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RE: Tutorial: Making new units from scratch

 
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RE: Tutorial: Making new units from scratch - 1/26/2008 5:02:12 AM   
hadberz


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From: Moncks Corner, SC
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Yes, you can create units in a masterfile, so if you want to play a random game with whatever units you like you can by selecting the masterfile that has those units.

Units can also be saved in a scenario, by not using a masterfile. Just go to settings then click Master, then click cancel. It will say master has been removed. This is a very flexible game/editor.


(in reply to Delyn Locksmiths)
Post #: 31
RE: Tutorial: Making new units from scratch - 1/26/2008 9:34:57 AM   
Delyn Locksmiths


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Joined: 12/26/2007
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So If I'm doing this

"You have to go to settings and click on the masterfile button and then click OK without selecting any file. That will detach the default masterfile and allow you to edit everything. "

Can I then save the masterfile or only the scenario with new units? How do I save the masterfile?

(in reply to T_K)
Post #: 32
RE: Tutorial: Making new units from scratch - 1/26/2008 9:53:12 AM   
rickier65

 

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Joined: 4/20/2000
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quote:

ORIGINAL: Delyn Locksmiths

So If I'm doing this

"You have to go to settings and click on the masterfile button and then click OK without selecting any file. That will detach the default masterfile and allow you to edit everything. "

Can I then save the masterfile or only the scenario with new units? How do I save the masterfile?


When you go to save the scenario, when you have the save file name dialog up you give it a name, then right below that, click on the drop down arrow, and change the file type to a master file ...something.ptmaster I think is the format.

Rick

(in reply to Delyn Locksmiths)
Post #: 33
RE: Tutorial: Making new units from scratch - 3/24/2008 2:03:13 PM   
Delyn Locksmiths


Posts: 393
Joined: 12/26/2007
Status: offline
I've started a medieval scenario and mod, so far i've created pesants, horses, axemen, noble retinues and ships. pesants and horses are available at the start as they should be, axemen need research, and DO appear after the research is carried out, but the last two should be available from the start and aren't for some reason. I have set can produce to true for universals, so what else could i be doing wrong?

(in reply to T_K)
Post #: 34
RE: Tutorial: Making new units from scratch - 6/26/2008 6:42:54 AM   
dkong

 

Posts: 77
Joined: 6/25/2008
Status: offline
I am having a hard time creating custom counter, can anyone help by giving me exact steps? 

(in reply to Delyn Locksmiths)
Post #: 35
RE: Tutorial: Making new units from scratch - 1/24/2010 10:34:35 PM   
CSO_Talorgan


Posts: 768
Joined: 3/10/2007
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quote:

ORIGINAL: T_K

clean copy of the original


Presumably you mean a *cleaned out* copy of the original, which then becomes the basis for your scenario design until you change to a completely different era or area?

(in reply to T_K)
Post #: 36
RE: Tutorial: Making new units from scratch - 9/15/2011 4:56:03 PM   
undercovergeek

 

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From: UK
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im not sure it really matters but im trying to follow this guide step by step but for the life in my cant find where to make the whole map neutral - am i missing a button or is it only when the masterfile is unlocked (not yet done)

(in reply to CSO_Talorgan)
Post #: 37
RE: Tutorial: Making new units from scratch - 12/29/2011 6:00:23 PM   
CSO_Talorgan


Posts: 768
Joined: 3/10/2007
Status: offline

quote:

ORIGINAL: undercovergeek

am i missing a button or is it only when the masterfile is unlocked (not yet done)


Not sure

(in reply to undercovergeek)
Post #: 38
RE: Tutorial: Making new units from scratch - 11/9/2014 3:37:36 AM   
GaryChildress

 

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Joined: 7/17/2005
From: The Divided Nations of Earth
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Will this tutorial work for changing random games or is there something different I need to do to make a change to a random game unit? Basically what I'd like to do is:

1. Change the name of the Super Heavy tank for the Germans to "SS Panzer"

2. Add a few new unit types such as marines, and maybe try self propelled artillery if I can.

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(in reply to CSO_Talorgan)
Post #: 39
RE: Tutorial: Making new units from scratch - 11/9/2014 4:47:28 AM   
Twotribes


Posts: 6929
Joined: 2/15/2002
From: Jacksonville NC
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Ormonds mod adds those. 4 seasons

(in reply to GaryChildress)
Post #: 40
RE: Tutorial: Making new units from scratch - 11/9/2014 12:25:48 PM   
GaryChildress

 

Posts: 6830
Joined: 7/17/2005
From: The Divided Nations of Earth
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Thanks Twotribes. I'll check it out.

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(in reply to Twotribes)
Post #: 41
RE: Tutorial: Making new units from scratch - 10/1/2016 1:00:18 PM   
Strategiusz


Posts: 236
Joined: 9/13/2008
From: Upper Silesia, Poland
Status: offline
Is it possible in the started game to do by events:
1. Create a new SFType (not only make it possible to build)?
2. Same but delete SFtype?
3. Modify SFType weight or carrying capacity?
4. Make some SFType disappear from the SFType list that a player can see in the game (when he chooses SFType to compare their stats)?

It will be good when at least one of those thing will be possible.

< Message edited by Madlok -- 10/1/2016 1:03:38 PM >


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(in reply to GaryChildress)
Post #: 42
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