex; September 18, 2010 at 12:01 PM.

    If you are depressed, just stop being depressed.
    - Ace Rimmer | March 18th ,2014

  15. #15

    Default Re: RM community modding

    I think the max amount of mount_effect is 3. You should check that with Aradan, or read the Complete EDU guide, I'm almost sure it says something about that
    Last edited by Mataputas; September 18, 2010 at 01:53 PM.
    There are none so enslaved as those who falsely believe they are free

  16. #16

    Default Re: RM community modding

    Quote Originally Posted by Mataputas View Post
    I think the max amount of mount_effect is 3. You should check that with Aradan, or read the Complete EDU guide, I'm almost sure it says something about that
    ah lol,you are right...

    P.s.I added the muskets, the grenades and a provisional harquebuseer unit.
    Last edited by Freelancer Tex; September 18, 2010 at 04:05 PM.

    If you are depressed, just stop being depressed.
    - Ace Rimmer | March 18th ,2014

  17. #17

    Default Re: RM community modding

    In response to my worries that the Mongols were underpowered, I decided to go about making them stronger and scarier. My hope is that I didn't make them too powerful, but I'm not certain. I made them not as insanely strong as my first try, but I'm still not certain if they're too powerful. Since I just modified some numbers, I don't believe it should cause any CTD's.

    -I increased the attack of almost all Mongol units, save for peasants
    -I increased the amount of arrows the archers carried (perhaps too much)

    Any help, feedback and/or criticism would be most appreciated.

  18. #18

    Default Re: RM community modding

    I'd pump up unit costs... now they are extremely cheap...

    For example, Khan Archers, with the new stats, should cost around 990 (now they cost 400). Of course, that's just my oppinion.
    There are none so enslaved as those who falsely believe they are free

  19. #19

    Default Re: RM community modding

    Quote Originally Posted by Mataputas View Post
    I'd pump up unit costs... now they are extremely cheap...

    For example, Khan Archers, with the new stats, should cost around 990 (now they cost 400). Of course, that's just my oppinion.
    Yeah, I was thinking that too, but I was also trying to think of how to also maintain that hording thing they have going for them. I was thinking that most people don't play as them, since they're designed nonplayable, so a minor increase in unit cost would keep it slightly skewed their way, while also keeping them slightly managable. Of course, Custom Battles are something completely different...

  20. #20

    Default Re: RM community modding

    Do they show up when playing custom battle? Cause perhaps they are AOR units, which means that they can only be recruited at specific regions. PM me and I'll explain you how to get what you're looking for.
    There are none so enslaved as those who falsely believe they are free

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