Putting new units into the game

Users who are viewing this thread

sheek

Knight at Arms
Old Guard
I've just used the unofficial editor to create a few new units (generic mercenaries) and a couple of heroes (the mercenary corporal and sergeant). I copied the information straight from the townsman/watchman (for the units) and magnificent seven NPCs (for the leaders). I put the units as Swadian faction, generated site, entry location 0. The leaders were marked as heroes and put in the happy boar locations 8 and 9 (didn't seem to be taken).

Then I started up a game not really expecting anything and finding nothing.

How do I get them to be recruitable? (in the tavern)

I assume it's something to do with the parties editor but can't work it out.

Thanks.
 
Need to start a new game to get heroes to show. If they dont show the location is invalid, try another #.

For armies you need to set the recruiter (tavernkeeper) to offer them. Its an option in the editor. Havent done it myself as I used conversation.txt but it should be fine.
 
I set them in the "hire unit" menu and saved. Then I played the game and saw nothing. Going back to the editor the mod wouldn't load anymore.

So I've copied the data for my new troops from the old troops.txt file to a copy of the default game troops.txt (stuck them on the end). I want to try to change the "hire party" menu and change it from "arishkars_mercs" to a new party "merc_company" (a copy except "mercenaries" replace "farmers") in the parties tab.

The problem is that in the units tab I don't see the troops I copied. They're in the troops.txt file but it stops at "brigand_mercenary". I think for the same reason the "tavernkeeper" doesn't have those new troops in his "hire unit" pull down menu.

Where am I going wrong?
 
By the way, my idea is to replace the townsmen/watchmen with my own troops. I assume that for those old units and my own to be offered simultaneously requires changes to the conversations.txt file which I don't want to meddle with.
 
Hire parties/mercs is different from hire units. Im not even sure if that "mercenary x" stuff is implemented in the game. If you set the hire_unit to something new you may have to start a new game to see the effect in game. Thats always a good way to test anyway. If it works, load an old game just to make sure you didnt break save-game compatibility. You can usually only break save games with changes to the number of triggers or something like that.

As far as the new troops.txt not showing in the editor, I havent used a recent version of the editor but last time I checked I had no problem viewing my additions to the file and ive added forty units or so. Not sure what that problem is but make sure you are accessing the right troops.txt file.

And yeah, I think to have multiple unit offerings from one recruiter you'll need to make some dialogue options in conversations.txt. This wont have anything to do with the hire_unit settings and you wont need to play with them in this case.
 
Back
Top Bottom