Basic game file editing.

Basic game file editing.

Before We Start..


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Whenever you do anything in life, it's a good idea to have a "plan B." Digitally, this is a copy..

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We will have some fun with the historical battles. Despite text files simplicity, sometimes even just removing a single letter can lock you out of that battle or launching any campaign until you fix it, if you don't know what you edited/deleted, good luck... So please have a backup.

It's also important to note, this is not "modding" the game. Think of Rome's text files as a block of clay, we can poke it and pull it, but we can not make it two.

To be clear, we do not need to exit the game to complete these edits. You only need to go back to the menu and restart a new campaign.

Historical Battles. (Alexander DLC)


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Getting there -

Right click on Remastered Rome in your steam library, hover over "manage." Then click "browse local files."

Follow this path.

Contents -> Resources -> Data -> Alexander -> Data -> World -> Maps -> Battle -> Custom -> *

It should look like this..

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As it is at the top, lets click into "Chaeronea" first. Go ahead an open up the text file called "descr_battle"

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I will give you a second to take in the beauty of what you see, this is a serious statement. If you don't already understand, we are looking at the battle in text form. Any numerical data we change here will appear in the battle of "Chaeronea." So take note of the line that says " Unit-alexander-soldiers 80-exp 8-armour 3-weapon_lvl3"

Now lets visualise this...

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If you compare our text file with our most recent screenshots you will immediately see the connections. Time to take it a step further.. If you have a backup, lets have a go at changing this now. Edit Alexanders description from "soldiers 80" to "soldiers 300"

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Make sure to save this text file.

Time to view the results...

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Absolutely brilliant isn't it?? So simple, no tricks. Just a simple numerical edit. If it isn't already clear, yes, you can change any units numbers in this battle, you can also change their "exp" "armour" and "weapon_lvl" These are dictated clearly in each unit cards line. This should also not require any further explanation. If you wish to edit another battle, simply go back and select a different battle and go into its related "descr_battle" file.

Further Notes

-This applies for the base games historical battles and Barbarian Invasion, after this you should be confident enough to source these file locations out yourself.

-I reiterate, just removing a letter from most parts of this document will lock you out of the corresponding battle.

descr_script

-You may have noticed there is a "descr_script" text file located with "descr_battle" Lets open this up to view even more beauty!

If you play this battle and do not engage with the "sacred band" you will lose the battle, this can all be edited here. Any "mythical" trigger can be edited here. In here we find out that for example, the sacred band will rout no matter what after "sustaining 80% casualties." We can change this number to make them rout at 5% casualties! This guide would be a ludicrous size if we sampled and examined all the factors in here. I encourage you to have a look, it's interesting. Maybe content you are trying to make can benefit from this knowledge.

Using the "descr_script" text document, lets attempt to make every unit spawn at the same location..

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Brilliant success!

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It should be noted that some things appear to be overwritten or connect with different files, so unless you know where to find them a change you might try could have no response when you launch the battle.

Either way I hope this gives you some inspiration to dig into this beautiful games brains and I would love to see what silly things you can come up with using only such simple edits..

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Imperial Campaign.


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Getting there.

Contents -> Resources -> Data -> World -> Maps -> Campaign -> imperial_campaign

Go ahead and click on the Text Document, "descr_strat" - Our destination should look like this.

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Lets examine the the basic ways we can manipulate this file for our nefarious purposes. Go ahead and find the Julii section.

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First and foremost we can see our starting treasury, this is currently "5000" This will barely fund our armies for long, begin by editing this value from "5000" to 250000!-

Excellent! Directly underneath you will begin to notice we have our settlements, this can take some critical thinking and investigation work for they aren't named. Either way, the first settlement we see is "Arretium."

Hmmm, 4,000 people will barely keep our armies replenished for long. Lets increase this value to 8000 and see what happens. -

Italy is a dangerous place, we are at threat of Gaul invasion constantly. We will replace our pitiful wooden palisade with a perfectly crafted stone wall, this will keep the Gauls out.

We should feel a bit safer now. Scroll down to our character section.

Here we should see "Flavius Julius." Lets give him a more formidable force, make sure you conform to the currents texts rules. This could be a little confusing, but if you are having trouble launching the campaign you need to fix something here. There is four space between the naming and exp. You can copy and paste this space from one already completed like so..

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Here is what my new army looks like. Lets take a look in game to check our progress.. (I used a document called "export_units" to find specific naming.)

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Awesome, everything is there and acts as a good example of your possibilities. Curious about those peasants that in the text file are called "warband sword briton?" Good question!

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Surprise, surprise! They are Briton swordsmen..

One final "basic" concept you should know is moving the starting location of your characters. Today, we will go on the offensive!

Go back to our armies text file and view the character Flavius Julius's start coordinates, they are x 89, y 82.

The Rome map is actually a heap of squares that each have a specific coordinate, to visualise this look what happens when we mouse over this resource near Arretium.

So using this knowledge I will have Flavius spawn directly outside of Patavium. I slowly move my mouse north as if to move the general and every time the line depicting the movement path changes, I know that it is a single square/coordinate.

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My guess using this method would be, I will want the coordinates x 93 y 90. Lets try this!

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We will now launch the campaign one final time to see our results!

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Absolutely fantastic!

Thank You!!

I hope you have learnt something or refreshed your memory. Perhaps you have gained a love for how all this works like I did many years ago.

Good fortune to you all!

Source: https://steamcommunity.com/sharedfiles/filedetails/?id=2476164021					

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