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Medieval:Total War
Creating Units
brought to you by: SuperPig@gamefaqs.com
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Contents
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1. Copyrights/contact
2. Intro
3. Before you begin
4. Creating Units
5. Credits
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1.0-Began guide 7-7-04 @ 3:57pm est
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1. Copyright/contact
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This guide is copyright 2004 Dan Dougherty
This may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without informing the author. Use of this guide on any other
web site or as a part of any public display is strictly prohibited, and a
violation of copyright.
As if version 1.0, this guide should only be found at
gamefaqs.com
If anyone is interested in hosting the faq, you may use it. You do
NOT need to ask permission. Just simply send an e-mail to- hhawks12@aol.com
informing me you've posted it.
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2.Introduction
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Editing is like riding a bike. The first few times, you'll mess up. Eventually,
after some hard work, you'll be able to do simple things like riding down a
hill without busting your face, or, in the case of editing Medieval:Total War,
modifying the game basics. Finally, once you've mastered the basics. you'll
(theoretically speaking) be able to jump through flaming hoops over
20 cars. Of course, thats not the hardest thing you could try. Basically,
what this FAQ contains is what I've mentioned above. Hard stuff, but if
you've mastered the basics, you'll be fine. This, by all means is not the
extent of editing. Eventually,you can modify the campaign map, unit pictures
sprites, whatever. You should not begin your editing experience here.
Iced~Metal's editing FAQ will guide you though the beginning. This guide
exclusivly covers creating units.
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3.Before you begin
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Any editing you do, whether it be start dates or adding new factions, will
not allow you to play multiplayer. If you are an avid multiplayer-er,
than do not commence editing.
Firstly, you need to make back ups of all of the txt files located in
the campmap/startpos, which in turn is located in the main MTW directory.
Also make a backup copy of your crusade_unit_prod11 and crusade_build_prod13,
both in the main MTW directory. If you are a cautious person, you may want
to back up the whole of your MTW folder. I don't recommend this, since,
depending on your computer, could take nearly an hour. Do so if wish.
Secondly, if you're creating a unit, you should download the Gnome Unit Editor
from www.totalwar.org. It is a very, very useful tool for any editing in
the build and unit prod files.
Finally, if you screw up, break your game, delete your hard drive in
frustration or whatever while attempting to edit, do not come crying to me.
DO THIS AT YOUR OWN RISK. You've been warned.
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4. Creating Units
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This is more like cloning units to be honest, but you are essentially
adding a new unit, so we'll call it creating alright? Also, MTW has a unit
cap of 185. Any more than 184-185 will cause wierd problems. Each unit in
your campagin becomes the unit below it.
Again, before we begin, please backup your unit_prod and get Gnome Editor
from totalwar.org. It will save a lot of time.
First, go to your crusade_unit_prod11 file, which is in the main MTW
directory, which should be c:\program files\total war\medieval:totalwar
unless you put it somewhere else. Now, in that file, you'll see a huge
jumbled mess. That, people, is the primary statistical data for every unit,
ship, and agent. Find a unit you want to clone, it can be any. For our example,
I will use Kerns. Run a search for your unit, and copy the WHOLE unit string.
It should be two lines, no more. Make sure you get the very last words and
numbers all the way over. It's a common mistake to miss them since there is a
somewhat large gap. Again, make sure you copy it. Paste it all the way at
the bottom, under the last unit. They need to be touching. Rename the unit
to whatever you want. NO SPACES though. Capital letters represent spaces.
For example, HighlandClansmen in the unit file translates to Highland
Clansmen in game. Save the file.
Now, hopefully, you have Gnome Editor. Open it and load your unit
prod. Scroll down and, what do you know! Your unit is all the way down there.
This next part is probably the most important part of the editing. Listen up!
The first column is very, very, very important. You see how the unit names
show up twice in a row. Your last unit has two different names. Actually,
the second name is the internal name the engine uses to identify sprites,
weapons, etc. Change that to whatever you want, perferably to the exact name
of your unit. Now, you proably want to edit your unit traits. Here is a list
of important columns to use.
3-9 General info such as starting valor, cost, build time, unit size.
17 build requirements
20 periods
26-30 samurai=elite unit. Also has speeds
37-41 combat stats
48 VERY IMPORTANT! Remember what that column says. Right it down if necessary.
Whatever you do, DO NOT modify. That is what the unit looks like.
50-51 faction and province requirements
59-64 bonus vs. armoured troops, shield, bonus vs. cavalry, etc.
REMEMBER: I'm using Kerns as an example.
That's about it. You can play around with the other things as long as you
know what they do. Be careful if you decide to do that.
Now, you've got a unit, but right now it has basically nothing. Go into
the main MTW folder. Look into the Battle\uniticons. Find the unit you
cloned (for example, I would find Kerns) copy that file and rename the duplicate
to your unit. No spaces. It must be exactly like what you put in that second
column above. You must do this or your unit will have a black box for an icon
during battle.
Next, go back to the main MTW folder. This time got to the
campmap\infopics\units folder. Again, find the unit you cloned, copy the file
and rename it to your unit, exaclty like above. Do the exact same thing in
the campmap\review_panal\units. Don't rush any of this or you're bound to
make a mistake. I will remind you again that you absolutley must rename
the unit exactly like you did when you first loaded up the unit_prod
in Gnome Editor.
As of now, you're about 2/5 done. There is still a lot to do. Next, you
need to go back to the MTW directory and go to textures/men. Remember
above when I said that you needed to write down or remember what was in column
48? Well, here is where it is needed. Find that folder, and open it. You
should, hopefully, see two txt files for your cloned unit. Take note that some
units don't have two. The reason is beacause the _s and the _w at the end
of the file represent shield and weapon. Kerns, for example, do not have
a shield, therefore they only have a kern_w. Understand? Alright, find
your cloned unit. Copy both the files, and rename the UNIT portion to your unit's
name. KEEP the _w and the _s. Put them back into the folder they belong, open
them, and take note of what _s and what_w your unit has. It should be a single
digit number. Again, write it down if necessary. Next, go back to the main
textures\men. Go into items. There are folders there that say either
weapon or shield with a number after them. Find the folders that
have the same number as the ones you just saw. Your base unit (like kerns)
should have a folder. Copy the folder and rename it to your unit. Do the same
in the other folder. You aren't done though. You still have two things left
to do in the textures\men folder. First, if your base unit is new from VI,
like Faris, you have an easier time. If not, no big deal. Go into the
actionspage folder. If unit comes from VI, this is the only folder where
you need to do this. If it's from regular MTW (like kerns), you need to
do the same thing in the actionsdiddy folder. Find your base unit, and rename
the unit portion to your new unit. Again, if your unit is from regular MTW,
do this agan in the textures\men\actionsdiddy. In actionsdiddy, make sure
your unit has a X after you rename it. Finally, go back to textures\men
main folder. Find DEADPAGE COORDS.TXT Open it, and run a search for your
base unit. Copy the whole section, including the name, up until you are right
above the unit below it. Copy and paste it wherever, but perferably right below
the base unit. Here is an example
--units above--
Kern
26 13 286 179 334 203
20 16 118 232 154 257
24 15 125 206 170 230
20 13 74 206 123 230
Peasants
26 13 286 179 334 203
20 16 118 232 154 257
24 15 125 206 170 230
20 13 74 206 123 230
---more units below---
Now, my unit is called Wood. So, it'd look like this:
--units above--
Kern
26 13 286 179 334 203
20 16 118 232 154 257
24 15 125 206 170 230
20 13 74 206 123 230
Wood
26 13 286 179 334 203
20 16 118 232 154 257
24 15 125 206 170 230
20 13 74 206 123 230
Peasants
26 13 286 179 334 203
20 16 118 232 154 257
24 15 125 206 170 230
20 13 74 206 123 230
---more units below---
I really, really hope I'm making sense :p
Save the file when you're done. If you don't, when your unit dies,
it won't leave a corpse behind.
Now, we're out of the textures\men. Go into the main MTW folder, and go
to LOC\eng. Go into descriptions.txt Scroll down a bit, until you see units.
You do not need to copy\paste. All you need to do is follow the format,
using your unit name, and making the string look exactly like the others.
You can put a little description. It cannot be too long, since MTW
does not have a scroll wheel for unit descriptions. Save You have one more place
to visit and only two things left! Go back to the the Loc\eng, and find
the names.txt. run a search for singular. Follow the format, using your unit.
This is minor, but do not mess it up. here is an example.
["HighlandClansman_Singular"] {"Highland Clansman"}
["BallistaCrew_Singular"] {"Ballista Crewman"}
I'd just add Wood to in between. It can really be added anywhere in that part.
["HighlandClansman_Singular"] {"Highland Clansman"}
["Wood_Singular"] {"Slice of Wood"}
["BallistaCrew_Singular"] {"Ballista Crewman"}
notice how the second part can be spaced. Run another search, this time
for plural.
["HighlandClansman_Plural"] {"Highland Clansmen"}
["BallistaCrew_Plural"] {"Ballista Crew"}
notice how in the singular, it was Ballista CrewMAN. Now, for plural, it's
Ballista CREW. Sneaky huh?
["HighlandClansman_Plural"] {"Highland Clansmen"}
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