Greetings,
Valkmans
Eh, you are doing just fine, with "Morgh's Editor."
As previously stated, that is mostly also what I do, for myself, also.
So, I believe you and I are "kindred spirits" as far as modding this mod is concerned.
Thus, we can now probably discuss related things "mano-a-mano," without any "
senpai/kōhai" attitudes ...
As you proceed with revising your Troop Trees, you might benefit from some of the following observations.
[You may already know most of this, but perhaps other Community Members reading your Forum thread might learn something ...]
1. Observing the existing Troop Trees in "L'Aigle v1.41," they seem to follow this "pattern" for the most part --
Recruit -> Militia/Fencible/Landwehr -> Line Infantry -> Veteran Line Infantry -> Guard Infantry
Level 4 Level 8/9/or 10 | Level 14 Level 19-20 Level 25-30
|
-> Grenadiers -> Veteran Grenadiers -> Guard Grenadiers
Level 14 Level 19-20 Level 25-30
Not always, but most of the more "finished/polished" Troop Trees (such as Britain, France, Austria, and to a certain extent, Russia) do.
[Russia DOES currently have "militia-level" troops (Opolchenie) included, but they are not activated. And their Light Infantry Recruits are named "Russkiy_Lëgkopekhotnyy_Rekrut"].
Troop Trees for Light Infantry, and for Cavalry, sometimes do also, but usually not.
Most Cavalry (be they "Line (Regular, Heavy)" or "Light (Hussars/Chasseurs/Chevaulegers/Light Dragoons)" follow this pattern --
Recruit -> "Normal" -> ["Veteran"] -> "Elite/Guard"
Level 4 Level 14 [Level 20] Level 25
Again, not always.
[France includes "CAC Recruit" and "Hussar Recruit" (Level 10) in their Light Cavalry Troop Tree, and skip Level 20 altogether].
Many of the other nations/kingdoms also "skip" Level 20, and go directly to Level 25, from Level 14.
You might want to keep these things in mind, when designing your own Troop Trees.
[You don't HAVE TO, but it's good to know these things, to achieve some form of "consistency" in any changes you make - if you want to].
2. It appears to me that the "Level" set for troops (in Morgh's Editor) determines WHEN (at what experience achievement) the next "Upgrade Button" becomes available in-game for the preceding troop type.
Therefore, there are two considerations to keep in mind --
a) We can only upgrade in TWO directions (no three-way splits) for any given Troop.
b) A "split" upgrade (as with Militia -> Line Infantry and Grenadiers, as shown above) should go to troops with the SAME Level (e.g., 14).
Otherwise, it can get confusing for End-Users.
For example, note the existing Troop Tree for Rhinebund, where Recruit -> Fusilier (Level 10) and Grenadier (Level 21), or the existing Troop Tree for Prussia, where Recruit (Level 4) -> Musketeer (Level 10) and Grenadier (Level 9).
I suspect (haven't really tested this out, but it makes sense, logically) that in-game, the first "upgrade" button gets activated when the Recruits reach the lower Level, and if End-Users immediately "upgrade" them at that point, they may never see the "alternate" upgrade path.
They would have to just wait on upgrading, until the Recruit reaches the next experience level, before the second "upgrade" button activates.
[And, we won't even discuss the Polish, or Rhinebund Light Troop Trees, where the "upgrades" are all Level 4 ... Probably just an "oversight" on
Docm's part ... but does help explain some of the "complaints" folks on the Forum have reported, about Polish and Rhinebund troops consistently getting their butts kicked, in battles ...]
3. I have not yet studied your download thoroughly, but I'll just mention here --
The Instructions and FAQs for "Morgh's Editor" recommend that any NEW Items or Troops we decide to add, should be added at the END of the existing "Item_kinds.txt" or "Troops.txt."
(and, the Editor is set up to do that automatically, for us).
Their main point of emphasis is -- do NOT change, move, or delete Existing Troop stuff -- since the game engine relies on their Index Numbers, to make them appear in-game properly.
Also, NEVER mess with "Recruit-level" troops, and try to always have "upgrade paths" in your Troop Trees point to troops with "higher-level" Index numbers.
[This may, or may not, be a "hard-and-fast" rule. Some existing Troop Trees do point to "lower-level" numbers (such as "#365 Sea Raiders" upgrading to "#155 Austrian Recruits")].
But, until I have acquired more experience with this game, I've tried to adhere to this convention, as much as possible.
And, you do not want to get involved with updating/editing the "Parties.txt" or "Parties_templates.txt" files in addition, if you can avoid it.
So, when I decided to "activate" Austrian Grenzers, Hungarian Fusiliers, and Hungarian Grenadiers [Yes, as you say, there currently are no Hungarian Grenadiers in "L'Aigle" -- but, their coats ARE available in "Item_kinds1.txt," so they can easily be "created" by copying the existing Austrian (German) Grenadiers and Veteran_Grenadiers, and just assigning them Hungarian Grenadier coats (and Hungarian trousers) in Inventory].
I made COPIES of the existing "L'Aigle" Grenzers and Hungarians, added them to the END of "Troops.txt," massaged their stats, and then integrated them into the existing Austrian Line Infantry Troop Tree.
That way, I figured I wouldn't "compromise" anything
Docm might try to do, with the existing ones, in an upcoming update.
To do so, it was necessary for me to create a NEW Troop Type, at the "militia" level (Level 10), to "point to" my new Hungarians (Grenzers can easily be inserted into the existing Austrian Light Infantry Troop Tree).
I chose to call my new troops "Hungarian
Insurrectio" [that was the "feudal levy" the Hungarian Diet required its nobles to raise, in time of war. Hungary never implemented "landwehr"].
They wore dark blue "Hungarian" jackets, laced red/white (actually, a red/white mix -- just as the lace on Hungarian Infantry trousers was yellow/black mixed. Red and white were the Hungarian national colors), dark blue "Hungarian" breeches and short gaiters with similar side-piping and thigh knots, shakos similar to the Grenzer shako, and "natural leather" belting.
Well, we don't have a lot of this available right now. The closest we have is the British Light Dragoon tunic, and one or more of the existing blue hussar/chasseur breeches/boots.
But I thought, "Hey! These guys look much too "fancy," for "militia-level" troops!" (and, historically, the
Insurrectio were not considered very good troops -- and were mostly utilized on the Italian Front, rather than on the Aspern-Essling/Wagram front).
So, I settled on a compromise -- Grenzer shako, Russian Cossack coat, and French legere carabinier breeches/gaiters (for the red trim). Since the Russian Cossack coat already uses more-or-less "natural leather" belting, that was an added benefit [incidentally, most belting in-game is "applied" to uniforms from the meshes and textures associated with the various "xxx_equipment_yyy.dds" files, and I wasn't interested in getting into altering any of those].
Then, I adjusted their "upgrade path" accordingly (and made Troop Type #155 point to both #156 and #1577, at Level 10).
Suits me just fine.
I also (while I was at it), I decided to add an "Elite" troop type to the "top" of my Austrian Troop Tree -- the vaunted "Deutschmeister" Regiment (IR #4).
Gave them the same stats as French Old Guard Grenadiers (Austria historically had no "Guard-Level" troops in 1809).
My
Kaiserliches now can stand toe-to-toe with anything the Corsican Upstart can throw at them -- provided I can husband my troops, and keep them alive, through many battles, until they reach Level 30 ...
4. If you decide to do some revised Cavalry troop trees, here's a few other things to keep in mind --
a.
Docm adjusted the "stats" for "L'Aigle-specific" horses, in an attempt to make them less powerful, and more balanced, with other troop types. They can ALL be found in "Item_kinds1.txt" at Index Numbers 1271 through 1285;
b. "Native" M&B:W horses are "overpowered" relatively, so you would probably want to confine you modding to using horses from the above range of choices;
c. You will note that these horses fall into two categories -- "Heavy" [Hit Points = 50, Speed = 40), and "Light" (Hit Points = 35, Speed = 45-4
.
Also note that the "generic" Military Horse (Index #1284) has exactly the same appearance, and stats, as the British Light Dragoon Horse (Index #1276), and both fall into the "Light" category {except that, #1284 only requires Riding=1, rather than 3, like all the others].
So, you might want to consider assigning horses to your new Cavalry troop types based on your own "design decision" as to whether they should be "Heavy" or "Light."
[I've already had a discussion with
Docm concerning classifying "medium" Dragoons, Lancers, and/or Cossacks into one or the other category].
5. As a sort of aside, if you intend to integrate, or make use of, those "Polish Guard Lanciers" that your friend sent you, check to make sure their stats have been adjusted so they can use lances.
All the lances in-game require Strength = 11. So, you might need to adjust their stats accordingly, if that has not already been done.
[These guys ("Troops.txt" Index #60) currently get "recruited" at Level 4 (Strength = 7), and upgrade to Index #61, "French_Pollancers_full" at Level 14 (Strength = 7).
Of course, the M&B:W game engine "adjusts" NPC stats automatically, when they gain levels.
May have already been done for you -- but, it pays to check.
Better to be safe than sorry.
Be a shame if the AI bots never actually use the lances, because they can't ...
Similarly, if you give any of your new cavalry carbines, muskets, or pistols in inventory, be sure to also check the "Ranged" box (and, of course, the "Mounted" box) under the "Flags" and "Guaranteed" section, at the lower center of the Morgh's Editor screen.
Otherwise, they might not actually use them.
Well, that's probably enough, for now ...
Just a couple of additional thoughts, in reference to your
".. I have no idea how to do the rest. How ever, I would like to learn it tough.. " statement --
a. Like you, I cannot make new meshes (I don't even know where they are stored in-game, so I can't even make copies, re-name them, assign different textures to them [which probably requires a separate 3rd-party tool], or re-integrate them into the game.
You will have to wait for
Docm, or some other Forum Member who is "expert' in that stuff, to advise you further on that...
b. Re-texturing is something I CAN do, but it currently is rife with potential pitfalls, and getting into that, at this time, will be like opening a can of worms.
You will just need a "Paint" program capable of opening, editing, and saving .dds texture files. That said (you have been warned), --
-- We are limited to working with existing textures (found in the "L'Aigle" \Textures folder);
-- If we change one, it will affect ALL of the other meshes/uniforms that also use that texture, which may not be desirable;
[For example, one could change the Polish Fusilier tunic into a fair representation of the 1809 Wurttemburg Line Infantry tunic, by re-coloring the collar and cuffs from red to yellow, and "adjusting" the lower edges of the "half-lapels" from straight to downward-curving. However, that then means ALL the Polish Fusiliers would also look like that].
So, in my game, I looked for any meshes/textures that are currently "unused/not implemented yet" (such as musician's uniforms), or "under-utilized" (I felt Austrian Landwehr didn't need an "alternate" green coat -- their brown one suits me fine), for my initial retexturing efforts.
Knowing ahead of time, of course, that when
Docm DOES implement those meshes/textures, eventually, my efforts will then go out the window ...
-- Many of the existing texture files SHARE their "normal-map" and "specular-map" textures (those are the "light blue" and "black-ish" additional textures in the folder that often have a similar name to whatever texture you are thinking about revising).
They are pretty important -- the "normal-maps" (usually named something like "xxx_yyy_n.dds") help provide a "3-D" view to what would otherwise be a rather "flat" or "painted-on" appearance of these textures. Makes things like buttons, ridges, piping, etc. "pop out."
The "specular-maps" (usually named something like "xxx_yyy_s.dds") add to the "shiny" appearance of metalwork (buttons, belt buckles, metal helmets, etc.).
[I have no idea what the "degraded" versions of these textures do. But, so far, I haven't encountered any obvious problems with ignoring them ...]
When, for myself, I tried to convert "aust_coat_landwehr_nco.dds" (their green alternate tunic) to a dark blue Prussian "litewka," I had to (besides altering the color, and making it double-breasted), I also had to very carefully "adjust" the corresponding "normal-map" (aust_coat_landwehr_n.dds) and "specular-map" (aust_coat_landwehr_s.dds) to remove ONLY the button/piping portions from the front, so as to make my new litewka look OK in-game, but not "mess-up" too much the existing Austrian Landwehr brown coat, which uses the same normal-map and specular-map files.
Came out OK, at least for me --
[And, since it's MY game, I need only please myself ... However, I cannot help the obvious "clipping" -- that's a mesh issue, and many of the available meshes have similar problems.]
But, we do the best we can, with what we have. Everything is a compromise, to some extent ...
Since you are a "Modder for the Public," your mileage, of course, may vary.
However, we currently have MANY different uniform/equipment items available for us to "play" with, thanks to
Docm (and whoever his "team members" were, who made all this stuff for us in the first place)!
And just as you have already done, we can come up with all sorts of "alternate uniforms," if we choose to, by simply "mixing and matching" what is already available.
Here's a simple one, that anyone can do for themselves, at home, in their spare time, should they choose to --
Saxon Line Infantry
[The Saxons were still wearing their 1806 uniforms in 1809]
Simple.
#1231 Neapolitan Coat; #919 French "long" gaiters; #996 British Dragoon Bicorne; musket, cartridges, sabre briquet same as French.
If you prefer them in their 1810 uniform, simply substitute -
#1081 Dutch Fusilier Coat; #805 British "short" gaiters; #888 French Ln Shako ("yellow metal" shako furniture);
Or, by substituting the #870/#871 French Light Infantry shako ("white metal" shako furniture), you get a fair representation of Wesphalian Line Infantry.
Well, enough is enough.
[Yes, I know, I already said that. But, I mean it, this time.
Really.]
Thank you for bearing with me, and reading this far.
[Somebody poke
Valkmans, and wake him up, would ya?]
Happy gaming! (and modding)
DARoot
[Oh, My! Now
David_Dire has altered his avatar like
Bluehawk... where will this all end?]