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spy46
Hired Hero
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posted May 07, 2010 09:35 AM |
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i need some help
so im having problems locating the right files that i want to edit, actually i dont know where to find them at all aside from in the Data folder and thats where i get lost.
mostly i just want to do little things, like allow upgraded versions of troops to be able to do what lower versions of that troop can do, like the peasents ability to generate gold, i want the militia to be able to do that as well
(its not in the description of what they can do, so i take it they dont)
i also want to change it so that if you have a upgraded verion of a unit, like paladin, but you find some cavies that want to join you, that they add to the paladin numbers unless you already had some cavies in there.
im also wanting to know if its possible to ADD one more slot for creatures in the heroes army
can any one help me wiht this?
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spy46
Hired Hero
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posted May 07, 2010 09:49 AM |
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ok, i THINK i found out where to find the files that i want and need.
but i now have a question, can i EXTRACT the files from the archives to some place so that i can save the changes that ive made, or do i have to do some thing else for that?
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spy46
Hired Hero
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posted May 09, 2010 02:11 AM |
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is there a single file that states what buildings provide how much resorces or is that data located in seperate files, if so what files/folders is that located in?
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BBird28
Tavern Dweller
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posted May 13, 2010 05:47 PM |
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unders ToTE 3.1 and earlier i think conscrpits and brutes both have the taxpayer ability.
1. to find all the creature abilities look under
data/gamemechanics/refstats/ or therabouts
extract the creature stats from data/gamemechanics/creatures and edit the creatures you want to and repack.
2. i do not think it is possible to have a larger army, too many UI and hardcoded issues
3. i would recommend extracting the files somewhere else with the correct file structure so as not to screw up the original data if you mess up.
4 i dont think you can change how much resources buildings produce. the closest is changing the town specialization.
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spy46
Hired Hero
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posted May 13, 2010 11:43 PM |
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where would i find the taxpayer ability, ive looked in the folder called spells etc, but i have not seen it, also do you know of any creatures that are in game but not used yet, unfinished or some thing that could be added into the game?
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BBird28
Tavern Dweller
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posted May 15, 2010 04:17 AM |
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Edited by BBird28 at 04:22, 15 May 2010.
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1. look under refstats for an abilities or creature abilities file or just copy and paste from the conscripts creature file.
2. NCF framework and megapack will add about 200 neutrals to the game
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SimonaK
Promising
Supreme Hero
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posted May 15, 2010 04:43 AM |
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Edited by SimonaK at 04:47, 15 May 2010.
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Quote: where would i find the taxpayer ability, ive looked in the folder called spells etc, but i have not seen it, also do you know of any creatures that are in game but not used yet, unfinished or some thing that could be added into the game?
this is localized in texts.pak and not in data.pak
texts.pak\Text\Game\Creatures\Creature_abilities\Taxpayer
the only thing you can find and mod about abilities are their names and descriptions, nothing of other.
so, you can only change name and desc for the ability and it is not possible to increase the income of « ABILITY_TAXPAYER »
or to modify another ability.
NOTE: RTMG has an option which adds TaxPayer ability to all the Creatures in the game in same time.
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spy46
Hired Hero
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posted May 16, 2010 04:51 AM |
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so i CANT change how much income is created from the taxpayer?
well that sucks.
but thanks for the info, and brings me to another question.
does the conscripts have the taxpayer ability?
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