Total War: ROME REMASTERED

Total War: ROME REMASTERED

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Export_descr_unit
Trying to edit some units but when done and saved nothing changing in game with loaded or new game ?
anyone know how to fix it ?
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Showing 1-15 of 31 comments
If anyone figures this out, please tell.

I tried to create it as a mod, but even then it seems like it doesn't use the unit changes. Same with export_descr_buildings. It looks like it doesn't use these files no matter what you do.
Curious about this as well
Medieval 2 DLC would do this without a plugin. Modders might have to fix it.
Originally posted by Akbarogo:
Medieval 2 DLC would do this without a plugin. Modders might have to fix it.

The original Rome Total War did it without a plugin too. But in the remastered version both ways seem to not work. If you change the file directly it doesn't get loaded. If you create it like a mod, it doesn't get loaded (while the "mod" itself gets loaded).
Make sure you save the file as read-only.

Medieval 2 has the issue that certain changes into the files are changed by the game upon launch when the file isn't on read-only.

Next to that, there was also a command that needed to be put into the preferences.cfg before any changes to the game were actually read. Its filefirst or something.
I have read in another post that you need to set the file to read only. I am having a similar issue as i want to edit some unit skins and rosters.
Originally posted by White Wolf:
I have read in another post that you need to set the file to read only. I am having a similar issue as i want to edit some unit skins and rosters.

Thats a whole lot more work than just editing some lines.

If I recall correctly, you need to use the Export_descript_unit to assign the unit to a faction
You would need the Export_descript_buildings to make them recruitable on the campaign map
Then you also need to assign the skin correctly to the amount of units that are going to use it (otherwise you have silver surfers and if you do this wrong, the game will crash upon load but I cant find the file atm).

So it's a lot more difficult than changing some numbers around.

The following youtube should help;

https://www.youtube.com/watch?v=C3ua55kDrgU&list=PLesZst-z4ywYhITHvYbpDq8HpWwKAYwRj&index=9
set to read only and still no changes. just going to wait for mods.
Export_descr_unit only lets you change the attributes of a unit, as well as the numbers of soldiers.
The rest is a little more complicated as Inardesco wrote.
*sigh* good old times when even technical challenged old farts like me could tinker around a little.
all im trying to do is change around the primary and secondary damage and turn recruitment time to 0 same way as i used to and theres no changes on the game after editing the units. have done it a million times before and just isn't working yet changing faction starting money works fine. so dont understand how changing one file works and the other doesn't register the changes.
Originally posted by Wolfen:
Export_descr_unit only lets you change the attributes of a unit, as well as the numbers of soldiers.
The rest is a little more complicated as Inardesco wrote.
*sigh* good old times when even technical challenged old farts like me could tinker around a little.

Yes, but thats the actual issue. Just try to increase the stat_pri (=attack factor) value of any unit. Normaly it should change that value ingame (even on existing saves).

But no matter what you do, it won't show the changed value ingame. So even the most simplest change possible (like giving peasants a higher attack value) won't load and work ingame.

No matter if you change the original file or if you create it as a separate mod (which I can check ingame and see that the mod is loaded and used, but the attack value still doesn't change).

Edit: Yes, like IrishTitanGod wrote. The weird thing is, some files work as usual and some like export_descr_unit don't work at all.
You can't change turn recruitment to 0. It has to be atleast 1.
Originally posted by Inardesco:
You can't change turn recruitment to 0. It has to be atleast 1.
Always changed it to 0 in the original. Entire rq queue completes instantly at the end of turn.
Originally posted by IrishTitanGod:
Originally posted by Inardesco:
You can't change turn recruitment to 0. It has to be atleast 1.
Always changed it to 0 in the original. Entire rq queue completes instantly at the end of turn.

Every unit with 1 turn recruitment is recruited at the end of your turn...

Changing 1 to 0 makes no difference in recruitment time.
That guy figured out what the issue is. They actually changed the file the game uses.

From another thread:
Originally posted by I.R. Baboon:
I had the same issue, until I found the file "feral_export_descr_unit.txt" in the same folder, which looks identical to the other file. So I changed the stats there and it worked at least for the custom battles, I haven't started a campaign yet.

Actually, I was searching the Discussions to find out, if anyone knows the difference between the two files.
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Date Posted: Apr 29, 2021 @ 9:25am
Posts: 31