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Anyway making the required changes to get these units as HRE, England and Venice respectively is not save-game compatible, so you will have to restart the campaign. IIRC that is.
Now, the simplest method is to just have the units is to:
Edit export_descr_units (EDU) with Notepad++ (not the default text editor), find these three units, locate in each one's entry the line "ownership" and add the respective faction to it (for all eras). This file is located in the data folder.
This way you can have the units in custom battles only. If you want to be able to train them, which you obviously want, you have to:
Edit export_descr_buildings (EDB) as above, find the building which produces those three units and add there the respective faction. An example:
recruit_pool "Dismounted Gothic Knights" 1 0.5 1 1 requires factions { england, france, etc..., england, } . Be sure to include all commas and spaces.
This file is located in the data folder too.
Be warned that in both cases you have to be extremely cautious with the syntax, since it could cause crashes otherwise. Also, and this is even more important, before editing any files be sure to make a backup copy in case you mess something up.
Now, bear in mind that your new units will not have the new faction's textures, i.e. your faction's colors. To change that you need to the edit battle_models.modeldb in the unit_models folder. But this is a tutorial on its own, so we will that for later.
EDIT: Oh, I forgot to ask. Have you unpacked the game? Otherwise you will never find the aforementioned files.
And something else: These three units already exist, right? It's just that they are for other factions only, right?
I fear this is the case, because even if you change unit scale, saved Grand Campaign game remains intact.
Damn sure I will. XD
Dude, have you ever played custom battle? :-) Those units are there, it's just Creative Assembly's weird balance choice to omit those three units for the mentioned factions.
No, I haven't unpacked anything.
Nope, there are only mounted gothic knights in the campaign.
I indeed added the dismounted gothic knights for myself aswell, no need to restart.
They belong to The Holy Roman Empire, but only in custom battles and multiplayer. There are no Dismounted Gothic Knights in the grand campaign, only Gothic Knights horsemen.
Go to your medieval II total war folder (in steam/steamapps/common), open the "tools" folder, "unpacker", execute "unpack_all.bat". If it says you are missing some .dll , try copying the .dll from the medieval II folder to the unpacker folder. All files (importantly the .txt file for the building) should now be in the "data" folder.
Also, IIRC, you have to edit the medieval2.preference.cfg (with something like notepad). Just add following to the very top. I think it's required so the game uses the extracted ones.
[io]
file_first = true
Doesn't really matter since Dismounted Gothic Knights are bugged :\
Ok, guys, I'll try this out tomorrow, then I'll come back here to report how things went.
Unpacking files: http://www.twcenter.net/forums/showthread.php?t=550619
The above way unpacks outside the game folder and the folder (C:\Unpack) can be deleted in total once you have transferred the files you wish to modify.
I use 1.0, and I can't stand later versions of the game. I guess I'll never feel the joy of having those units in the campaign mode.
I don't have "tool" sub-folder anywhere, nor un-packer, however, I do have data packs inside "packs" folder.