For example, the king will have a “royal banner”. Note that since ships never appear on the battlefield, they do not have this line in their entries.īanner holy – A unit will have any of a number of secondary banners which indicate various things. Of course, you are free to use whichever one you want since the only effect of this line is the banner of the unit. The available banners are described in theīasically, the banner corresponds to the unit type. The main banner also specifies the “mini banners” that show on the unit once you get experience, armour, and weapons upgrades. Accents are described in the descr_sounds_accents.txt file and include:īanner faction – This tells the game what sort of banner the unit is to use as its main banner – the really big one. However, because of this line, Swiss Pikemen owned by England will have a German accent. if it is owned by England, it will have an English accent. If this line is not present, then the unit will speak using the accent of the owning faction e.g. General – Use this for a general’s bodyguard.Īccent – This optional line will tell the unit to always speak with a particular accent.Heavy – Use this for troops requiring a stronger voice (like Feudal Knights).Light – Use this for ships or for troops that need a weaker-sounding voice (like Peasants).Voice_type – This determines the type of voice used by the unit. Note that if you want to create a “wagon” like the Great Cross, you would have light as the class – an exception to the other members of the siege category, which only use the missile class. missile (used with infantry, cavalry, and siege).heavy (used with infantry, cavalry, and ships).light (used with infantry, cavalry, and ships).Although the game lists handler and non_combatant as also being options, those are most likely relics from Rome: Total War days, which should not work.Ĭlass – This tells the game what particular type of unit it is. Note that “wagons” like the Great Cross and the Carroccio Standard fall under the siege class. In that case, comments are useful.Ĭategory – This tells the game what troop type this particular unit is. Retinue Longbowmen are referred to as Dismounted Longbowmen, while Unhorsed Knights are Dismounted Crusader Knights. Retinue Longbowmen and Unhorsed Knights are good examples. It may seem self-explanatory, but some units have names which are not the same in the game’s files as they are in-game. In this case, the developers used it to tell you what the name of the unit is. What putting a semicolon into your code will do is tell the game to ignore the rest of that line. As a general rule, if you see a file which references units and no underscores are used, then you must use the type name.ĭictionary – This line defines the unit’s other name, which is the name used in some other applications, including creating unit cards. Each one is used in different applications but the names are usually identical, except for where the type line uses spaces, the dictionary line uses underscores. Note that there are two internal lookup names, the other one being defined by the dictionary line. Type – This line defines the unit’s internal lookup name, which is the name that the game uses in its files whenever it refers to a unit. It is not essential for anyone to know what each line does but it helps. This part is intended to be more of a reference than anything else. This guide is mainly a line-by-line breakdown, with a brief final section about the file and its limitations. In reality, the file is simple once it gets broken down with each line being analysed. Stat_mental 11, impetuous, highly_trained Stat_sec 13, 3, no, 0, 0, melee, melee_blade, piercing, sword, 25, 1 Stat_pri_attr spear, long_pike, spear_bonus_8 Stat_pri 14, 4, no, 0, 0, melee, melee_blade, piercing, spear, 25, 1 Here is the code which defines Swiss Pikemen: type Swiss PikemenĪttributes sea_faring, hide_forest, very_hardy, can_withdraw, pikeįormation 1.2, 1.2, 2.4, 2.4, 8, square, phalanx We will be using Swiss Pikemen as our example. Here you will find the definitions that tell the game about all of the different soldiers and ships that you will encounter. A good starting point is theĮxport_descr_unit file, or EDU. Once you have successfully unpacked the game’s files, you may be wondering where to begin. This guide assumes that you have unpacked the data files using the method found Search Search for: A guide to the export_descr_units.txt file
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