A guide to the unit stats in Medieval II Total War. EDB Guide on TWC: www.twcenter.net/forums/showth... Timestamps: Unit Recruitment Edits: 19:15 Costs & Time: 24:59 For more help visit: Discord: / discord
hello been loving all the content and the new Ered Luin campaign, (sure this comment wont be seen) but was hoping to see the next video you do on modding be for adding a new/ transferring a building from another mod (specifically religious building) as I am currently trying to add a building to another mod (elder scrolls total war, for the undead faction) but I cant seem to accomplish this through the guides on the ttw center, but your videos are not only precise they are broken down with timestamps that's are leagues more useful. thank you for your hard work I look forward to the next video good sir have a great day.
I second this, I have been trying to bring back to unlife the undead faction in that mod. I started buy reducing recruitment times so it doesn't take 5 turns, which is a little over a year to summon up one battalion of zombies ect which was way too slow considering my adversaries. Next I want to play around with the unit stats to make The undead units weaker but I can recruit quicker. Then see about adding a chapel or some sort of graveyard which spreads necromancy so I can actually expand and take over tameriel.
@@Alexander-pf4ne you and me on the same wave length friend, I pretty much had done everything you said, and then added the vampire special units to the last two tiers of the Barack to allow for late game shenanigans lol, also tried my best to allow them to recruit one general unit but couldn't figure that out lol. (Was either going to be necromancer or vampire lord)
Watching this just to reduce great beasts health, since I hate having to manually fight every battle against them. Might also make Wood Elves Op and play them.
Hi! I am trying to have aztecs capability to construct buildings in MW2TW. For simplicity, I want to transfer some buildings from American campaign to another mods. Also their IUs, and as well as how to export text using python language? Sorry I am new here in this kind of game edit. Do you have a tutorial video for that? Thanks!
Hey Galu! Im Currently playing a High Elves Campaign and I have noticed i cant build a Noldor Guildhall or a Teleri Barracks at Barad-dur. is this a bug or supposed to be in the game? love your content mate!
@@chrismurphy1991 hmm, the first tier of Noldor barracks requires you to control Imladris and capture of Ost-in-Edhil, while the second tier needs the barracks event, and mountains/grassland. So, you should be able to get the first tier.
What about buildings that are allowed only in certain settlements, because I can not find out how to allow those certain buildings in other settlements.
hey, I'm playing divide and conquer and I want to change so that settlements have multiple buildings slots. Anywhere I searched on the internet about this, people say one building at a time is a hardcoded feature of Medieval 2. Do you know how I could change that or is it something you are considering on changing in the next DaC patch. It makes it so much more realistic and makes your expansion rely on your economy rather than you waiting for each settlement to build one building at time, which btw takes forever in DaC!!! Thanks!
I had edited a few files in order to make Enedwaith, Dol Amroth and Dunedain troops available to gonder as I only really play as them, and I managed to get nearly everything working. They are available on the specific tier barracks I want and in the region I set up, ex, Enedwaith troops are only trainable in "Enedwaith regions". This all works well, I just have one issue when it actually comes to battle map, they appear as, I think you referred to in your last video as "silver surfer". Essentially, they don't have texture and all grey, they have all the correct weapons, and upgrading them through an armory gives them different loadouts, but they still remain completely grey. I have this same issue in custom battles, I can pick them and use them and everything works fine except their textures, how do I fix it so they have the correct textures?
4 года назад
You need to give ownership in the BMDB. This will be covered soon in the "adding units" tutorial.
Do you consider it complementary or creepy that I always put you or Luetin09 on when I'm having trouble sleeping? XD I hope it makes you feel appreciated! XD
Hi Galu, Do you know how to change description of blacksmith upgrade for certain level? For example armor 2 for dwarves says hat it upgrades the unit to steel chain mail, for gondor it is supperiour leather. What do I have to do to change it for gondor for chainmail? I dont want to change the level of the upgrade, just rename it. Thank you.
Hello, Galu doesn't upload anymore so you likely won't get an answer from him, but it should be in the building.txt folder which should have the description for each factions buildings I believe
@@Blooticus Thank you for your answer. I searched building.txt. There is only written description of the building and its name but sadly the effects of smithing level are not there. I searched all text files that could posibly have it, like factions, culture, effects, strat, etc... I Found ancilliarys but sadly not description of certain smithing levels. It must be somewhere, as it differs for every culture and its different fom vanila game so its not hard coded. But I fail to locate it :(
Once you making changes to unit pools and replenishment times with the new numbers, should they work after saving the file and opening the game? For what ever reason my changes have not taken effect despite the files being saved. Is there a step I'm missing?
Just an update I isolated the problem. I had copied the Mod folder to make one I could play around with. Turns out the application would run the original which is why none of the changes I made were taking place. Fixed that now.
hey, in export_descr_buildings if i change the tower_level of castles and huge cities down to 1 does this just affect the damage, or would they also look like crappy wooden towers and/or crash the game, especially on custom settlements
4 года назад
It swaps them between arrow, fire arrow, ballista and cannon. It only affects the projectile but bare in mind only stone towers can shoot cannon and only large town towers can shoot ballista.
@ I dont know if you are still checking these comments, but I have been trying to add the mining complex to a different faction, I tried to add the faction to the tier on the mines +2 in the 'e.d.b.' but this doesn't seem to be adding it. is there another step to add access to tiers? To clarify where it said " mines requires factions ( moors, Hungary, Norway, ) and resource solve or resource gold or resource iron" I changed it to "mines requires factions (moors, Hungary, Turks, Norway, ) then added turks to the income bonus line as well. I thought this would add a third tier of mines to the Dunedain, but it did not. If you could help id appreciate it, my goal was to eventually add the third tier as a bonus for reuniting Gondor and arnor since in my head-canon the numenorians can do just about everything better then everyone who is not a high elf.