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 Editing troop stats.  
 
 
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Posted: Mar 26, 2011 3:01:46 AM - Report post  (0)  (0)       Post Reply  post reply  

Yup, thank you!
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Posted: Mar 26, 2011 5:52:45 AM - Report post  (0)  (0)       Post Reply  post reply  

@Apocalypse11
Are these units exclusive units or are they used by other factions in the game, just worded Takeda in the pack file and used by other factions? Empire was notorious for using the same units for differ countries, just lumped into one unit directory, most TW games for that matter did the same thing. In Rome for instance, some units would also be linked to slave units and if they revolted you had a super army fighting for your town.
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Posted: Mar 26, 2011 9:35:42 AM - Report post  (0)  (0)       Post Reply  post reply  

 quote:
 originally posted by Gamejunky:

@Apocalypse11
Are these units exclusive units or are they used by other factions in the game, just worded Takeda in the pack file and used by other factions? Empire was notorious for using the same units for differ countries, just lumped into one unit directory, most TW games for that matter did the same thing. In Rome for instance, some units would also be linked to slave units and if they revolted you had a super army fighting for your town.

I'm not sure, but I think only the Takeda clan can recruit these units. A new feature in this game is that the clans all have some sort of special unit or ability. For instance the Date-clan has superb no-dachi units. Shimazu have the shimazu katana samurai etc. I think these are all linked to a specific faction and cannot be recruited by other clans.

But i don't know what happens when there is civil unrest and a rebellion starts. In previous Total war titles the army you had stationed there would become part of the slave army. So if any civil unrest would occur it would be wise to move your superunits out of that area or town and station some normal troops there as a garrison.

I am still fighting battles with different clans so if I encounter any clans of factions that use these units I will let you know.

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Posted: Mar 26, 2011 1:02:18 PM - Report post  (0)  (0)       Post Reply  post reply  

Hi Apocalypse, I tried editing the range of the bowmen units but I could not recognize which code do I need to change. I have never use hex editor before. Also, is there a way to make heroes unlimited recruitment? Thanks
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Posted: Mar 26, 2011 1:59:38 PM - Report post  (0)  (0)       Post Reply  post reply  

 quote:
 originally posted by aliceandcat:

Hi Apocalypse, I tried editing the range of the bowmen units but I could not recognize which code do I need to change. I have never use hex editor before. Also, is there a way to make heroes unlimited recruitment? Thanks

Hmm interesting suggestions. I managed to remove the recruitment cap of special units included in DLC for Empire Total War. That wasn't hard at all. I think that this code would be included in the unit table of the database and not the unit_stats_land table. I won't be able to do this with a hexeditor though, as I am fairly new to hexediting myself. When the Database editor comes out I schould be able to edit this.

The range of bowmen I think is not linked to a single unit in particular. Instead I think this is linked to a weapon or projectile. No idea what the code value might be though.

So to answer your question(s) yes it can be done but I don't know how to do this with a hexeditor. When a new database editor comes out this schould be pretty easy to edit. Just becarefull editing the range on certain weapons or projectiles because more then just one unit is equipped with these weapons.

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Posted: Mar 26, 2011 4:36:51 PM - Report post  (0)  (0)       Post Reply  post reply  

The work around to that particular problem is actually quite easy.

When the new PFM editor comes out, open up projectiles, and make a new projectile entry. Give it a range of 600 or whatever. Find a faction unique unit, and modify their projectile entry to correspond to the new one you added.

That way only the one unit has the increased range.

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Posted: Mar 27, 2011 1:53:37 AM - Report post  (1)  (0)       Post Reply  post reply  

 quote:
 originally posted by Apocalypse11:

 quote:
 originally posted by aliceandcat:

Hi Apocalypse, I tried editing the range of the bowmen units but I could not recognize which code do I need to change. I have never use hex editor before. Also, is there a way to make heroes unlimited recruitment? Thanks

Hmm interesting suggestions. I managed to remove the recruitment cap of special units included in DLC for Empire Total War. That wasn't hard at all. I think that this code would be included in the unit table of the database and not the unit_stats_land table. I won't be able to do this with a hexeditor though, as I am fairly new to hexediting myself. When the Database editor comes out I schould be able to edit this.

The range of bowmen I think is not linked to a single unit in particular. Instead I think this is linked to a weapon or projectile. No idea what the code value might be though.

So to answer your question(s) yes it can be done but I don't know how to do this with a hexeditor. When a new database editor comes out this schould be pretty easy to edit. Just becarefull editing the range on certain weapons or projectiles because more then just one unit is equipped with these weapons.

I used to be a minor unit modder (skins, adding and unlocking units, editing units) at TWcenter for a short while for the Medieval 2 game only. If I recall my knowledge on editing unit files, adjusting a common unit in the game should affect all clans except exclusive units. Unlocking hero recruitment however should not unlock every clan's hero recruitment even though all clans pretty much have the same hero units. It should be more like manually editing each clan to unlock the restrictions.

You may want to play custom battle on your game to check if other clans with the same unit you edited got the same boost you have (if you havn't). That is how I test my unit mods in the past.

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Posted: Mar 27, 2011 4:27:32 AM - Report post  (0)  (0)       Post Reply  post reply  

 quote:
 originally posted by aliceandcat:

 quote:
 originally posted by Apocalypse11:

 quote:
 originally posted by aliceandcat:

Hi Apocalypse, I tried editing the range of the bowmen units but I could not recognize which code do I need to change. I have never use hex editor before. Also, is there a way to make heroes unlimited recruitment? Thanks

Hmm interesting suggestions. I managed to remove the recruitment cap of special units included in DLC for Empire Total War. That wasn't hard at all. I think that this code would be included in the unit table of the database and not the unit_stats_land table. I won't be able to do this with a hexeditor though, as I am fairly new to hexediting myself. When the Database editor comes out I schould be able to edit this.

The range of bowmen I think is not linked to a single unit in particular. Instead I think this is linked to a weapon or projectile. No idea what the code value might be though.

So to answer your question(s) yes it can be done but I don't know how to do this with a hexeditor. When a new database editor comes out this schould be pretty easy to edit. Just becarefull editing the range on certain weapons or projectiles because more then just one unit is equipped with these weapons.

I used to be a minor unit modder (skins, adding and unlocking units, editing units) at TWcenter for a short while for the Medieval 2 game only. If I recall my knowledge on editing unit files, adjusting a common unit in the game should affect all clans except exclusive units. Unlocking hero recruitment however should not unlock every clan's hero recruitment even though all clans pretty much have the same hero units. It should be more like manually editing each clan to unlock the restrictions.

You may want to play custom battle on your game to check if other clans with the same unit you edited got the same boost you have (if you havn't). That is how I test my unit mods in the past.

That's a good idea, I'll try that later on

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