Historic Unit Designations

Byzantine Productions Pike and Shot is a deep strategy game set during the bloody conflict of the Thirty Years War.

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jomni
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Re: Historic Unit Designations

Post by jomni »

The on-screen unit names come from text1.txt file.
You need to put some entries there. I am away from my computer now so I can't tell you the exact line.
jomni
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Re: Historic Unit Designations

Post by jomni »

rbodleyscott wrote:
cavehobbit wrote:Richard, shouldn't it be 64 units per side? Or I'm I missing something?
It is 64 units per side, but there appears to be an engine limit of 32 completely different units on the player side. (i.e. From 32 separate lines in the Squads file). It will let you place more than 32 different units on the map in the editor, but the extra ones won't appear when you play the scenario. I think this must be a bug, as it allows 64 different units on the AI side.

Some of the historical scenarios have 64 units per side, but the number of different types of unit is a lot less than 32. As we had no need to place as many as 32 different unit types on a side in any of the historical or army list scenarios, this issue did not come to light till recently when we were double-checking the default unit textures in the editor.

The main engine programmer has been on holiday, so I am awaiting a chance to discuss this with him.
Ack! Another thing to consider in my Japanese mod.
rbodleyscott
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Re: Historic Unit Designations

Post by rbodleyscott »

jomni wrote:
rbodleyscott wrote:
cavehobbit wrote:Richard, shouldn't it be 64 units per side? Or I'm I missing something?
It is 64 units per side, but there appears to be an engine limit of 32 completely different units on the player side. (i.e. From 32 separate lines in the Squads file). It will let you place more than 32 different units on the map in the editor, but the extra ones won't appear when you play the scenario. I think this must be a bug, as it allows 64 different units on the AI side.

Some of the historical scenarios have 64 units per side, but the number of different types of unit is a lot less than 32. As we had no need to place as many as 32 different unit types on a side in any of the historical or army list scenarios, this issue did not come to light till recently when we were double-checking the default unit textures in the editor.

The main engine programmer has been on holiday, so I am awaiting a chance to discuss this with him.
Ack! Another thing to consider in my Japanese mod.
This is unit types, not textures.

However, the 1.0.3 version of the engine (in the next patch) allow 64 different units on each side. (The Force Selection screen gets a bit crowded!)
Richard Bodley Scott

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jomni
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Re: Historic Unit Designations

Post by jomni »

rbodleyscott wrote: This is unit types, not textures.
However, the 1.0.3 version of the engine (in the next patch) allow 64 difference units on each side. (The Force Selection screen gets a bit crowded!)
But each of my generals has several entries in the squads.csv already. So that's a lot. Maybe won't reach the 64 unit limit in certain battles. But have to make sure.
I may end up combining units in particularly large ones like Sekigahara.
GBISSET
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Re: Historic Unit Designations

Post by GBISSET »

jomni wrote:The on-screen unit names come from text1.txt file.
You need to put some entries there. I am away from my computer now so I can't tell you the exact line.

Yes, that worked! Thanks so much, Jomini!
GBISSET
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Re: Historic Unit Designations

Post by GBISSET »

The renaming of the units worked, but I am having trouble still with bringing in new .dds images. I know a lot of people have done this for BA, and PS should be the same.

The error Ive gotten is: Failed to Load asset file, then a crash of the editor.

I have the same name on the dds and the AssetFilename, and have tried 3 different versions

1
1_0
One

All with the same result. Am I missing something?
rbodleyscott
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Re: Historic Unit Designations

Post by rbodleyscott »

GBISSET wrote:The renaming of the units worked, but I am having trouble still with bringing in new .dds images. I know a lot of people have done this for BA, and PS should be the same.

The error Ive gotten is: Failed to Load asset file, then a crash of the editor.

I have the same name on the dds and the AssetFilename, and have tried 3 different versions

1
1_0
One

All with the same result. Am I missing something?
The AssetFilename is not just a .dds texture, you need a matching unit model .s4f file as well
Richard Bodley Scott

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GBISSET
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Re: Historic Unit Designations

Post by GBISSET »

Still crashing.

What I have now is One listed in my Numbers Campaign in Data/Battle/UnitTextures/ECW-_Royalist as a dds file, and a copy of the corresponding s4f as One_0.s4f. It is listed under AssetFilename as One. Anywhere else I need to list it? Is it in the right place?
Last edited by GBISSET on Tue Dec 09, 2014 5:08 pm, edited 1 time in total.
rbodleyscott
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Re: Historic Unit Designations

Post by rbodleyscott »

GBISSET wrote:Still crashing.

What I have now is One listed in my Numbers Campaign in Data/Battle/Units/ECW-_Royalist as a dds file, and a copy of the corresponding s4f as One_0.s4f. It is listed under AssetFilename as One. Anywhere else I need to list it? Is it in the right place?
The One_0.s4f should be in Yourcampaign/Data/Battle/Units
There should also be a One.txt file there controlling effects

The .dds should be called One@.dds and should be in Yourcampaign/Data/Battle/UnitTextures/ECW_Royalist, not Yourcampaign/Data/Battle/Units/ECW_Royalist
Richard Bodley Scott

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GBISSET
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Re: Historic Unit Designations

Post by GBISSET »

Great! That was it!

Thanks for walking me thru it!
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