How would I add Great Coat's to a soldier if I wanted to ,Thanks.Depends, Most modder's currently use the following:
Persay Freikorps coat is not a great coat. Plus if you know how to model with advanced skills or want to try something more advanced id suggest the autodesk programs like maya or autodesk 3DI am just a little to used to the simple ones ;D
Persay Freikorps coat is not a great coat. Plus if you know how to model with advanced skills or want to try something more advanced id suggest the autodesk programs like maya or autodesk 3D?
check in the brf files
I am new to modelling, anyone suggests a easy modelling software which is free and good for NW?Wings3D,very easy to learn and use.Plus it can make some really great modles if you know how. :D
Thx in advance ;D
Not sure if this is a mod related question but how do I change the music in NW? do I just remove the unwanted and put in the wanted?
Not sure if this is a mod related question but how do I change the music in NW? do I just remove the unwanted and put in the wanted?
Yeah btw how do you import an new hat.
Hi all,As stated by himself, some of the code is not finished. I'l try to figure it out and post here any fixes i figure out, If anyone else feels like doing the same it would be appreciated
I'm working on my NW mod and I thought it would be nice to provide something for the community.
EXAMPLE VIDEO (http://www.youtube.com/watch?v=JaVbwgm7esw)module_animations.pyCode["fix_bayonet", acf_enforce_all, amf_priority_reload|amf_play, [5, "fix_bayonet", 0, 119, arf_blend_in_8]],
["fix_bayonet_end", 0, amf_priority_mount|amf_play, [0.1, "fix_bayonet", 50, 119, arf_blend_in_1]],
["unfix_bayonet", acf_enforce_all, amf_priority_reload|amf_play, [5, "unfix_bayonet", 0, 119, arf_blend_in_8]],
["unfix_bayonet_end", 0, amf_priority_mount|amf_play, [0.1, "unfix_bayonet", 50, 119, arf_blend_in_1]],[close]module_items.pyCode# British Musket without bayonet
["british_brown_bess_bare", "Infantry Musket", [("brown_bess_musket_bare",0)], itp_cant_use_on_horseback|itp_type_crossbow |itp_merchandise|itp_primary|itp_two_handed|itp_cant_reload_on_horseback|itp_cant_reload_while_moving|itp_next_item_as_melee ,itcf_shoot_musket|itcf_carry_crossbow_back,
683 , weight(3.0)|difficulty(0)|spd_rtng(26) | shoot_speed(250) | thrust_damage(100 ,pierce)|max_ammo(1)|accuracy(75),imodbits_none,[]],
["british_brown_bess_bare_melee", "Infantry Musket", [("brown_bess_musket_bare",0)], itp_has_upper_stab|itp_type_polearm |itp_primary|itp_no_blur|itp_offset_musket,itc_musket_melee|itcf_carry_crossbow_back,
180 , weight(3.0)|difficulty(0)|spd_rtng(86) | weapon_length(115)|swing_damage(22 , blunt) | thrust_damage(13, blunt),imodbits_none ],
# Copy and Repeat for other factions
# ...[close]module_mission_templates.pyCode# Starting trigger for fixing/unfixing bayonet
multiplayer_client_start_fixing_bayonet = (
0, 0.05, 0, [(neg|multiplayer_is_dedicated_server),
(neg|is_presentation_active, "prsnt_multiplayer_admin_chat"),
(key_clicked,key_b),
],
[
(multiplayer_get_my_player, ":cur_player"),
(player_is_active,":cur_player"),
# Fix/Unfix bayonet
(store_mission_timer_a_msec,":cur_time"),
(store_sub, ":elapsed_time", ":cur_time", "$g_last_time_bayonet_was_fixed"),
# Player has to wait 5 seconds between fixing/unfixing bayonet
(ge,":elapsed_time",5000),
(player_get_agent_id, ":cur_player_agent", ":cur_player"),
(agent_get_wielded_item,":cur_wielded_weapon",":cur_player_agent", 0),
(assign, ":continue", 1),
# INCOMPLETE SECTION
# Write your musket type detection code here
(assign, ":musket_type", 0),
(try_begin),
(eq,":musket_type",0),
#Bayonet will be unfixed after 1.5s
(assign,"$g_bayonet_equip_timer", 1500),
(else_try),
(eq,":musket_type",1),
#Bayonet will be unfixed after 2.6s
(assign,"$g_bayonet_equip_timer", 2600),
(else_try),
(assign, ":continue", 0),
(try_end),
(eq, ":continue", 1),
(assign,"$g_last_time_bayonet_was_fixed",":cur_time"),
(assign,"$g_bayonet_is_being_fixed", 1),
(assign,"$g_current_weapon", ":cur_wielded_weapon"),
(multiplayer_send_2_int_to_server, multiplayer_event_fix_bayonet, ":cur_player_agent",":cur_wielded_weapon"),
])Code# This gets triggered after multiplayer_client_start_fixing_bayonet
# Equips the player with fixed/unfixed musket while the animation is playing
multiplayer_client_equip_item = (
0, 0, 0, [(neg|multiplayer_is_dedicated_server),
(eq,"$g_bayonet_is_being_fixed",1),
],
[
(multiplayer_get_my_player, ":cur_player"),
(player_is_active,":cur_player"),
(store_mission_timer_a_msec,":cur_time"),
(store_sub, ":elapsed_time", ":cur_time", "$g_last_time_bayonet_was_fixed"),
(ge,":elapsed_time","$g_bayonet_equip_timer"),
(player_get_agent_id, ":cur_player_agent", ":cur_player"),
(assign,":continue",1),
(try_begin),
# Stop fixing/unfixing if the player switched to a different weapon
(agent_get_wielded_item,":cur_player_item",":cur_player_agent",0),
(neq,":cur_player_item","$g_current_weapon"),
(multiplayer_send_int_to_server, multiplayer_event_stop_fixing_bayonet, ":cur_player_agent"),
(assign,"$g_bayonet_is_being_fixed",0),
(assign,":continue",0),
(try_end),
(eq,":continue",1),
(assign,":player_new_item", "$g_current_weapon"),
(try_begin),
(eq,"$g_current_weapon","itm_british_brown_bess"),
(assign,":player_new_item","itm_british_brown_bess_bare"),
(else_try),
(eq,"$g_current_weapon","itm_british_brown_bess_bare"),
(assign,":player_new_item","itm_british_brown_bess"),
(else_try),
# Repeat the same for other factions
# .......
(try_end),
(multiplayer_send_2_int_to_server, multiplayer_event_equip_bayonet, "$g_current_weapon",":player_new_item"),
(assign,"$g_bayonet_is_being_fixed",0),
])[close]module_scripts.pyCode: game_receive_network_messageCode: game_receive_network_messageCode: game_receive_network_message[close]header_commons.pyCode: server eventsmultiplayer_event_fix_bayonet = ...
multiplayer_event_stop_fixing_bayonet = ...
multiplayer_event_equip_bayonet = ...
# 127 is max!, 0 left. (1 = unused)[close]variables.txtCodeg_last_time_bayonet_was_fixed
g_bayonet_is_being_fixed
g_current_weapon
g_bayonet_equip_timer[close]
Weapon Models Link (http://www.mediafire.com/?lin0sjw35qucp9l)
Animation Link (http://www.mediafire.com/?w3egzvs91n2n99d)
Credits:
- The musket models without bayonet are modified versions of the original fixed muskets.
- The fixing&unfixing animations were made by me, CaseOfInsanity and it's free to use. If your mod ends up using the animations, it would be nice of you to mention my name :)
Don't use wings its crap and simple, use blender.Its not crap its simple. Blender is complicated for new users. Wings is a bit more use friendly. Ofcourse you sad people should learn to use Maya.
Don't use wings its crap and simple, use blender.
Don't use wings its crap and simple, use blender.Its not crap its simple. Blender is complicated for new users. Wings is a bit more use friendly. Ofcourse you sad people should learn to use Maya.
Screenshots of your Brf file?
Still need the image so i can know what to do
Sometimes.Should I create a model and the triangulate modifier it? But what is the point?
except from low poly... umh.. triangles?
Anyone here knows how to modify vertex shadings? I'm trying to make a colour serjeant skin, but I keep getting this problem:
Notice the right shoulderSpoiler(https://dl.dropbox.com/u/19421115/Warband%20Textures/CSjt%20Bug.png)[close]
That shadow right there's getting quite annoying, and I cant find a way to remove it ._.
Its on officers lol thats the texture for officers and sgt mostly
Basicly yeahIts on officers lol thats the texture for officers and sgt mostly
so if I edited the officer the ensign. gets it too?
Your backpack is not attached to any material.
You didnt add the material to the model as in when you click he model in brf you should see texture or material between the model pic and the model name: to fix this simple go to the top bar and click add material ( its in one of those options on the upper tab "edit, open" etc) and simply pick your dds file, not the normal dds nor spec dds but the dds file that is colored (the default texture) then after you have done that go to where you found add material button go to import textures and add all 3 dds files so like: brit_hats.dds , brit_hat_n.dds , brit_hat_s.dds and then after that go back to the material tab and add the title of the dds files you imported and put their names in the proper place n stands for normal and s stands for specular after that copy the material name and go back to model tab and click your model and paste the name of the material there
Good luck!
Alll this has been typed on an iPhone
You can see how bad i am at it xD
Is it possible to change all of the classes in NW to Warband type classes? For instance, could I somehow edit the British 33rd's equipment so that instead of spawning in uniform with a musket, they have medieval armor and weapons? I want to make a mod that is class based like NW, but using the weapons and armor you'd find in Warband (along with some NW weapons). Is this doable? Is it insanely difficult?
Why did you quote my question? Are you on drugs? >:(
Thats because warband has another material then nw.thats why you need to insert it manually ill explain when i get home
Okay.I was able to have my modle to be in game but the texture is not right. It is all white(In game) and I have no idea how to fix it. Any know how to.Make sure you Imported the Texture's into the Any Brf :D
Thank you but how do I do that?Okay.I was able to have my modle to be in game but the texture is not right. It is all white(In game) and I have no idea how to fix it. Any know how to.Make sure you Imported the Texture's into the Any Brf :D
See if the previous post helps :) the one of mine on page 4Thank you. That help me out a lot.Although another problem was on the horizon. When I added new armour it does not appear at all. I seen that all of the things have animations but not the one that I added.
Screenies please :)
Well it does look like that model is not rigged, you can copy the rigging from another model and past it in and it should be ok.
You need to rig it :)Thank you it works
Does anyone know how you can vary uniforms so people will have random ranks? when they pick lets say 2nd Coldstream it shows a picure of a ranker but when you play as them you get different ranks like LCpl or Sgt or Cpl.
Does anyone know how you can vary uniforms so people will have random ranks? when they pick lets say 2nd Coldstream it shows a picure of a ranker but when you play as them you get different ranks like LCpl or Sgt or Cpl.
Thats simply, not possible. With units that have more than one uniform in the way the rifles have berets and shako's and voltigeurs have different sorts of trousers that would be possible to a small extent but unless there is a unit already with more than one tunic then it can't be done without coding, which would get you kicked from pretty much every server automatically.
If you made a whole new mod it could be done but then you'd need a whole new community....
Can somebody give me a picture by picture guide on swapping say a Heavy Cav officers helmet with an infantry one like the French bicorn using Open BRF?You can do it in the code without the modules system, just got to heavy cav helm and change the mesh it is pointed to to that of a french bicorne, I will try to make an openbrj tutorial when I get home though.
Can somebody give me a picture by picture guide on swapping say a Heavy Cav officers helmet with an infantry one like the French bicorn using Open BRF?You can do it in the code without the modules system, just got to heavy cav helm and change the mesh it is pointed to to that of a french bicorne, I will try to make an openbrj tutorial when I get home though.
I have some questions here mates,
How do i change the names of the units in the game? For example if i want to change the Lutzows Freikorps to Johans Freikorps (I would never do that) or something?
Also what program should i use for skining units?
Cheers!
I have some questions here mates,
How do i change the names of the units in the game? For example if i want to change the Lutzows Freikorps to Johans Freikorps (I would never do that) or something?
Also what program should i use for skining units?
Cheers!
For Troop Names:
Warband>Modules>Napoleonic Wars>Troops.txt you have all troop names in there. You will have to scroll down to find the specific ones you have to choose. It starts off with the different unit type eg. Line inf, german line inf, arty .. etc it will do this for all nations then after that you will have all the regiments listed per ranks too eg. trp_british_highlander 42nd_Regiment_of_Foot_(Black_Watch) Line_Infantry (these are the ones you want to change) but as i said, make a copy of your whole napoleonic wars folder before you start
**EDIT** Give this a check :-) http://forums.taleworlds.com/index.php?topic=34154.0
If you create a texture, you can choose how many pixels it has, and I want to know what I should choose for a Uniform.
The higher the size the more detailed but the more megabites is uses. Thus bigger filesIf you create a texture, you can choose how many pixels it has, and I want to know what I should choose for a Uniform.
1024X1024
How do i rename or create a faction?Well after my last post ( i learned how to mod,reskin ect) THing is youll have to create a new mod (liek "Anglo-Zulu war mod" I norder to make new factians) i have no idea how to rename them But i do kknow you can have someone reskin all textures to what ntion you whant (sacrifising a old factian) And then "pretend" your fightign whith that nation.
so I want to model a helmet/hat but I know you need to import a face mesh as an obj.please help :-\
but the face I export doesn't have a 'face' in the middle. Now a can't mirror my head. I can duplicate it but then i have 2 half heads instead of 1 full head if you understand it.
+
my head when I import it is really really small.How it gets imported(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fi1144.photobucket.com%2Falbums%2Fo481%2FTORN365%2Fproblem_zpsfae5a8a9.png&hash=2e17951a1cde42486040fcda5676d3ffe19a0081)[close]There is no 'face' in half of my head(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fi1144.photobucket.com%2Falbums%2Fo481%2FTORN365%2Fprobleem_zps7408707d.png&hash=b1768e41fc9d612df119444e27243d31ab2b7e9a)[close]
Does anyone know how to change the damage for a whole module so one shot one kill for lets say the nerfed revolver on NaS? If so give example.
I don't think he wants your module files he is simply using NaS as an example of were a peice of equipment was nerfed, the only trouble is baktech if you change the stats of a piece of equipment it will no longer be fully compatible with the original module.Does anyone know how to change the damage for a whole module so one shot one kill for lets say the nerfed revolver on NaS? If so give example.
You need our module files for it, which you wont ever get.. ;)
How does one take away this glowing effect? please help!At a glance i'd guess you need to change the shader.
How does one take away this glowing effect? please help!At a glance i'd guess you need to change the shader.
that is just in your video options in-gameHow does one take away this glowing effect? please help!At a glance i'd guess you need to change the shader.
How do you do that?
that is just in your video options in-gameHow does one take away this glowing effect? please help!At a glance i'd guess you need to change the shader.
How do you do that?
When in need of help I would suggest take a screenshot. We cant always figure out whats happening just by reading, we need to see what you see so we can help, thus the phrase "help me help you"
But yeah baktech it seems like a shader prob. What is it? Uniform or guns?
Could you help with a screenshot?
Alright in openbrf click that uniforms model and click material in the material tab you should find a shader box (to type). Now leave that open and open another openbrf and open a uniforms material (a vanilla uniform material) and you should open the material tab and you should find the shader text. Copy that "shader_skin_...." (I cant remember what it was). Copy it and paste it in the sharer box to type. Paste that there and save. Should work. I hopy you understood. Cause al i can explain. If not then...
Baktech, copy all the shader settings from the other clothing in NWs.
Are there any good tutorials for Paint. NET that show how to use them on NW. Because i have no idea how to use it :/
Hmmm... I forgot how i learned to texture... Weird... But on taleworlds forum on the mod section there should be some tutorials to texture things but i havent seen any for paint.net yet
Are there any good tutorials for Paint. NET that show how to use them on NW. Because i have no idea how to use it :/
That would be a whole thing to do. Coding.
there is a thread with a tutorial on how to add a unit in-game. Look around for the tutorials. Gokiller made a thread on how to make mod etc
http://forums.taleworlds.com/index.php/topic,24463.0.html (http://forums.taleworlds.com/index.php/topic,24463.0.html)Thanks
open the .dds of the uniform, and colour it like you want
then Change only the colour of the complete Picture.
I dont know how paint.net works.
What program do you use?i use GIMP
Seeing the 45e and 84e rankers both use the same textures. I was wondering if there is any way to 'link' the 84e or the 45e uniform to a different texture?
Basicly make a copy of one of the textures and re-link it to the brf file, if that is how it works?
Am I making any sense at all?
^^
Seeing the 45e and 84e rankers both use the same textures. I was wondering if there is any way to 'link' the 84e or the 45e uniform to a different texture?
Basicly make a copy of one of the textures and re-link it to the brf file, if that is how it works?
Am I making any sense at all?
^^
I understand I did it a lot of times. I will tell you when I get home I'm In school now.
You need to make a new material (Material is like a folder). In here you should add the textures, normal maps and specular maps. You should also add the shader or else it looks flashy. So bassically Material is like a folder that contains your textures, or rather the location of your textures,cause you have to add the textures in the textures folder. So make sure you have the texture the normal map and spec map. Or diffuse spec and normal same thing.
I'm sure baktech will show you.
You need to make a new material (Material is like a folder). In here you should add the textures, normal maps and specular maps. You should also add the shader or else it looks flashy. So bassically Material is like a folder that contains your textures, or rather the location of your textures,cause you have to add the textures in the textures folder. So make sure you have the texture the normal map and spec map. Or diffuse spec and normal same thing.
I'm sure baktech will show you.
Not sure I get what you mean, where do I place that? What I am going for is to make the 45e and 84e look diffrent from each other, now they both use the same texture .dds file.
I wish to make it so they use 2 separate ones.
You need to make a new material (Material is like a folder). In here you should add the textures, normal maps and specular maps. You should also add the shader or else it looks flashy. So bassically Material is like a folder that contains your textures, or rather the location of your textures,cause you have to add the textures in the textures folder. So make sure you have the texture the normal map and spec map. Or diffuse spec and normal same thing.
I'm sure baktech will show you.
Not sure I get what you mean, where do I place that? What I am going for is to make the 45e and 84e look diffrent from each other, now they both use the same texture .dds file.
I wish to make it so they use 2 separate ones.
Yes, what I do is copy and paste the file Texture Spec Norm and original file its self copy an paste them make sure there are no spaces in between the words and Import new material then select the Original copy and pasted file then click on Import new texture and select all three files then on the top right corner of the OpenBrf selected uniform type down the name of the copy and pasted file and your done, add my steam Witold Urbanowicz for the rest and properly explained tutorial.
You need to make a new material (Material is like a folder). In here you should add the textures, normal maps and specular maps. You should also add the shader or else it looks flashy. So bassically Material is like a folder that contains your textures, or rather the location of your textures,cause you have to add the textures in the textures folder. So make sure you have the texture the normal map and spec map. Or diffuse spec and normal same thing.
I'm sure baktech will show you.
Not sure I get what you mean, where do I place that? What I am going for is to make the 45e and 84e look diffrent from each other, now they both use the same texture .dds file.
I wish to make it so they use 2 separate ones.
Yes, what I do is copy and paste the file Texture Spec Norm and original file its self copy an paste them make sure there are no spaces in between the words and Import new material then select the Original copy and pasted file then click on Import new texture and select all three files then on the top right corner of the OpenBrf selected uniform type down the name of the copy and pasted file and your done, add my steam Witold Urbanowicz for the rest and properly explained tutorial.
In OpenBRF I presume?
You need to make a new material (Material is like a folder). In here you should add the textures, normal maps and specular maps. You should also add the shader or else it looks flashy. So bassically Material is like a folder that contains your textures, or rather the location of your textures,cause you have to add the textures in the textures folder. So make sure you have the texture the normal map and spec map. Or diffuse spec and normal same thing.
I'm sure baktech will show you.
Not sure I get what you mean, where do I place that? What I am going for is to make the 45e and 84e look diffrent from each other, now they both use the same texture .dds file.
I wish to make it so they use 2 separate ones.
Yes, what I do is copy and paste the file Texture Spec Norm and original file its self copy an paste them make sure there are no spaces in between the words and Import new material then select the Original copy and pasted file then click on Import new texture and select all three files then on the top right corner of the OpenBrf selected uniform type down the name of the copy and pasted file and your done, add my steam Witold Urbanowicz for the rest and properly explained tutorial.
In OpenBRF I presume?
Indeed, If you still have trouble Add my Steam Witold Urbanowicz PL Thanks.
You need to make a new material (Material is like a folder). In here you should add the textures, normal maps and specular maps. You should also add the shader or else it looks flashy. So bassically Material is like a folder that contains your textures, or rather the location of your textures,cause you have to add the textures in the textures folder. So make sure you have the texture the normal map and spec map. Or diffuse spec and normal same thing.
I'm sure baktech will show you.
Not sure I get what you mean, where do I place that? What I am going for is to make the 45e and 84e look diffrent from each other, now they both use the same texture .dds file.
I wish to make it so they use 2 separate ones.
Yes, what I do is copy and paste the file Texture Spec Norm and original file its self copy an paste them make sure there are no spaces in between the words and Import new material then select the Original copy and pasted file then click on Import new texture and select all three files then on the top right corner of the OpenBrf selected uniform type down the name of the copy and pasted file and your done, add my steam Witold Urbanowicz for the rest and properly explained tutorial.
In OpenBRF I presume?
Indeed, If you still have trouble Add my Steam Witold Urbanowicz PL Thanks.
Added you.
A) What do you mean "proper dx1 dds file"?
B)For the new module, yes.
C)I imported my model, replaced the baker rifle with it and then tryed to import "new material" and then import new texture.(This is what William said at least, don't think i understood him fully thought).
I did copy it into the textures folder. So i really don't know why it's doing this.
Yes. But the texture does not show in-game like soSpoiler(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fimg191.imageshack.us%2Fimg191%2F3984%2Fhelppic5.jpg&hash=76f0efa91ec4f3ccdb7141375679b482516d26e8)[close]
Ok, Glad you got it fixed. Back to work on IE
I give up. Leave the black magic of coding and in-game putting(Is that a thing, well it is now) to other people xD.Lol
Eh? What? Don't go mixing up conversations here >:(
Quick question! How do I edit the top and bottom part of a shako?
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fi1311.photobucket.com%2Falbums%2Fs663%2FArenander%2FUntitled-4_zps6f660ffa.png&hash=79ee85fb1fe88d2c101bd4ae498f19e8e6f046a7)
SpoilerQuick question! How do I edit the top and bottom part of a shako?
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fi1311.photobucket.com%2Falbums%2Fs663%2FArenander%2FUntitled-4_zps6f660ffa.png&hash=79ee85fb1fe88d2c101bd4ae498f19e8e6f046a7)[close]
Change the French_shako.dds
Put the changed file into the Texture Folder and press f5 in openBRF
french modified 84e officer.
this is my results
original .dds:Spoiler(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fi1311.photobucket.com%2Falbums%2Fs663%2FArenander%2FFrench_shakos_zps28fcd3cc.gif&hash=fd976c49609b85f7c38ce0dd0b1d73b26af028e9)[close]
result:Spoiler(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fi1311.photobucket.com%2Falbums%2Fs663%2FArenander%2F12345_zps2e6b0394.png&hash=18b25955b6b283fa9d4fe7748170eb60ab14c156)[close]
edited .dds:Spoiler(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fi1311.photobucket.com%2Falbums%2Fs663%2FArenander%2F24_zpsbdd1e8f5.gif&hash=593b61ec4c259e0d987e12605dc24da277278d08)[close]
result:Spoiler(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fi1311.photobucket.com%2Falbums%2Fs663%2FArenander%2F3453123_zps5af6b12d.png&hash=28a32149c5c7154532b231deabfacb05ea857d1b)[close]
Make sure you saved the file as a dx1 or dx3 ARGB dds file. to edit i would just uv map
Make sure you saved the file as a dx1 or dx3 ARGB dds file. to edit i would just uv mapI no speak computer-ery...
This is a long standing issue. Vertex animations are difficult to get right.Works a charm. be warned, it's very particular, and not to mention fiddly.
It is a bit of a fight every time.
Solution 2:
Import frames as separated mesh, but try to have the same internal ordering of vertices, in all meshes.
Here is how:
1- export your initial mesh from OpenBRF.
2- open application X (your 3D modelling application), import the mesh
3- export it (say, as OBJ), without even changing it a bit.
Don't even close the program X.
4- switch to OpenBRF, reimport it! Use this mesh as frame 0, instead of the original mesh.
It looks the same, but it could be different internally.
5- switch to program X; edit the mesh, changing it the least!
NOTE. Never: add, delete, split, merge triangles; never: touch UV at all;
Just: move existing vertices around, in xyz.
6- export the edited mesh, using same exporter as before
7- switch to OpenBRF, import the mesh, use that as second frame.
8- repeat from 5, for all frames.
The idea is to use meshes which all underwent the same import/export/re-import process, in the same way, and hope that the program X didn't decide to change vertex ordering anyway. This is not guaranteed!
EDIT: In any case, (oops, this is my bad), don't use the [Merge selected meshes as frames in a vertex ani] tool. Rather, assemble the animation pasting frames one by one, using: [copy frame], [paste frame] (under [Edit] menu, or, ctrl+alt+C, ctrl+alt+V). It does a better job that way. Next version, I will make the [Merge in a vertex ani] tool as smart.
Oke... the unit works 50%.
I have hand grenades and a 5th KGL hat? o_O
Please help!
how it looks...(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fcloud-2.steampowered.com%2Fugc%2F846952931004282810%2F320A58A7DA06C38BECB6A77E7C6CEAF2FCB8B43B%2F&hash=2810cb0f0ef368e19ef7bac6d463c9850e083aed)[close]
How do I change the Leader from Custom Battle? Using OpenBrf.
How do I make dirt affects to a Uniform? (And with what program)
Ok so I made a reskin For Dekkers for the Highlanders. However When he installed it he got this resultOke... the unit works 50%.
I have hand grenades and a 5th KGL hat? o_O
Please help!how it looks...(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fcloud-2.steampowered.com%2Fugc%2F846952931004282810%2F320A58A7DA06C38BECB6A77E7C6CEAF2FCB8B43B%2F&hash=2810cb0f0ef368e19ef7bac6d463c9850e083aed)[close]
I didnt Edit anything to do with weapons and he has the resource files so the hats should be correct. Halp plox
How do I change the Leader from Custom Battle? Using OpenBrf.
I'm not quite sure what you mean. If you mean edit the skin/mesh of the "Leader" of a commander battle regiment, then you need to work out which Officer class it is you want to change and then edit the corresponding mesh & texture referenced in the BRF files.
I Only thing I changed in Open Brf Is the mmbrituniforms and mmbrithats
Unless somehow editing the Troops.txt has changed it then it couldn't have been me
How do I change the Leader from Custom Battle? Using OpenBrf.
I'm not quite sure what you mean. If you mean edit the skin/mesh of the "Leader" of a commander battle regiment, then you need to work out which Officer class it is you want to change and then edit the corresponding mesh & texture referenced in the BRF files.
I meant the commander you choose for Custom battle like U.K is Duke 'o' Welly and Aus is Schwarzenberg I want to change Duke to a regular Brit officer, using OpenBrf.
How do I change the Leader from Custom Battle? Using OpenBrf.
I'm not quite sure what you mean. If you mean edit the skin/mesh of the "Leader" of a commander battle regiment, then you need to work out which Officer class it is you want to change and then edit the corresponding mesh & texture referenced in the BRF files.
I meant the commander you choose for Custom battle like U.K is Duke 'o' Welly and Aus is Schwarzenberg I want to change Duke to a regular Brit officer, using OpenBrf.
I think that may be because the clothing meshes contain "empty" faces - as in, holes in the mesh to reduce the polygon count. You can try filling the holes yourself in some modelling software, or possibly try re-installing OpenBRF to see if that works.
To open .dds files in GIMP you need to download a .dds plugin.
I think that may be because the clothing meshes contain "empty" faces - as in, holes in the mesh to reduce the polygon count. You can try filling the holes yourself in some modelling software, or possibly try re-installing OpenBRF to see if that works.
To open .dds files in GIMP you need to download a .dds plugin.
1) Does sculptris or Zbrush work?
2) Can you link me to a DDS. plugin? Thanks!
I think that may be because the clothing meshes contain "empty" faces - as in, holes in the mesh to reduce the polygon count. You can try filling the holes yourself in some modelling software, or possibly try re-installing OpenBRF to see if that works.
To open .dds files in GIMP you need to download a .dds plugin.
1) Does sculptris or Zbrush work?
2) Can you link me to a DDS. plugin? Thanks!
1) You're better off using Wings, Blender, Maya, 3ds Max - that sort of thing. Sculpting software isn't really used for that sort of thing.
2) http://lmgtfy.com/?q=GIMP+.DDS+Plugin (http://lmgtfy.com/?q=GIMP+.DDS+Plugin)
I was hoping to change the trousers of the British Light Infantry to scottish trews but am I right in thinking they share trousers with another unit? If so is it completely impossible to change this?Well... It is possible, but its a lot of work, you just add the pants as if they were equipmen so like for example: british_guards.5 for the pants.
Where do you find the flag animation?1: dunno
And
Where do you find "british_equipment_envmap" ?
Where do you find the flag animation?1: dunno
And
Where do you find "british_equipment_envmap" ?
2: its in your textures folder, its a dds file . The envmap is the material with the enviro map. Just click the diffuse/ texture when you click on a model.
When you open OpenBRF you clcik on a model and you should see 3 windows (I call them that) the list of models, the material/edits, preview window.
You go on the material edits window (All these windows are one window. So I just seperate them in 3 parts for ease) You clock on the Material word (which is blue) and there you find the diffuse A diffuse B etc.
Take away the Tick at bump map in open brf.
What are the easiest, and cheapest, programs to use for creating reskin mini-mods?retexture? gimp
Okay, so let's say i just want to re-texture the colors, I use gimp, but how do I open the skin I want to recolor?
Sorry For Double post but how do I rid of the black box shape because whenever i type my material name " british_equipment21" the black box appears as shown in attachment but when type in "british_equipment_envmap" the black box disappears, i only wanted to edit the 28th to be just plain gold but then that happens. ( By the way I copy and pasted the "british_equipment" to change the name to "british_equipment21").
Okay, so let's say i just want to re-texture the colors, I use gimp, but how do I open the skin I want to recolor?
Right click>Open With> GIMP. By the way can someone link me to DDS Plug-in for GIMP?
I think that may be because the clothing meshes contain "empty" faces - as in, holes in the mesh to reduce the polygon count. You can try filling the holes yourself in some modelling software, or possibly try re-installing OpenBRF to see if that works.
To open .dds files in GIMP you need to download a .dds plugin.
1) Does sculptris or Zbrush work?
2) Can you link me to a DDS. plugin? Thanks!
1) You're better off using Wings, Blender, Maya, 3ds Max - that sort of thing. Sculpting software isn't really used for that sort of thing.
2) http://lmgtfy.com/?q=GIMP+.DDS+Plugin (http://lmgtfy.com/?q=GIMP+.DDS+Plugin)
Sorry For Double post but how do I rid of the black box shape because whenever i type my material name " british_equipment21" the black box appears as shown in attachment but when type in "british_equipment_envmap" the black box disappears, i only wanted to edit the 28th to be just plain gold but then that happens. ( By the way I copy and pasted the "british_equipment" to change the name to "british_equipment21").
Baktech; You have to add to the dds file the alpha channel. The alpha channel is in the channels tab. It makes objects like badges, lose their black background. Or you can delete it with wings3d
Baktech; You have to add to the dds file the alpha channel. The alpha channel is in the channels tab. It makes objects like badges, lose their black background. Or you can delete it with wings3d
Penn; one word: Coding
Wait, where's the channel tab?Are you using photoshop?
Wait, where's the channel tab?Are you using photoshop?
How Would I achieve the effect on the british_hats_n.
You know the purpley Pink thing looking effect
Baktech; im guessing you are using gimp?
Well i cant help you with gimp or paint.netBaktech; im guessing you are using gimp?
PAINT.NET Actually, because I can't seem to figure out how to install or find DDS. Plug-in for GIMP 2.8 same goes for PS CS6 (64-BIT).
Baktech; im guessing you are using gimp?ty mate
Ronan; thats a normal map, I make mine with smart normal, useful but sometimes you need to edit the texutre yourself. Smart normal uses adobe air to work. So install adobe.... Adobe something.... And then download from adobe website or the smart normals website self the file and double click it.
same thingBaktech; im guessing you are using gimp?ty mate
Ronan; thats a normal map, I make mine with smart normal, useful but sometimes you need to edit the texutre yourself. Smart normal uses adobe air to work. So install adobe.... Adobe something.... And then download from adobe website or the smart normals website self the file and double click it.
I found This
http://www.smart-page.net/smartnormal/
and it worked
and they came out really shiny which is great because they look awsome
How to rid of this evil black box.what black box? I can't see
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fscaled%2Fthumb%2F837%2Fhelpxm.jpg&hash=5b4906427c1979a5c964ba0318acec7275229aa5)
How to rid of this evil black box.
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fscaled%2Fthumb%2F837%2Fhelpxm.jpg&hash=5b4906427c1979a5c964ba0318acec7275229aa5)
I sorted It out my bad.don't use imageshack...
and Riggy I don't know how to make them bigger on ImageShack.
I sorted It out my bad.don't use imageshack...
and Riggy I don't know how to make them bigger on ImageShack.
http://photobucket.com/ (http://photobucket.com/)I sorted It out my bad.don't use imageshack...
and Riggy I don't know how to make them bigger on ImageShack.
What Web-Site do I use?
and Riggy I don't know how to make them bigger on ImageShack.
how can i make the .lods?
You can do it by the text file but i don't know which number does what, you will have to experiment.
In the sounds folder, there are two types of files, MP3 format and another Im not sure of. What type are they, and how would one replace them?
There aren't any. The code combines the upper body animation of the "Firing" animation with the lower body animation for crouching.
In the sounds folder, there are two types of files, MP3 format and another Im not sure of. What type are they, and how would one replace them?
Right, thanks
Damn it i know this one... Dude its a dds file that you need to change not the brf files. I can remember the name i would have to see the folder
What is the file for the Loading and Menu screens?
What is the file for the Loading and Menu screens?
in the textures folder there are 2 dds files near tje botton, one is load- something.dds and the pther is main_nord something.dds
I got a favor to ask Or question,What Editing software Retexturer use? Cause i want to learn oneIf you want to retexture then Gimp, paint.net or photoshop are the programs youncan use. People say Gimp is the best.
I think im going to throw up...I got a favor to ask Or question,What Editing software Retexturer use? Cause i want to learn oneIf you want to retexture then Gimp, paint.net or photoshop are the programs youncan use. People say Gimp is the best.
Is it possible to add zoom to weapons, mainly guns?shift.
Is it possible to add zoom to weapons, mainly guns?shift.
The thing I meant is that it's so easy to modify the game and cheat the heck out of itOk can you show me the texture configuration? The Material to be precise
Also, here's the hat model in all its glorySpoiler(https://i.imgur.com/zsTRU5q.jpg)[close]
And here's the nightmare-inducing ingame modelSpoiler(https://i.imgur.com/03lUlrh.jpg)[close]
What is happening with the crest?
Screenshot the OpenBRF material panel for that item. I'd say it's probably an issue with your Normals or the shader you're using, but I could be wrong.What I meant. Its probably shader.
Is it possible to add zoom to weapons, mainly guns?
Screenshot the OpenBRF material panel for that item. I'd say it's probably an issue with your Normals or the shader you're using, but I could be wrong.
Spoiler(https://i.imgur.com/ylCMj7D.jpg)[close]
Spoiler(https://i.imgur.com/ylCMj7D.jpg)[close]Spoiler(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2F25.media.tumblr.com%2Ftumblr_m17ybqxp5n1qiwc5qo1_500.jpg&hash=7d95feca8298418740f821a155552f6b5dd0f0f4)[close]
I know there are some mods that are a bit similar to those following, but why does nobody make a good mod about the Thirty Years War or the Seven Years War, the biggest wars with muskets before napoleon.1. wrong place
I know there are some mods that are a bit similar to those following, but why does nobody make a good mod about the Thirty Years War or the Seven Years War, the biggest wars with muskets before napoleon.1. wrong place
2. You should be on the TW forums more
How does one re-size models in OpenBrf?
How does one re-size models in OpenBrf?
How does one re-size models in OpenBrf?
So?
Right click on mesh and select Roto-translate-rescale tool.
Yu could do what you said, but then the other regiments would also have the same pants. But what you could also assign the pants as a compliment to the uniform, ex. British_line_inf.5 .
Right click on mesh and select Roto-translate-rescale tool.
I tried modeling today ... I'm never trying it again :( >:(
You have to delete the pants and give each unit the mesh as unit-name.5Doesnt have to be .5 but I prefer .5 cause it reminds me its pants and not some other uniform badge.
So I get the models open in OpenBRF how can I then get them to open in Wings.
Does anyone know the maximum number of factions that NW can handle?
Does anyone know the maximum number of factions that NW can handle?
Five, give or take one. It depends on how many units you put in a faction.
Uhm, that might be stretching it. The reason why it's hard to have more than five factions, is due to memory issues. Even when the NW match is only two factions, the other factions are loaded in the background. This causes lag and memory usage. Maybe, if each faction had no more than 5 units, you could get up to seven factions. But, as I said, that's stretching it.Shit ok that's a shame
Does anyone know if its possible to edit the model of that damn bird that flies around on the desert maps and such?
Yes, it is. You just made me think of an interesting idea for a mod's feature :D
I've been working on replacements of certain bagpipe songs, and i've been able to replace the song blackbear.ogg with one of my own sound files and it plays in-game so that's not the problem. The problem is however, that i don't have a clue how to change the name in the song selection menu because it still says ''Black Bear''. I changed the sound file to 42nd_Highlander_Waterloo_March. ogg and did the same thing in the ''sound'' folder for the blackbear .ogg line but still no dice it keeps saying ''Black Bear''.
tl;dr How do i change the names of songs in the song selection menu of the bagpipe (or any other instrument in-game)?
Yes, it is. You just made me think of an interesting idea for a mod's feature :D
Haha yea that is what I was thinking of too
Do u by any chance know which brf it is in?
Where can one find the banners that represent nations when you are selecting your country?
Yes, it is. You just made me think of an interesting idea for a mod's feature :D
Haha yea that is what I was thinking of too
Do u by any chance know which brf it is in?
If you don't know where some objects are, just search for them in OpenBRF using simle keywords. In this case "bird" . It's located in mm_scene_props
Where can one find the banners that represent nations when you are selecting your country?
Thats for the individual banners for players. I want to change the flag for the country selection.Where can one find the banners that represent nations when you are selecting your country?
banners_a.dds and banners_b.dds. They are both Textures.
Thats for the individual banners for players. I want to change the flag for the country selection.Where can one find the banners that represent nations when you are selecting your country?
banners_a.dds and banners_b.dds. They are both Textures.
Hi does anyone know why this: (https://s21.postimg.org/uiqrhnm6v/Capture.jpg)
happens ingame after editing the user_interface_b texture? I used the nvidia dds tools for photoshop with default, standard settings to import and export the dds file in and out of photoshop. I am guessing this has something to do with the settings of the nvidia tools
to be more precise you need to edit the alpha channel so it can add proper transparency, i believe its in the diffuse
You might have accidentally deleted the health bar, look back at other mods with the same dds file and heck :) thats how i learnedto be more precise you need to edit the alpha channel so it can add proper transparency, i believe its in the diffuse
thanks to both of you, I sort of got it to work now, except now the health bar doesnt show up:Spoiler(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fs2.postimg.org%2Fm4s51vdeh%2FCapture.jpg&hash=30291d1d63753e26ecdd74b29d8ab04fd17cae03)[close]
my Alpha layer looks like this:Spoiler(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fs24.postimg.org%2Funpihiuhh%2FCapture.jpg&hash=1d8d80df2422551c0a351138aa31c90ec814bafc)[close]
thanks, any help would be appreciated
For some reason I can't see walls in maps like French Farm and Fort George! Help?
You might have accidentally deleted the health bar, look back at other mods with the same dds file and heck :) thats how i learned
For some reason I can't see walls in maps like French Farm and Fort George! Help?
(DONT KILL ME CODERS).
I do believe you edit that in the codes, It could be Troops.py, butsomeone else might know
Hey there!
Trying to mod the Russian uniforms, but I can't figure out how to have different hats for the riflemen and the regular line infantry, they are connected to the same material and texture. Anyone know how to do?
Hey there!
Trying to mod the Russian uniforms, but I can't figure out how to have different hats for the riflemen and the regular line infantry, they are connected to the same material and texture. Anyone know how to do?
Coding. troops.txt to be precise.
For some reason I can't see walls in maps like French Farm and Fort George! Help?
Hey there!
Trying to mod the Russian uniforms, but I can't figure out how to have different hats for the riflemen and the regular line infantry, they are connected to the same material and texture. Anyone know how to do?
Coding. troops.txt to be precise.
Ah thanks, is there any guide to coding? Can coding be used without getting kicked of the game for "cheating"?
Where can I find the texture of the large siege flags which you have to capture.
And I can't find the scoreboard flags either. Does anybody know where they are located?
Thanks in advance.
What is the variable that stores the number of rounds played on a siege map? So I can call it up in an if statement.
I presume it is a variable anyway...
Thanks for any help :3
Is there a guide on how to reskin uniforms anywhere? I've seen texturing tutorials but is it different or the same? There are tons of skins I would like to make and I've just run out of patience waiting for the people I've asked to make skins to make them. I figure I'll just do it myself.
Hey there!Penn, Have you ever heared of OpenBRF?
Trying to mod the Russian uniforms, but I can't figure out how to have different hats for the riflemen and the regular line infantry, they are connected to the same material and texture. Anyone know how to do?
If I wanted to edit the 6th (Iniskilling) Sergeant which has no model, how can I edit it?
For some reason I can't see walls in maps like French Farm and Fort George! Help?
Well?
Hey there!Penn, Have you ever heared of OpenBRF?
Trying to mod the Russian uniforms, but I can't figure out how to have different hats for the riflemen and the regular line infantry, they are connected to the same material and texture. Anyone know how to do?
I believe you can pick what hat a unit is using with that program.
Hey there!
Trying to mod the Russian uniforms, but I can't figure out how to have different hats for the riflemen and the regular line infantry, they are connected to the same material and texture. Anyone know how to do?
Coding. troops.txt to be precise.
Ah thanks, is there any guide to coding? Can coding be used without getting kicked of the game for "cheating"?
Too many people asking questions, too few answering ;D . Yes, there are guides to coding. Here are a couple of them http://forums.taleworlds.com/index.php/topic,240255.0.html and http://forums.taleworlds.com/index.php?topic=142422.0 .
Coding can be used for creating a new mod or simple visually-edit things. This is a mod i created overwriting NW requesting very little coding (just changed a few names for troops and factions and some parameters for shooting). http://twonline.forumfree.it/?t=66194923
If I wanted to edit the 6th (Iniskilling) Sergeant which has no model, how can I edit it?For some reason I can't see walls in maps like French Farm and Fort George! Help?
Well?
Please answer them!
Man, what are you talking about in the first question? What is the Inniskilliing?
Man, what are you talking about in the first question? What is the Inniskilliing?
It's the bloody British cavalry, guy. :P
Questions: Textures.
1) How do I take the dragoons hat from Austria and put it on a Nr14 soldier?
2) How would I give something like a trench coat onto an officer?
The Inniskilling is the British heavy cavalry, the only ones that wear red.
Please, help. https://www.fsegames.eu/forum/index.php?topic=8301.0 I made a recolor of the Bavarian Infantry for France. Now, I was playing in public with it, and I kept getting kicked for cheating. All Russian units and certain Austrian units make you get kicked for cheating... Can someone please download my mod, and help me figure out what the problem is? I am VERY new to all of this, I just started doing this yesterday at 11pm.Sure, Anything to keep away from TJR eh? ;)
trp_french_infantry_bavarian 7._Linien-Infanterie-Regiment_Lowenstein,_Bayern. Bavarian_Infantry 0 133169152 0 0 7 0 0
trp_french_infantry_bavarian 2._Linien-Infanterie-Regiment_Kronprinz,_Bayern. Line_Infantry 0 133169152 0 0 7 0 0
troopsfile version 2
411
trp_player Player Player 0 268435472 0 0 4 0 0
-1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 9 4 4 0
100 100 100 100 100 100 0
0 0 0 0 0 0
6442450945 3952873730080618203 1947355 0 0 0 0 0
trp_multiplayer_profile_troop_male multiplayer_profile_troop_male multiplayer_profile_troop_male 0 133169168 0 0 1 0 0
448 0 621 0 39 0 51 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
0 0 0 0 0
0 0 0 0 0 0 0
0 0 0 0 0 0
6442450945 3952873730080618203 1947355 0 0 0 0 0
trp_multiplayer_profile_troop_female multiplayer_profile_troop_female multiplayer_profile_troop_female 0 133169169 0 0 1 0 0
448 0 621 0 39 0 51 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
0 0 0 0 0
0 0 0 0 0 0 0
0 0 0 0 0 0
6442450945 3952873730080618203 1947355 0 0 0 0 0
trp_temp_troop Temp_Troop Temp_Troop 0 16 0 0 1 0 0
-1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 0
0 0 0 0 0 0 0
2586 655360 0 0 0 0
0 0 0 0 0 0 0 0
trp_temp_array_a {!}temp_array_a {!}temp_array_a 0 48 0 0 3 0 0
-1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 18
60 60 60 60 60 60 0
2586 131072 0 0 0 0
0 0 0 0 0 0 0 0
trp_multiplayer_data {!}multiplayer_data {!}multiplayer_data 0 48 0 0 3 0 0
-1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 0
0 0 0 0 0 0 0
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trp_french_voltigeur_ai French_Voltigeur Voltigeurs 0 133169152 0 0 7 0 0
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trp_french_ship_marine_ai French_Marine Marines 0 133169152 0 0 7 0 0
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12 10 15 15 20
50 5 130 5 120 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_french_arty_ai French_Artillerist Artillery_(Cannon) 0 133169152 0 0 7 0 0
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12 10 15 15 20
50 5 50 5 80 5 30
2586 131072 0 49 204800 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_french_arty_alt_ai French_Artillerist Artillery_(Howitzer) 0 133169152 0 0 7 0 0
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12 10 15 15 20
50 5 50 5 80 5 30
2586 131072 0 49 204800 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_infantry_ai Prussian_Line_Infantry Line_Infantry_(Brandenburg) 0 133169152 0 0 8 0 0
301 0 690 0 592 0 593 0 99 0 47 0 111 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
50 5 130 5 120 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_infantry2_ai Prussian_Line_Infantry Line_Infantry_(Rhen) 0 133169152 0 0 8 0 0
328 0 690 0 592 0 593 0 616 0 99 0 47 0 111 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
50 5 130 5 120 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_infantry_kurmark_ai Prussian_Landwehr Landwehr 0 133169152 0 0 8 0 0
333 0 334 0 692 0 589 0 590 0 591 0 101 0 102 0 47 0 111 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
50 5 130 5 120 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_infantry_freikorps_ai Prussian_Freikorps Freikorps 0 133169152 0 0 8 0 0
348 0 699 0 593 0 100 0 47 0 111 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
50 5 130 5 120 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_infantry_15_ai Prussian_Foot_Guard Foot_Guards 0 133169152 0 0 8 0 0
315 0 670 0 646 0 605 0 99 0 47 0 111 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
70 5 170 5 130 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_infantry_rifle_ai Prussian_Jaeger Jaegers 0 133169152 0 0 8 0 0
310 0 311 0 691 0 593 0 69 0 26 0 111 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
30 5 90 5 150 5 30
2586 131072 0 48 135168 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_dragoon_ai Prussian_Dragoon Dragoons 0 133170176 0 0 8 0 0
306 0 695 0 601 0 83 0 18 0 111 0 734 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
100 5 30 5 100 5 30
2586 131072 0 3 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_hussar_ai Prussian_Hussar Hussars 0 133170176 0 0 8 0 0
323 0 697 0 595 0 83 0 732 0 733 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
150 5 30 5 30 5 30
2586 131072 0 6 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_landwehr_cav_ai Prussian_Lancer Lancers 0 133170176 0 0 8 0 0
339 0 693 0 608 0 122 0 83 0 730 0 731 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
50 5 130 5 40 5 30
2586 131072 0 4 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_cuirassier_ai Prussian_Cuirassier Cuirassiers 0 133170176 0 0 8 0 0
344 0 695 0 696 0 613 0 53 0 736 0 737 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
140 5 30 5 30 5 30
2586 131072 0 4 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_arty_ai Prussian_Artillerist Artillery_(Cannon) 0 133169152 0 0 8 0 0
320 0 690 0 599 0 182 0 111 0 47 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
50 5 50 5 80 5 30
2586 131072 0 49 204800 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_arty_alt_ai Prussian_Artillerist Artillery_(Howitzer) 0 133169152 0 0 8 0 0
320 0 690 0 599 0 182 0 111 0 47 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
50 5 50 5 80 5 30
2586 131072 0 49 204800 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_russian_partizan_ai Russian_Partisan Partisans 0 66060288 0 0 9 0 0
391 0 392 0 655 0 656 0 617 0 476 0 477 0 478 0 479 0 480 0 617 0 452 0 111 0 16 0 128 0 129 0 130 0 127 0 132 0 131 0 73 0 133 0 134 0 72 0 79 0 80 0 135 0 136 0 137 0 138 0 20 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
40 5 80 5 80 60 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_russian_opol_ai Russian_Militia Line_Militia 0 66060288 0 0 9 0 0
371 0 655 0 656 0 617 0 111 0 16 0 126 0 126 0 72 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
50 5 130 5 120 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_russian_infantry_ai Russian_Line_Infantry Line_Infantry 0 133169152 0 0 9 0 0
354 0 645 0 646 0 452 0 111 0 43 0 98 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
50 5 130 5 120 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_russian_grenadier_ai Russian_Grenadier Grenadiers 0 133169152 0 0 9 0 0
383 0 645 0 646 0 449 0 111 0 43 0 98 0 700 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
50 5 130 5 120 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_russian_foot_guard_ai Russian_Foot_Guard Foot_Guards 0 133169152 0 0 9 0 0
374 0 645 0 646 0 471 0 111 0 43 0 98 0 700 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
70 5 170 5 130 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_russian_infantry_rifle_ai Russian_Jaeger Jaegers 0 133169152 0 0 9 0 0
379 0 657 0 467 0 26 0 111 0 69 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
30 5 90 5 150 5 30
2586 131072 0 48 135168 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_russian_hussar_ai Russian_Hussar Hussars 0 133170176 0 0 9 0 0
361 0 649 0 464 0 64 0 743 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
150 5 30 5 30 5 30
2586 131072 0 4 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_russian_uhlan_ai Russian_Uhlan Uhlans 0 133170176 0 0 9 0 0
395 0 661 0 483 0 125 0 63 0 742 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
50 5 130 5 40 5 30
2586 131072 0 4 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_russian_cossack_ai Russian_Cossack Cossacks 0 133170176 0 0 9 0 0
368 0 652 0 461 0 124 0 63 0 738 0 739 0 740 0 741 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
50 5 130 5 40 5 30
2586 131072 0 4 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_russian_dragoon_ai Russian_Dragoon Dragoons 0 133170176 0 0 9 0 0
389 0 659 0 660 0 450 0 18 0 111 0 65 0 744 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
100 5 30 5 100 5 30
2586 131072 0 3 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_russian_horse_guard_ai Russian_Cavalry_Guard Cavalry_Guards 0 133170176 0 0 9 0 0
363 0 651 0 453 0 66 0 745 0 702 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
120 5 30 5 30 5 30
2586 131072 0 4 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_russian_arty_ai Russian_Artillerist Artillery_(Cannon) 0 133169152 0 0 9 0 0
386 0 658 0 458 0 182 0 111 0 43 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
50 5 50 5 80 5 30
2586 131072 0 49 204800 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_russian_arty_alt_ai Russian_Artillerist Artillery_(Howitzer) 0 133169152 0 0 9 0 0
386 0 658 0 458 0 182 0 111 0 43 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
50 5 50 5 80 5 30
2586 131072 0 49 204800 0
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trp_austrian_infantry_ai Austrian_Line_Infantry Line_Infantry 0 133169152 0 0 10 0 0
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50 5 130 5 120 5 30
2586 131072 0 48 208896 0
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trp_austrian_infantry2_ai Hungarian_Line_Infantry Line_Infantry 0 133169152 0 0 10 0 0
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12 10 15 15 20
50 5 130 5 120 5 30
2586 131072 0 48 208896 0
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trp_austrian_grenzer_ai Austrian_Grenzer Grenzers 0 133169152 0 0 10 0 0
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12 10 15 15 20
50 5 130 5 120 5 30
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trp_austrian_grenadier_ai Hungarian_Grenadier Grenadiers 0 133169152 0 0 10 0 0
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70 5 170 5 130 5 30
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trp_austrian_infantry_rifle_ai Austrian_Jaeger Jaegers 0 133169152 0 0 10 0 0
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30 5 90 5 150 5 30
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trp_austrian_hussar_ai Austrian_Hussar Hussars 0 133170176 0 0 10 0 0
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150 5 30 5 30 5 30
2586 131072 0 4 208896 0
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trp_austrian_uhlan_ai Austrian_Uhlan Uhlans 0 133170176 0 0 10 0 0
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12 10 15 15 20
50 5 130 5 40 5 30
2586 131072 0 4 208896 0
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trp_austrian_light_horse_ai Austrian_Chevauleger Chevaulegers 0 133170176 0 0 10 0 0
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12 10 15 15 20
100 5 30 5 100 5 30
2586 131072 0 4 143360 0
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trp_austrian_dragoon_ai Austrian_Dragoon Dragoons 0 133170176 0 0 10 0 0
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12 10 15 15 20
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2586 131072 0 3 208896 0
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trp_austrian_cuirassier_ai Austrian_Cuirassier Cuirassiers 0 133170176 0 0 10 0 0
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12 10 15 15 20
120 5 30 5 30 5 30
2586 131072 0 4 208896 0
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trp_austrian_arty_ai Austrian_Artillerist Artillery_(Cannon) 0 133169152 0 0 10 0 0
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12 10 15 15 20
50 5 50 5 80 5 30
2586 131072 0 49 204800 0
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trp_austrian_arty_alt_ai Austrian_Artillerist Artillery_(Howitzer) 0 133169152 0 0 10 0 0
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12 10 15 15 20
50 5 50 5 80 5 30
2586 131072 0 49 204800 0
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trp_british_infantry 33rd_Regiment_of_Foot Line_Infantry 0 133169152 0 0 6 0 0
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15 15 15 15 20
50 5 130 5 150 5 30
2586 131072 0 48 208896 0
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trp_british_infantry_nco 33rd_Regiment_of_Foot Ensign 0 133169152 0 0 17 0 0
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15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
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trp_british_infantry_officer 33rd_Regiment_of_Foot Officer 0 133169152 0 0 17 0 0
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15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
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trp_british_infantry_drum 33rd_Regiment_of_Foot Drummer 0 133169152 0 0 17 0 0
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15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
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trp_british_infantry_flute 33rd_Regiment_of_Foot Fifer 0 133169152 0 0 17 0 0
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15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
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trp_british_infantry2 5th_Line_Battalion_King's_German_Legion Line_Infantry 0 133169152 0 0 6 0 0
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15 15 15 15 20
50 5 130 5 150 5 30
2586 131072 0 48 208896 0
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trp_british_infantry2_nco Kings_German_Legion_5th_Battalion Ensign 0 133169152 0 0 17 0 0
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15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
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trp_british_infantry2_officer Kings_German_Legion_5th_Battalion Officer 0 133169152 0 0 17 0 0
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15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
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trp_british_infantry2_drum Kings_German_Legion_5th_Battalion Drummer 0 133169152 0 0 17 0 0
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15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
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trp_british_infantry2_flute Kings_German_Legion_5th_Battalion Fifer 0 133169152 0 0 17 0 0
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15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
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trp_british_highlander 42nd_Regiment_of_Foot_(Black_Watch) Line_Infantry 0 133169152 0 0 6 0 0
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15 15 15 15 20
50 500 130 5 150 5 30
2586 131072 0 48 208896 0
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trp_british_highlander_nco 42nd_Highland_Regiment_of_Foot Ensign 0 133169152 0 0 17 0 0
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15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
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trp_british_highlander_officer 42nd_Highland_Regiment_of_Foot Officer 0 133169152 0 0 17 0 0
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15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_british_highlander_drum 42nd_Highland_Regiment_of_Foot Drummer 0 133169152 0 0 17 0 0
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15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_british_highlander_pipes 42nd_Highland_Regiment_of_Foot Piper 0 133169152 0 0 17 0 0
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15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_british_foot_guard Coldstream_Regiment_of_Foot_Guards Foot_Guard 0 133169152 0 0 6 0 0
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15 15 15 15 20
50 5 145 5 150 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_british_foot_guard_nco 2nd_Regiment_of_Foot_Guards_(Coldstream) Ensign 0 133169152 0 0 17 0 0
270 0 659 0 568 0 707 0 166 0 167 0 85 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_british_foot_guard_officer 2nd_Regiment_of_Foot_Guards_(Coldstream) Officer 0 133169152 0 0 17 0 0
271 0 659 0 568 0 707 0 6 0 112 0 87 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_british_foot_guard_drum 2nd_Regiment_of_Foot_Guards_(Coldstream) Drummer 0 133169152 0 0 17 0 0
272 0 679 0 569 0 105 0 701 0 85 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_british_foot_guard_flute 2nd_Regiment_of_Foot_Guards_(Coldstream) Fifer 0 133169152 0 0 17 0 0
273 0 679 0 569 0 106 0 85 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_british_light_infantry 51st_(2nd_Yorkshire_West_Riding)_Regiment_of_Foot Light_Infantry 0 133169152 0 0 6 0 0
274 0 621 0 558 0 41 0 111 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
50 5 90 5 206 5 30
2586 131072 0 48 135168 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_british_light_infantry_nco 51st_Regiment_of_Foot Ensign 0 133169152 0 0 17 0 0
275 0 659 0 559 0 707 0 168 0 169 0 85 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 135168 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_british_light_infantry_officer 51st_Regiment_of_Foot Officer 0 133169152 0 0 17 0 0
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15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 135168 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_british_light_infantry_horn 51st_Regiment_of_Foot Hornist 0 133169152 0 0 17 0 0
277 0 621 0 558 0 107 0 85 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 135168 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_british_rifle 95th_Regiment_of_Foot_(Rifles) Rifleman 0 133169152 0 0 6 0 0
278 0 676 0 677 0 678 0 561 0 561 0 561 0 562 0 563 0 28 0 111 0 84 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
50 5 90 5 206 5 30
2586 131072 0 48 135168 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_british_rifle_nco 95th_Rifle_Regiment_of_Foot Sergeant 0 133169152 0 0 17 0 0
279 0 676 0 677 0 678 0 561 0 561 0 561 0 562 0 563 0 707 0 28 0 111 0 84 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
50 5 90 5 206 5 30
2586 131072 0 48 135168 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_british_rifle_officer 95th_Rifle_Regiment_of_Foot Officer 0 133169152 0 0 17 0 0
280 0 675 0 560 0 707 0 83 0 6 0 112 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 135168 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_british_rifle_horn 95th_Rifle_Regiment_of_Foot Hornist 0 133169152 0 0 17 0 0
281 0 676 0 677 0 678 0 561 0 561 0 561 0 562 0 563 0 107 0 84 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 135168 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_british_hussar 1st_KGL_Hussars Hussar 0 133170176 0 0 6 0 0
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12 10 15 15 20
160 5 30 5 30 5 30
2586 131072 0 6 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_british_hussar_nco 1st_KGL_Hussars Sergeant 0 133170176 0 0 17 0 0
292 0 686 0 581 0 172 0 83 0 727 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
160 5 30 5 30 5 30
2586 131072 0 6 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_british_hussar_officer 1st_KGL_Hussars Officer 0 133170176 0 0 17 0 0
292 0 686 0 581 0 83 0 6 0 112 0 727 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
160 5 30 5 30 5 30
2586 131072 0 6 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_british_hussar_bugle 1st_KGL_Hussars Bugler 0 133170176 0 0 17 0 0
293 0 685 0 582 0 83 0 109 0 727 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
160 5 30 5 30 5 30
2586 131072 0 6 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_british_light_dragoon 23rd_Light_Dragoons Light_Horse 0 133170176 0 0 6 0 0
285 0 682 0 571 0 707 0 83 0 23 0 111 0 723 0 724 0 725 0 726 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
90 5 30 5 125 5 30
2586 131072 0 6 135168 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_british_light_dragoon_nco 23rd_Light_Dragoons Sergeant 0 133170176 0 0 17 0 0
285 0 682 0 571 0 707 0 172 0 83 0 23 0 111 0 723 0 724 0 725 0 726 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
100 5 30 5 125 5 30
2586 131072 0 6 135168 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_british_light_dragoon_officer 23rd_Light_Dragoons Officer 0 133170176 0 0 17 0 0
286 0 682 0 572 0 707 0 83 0 6 0 112 0 723 0 724 0 725 0 726 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
100 5 30 5 80 5 30
2586 131072 0 6 135168 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_british_light_dragoon_bugle 23rd_Light_Dragoons Bugler 0 133170176 0 0 17 0 0
285 0 682 0 573 0 707 0 83 0 109 0 723 0 724 0 725 0 726 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
100 5 30 5 80 5 30
2586 131072 0 6 135168 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_british_dragoon 6th_(Inniskilling)_Dragoons Heavy_Cavalry 0 133170176 0 0 6 0 0
287 0 684 0 574 0 705 0 82 0 728 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
150 5 30 5 30 5 30
2586 131072 0 6 339968 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_british_dragoon_nco 6th_(Inniskilling)_Dragoons Sergeant 0 133170176 0 0 17 0 0
287 0 684 0 574 0 705 0 172 0 82 0 728 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
150 5 30 5 30 5 30
2586 131072 0 6 339968 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_british_dragoon_officer 6th_(Inniskilling)_Dragoons Officer 0 133170176 0 0 17 0 0
288 0 684 0 575 0 707 0 82 0 6 0 112 0 728 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
150 5 30 5 30 5 30
2586 131072 0 6 339968 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_british_dragoon_bugle 6th_(Inniskilling)_Dragoons Bugler 0 133170176 0 0 17 0 0
287 0 684 0 576 0 705 0 82 0 109 0 728 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
150 5 30 5 30 5 30
2586 131072 0 6 339968 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_british_horseguard Royal_Horse_Guards_Blue Heavy_Cavalry 0 133170176 0 0 6 0 0
289 0 684 0 577 0 706 0 82 0 729 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
150 5 30 5 30 5 30
2586 131072 0 6 339968 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_british_horseguard_nco Royal_Horse_Guards_Blue Sergeant 0 133170176 0 0 17 0 0
289 0 684 0 577 0 706 0 172 0 82 0 729 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
150 5 30 5 30 5 30
2586 131072 0 6 339968 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_british_horseguard_officer Royal_Horse_Guards_Blue Officer 0 133170176 0 0 17 0 0
290 0 684 0 578 0 708 0 82 0 6 0 112 0 729 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
150 5 30 5 30 5 30
2586 131072 0 6 339968 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_british_horseguard_bugle Royal_Horse_Guards_Blue Bugler 0 133170176 0 0 17 0 0
289 0 684 0 579 0 706 0 82 0 109 0 729 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
150 5 30 5 30 5 30
2586 131072 0 6 339968 0
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trp_british_arty Royal_Foot_Artillery Artillery 0 133169152 0 0 6 0 0
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trp_french_infantry_bavarian 7_Linen-Infanterie-Regiment_Lowenstein_Bayern Line_Infantry 0 133169152 0 0 7 0 0
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trp_french_infantry_bavarian_drum 2._Linien-Infanterie-Regiment_Kronprinz,_Bayern. Drummer 0 133169152 0 0 18 0 0
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80 5 80 5 50 5 30
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trp_french_infantry_bavarian_flute 2._Linien-Infanterie-Regiment_Kronprinz,_Bayern. Fifer 0 133169152 0 0 18 0 0
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15 15 15 15 20
80 5 80 5 50 5 30
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trp_french_old_guard 1er_Regiment_de_Grenadiers_de_la_Garde_Imperiale Foot_Guard 0 133169152 0 0 7 0 0
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50 5 145 5 150 5 30
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trp_french_old_guard_nco 1er_Regiment_de_Grenadiers_de_la_Garde_Imperiale Eagle_Bearer 0 133169152 0 0 18 0 0
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15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
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trp_french_old_guard_officer 1er_Regiment_de_Grenadiers_de_la_Garde_Imperiale Officer 0 133169152 0 0 18 0 0
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15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
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trp_french_old_guard_drum 1er_Regiment_de_Grenadiers_de_la_Garde_Imperiale Drummer 0 133169152 0 0 18 0 0
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15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
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trp_french_old_guard_flute 1er_Regiment_de_Grenadiers_de_la_Garde_Imperiale Fifer 0 133169152 0 0 18 0 0
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15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
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trp_french_voltigeur 15eme_Regiment_d'Infanterie_Legere Light_Infantry 0 133169152 0 0 7 0 0
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15 15 15 15 20
50 5 90 5 206 5 30
2586 131072 0 48 135168 0
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trp_french_voltigeur_colours 15eme_Regiment_d'Infanterie_Legere Eagle_Bearer 0 133169152 0 0 18 0 0
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15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 135168 0
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trp_french_voltigeur_officer 15eme_Regiment_d'Infanterie_Legere Officer 0 133169152 0 0 18 0 0
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15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 135168 0
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trp_french_voltigeur_horn 15eme_Regiment_d'Infanterie_Legere Hornist 0 133169152 0 0 18 0 0
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15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 135168 0
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trp_french_hussar 2e_Regiment_de_Hussards Hussar 0 133170176 0 0 7 0 0
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12 10 15 15 20
160 5 30 5 30 5 30
2586 131072 0 6 208896 0
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trp_french_hussar_nco 2e_Regiment_de_Hussards Eagle_Bearer 0 133170176 0 0 18 0 0
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12 10 15 15 20
160 5 30 5 30 5 30
2586 131072 0 6 208896 0
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trp_french_hussar_officer 2e_Regiment_de_Hussards Officer 0 133170176 0 0 18 0 0
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12 10 15 15 20
160 5 30 5 30 5 30
2586 131072 0 6 208896 0
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trp_french_hussar_trumpet 2e_Regiment_de_Hussards Trumpeter 0 133170176 0 0 18 0 0
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12 10 15 15 20
160 5 30 5 30 5 30
2586 131072 0 6 208896 0
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trp_french_lancer Regiment_de_Chevau-Legers_Lanciers_de_la_Garde Lancer 0 133170176 0 0 7 0 0
216 0 626 0 507 0 703 0 121 0 52 0 711 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
50 5 130 5 40 5 30
2586 131072 0 6 208896 0
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trp_french_lancer_nco Regiment_de_Chevau-Legers_Lanciers_de_la_Garde Eagle_Bearer 0 133170176 0 0 18 0 0
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12 10 15 15 20
150 5 30 5 30 5 30
2586 131072 0 6 208896 0
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trp_french_lancer_officer Regiment_de_Chevau-Legers_Lanciers_de_la_Garde Officer 0 133170176 0 0 18 0 0
218 0 627 0 506 0 703 0 112 0 1 0 57 0 711 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
150 5 30 5 30 5 30
2586 131072 0 6 208896 0
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trp_french_lancer_trumpet Regiment_de_Chevau-Legers_Lanciers_de_la_Garde Trumpeter 0 133170176 0 0 18 0 0
240 0 627 0 508 0 703 0 108 0 52 0 712 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
150 5 30 5 30 5 30
2586 131072 0 6 208896 0
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trp_french_dragoon Regiment_de_Dragons_de_l'Imperatrice Dragoon 0 133170176 0 0 7 0 0
201 0 622 0 485 0 703 0 7 0 10 0 13 0 111 0 53 0 713 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
120 5 30 5 125 5 30
2586 131072 0 5 208896 0
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trp_french_dragoon_nco Regiment_de_Dragons_de_l'Imperatrice Eagle_Bearer 0 133170176 0 0 18 0 0
243 0 622 0 485 0 703 0 150 0 53 0 713 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
120 5 30 5 125 5 30
2586 131072 0 5 208896 0
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trp_french_dragoon_officer Regiment_de_Dragons_de_l'Imperatrice Officer 0 133170176 0 0 18 0 0
202 0 622 0 486 0 703 0 112 0 1 0 55 0 713 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
120 5 30 5 80 5 30
2586 131072 0 5 208896 0
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trp_french_dragoon_trumpet Regiment_de_Dragons_de_l'Imperatrice Trumpeter 0 133170176 0 0 18 0 0
239 0 622 0 487 0 703 0 108 0 53 0 714 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
120 5 30 5 80 5 30
2586 131072 0 5 208896 0
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trp_french_cuirassier 9eme_Regiment_de_Cuirassiers Cuirassier 0 133170176 0 0 7 0 0
219 0 651 0 488 0 703 0 59 0 715 0 651 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
140 5 30 5 30 5 30
2586 131072 0 6 339968 0
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trp_french_cuirassier_nco Cuirassiers Eagle_Bearer 0 133170176 0 0 18 0 0
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12 10 15 15 20
140 5 30 5 30 5 30
2586 131072 0 6 339968 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_french_cuirassier_officer Cuirassiers Officer 0 133170176 0 0 18 0 0
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12 10 15 15 20
140 5 30 5 30 5 30
2586 131072 0 6 339968 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_french_cuirassier_trumpet Cuirassiers Trumpeter 0 133170176 0 0 18 0 0
238 0 651 0 490 0 703 0 108 0 59 0 717 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
140 5 30 5 30 5 30
2586 131072 0 6 339968 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_french_carabineer 1er_Regiment_de_Carabiniers Carabinier 0 133170176 0 0 7 0 0
222 0 651 0 491 0 703 0 50 0 718 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
140 5 30 5 30 5 30
2586 131072 0 6 339968 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_french_carabineer_nco Carabineers Eagle_Bearer 0 133170176 0 0 18 0 0
223 0 651 0 491 0 703 0 147 0 50 0 718 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
140 5 30 5 30 5 30
2586 131072 0 6 339968 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_french_carabineer_officer Carabineers Officer 0 133170176 0 0 18 0 0
224 0 651 0 492 0 703 0 1 0 112 0 55 0 719 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
140 5 30 5 30 5 30
2586 131072 0 6 339968 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_french_carabineer_trumpet Carabineers Trumpeter 0 133170176 0 0 18 0 0
238 0 651 0 493 0 703 0 108 0 50 0 720 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
140 5 30 5 30 5 30
2586 131072 0 6 339968 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_french_grenadier_a_cheval Regiment_de_Grenadiers_a_Cheval_de_la_Garde Heavy_Cavalry 0 133170176 0 0 7 0 0
205 0 624 0 519 0 703 0 53 0 721 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
150 5 30 5 30 5 30
2586 131072 0 6 339968 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_french_grenadier_a_cheval_nco Regiment_de_Grenadiers_a_Cheval_de_la_Garde Eagle_Bearer 0 133170176 0 0 18 0 0
204 0 624 0 521 0 703 0 149 0 53 0 721 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
150 5 30 5 30 5 30
2586 131072 0 6 339968 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_french_grenadier_a_cheval_officer Regiment_de_Grenadiers_a_Cheval_de_la_Garde Officer 0 133170176 0 0 18 0 0
206 0 624 0 520 0 703 0 1 0 112 0 55 0 721 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
150 5 30 5 30 5 30
2586 131072 0 6 339968 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_french_grenadier_a_cheval_trumpet Regiment_de_Grenadiers_a_Cheval_de_la_Garde Trumpeter 0 133170176 0 0 18 0 0
245 0 624 0 521 0 703 0 108 0 53 0 722 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
150 5 30 5 30 5 30
2586 131072 0 6 339968 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_french_arty L'Artillerie Artillery 0 133169152 0 0 7 0 0
210 0 211 0 632 0 510 0 182 0 181 0 60 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
70 5 30 5 30 5 30
2586 131072 0 49 204800 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_french_arty_nco L'Artillerie Artillery_Train 0 133169152 0 0 18 0 0
244 0 635 0 517 0 181 0 60 0 756 0 761 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
80 5 30 5 30 5 30
2586 131072 0 49 204800 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_french_arty_officer L'Artillerie Officer 0 133169152 0 0 18 0 0
212 0 634 0 509 0 704 0 49 0 181 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
80 5 30 5 30 5 30
2586 131072 0 49 204800 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_french_sapper Sappeur Engineer 0 133169152 0 0 7 0 0
229 0 631 0 514 0 703 0 62 0 186 0 188 0 189 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
70 5 30 5 30 5 30
2586 131072 0 48 204800 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_french_ship Ship_Crew Infantry 0 133169152 0 0 7 0 0
641 0 524 0 524 0 525 0 60 0 62 0 72 0 79 0 138 0 138 0 138 0 138 0 139 0 140 0 140 0 137 0 111 0 20 0 112 0 3 0 3 0 3 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
80 5 80 5 130 80 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_french_ship_cannon Ship_Crew L'Artillerie_Navale 0 133169152 0 0 18 0 0
641 0 524 0 524 0 525 0 182 0 181 0 60 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
80 5 80 5 130 80 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_french_ship_marine Ship_Crew Marine,_24e_Bataillon_des_Equipages 0 133169152 0 0 18 0 0
247 0 640 0 523 0 37 0 111 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
50 5 130 5 150 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_french_ship_captain Ship_Crew Capitaine_de_Vaisseau,_Intrepide 0 133169152 0 0 18 0 0
246 0 639 0 522 0 56 0 2 0 3 0 112 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 135168 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_napoleon L'Empereur_Napoleon_Bonaparte Commander 0 133170176 0 0 7 0 0
203 0 623 0 518 0 59 0 719 0 700 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
130 5 30 5 30 5 30
2586 131072 0 6 339968 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_infantry 8._Brandenburgische_Infanterie-Regiment Line_Infantry 0 133169152 0 0 8 0 0
301 0 690 0 592 0 593 0 92 0 47 0 111 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
50 5 130 5 150 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_infantry_nco 8._Infanterie_Regiment Colour_Bearer 0 133169152 0 0 19 0 0
302 0 690 0 611 0 612 0 92 0 173 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_infantry_officer 8._Infanterie_Regiment Officer 0 133169152 0 0 19 0 0
303 0 659 0 594 0 70 0 5 0 112 0 700 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_infantry_drum 8._Infanterie_Regiment Drummer 0 133169152 0 0 19 0 0
304 0 690 0 592 0 612 0 92 0 701 0 105 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_infantry_flute 8._Infanterie_Regiment Fifer 0 133169152 0 0 19 0 0
305 0 690 0 592 0 612 0 92 0 106 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_infantry2 23._Rheinische_Infanterie-Regiment Line_Infantry 0 133169152 0 0 8 0 0
328 0 690 0 592 0 593 0 616 0 92 0 47 0 111 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
50 5 130 5 150 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_infantry2_nco 23._Rheinische_Infanterie-Regiment Colour_Bearer 0 133169152 0 0 19 0 0
329 0 690 0 593 0 174 0 616 0 92 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_infantry2_officer 23._Rheinische_Infanterie-Regiment Officer 0 133169152 0 0 19 0 0
330 0 659 0 606 0 70 0 5 0 112 0 700 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_infantry2_drum 23._Rheinische_Infanterie-Regiment Drummer 0 133169152 0 0 19 0 0
331 0 690 0 593 0 616 0 92 0 701 0 105 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_infantry2_flute 23._Rheinische_Infanterie-Regiment Fifer 0 133169152 0 0 19 0 0
332 0 690 0 593 0 616 0 92 0 106 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_infantry_kurmark 3._Kurmarkische_Landwehr-Regiment Line_Infantry 0 133169152 0 0 8 0 0
333 0 334 0 692 0 589 0 590 0 591 0 94 0 95 0 47 0 111 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
50 5 130 5 150 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_infantry_kurmark_nco 3._Kurmark_Landwehr Colour_Bearer 0 133169152 0 0 19 0 0
335 0 692 0 589 0 590 0 591 0 176 0 94 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_infantry_kurmark_officer 3._Kurmark_Landwehr Officer 0 133169152 0 0 19 0 0
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15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_infantry_kurmark_drum 3._Kurmark_Landwehr Drummer 0 133169152 0 0 19 0 0
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15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_infantry_kurmark_flute 3._Kurmark_Landwehr Fifer 0 133169152 0 0 19 0 0
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15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_infantry_freikorps Lutzowsches_Freikorps Line_Infantry 0 133169152 0 0 8 0 0
348 0 699 0 593 0 93 0 47 0 111 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
50 5 130 5 150 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_infantry_freikorps_nco Lutzowsches_Freikorps Colour_Bearer 0 133169152 0 0 19 0 0
349 0 699 0 593 0 176 0 93 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_infantry_freikorps_officer Lutzowsches_Freikorps Officer 0 133169152 0 0 19 0 0
350 0 699 0 615 0 63 0 5 0 112 0 700 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_infantry_freikorps_drum Lutzowsches_Freikorps Drummer 0 133169152 0 0 19 0 0
351 0 699 0 593 0 105 0 701 0 93 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_infantry_freikorps_flute Lutzowsches_Freikorps Fifer 0 133169152 0 0 19 0 0
352 0 699 0 593 0 106 0 93 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_infantry_15 1._Garde-Regiment_zu_Fuss Foot_Guard 0 133169152 0 0 8 0 0
315 0 670 0 605 0 92 0 47 0 111 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
50 5 145 5 150 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_infantry_15_nco 1._Garde-Regiment_zu_Fuss Colour_Bearer 0 133169152 0 0 19 0 0
316 0 670 0 603 0 175 0 92 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_infantry_15_officer 1._Garde-Regiment_zu_Fuss Officer 0 133169152 0 0 19 0 0
317 0 670 0 604 0 70 0 5 0 112 0 700 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_infantry_15_drum 1._Garde-Regiment_zu_Fuss Drummer 0 133169152 0 0 19 0 0
318 0 670 0 602 0 92 0 105 0 701 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_infantry_15_flute 1._Garde-Regiment_zu_Fuss Fifer 0 133169152 0 0 19 0 0
319 0 670 0 602 0 92 0 106 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_infantry_rifle Schlesische_Schutzen Rifleman 0 133169152 0 0 8 0 0
310 0 311 0 691 0 593 0 69 0 26 0 111 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
50 5 90 5 206 5 30
2586 131072 0 48 135168 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_infantry_rifle_nco Schlesische_Jaeger Sergeant 0 133169152 0 0 19 0 0
312 0 691 0 593 0 69 0 26 0 111 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
50 5 90 5 206 5 30
2586 131072 0 48 135168 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_infantry_rifle_officer Schlesische_Jaeger Officer 0 133169152 0 0 19 0 0
313 0 670 0 607 0 700 0 70 0 5 0 112 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 135168 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_infantry_rifle_horn Schlesische_Jaeger Hornist 0 133169152 0 0 19 0 0
314 0 691 0 593 0 69 0 107 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 135168 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_dragoon 6._Neumarkische_Dragoner Dragoon 0 133170176 0 0 8 0 0
306 0 695 0 696 0 601 0 83 0 16 0 111 0 734 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
120 5 30 5 125 5 30
2586 131072 0 5 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_dragoon_nco 6._Dragoner_Regiment Sergeant 0 133170176 0 0 19 0 0
307 0 695 0 696 0 601 0 177 0 83 0 16 0 111 0 734 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
120 5 30 5 125 5 30
2586 131072 0 5 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_dragoon_officer 6._Dragoner_Regiment Officer 0 133170176 0 0 19 0 0
308 0 695 0 696 0 600 0 83 0 5 0 112 0 734 0 700 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
120 5 30 5 80 5 30
2586 131072 0 5 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_dragoon_trumpet 6._Dragoner_Regiment Trumpeter 0 133170176 0 0 19 0 0
309 0 695 0 696 0 601 0 83 0 108 0 735 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
120 5 30 5 80 5 30
2586 131072 0 5 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_hussar 1._Leib-Husaren-Regiment_(Totenkopfhusaren) Hussar 0 133170176 0 0 8 0 0
323 0 697 0 595 0 83 0 732 0 733 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
160 5 30 5 30 5 30
2586 131072 0 6 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_hussar_nco Death's_Head_Hussar_Regiment Sergeant 0 133170176 0 0 19 0 0
324 0 697 0 595 0 177 0 83 0 732 0 733 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
160 5 30 5 30 5 30
2586 131072 0 6 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_hussar_officer Death's_Head_Hussar_Regiment Officer 0 133170176 0 0 19 0 0
325 0 326 0 698 0 596 0 700 0 5 0 83 0 112 0 732 0 733 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
160 5 30 5 30 5 30
2586 131072 0 6 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_hussar_trumpet Death's_Head_Hussar_Regiment Trumpeter 0 133170176 0 0 19 0 0
327 0 697 0 595 0 108 0 83 0 732 0 733 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
160 5 30 5 30 5 30
2586 131072 0 6 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_landwehr_cav Westfalische_Landwehrkavallerie Lancer 0 133170176 0 0 8 0 0
339 0 693 0 608 0 122 0 83 0 730 0 731 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
50 5 130 5 40 5 30
2586 131072 0 6 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_landwehr_cav_nco Westfalische_Landwehrkavallerie Sergeant 0 133170176 0 0 19 0 0
340 0 693 0 608 0 177 0 83 0 730 0 731 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
150 5 30 5 30 5 30
2586 131072 0 6 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_landwehr_cav_officer Westfalische_Landwehrkavallerie Officer 0 133170176 0 0 19 0 0
341 0 659 0 609 0 83 0 5 0 112 0 730 0 731 0 700 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
150 5 30 5 30 5 30
2586 131072 0 6 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_landwehr_cav_trumpet Westfalische_Landwehrkavallerie Trumpeter 0 133170176 0 0 19 0 0
342 0 693 0 608 0 108 0 83 0 730 0 731 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
150 5 30 5 30 5 30
2586 131072 0 6 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_cuirassier 3._Brandenburgische_Kurassier_Regiment Heavy_Cavalry 0 133170176 0 0 8 0 0
344 0 695 0 696 0 613 0 53 0 736 0 737 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
150 5 30 5 30 5 30
2586 131072 0 6 339968 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_cuirassier_nco 3._Brandenburgische_Kurassier_Regiment Sergeant 0 133170176 0 0 19 0 0
345 0 695 0 696 0 613 0 53 0 736 0 737 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
150 5 30 5 30 5 30
2586 131072 0 6 339968 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_cuirassier_officer 3._Brandenburgische_Kurassier_Regiment Officer 0 133170176 0 0 19 0 0
346 0 695 0 696 0 613 0 703 0 1 0 112 0 55 0 736 0 737 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
150 5 30 5 30 5 30
2586 131072 0 6 339968 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_cuirassier_trumpet 3._Brandenburgische_Kurassier_Regiment Trumpeter 0 133170176 0 0 19 0 0
347 0 695 0 696 0 614 0 108 0 53 0 736 0 737 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
150 5 30 5 30 5 30
2586 131072 0 6 339968 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_arty 36._Regiment_der_Fussartillerie Artillery 0 133169152 0 0 8 0 0
320 0 690 0 599 0 182 0 181 0 93 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
70 5 30 5 30 5 30
2586 131072 0 49 204800 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_arty_nco 36._Regiment_der_Fussartillerie Artillery_Train 0 133169152 0 0 19 0 0
321 0 695 0 599 0 181 0 760 0 765 0 93 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
80 5 30 5 30 5 30
2586 131072 0 49 204800 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_arty_officer 36._Regiment_der_Fussartillerie Officer 0 133169152 0 0 19 0 0
322 0 659 0 598 0 70 0 181 0 700 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
80 5 30 5 30 5 30
2586 131072 0 49 204800 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_sapper 4._Mansfelder_Pionierskorps Engineer 0 133169152 0 0 8 0 0
353 0 679 0 610 0 93 0 186 0 188 0 189 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
70 5 30 5 30 5 30
2586 131072 0 48 204800 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_blucher Generalfeldmarschall_Gebhard_von_Blucher Commander 0 133170176 0 0 8 0 0
343 0 694 0 597 0 66 0 736 0 700 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
130 5 30 5 30 5 30
2586 131072 0 6 339968 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_russian_partizan Partizani Partisan_Irregulars 0 133169152 0 0 9 0 0
391 0 392 0 655 0 656 0 617 0 476 0 477 0 478 0 479 0 480 0 617 0 452 0 111 0 16 0 128 0 129 0 130 0 127 0 132 0 131 0 73 0 133 0 134 0 72 0 79 0 80 0 135 0 136 0 137 0 138 0 20 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
80 5 80 5 130 80 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_russian_opol Sankt-Peterburzhskoye_Opolcheniye Line_Militia 0 133169152 0 0 9 0 0
371 0 655 0 656 0 617 0 111 0 16 0 126 0 72 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
50 5 130 5 150 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_russian_opol_nco St_Petersburg_Opolcheniye Colour_Bearer 0 133169152 0 0 20 0 0
370 0 654 0 618 0 154 0 67 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_russian_opol_officer St_Petersburg_Opolcheniye Officer 0 133169152 0 0 20 0 0
370 0 654 0 618 0 70 0 112 0 5 0 700 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_russian_infantry Simbirskiy_Pehotniy_Polk Line_Infantry 0 133169152 0 0 9 0 0
354 0 645 0 646 0 452 0 111 0 43 0 67 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
50 5 130 5 150 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_russian_infantry_nco Simbirsk_Infantry_Regiment Colour_Bearer 0 133169152 0 0 20 0 0
355 0 645 0 646 0 474 0 159 0 160 0 67 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_russian_infantry_officer Simbirsk_Infantry_Regiment Officer 0 133169152 0 0 20 0 0
356 0 645 0 646 0 473 0 70 0 112 0 5 0 700 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_russian_infantry_drum Simbirsk_Infantry_Regiment Drummer 0 133169152 0 0 20 0 0
357 0 645 0 646 0 452 0 701 0 105 0 67 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_russian_infantry_flute Simbirsk_Infantry_Regiment Fifer 0 133169152 0 0 20 0 0
358 0 645 0 646 0 452 0 106 0 67 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_russian_grenadier Pavlovskiy_Grenaderskiy_Polk Line_Infantry 0 133169152 0 0 9 0 0
383 0 645 0 646 0 449 0 111 0 43 0 67 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
50 5 130 5 150 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_russian_grenadier_nco Pavlovskiy_Grenadier_Regiment Colour_Bearer 0 133169152 0 0 20 0 0
382 0 645 0 646 0 449 0 155 0 156 0 67 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_russian_grenadier_officer Pavlovskiy_Grenadier_Regiment Officer 0 133169152 0 0 20 0 0
381 0 645 0 646 0 449 0 70 0 112 0 5 0 700 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_russian_grenadier_drum Pavlovskiy_Grenadier_Regiment Drummer 0 133169152 0 0 20 0 0
357 0 645 0 646 0 449 0 701 0 105 0 67 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_russian_grenadier_flute Pavlovskiy_Grenadier_Regiment Fifer 0 133169152 0 0 20 0 0
358 0 645 0 646 0 449 0 106 0 67 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_russian_foot_guard Leib-Gvardii_Preobrazhenskiy_Polk Foot_Guard 0 133169152 0 0 9 0 0
374 0 645 0 646 0 471 0 111 0 43 0 67 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
50 5 145 5 150 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_russian_foot_guard_nco Preobrazhenskiy_Guard_Regiment Colour_Bearer 0 133169152 0 0 20 0 0
373 0 645 0 646 0 470 0 157 0 158 0 67 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_russian_foot_guard_officer Preobrazhenskiy_Guard_Regiment Officer 0 133169152 0 0 20 0 0
372 0 645 0 646 0 469 0 76 0 112 0 5 0 700 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_russian_foot_guard_drum Preobrazhenskiy_Guard_Regiment Drummer 0 133169152 0 0 20 0 0
375 0 645 0 646 0 472 0 701 0 105 0 67 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_russian_foot_guard_flute Preobrazhenskiy_Guard_Regiment Fifer 0 133169152 0 0 20 0 0
376 0 645 0 646 0 472 0 106 0 67 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_russian_infantry_rifle 21-y_Yegerskiy_Polk Rifleman 0 133169152 0 0 9 0 0
379 0 657 0 467 0 26 0 16 0 111 0 69 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
50 5 90 5 206 5 30
2586 131072 0 48 135168 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_russian_infantry_rifle_nco 21st_Jaeger_Regiment Sergeant 0 133169152 0 0 20 0 0
378 0 657 0 466 0 26 0 16 0 111 0 69 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
50 5 90 5 206 5 30
2586 131072 0 48 135168 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_russian_infantry_rifle_officer 21st_Jaeger_Regiment Officer 0 133169152 0 0 20 0 0
377 0 657 0 473 0 5 0 112 0 71 0 700 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 135168 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_russian_infantry_rifle_horn 21st_Jaeger_Regiment Hornist 0 133169152 0 0 20 0 0
380 0 657 0 467 0 107 0 93 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 135168 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_russian_hussar Sumskoy_Gusarskiy_Polk Hussar 0 133170176 0 0 9 0 0
361 0 649 0 464 0 64 0 743 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
160 5 30 5 30 5 30
2586 131072 0 6 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_russian_hussar_nco Sumskiy_Hussar_Regiment Colour_Bearer 0 133170176 0 0 20 0 0
360 0 647 0 648 0 463 0 161 0 64 0 743 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
160 5 30 5 30 5 30
2586 131072 0 6 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_russian_hussar_officer Sumskiy_Hussar_Regiment Officer 0 133170176 0 0 20 0 0
359 0 650 0 462 0 112 0 5 0 64 0 743 0 700 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
160 5 30 5 30 5 30
2586 131072 0 6 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_russian_hussar_trumpet Sumskiy_Hussar_Regiment Trumpeter 0 133170176 0 0 20 0 0
362 0 647 0 648 0 465 0 108 0 64 0 743 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
160 5 30 5 30 5 30
2586 131072 0 6 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_russian_uhlan Litovskiy_Ulanskiy_Polk Lancer 0 133170176 0 0 9 0 0
395 0 661 0 483 0 125 0 64 0 742 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
50 5 130 5 40 5 30
2586 131072 0 6 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_russian_uhlan_nco Lithuanian_Uhlans Colour_Bearer 0 133170176 0 0 20 0 0
394 0 661 0 482 0 161 0 64 0 742 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
150 5 30 5 30 5 30
2586 131072 0 6 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_russian_uhlan_officer Lithuanian_Uhlans Officer 0 133170176 0 0 20 0 0
393 0 661 0 481 0 112 0 5 0 64 0 742 0 700 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
150 5 30 5 30 5 30
2586 131072 0 6 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_russian_uhlan_trumpet Lithuanian_Uhlans Trumpeter 0 133170176 0 0 20 0 0
396 0 661 0 484 0 108 0 64 0 742 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
150 5 30 5 30 5 30
2586 131072 0 6 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_russian_cossack Donskoy_Kazachiy_Polk Lancer 0 133170176 0 0 9 0 0
368 0 652 0 461 0 124 0 63 0 75 0 738 0 739 0 740 0 741 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
90 5 130 5 40 5 30
2586 131072 0 6 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_russian_cossack_nco Don_Cossacks Sergeant 0 133170176 0 0 20 0 0
368 0 652 0 460 0 63 0 738 0 739 0 740 0 741 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
150 5 30 5 30 5 30
2586 131072 0 6 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_russian_cossack_officer Don_Cossacks Officer 0 133170176 0 0 20 0 0
367 0 652 0 459 0 112 0 5 0 63 0 738 0 739 0 740 0 741 0 700 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
150 5 30 5 30 5 30
2586 131072 0 6 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_russian_dragoon Kievskiy_Dragunskiy_Polk Dragoon 0 133170176 0 0 9 0 0
389 0 659 0 660 0 450 0 16 0 19 0 111 0 65 0 744 0 700 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
120 5 30 5 125 5 30
2586 131072 0 5 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_russian_dragoon_nco Kiev_Dragoon_Regiment Colour_Bearer 0 133170176 0 0 20 0 0
388 0 659 0 660 0 450 0 161 0 65 0 744 0 700 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
120 5 30 5 125 5 30
2586 131072 0 5 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_russian_dragoon_officer Kiev_Dragoon_Regiment Officer 0 133170176 0 0 20 0 0
387 0 659 0 660 0 450 0 112 0 5 0 65 0 744 0 700 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
120 5 30 5 80 5 30
2586 131072 0 5 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_russian_dragoon_trumpet Kiev_Dragoon_Regiment Trumpeter 0 133170176 0 0 20 0 0
390 0 659 0 660 0 451 0 108 0 65 0 744 0 700 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
120 5 30 5 80 5 30
2586 131072 0 5 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_russian_horse_guard Kavalergardskiy_Polk Cuirassier 0 133170176 0 0 9 0 0
363 0 651 0 453 0 66 0 745 0 702 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
140 5 30 5 30 5 30
2586 131072 0 6 339968 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_russian_horse_guard_nco Chevaliers-Gardes Colour_Bearer 0 133170176 0 0 20 0 0
364 0 651 0 453 0 161 0 66 0 745 0 702 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
140 5 30 5 30 5 30
2586 131072 0 6 339968 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_russian_horse_guard_officer Chevaliers-Gardes Officer 0 133170176 0 0 20 0 0
365 0 651 0 454 0 112 0 5 0 66 0 745 0 702 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
140 5 30 5 30 5 30
2586 131072 0 6 339968 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_russian_horse_guard_trumpet Chevaliers-Gardes Trumpeter 0 133170176 0 0 20 0 0
366 0 659 0 660 0 455 0 108 0 66 0 745 0 700 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
140 5 30 5 30 5 30
2586 131072 0 6 339968 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_russian_arty 8-ya_Batarejnaya_Rota Artillery 0 133169152 0 0 9 0 0
386 0 658 0 458 0 182 0 181 0 67 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
70 5 30 5 30 5 30
2586 131072 0 49 204800 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_russian_arty_nco Artillery Artillery_Train 0 133169152 0 0 20 0 0
385 0 660 0 457 0 181 0 67 0 758 0 763 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
80 5 30 5 30 5 30
2586 131072 0 49 204800 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_russian_arty_officer Artillery Officer 0 133169152 0 0 20 0 0
384 0 658 0 456 0 70 0 181 0 700 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
80 5 30 5 30 5 30
2586 131072 0 49 204800 0
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trp_russian_sapper Saper Engineer 0 133169152 0 0 9 0 0
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trp_austrian_infantry2_officer Infantrie_Regiment_Freiherr_von_Wacquant_Nr._62 Officer 0 133169152 0 0 21 0 0
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trp_austrian_infantry2_drum Infantrie_Regiment_Freiherr_von_Wacquant_Nr._62 Drummer 0 133169152 0 0 21 0 0
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trp_austrian_infantry2_flute Infantrie_Regiment_Freiherr_von_Wacquant_Nr._62 Fifer 0 133169152 0 0 21 0 0
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trp_austrian_grenzer Grenz_Regiment_Oguliner_Nr._3 Line/Light_Infantry 0 133169152 0 0 10 0 0
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trp_austrian_grenzer_nco Grenz_Regiment_Oguliner_Nr._3 Colour_Bearer 0 133169152 0 0 21 0 0
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trp_austrian_grenzer_officer Grenz_Regiment_Oguliner_Nr._3 Officer 0 133169152 0 0 21 0 0
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trp_austrian_grenzer_drum Grenz_Regiment_Oguliner_Nr._3 Drummer 0 133169152 0 0 21 0 0
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trp_austrian_grenzer_flute Grenz_Regiment_Oguliner_Nr._3 Fifer 0 133169152 0 0 21 0 0
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trp_austrian_grenadier Grenadier_Battalion_Purcell Foot_Guard 0 133169152 0 0 10 0 0
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trp_austrian_grenadier_nco Grenadier_Battalion_Purcell Colour_Bearer 0 133169152 0 0 21 0 0
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trp_austrian_grenadier_officer Grenadier_Battalion_Purcell Officer 0 133169152 0 0 21 0 0
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trp_austrian_grenadier_drum Grenadier_Battalion_Purcell Drummer 0 133169152 0 0 21 0 0
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trp_austrian_grenadier_flute Grenadier_Battalion_Purcell Fifer 0 133169152 0 0 21 0 0
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trp_austrian_infantry_rifle Jaeger_Battalion_2 Rifleman 0 133169152 0 0 10 0 0
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trp_austrian_infantry_rifle_nco Jaeger_Battalion_2 Sergeant 0 133169152 0 0 21 0 0
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trp_austrian_infantry_rifle_officer Jaeger_Battalion_2 Officer 0 133169152 0 0 21 0 0
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trp_austrian_infantry_rifle_horn Jaeger_Battalion_2 Hornist 0 133169152 0 0 21 0 0
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trp_austrian_hussar Husar_Regiment_Graf_von_Hessen-Homburg_Nr._4 Hussar 0 133170176 0 0 10 0 0
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trp_austrian_hussar_nco Husar_Regiment_Graf_von_Hessen-Homburg_Nr._4 Colour_Bearer 0 133170176 0 0 21 0 0
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trp_austrian_uhlan Ulan_Regiment_Schwarzenberg_Nr._2 Lancer 0 133170176 0 0 10 0 0
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trp_austrian_uhlan_officer Ulan_Regiment_Schwarzenberg_Nr._2 Officer 0 133170176 0 0 21 0 0
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trp_austrian_uhlan_trumpet Ulan_Regiment_Schwarzenberg_Nr._2 Trumpeter 0 133170176 0 0 21 0 0
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trp_austrian_light_horse Chevauleger_Regiment_Furst_von_Hohenzollern_Nr._2 Light_Horse 0 133170176 0 0 10 0 0
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trp_austrian_light_horse_officer Chevauleger_Regiment_Furst_von_Hohenzollern_Nr._2 Officer 0 133170176 0 0 21 0 0
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trp_austrian_light_horse_trumpet Chevauleger_Regiment_Furst_von_Hohenzollern_Nr._2 Trumpeter 0 133170176 0 0 21 0 0
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trp_austrian_dragoon Dragoner_Regiment_Erzherzog_Ferdinand_Nr._5 Dragoon 0 133170176 0 0 10 0 0
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trp_austrian_dragoon_nco Dragoner_Regiment_Erzherzog_Ferdinand_Nr._5 Colour_Bearer 0 133170176 0 0 21 0 0
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trp_austrian_dragoon_officer Dragoner_Regiment_Erzherzog_Ferdinand_Nr._5 Officer 0 133170176 0 0 21 0 0
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trp_austrian_dragoon_trumpet Dragoner_Regiment_Erzherzog_Ferdinand_Nr._5 Trumpeter 0 133170176 0 0 21 0 0
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trp_austrian_cuirassier Kurassier_Regiment_Kaiser_Franz_Nr._1 Cuirassier 0 133170176 0 0 10 0 0
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trp_austrian_cuirassier_nco Kurassier_Regiment_Kaiser_Franz_Nr._1 Colour_Bearer 0 133170176 0 0 21 0 0
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trp_austrian_cuirassier_officer Kurassier_Regiment_Kaiser_Franz_Nr._1 Officer 0 133170176 0 0 21 0 0
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trp_austrian_cuirassier_trumpet Kurassier_Regiment_Kaiser_Franz_Nr._1 Trumpeter 0 133170176 0 0 21 0 0
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trp_austrian_arty Artillerie_Regiment_Prinz_zu_Lothringen_Nr._7 Artillery 0 133169152 0 0 10 0 0
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trp_austrian_arty_nco Artillerie_Regiment_Prinz_zu_Lothringen_Nr._7 Artillery_Train 0 133169152 0 0 21 0 0
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trp_austrian_arty_officer Artillerie_Regiment_Prinz_zu_Lothringen_Nr._7 Officer 0 133169152 0 0 21 0 0
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trp_austrian_sapper Pionier-Battalion_Nr._1 Engineer 0 133169152 0 0 10 0 0
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trp_schwarzenberg Karl_Philipp,_Furst_zu_Schwarzenberg Commander 0 133170176 0 0 10 0 0
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trp_british_arty_commander Royal_Foot_Artillery Officer 0 133169152 0 0 17 0 0
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trp_french_arty_commander L'Artillerie Officer 0 133169152 0 0 18 0 0
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trp_walker_peasant_male Peasant Peasants 0 133169152 0 0 1 0 0
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trp_walker_peasant_female Peasant Peasants 0 133169153 0 0 1 0 0
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trp_camp_armorer Tailor {!}Armorer 0 36880 0 0 1 0 0
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trp_camp_weaponsmith Weapon_Merchant {!}Weaponsmith 0 36880 0 0 1 0 0
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Please, help. https://www.fsegames.eu/forum/index.php?topic=8301.0 I made a recolor of the Bavarian Infantry for France. Now, I was playing in public with it, and I kept getting kicked for cheating. All Russian units and certain Austrian units make you get kicked for cheating... Can someone please download my mod, and help me figure out what the problem is? I am VERY new to all of this, I just started doing this yesterday at 11pm.Sure, Anything to keep away from TJR eh? ;)
I'll edit this post with any findings.
Edit-
Looks like it's an error with the Troops.txt you edited.Codetrp_french_infantry_bavarian 7._Linien-Infanterie-Regiment_Lowenstein,_Bayern. Bavarian_Infantry 0 133169152 0 0 7 0 0
VanillaCodetrp_french_infantry_bavarian 2._Linien-Infanterie-Regiment_Kronprinz,_Bayern. Line_Infantry 0 133169152 0 0 7 0 0
I'll work on a fixed file for you
This seems to work, I'd suggest testing it before you call it official.WARNINGBIGFILECodetroopsfile version 2
411
trp_player Player Player 0 268435472 0 0 4 0 0
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trp_temp_troop Temp_Troop Temp_Troop 0 16 0 0 1 0 0
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trp_temp_array_a {!}temp_array_a {!}temp_array_a 0 48 0 0 3 0 0
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trp_multiplayer_data {!}multiplayer_data {!}multiplayer_data 0 48 0 0 3 0 0
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trp_british_infantry2_ai German_Line_Infantry German_Line_Infantry 0 133169152 0 0 6 0 0
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trp_british_highlander_ai British_Highland_Infantry Highland_Infantry 0 133169152 0 0 6 0 0
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trp_british_foot_guard_ai British_Foot_Guard Foot_Guards 0 133169152 0 0 6 0 0
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trp_british_light_infantry_ai British_Light_Infantry Light_Infantry 0 133169152 0 0 6 0 0
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trp_british_rifle_ai British_Rifleman Riflemen 0 133169152 0 0 6 0 0
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trp_british_hussar_ai British_Hussar Hussars 0 133170176 0 0 6 0 0
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trp_british_light_dragoon_ai British_Light_Dragoon Light_Dragoons 0 133170176 0 0 6 0 0
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trp_british_dragoon_ai British_Dragoon Heavy_Dragoons 0 133170176 0 0 6 0 0
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trp_british_horseguard_ai British_Horse_Guard Horse_Guards 0 133170176 0 0 6 0 0
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trp_british_ship_ai British_Sailor Sailors 0 133169152 0 0 6 0 0
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trp_british_ship_marine_ai British_Marine Marines 0 133169152 0 0 6 0 0
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trp_british_arty_ai British_Artillerist Artillery_(Cannon) 0 133169152 0 0 6 0 0
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trp_british_arty_alt_ai British_Artillerist Artillery_(Howitzer) 0 133169152 0 0 6 0 0
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trp_british_rocket_ai British_Rocketeer Rocket_Artillery 0 133169152 0 0 6 0 0
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trp_french_infantry_ai French_Line_Infantry Line_Infantry 0 133169152 0 0 7 0 0
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trp_french_infantry2_ai French_Grenadier Grenadiers 0 133169152 0 0 7 0 0
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12 10 15 15 20
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trp_french_infantry_vistula_ai Polish_Line_Infantry Polish_Line_Infantry 0 133169152 0 0 7 0 0
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trp_french_infantry_bavarian_ai Bavarian_Line_Infantry Bavarian_Line_Infantry 0 133169152 0 0 7 0 0
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trp_french_old_guard_ai French_Grenadier_Guard Grenadier_Guards 0 133169152 0 0 7 0 0
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trp_french_voltigeur_ai French_Voltigeur Voltigeurs 0 133169152 0 0 7 0 0
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trp_french_hussar_ai French_Hussar Hussars 0 133170176 0 0 7 0 0
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trp_french_lancer_ai Polish_Lancer Polish_Lancers 0 133170176 0 0 7 0 0
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trp_french_dragoon_ai French_Dragoon Dragoons 0 133170176 0 0 7 0 0
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trp_french_cuirassier_ai French_Cuirassier Cuirassiers 0 133170176 0 0 7 0 0
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2586 131072 0 4 208896 0
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trp_french_carabineer_ai French_Carabinier Carabiniers 0 133170176 0 0 7 0 0
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2586 131072 0 4 208896 0
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trp_french_grenadier_a_cheval_ai French_Horse_Grenadier Horse_Grenadiers 0 133170176 0 0 7 0 0
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140 5 30 5 30 5 30
2586 131072 0 4 208896 0
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trp_french_ship_ai French_Sailor Sailors 0 133169152 0 0 7 0 0
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12 10 15 15 20
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2586 131072 0 48 208896 0
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trp_french_ship_marine_ai French_Marine Marines 0 133169152 0 0 7 0 0
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12 10 15 15 20
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2586 131072 0 48 208896 0
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trp_french_arty_ai French_Artillerist Artillery_(Cannon) 0 133169152 0 0 7 0 0
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12 10 15 15 20
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trp_french_arty_alt_ai French_Artillerist Artillery_(Howitzer) 0 133169152 0 0 7 0 0
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50 5 50 5 80 5 30
2586 131072 0 49 204800 0
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trp_prussian_infantry_ai Prussian_Line_Infantry Line_Infantry_(Brandenburg) 0 133169152 0 0 8 0 0
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2586 131072 0 48 208896 0
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trp_prussian_infantry2_ai Prussian_Line_Infantry Line_Infantry_(Rhen) 0 133169152 0 0 8 0 0
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12 10 15 15 20
50 5 130 5 120 5 30
2586 131072 0 48 208896 0
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trp_prussian_infantry_kurmark_ai Prussian_Landwehr Landwehr 0 133169152 0 0 8 0 0
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12 10 15 15 20
50 5 130 5 120 5 30
2586 131072 0 48 208896 0
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trp_prussian_infantry_freikorps_ai Prussian_Freikorps Freikorps 0 133169152 0 0 8 0 0
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50 5 130 5 120 5 30
2586 131072 0 48 208896 0
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trp_prussian_infantry_15_ai Prussian_Foot_Guard Foot_Guards 0 133169152 0 0 8 0 0
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12 10 15 15 20
70 5 170 5 130 5 30
2586 131072 0 48 208896 0
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trp_prussian_infantry_rifle_ai Prussian_Jaeger Jaegers 0 133169152 0 0 8 0 0
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12 10 15 15 20
30 5 90 5 150 5 30
2586 131072 0 48 135168 0
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trp_prussian_dragoon_ai Prussian_Dragoon Dragoons 0 133170176 0 0 8 0 0
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12 10 15 15 20
100 5 30 5 100 5 30
2586 131072 0 3 208896 0
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trp_prussian_hussar_ai Prussian_Hussar Hussars 0 133170176 0 0 8 0 0
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12 10 15 15 20
150 5 30 5 30 5 30
2586 131072 0 6 208896 0
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trp_prussian_landwehr_cav_ai Prussian_Lancer Lancers 0 133170176 0 0 8 0 0
339 0 693 0 608 0 122 0 83 0 730 0 731 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
50 5 130 5 40 5 30
2586 131072 0 4 208896 0
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trp_prussian_cuirassier_ai Prussian_Cuirassier Cuirassiers 0 133170176 0 0 8 0 0
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12 10 15 15 20
140 5 30 5 30 5 30
2586 131072 0 4 208896 0
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trp_prussian_arty_ai Prussian_Artillerist Artillery_(Cannon) 0 133169152 0 0 8 0 0
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12 10 15 15 20
50 5 50 5 80 5 30
2586 131072 0 49 204800 0
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trp_prussian_arty_alt_ai Prussian_Artillerist Artillery_(Howitzer) 0 133169152 0 0 8 0 0
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12 10 15 15 20
50 5 50 5 80 5 30
2586 131072 0 49 204800 0
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trp_russian_partizan_ai Russian_Partisan Partisans 0 66060288 0 0 9 0 0
391 0 392 0 655 0 656 0 617 0 476 0 477 0 478 0 479 0 480 0 617 0 452 0 111 0 16 0 128 0 129 0 130 0 127 0 132 0 131 0 73 0 133 0 134 0 72 0 79 0 80 0 135 0 136 0 137 0 138 0 20 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
40 5 80 5 80 60 30
2586 131072 0 48 208896 0
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trp_russian_opol_ai Russian_Militia Line_Militia 0 66060288 0 0 9 0 0
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12 10 15 15 20
50 5 130 5 120 5 30
2586 131072 0 48 208896 0
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trp_russian_infantry_ai Russian_Line_Infantry Line_Infantry 0 133169152 0 0 9 0 0
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12 10 15 15 20
50 5 130 5 120 5 30
2586 131072 0 48 208896 0
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trp_russian_grenadier_ai Russian_Grenadier Grenadiers 0 133169152 0 0 9 0 0
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12 10 15 15 20
50 5 130 5 120 5 30
2586 131072 0 48 208896 0
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trp_russian_foot_guard_ai Russian_Foot_Guard Foot_Guards 0 133169152 0 0 9 0 0
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12 10 15 15 20
70 5 170 5 130 5 30
2586 131072 0 48 208896 0
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trp_russian_infantry_rifle_ai Russian_Jaeger Jaegers 0 133169152 0 0 9 0 0
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12 10 15 15 20
30 5 90 5 150 5 30
2586 131072 0 48 135168 0
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trp_russian_hussar_ai Russian_Hussar Hussars 0 133170176 0 0 9 0 0
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12 10 15 15 20
150 5 30 5 30 5 30
2586 131072 0 4 208896 0
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trp_russian_uhlan_ai Russian_Uhlan Uhlans 0 133170176 0 0 9 0 0
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12 10 15 15 20
50 5 130 5 40 5 30
2586 131072 0 4 208896 0
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trp_russian_cossack_ai Russian_Cossack Cossacks 0 133170176 0 0 9 0 0
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12 10 15 15 20
50 5 130 5 40 5 30
2586 131072 0 4 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_russian_dragoon_ai Russian_Dragoon Dragoons 0 133170176 0 0 9 0 0
389 0 659 0 660 0 450 0 18 0 111 0 65 0 744 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
100 5 30 5 100 5 30
2586 131072 0 3 208896 0
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trp_russian_horse_guard_ai Russian_Cavalry_Guard Cavalry_Guards 0 133170176 0 0 9 0 0
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12 10 15 15 20
120 5 30 5 30 5 30
2586 131072 0 4 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_russian_arty_ai Russian_Artillerist Artillery_(Cannon) 0 133169152 0 0 9 0 0
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12 10 15 15 20
50 5 50 5 80 5 30
2586 131072 0 49 204800 0
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trp_russian_arty_alt_ai Russian_Artillerist Artillery_(Howitzer) 0 133169152 0 0 9 0 0
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12 10 15 15 20
50 5 50 5 80 5 30
2586 131072 0 49 204800 0
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trp_austrian_infantry_ai Austrian_Line_Infantry Line_Infantry 0 133169152 0 0 10 0 0
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12 10 15 15 20
50 5 130 5 120 5 30
2586 131072 0 48 208896 0
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trp_austrian_infantry2_ai Hungarian_Line_Infantry Line_Infantry 0 133169152 0 0 10 0 0
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12 10 15 15 20
50 5 130 5 120 5 30
2586 131072 0 48 208896 0
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trp_austrian_grenzer_ai Austrian_Grenzer Grenzers 0 133169152 0 0 10 0 0
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12 10 15 15 20
50 5 130 5 120 5 30
2586 131072 0 48 135168 0
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trp_austrian_grenadier_ai Hungarian_Grenadier Grenadiers 0 133169152 0 0 10 0 0
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12 10 15 15 20
70 5 170 5 130 5 30
2586 131072 0 48 208896 0
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trp_austrian_infantry_rifle_ai Austrian_Jaeger Jaegers 0 133169152 0 0 10 0 0
419 0 540 0 665 0 26 0 111 0 90 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
30 5 90 5 150 5 30
2586 131072 0 48 135168 0
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trp_austrian_hussar_ai Austrian_Hussar Hussars 0 133170176 0 0 10 0 0
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12 10 15 15 20
150 5 30 5 30 5 30
2586 131072 0 4 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_austrian_uhlan_ai Austrian_Uhlan Uhlans 0 133170176 0 0 10 0 0
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12 10 15 15 20
50 5 130 5 40 5 30
2586 131072 0 4 208896 0
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trp_austrian_light_horse_ai Austrian_Chevauleger Chevaulegers 0 133170176 0 0 10 0 0
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12 10 15 15 20
100 5 30 5 100 5 30
2586 131072 0 4 143360 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_austrian_dragoon_ai Austrian_Dragoon Dragoons 0 133170176 0 0 10 0 0
427 0 533 0 671 0 707 0 18 0 111 0 65 0 749 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
100 5 30 5 100 5 30
2586 131072 0 3 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_austrian_cuirassier_ai Austrian_Cuirassier Cuirassiers 0 133170176 0 0 10 0 0
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12 10 15 15 20
120 5 30 5 30 5 30
2586 131072 0 4 208896 0
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trp_austrian_arty_ai Austrian_Artillerist Artillery_(Cannon) 0 133169152 0 0 10 0 0
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12 10 15 15 20
50 5 50 5 80 5 30
2586 131072 0 49 204800 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_austrian_arty_alt_ai Austrian_Artillerist Artillery_(Howitzer) 0 133169152 0 0 10 0 0
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12 10 15 15 20
50 5 50 5 80 5 30
2586 131072 0 49 204800 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_british_infantry 33rd_Regiment_of_Foot Line_Infantry 0 133169152 0 0 6 0 0
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15 15 15 15 20
50 5 130 5 150 5 30
2586 131072 0 48 208896 0
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trp_british_infantry_nco 33rd_Regiment_of_Foot Ensign 0 133169152 0 0 17 0 0
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15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
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trp_british_infantry_officer 33rd_Regiment_of_Foot Officer 0 133169152 0 0 17 0 0
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15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
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trp_british_infantry_drum 33rd_Regiment_of_Foot Drummer 0 133169152 0 0 17 0 0
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15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_british_infantry_flute 33rd_Regiment_of_Foot Fifer 0 133169152 0 0 17 0 0
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15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
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trp_british_infantry2 5th_Line_Battalion_King's_German_Legion Line_Infantry 0 133169152 0 0 6 0 0
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15 15 15 15 20
50 5 130 5 150 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_british_infantry2_nco Kings_German_Legion_5th_Battalion Ensign 0 133169152 0 0 17 0 0
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15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_british_infantry2_officer Kings_German_Legion_5th_Battalion Officer 0 133169152 0 0 17 0 0
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15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_british_infantry2_drum Kings_German_Legion_5th_Battalion Drummer 0 133169152 0 0 17 0 0
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15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_british_infantry2_flute Kings_German_Legion_5th_Battalion Fifer 0 133169152 0 0 17 0 0
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15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_british_highlander 42nd_Regiment_of_Foot_(Black_Watch) Line_Infantry 0 133169152 0 0 6 0 0
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15 15 15 15 20
50 500 130 5 150 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_british_highlander_nco 42nd_Highland_Regiment_of_Foot Ensign 0 133169152 0 0 17 0 0
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15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_british_highlander_officer 42nd_Highland_Regiment_of_Foot Officer 0 133169152 0 0 17 0 0
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15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_british_highlander_drum 42nd_Highland_Regiment_of_Foot Drummer 0 133169152 0 0 17 0 0
266 0 674 0 567 0 701 0 105 0 85 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_british_highlander_pipes 42nd_Highland_Regiment_of_Foot Piper 0 133169152 0 0 17 0 0
267 0 268 0 674 0 564 0 110 0 81 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_british_foot_guard Coldstream_Regiment_of_Foot_Guards Foot_Guard 0 133169152 0 0 6 0 0
269 0 679 0 569 0 41 0 111 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
50 5 145 5 150 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_british_foot_guard_nco 2nd_Regiment_of_Foot_Guards_(Coldstream) Ensign 0 133169152 0 0 17 0 0
270 0 659 0 568 0 707 0 166 0 167 0 85 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_british_foot_guard_officer 2nd_Regiment_of_Foot_Guards_(Coldstream) Officer 0 133169152 0 0 17 0 0
271 0 659 0 568 0 707 0 6 0 112 0 87 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_british_foot_guard_drum 2nd_Regiment_of_Foot_Guards_(Coldstream) Drummer 0 133169152 0 0 17 0 0
272 0 679 0 569 0 105 0 701 0 85 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_british_foot_guard_flute 2nd_Regiment_of_Foot_Guards_(Coldstream) Fifer 0 133169152 0 0 17 0 0
273 0 679 0 569 0 106 0 85 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_british_light_infantry 51st_(2nd_Yorkshire_West_Riding)_Regiment_of_Foot Light_Infantry 0 133169152 0 0 6 0 0
274 0 621 0 558 0 41 0 111 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
50 5 90 5 206 5 30
2586 131072 0 48 135168 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_british_light_infantry_nco 51st_Regiment_of_Foot Ensign 0 133169152 0 0 17 0 0
275 0 659 0 559 0 707 0 168 0 169 0 85 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 135168 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_british_light_infantry_officer 51st_Regiment_of_Foot Officer 0 133169152 0 0 17 0 0
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15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 135168 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_british_light_infantry_horn 51st_Regiment_of_Foot Hornist 0 133169152 0 0 17 0 0
277 0 621 0 558 0 107 0 85 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 135168 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_british_rifle 95th_Regiment_of_Foot_(Rifles) Rifleman 0 133169152 0 0 6 0 0
278 0 676 0 677 0 678 0 561 0 561 0 561 0 562 0 563 0 28 0 111 0 84 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
50 5 90 5 206 5 30
2586 131072 0 48 135168 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_british_rifle_nco 95th_Rifle_Regiment_of_Foot Sergeant 0 133169152 0 0 17 0 0
279 0 676 0 677 0 678 0 561 0 561 0 561 0 562 0 563 0 707 0 28 0 111 0 84 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
50 5 90 5 206 5 30
2586 131072 0 48 135168 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_british_rifle_officer 95th_Rifle_Regiment_of_Foot Officer 0 133169152 0 0 17 0 0
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80 5 80 5 50 5 30
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trp_british_rifle_horn 95th_Rifle_Regiment_of_Foot Hornist 0 133169152 0 0 17 0 0
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80 5 80 5 50 5 30
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trp_british_hussar 1st_KGL_Hussars Hussar 0 133170176 0 0 6 0 0
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trp_british_hussar_nco 1st_KGL_Hussars Sergeant 0 133170176 0 0 17 0 0
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trp_british_hussar_officer 1st_KGL_Hussars Officer 0 133170176 0 0 17 0 0
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2586 131072 0 6 208896 0
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trp_british_hussar_bugle 1st_KGL_Hussars Bugler 0 133170176 0 0 17 0 0
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2586 131072 0 6 208896 0
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trp_british_light_dragoon 23rd_Light_Dragoons Light_Horse 0 133170176 0 0 6 0 0
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12 10 15 15 20
90 5 30 5 125 5 30
2586 131072 0 6 135168 0
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trp_british_light_dragoon_nco 23rd_Light_Dragoons Sergeant 0 133170176 0 0 17 0 0
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2586 131072 0 6 135168 0
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trp_british_light_dragoon_officer 23rd_Light_Dragoons Officer 0 133170176 0 0 17 0 0
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2586 131072 0 6 135168 0
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trp_british_light_dragoon_bugle 23rd_Light_Dragoons Bugler 0 133170176 0 0 17 0 0
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trp_british_dragoon 6th_(Inniskilling)_Dragoons Heavy_Cavalry 0 133170176 0 0 6 0 0
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trp_british_dragoon_nco 6th_(Inniskilling)_Dragoons Sergeant 0 133170176 0 0 17 0 0
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trp_british_dragoon_officer 6th_(Inniskilling)_Dragoons Officer 0 133170176 0 0 17 0 0
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2586 131072 0 6 339968 0
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trp_british_dragoon_bugle 6th_(Inniskilling)_Dragoons Bugler 0 133170176 0 0 17 0 0
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150 5 30 5 30 5 30
2586 131072 0 6 339968 0
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trp_british_horseguard Royal_Horse_Guards_Blue Heavy_Cavalry 0 133170176 0 0 6 0 0
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2586 131072 0 6 339968 0
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trp_british_horseguard_nco Royal_Horse_Guards_Blue Sergeant 0 133170176 0 0 17 0 0
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2586 131072 0 6 339968 0
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trp_british_horseguard_officer Royal_Horse_Guards_Blue Officer 0 133170176 0 0 17 0 0
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2586 131072 0 6 339968 0
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trp_british_horseguard_bugle Royal_Horse_Guards_Blue Bugler 0 133170176 0 0 17 0 0
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150 5 30 5 30 5 30
2586 131072 0 6 339968 0
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trp_british_arty Royal_Foot_Artillery Artillery 0 133169152 0 0 6 0 0
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15 15 15 15 20
70 5 30 5 30 5 30
2586 131072 0 49 204800 0
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trp_british_arty_nco Royal_Foot_Artillery Artillery_Train 0 133169152 0 0 17 0 0
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15 15 15 15 20
80 5 30 5 30 5 30
2586 131072 0 49 204800 0
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trp_british_arty_officer Royal_Foot_Artillery Officer 0 133169152 0 0 17 0 0
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15 15 15 15 20
80 5 30 5 30 5 30
2586 131072 0 49 204800 0
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trp_british_rocket 2nd_Rocket_Troop Rocket_Artillery 0 133169152 0 0 6 0 0
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15 15 15 15 20
70 5 30 5 30 5 30
2586 131072 0 48 204800 0
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trp_british_sapper Sapper Engineer 0 133169152 0 0 6 0 0
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15 15 15 15 20
70 5 30 5 30 5 30
2586 131072 0 48 204800 0
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trp_british_ship Ship_Crew Infantry 0 133169152 0 0 6 0 0
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15 15 15 15 20
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2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_british_ship_cannon Ship_Crew Naval_Artillery 0 133169152 0 0 17 0 0
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15 15 15 15 20
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2586 131072 0 48 208896 0
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trp_british_ship_marine Ship_Crew Marine,_1st_Battalion_-_Royal_Marines 0 133169152 0 0 17 0 0
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15 15 15 15 20
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2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_british_ship_captain Ship_Crew Post_Captain,_HMS_Neptune 0 133169152 0 0 17 0 0
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15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 135168 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_wellington Arthur_Wellesley,_Duke_of_Wellington Commander 0 133170176 0 0 6 0 0
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12 10 15 15 20
130 5 30 5 30 5 30
2586 131072 0 6 339968 0
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trp_french_infantry 45e_Regiment_d'Infanterie_de_ligne Line_Infantry 0 133169152 0 0 7 0 0
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50 5 130 5 150 5 30
2586 131072 0 48 208896 0
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trp_french_infantry_nco 45e_Regiment_d'Infanterie_de_ligne Eagle_Bearer 0 133169152 0 0 18 0 0
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15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
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trp_french_infantry_officer 45e_Regiment_d'Infanterie_de_ligne Officer 0 133169152 0 0 18 0 0
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15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
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trp_french_infantry_drum 45e_Regiment_d'Infanterie_de_ligne Drummer 0 133169152 0 0 18 0 0
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15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
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trp_french_infantry_flute 45e_Regiment_d'Infanterie_de_ligne Fifer 0 133169152 0 0 18 0 0
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15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
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trp_french_infantry2 84e_Regiment_d'Infanterie_de_ligne Line_Infantry 0 133169152 0 0 7 0 0
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15 15 15 15 20
50 5 130 5 150 5 30
2586 131072 0 48 208896 0
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trp_french_infantry2_nco 84e_Regiment_d'Infanterie_de_ligne Eagle_Bearer 0 133169152 0 0 18 0 0
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15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
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trp_french_infantry2_officer 84e_Regiment_d'Infanterie_de_ligne Officer 0 133169152 0 0 18 0 0
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15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
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trp_french_infantry2_drum 84e_Regiment_d'Infanterie_de_ligne Drummer 0 133169152 0 0 18 0 0
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15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
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trp_french_infantry2_flute 84e_Regiment_d'Infanterie_de_ligne Fifer 0 133169152 0 0 18 0 0
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15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
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trp_french_infantry_vistula Legion_de_la_Vistule Line_Infantry 0 133169152 0 0 7 0 0
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15 15 15 15 20
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2586 131072 0 48 208896 0
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trp_french_infantry_vistula_colours Legion_de_la_Vistule Eagle_Bearer 0 133169152 0 0 18 0 0
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15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
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trp_french_infantry_vistula_officer Legion_de_la_Vistule Officer 0 133169152 0 0 18 0 0
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15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
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trp_french_infantry_vistula_drum Legion_de_la_Vistule Drummer 0 133169152 0 0 18 0 0
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15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
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trp_french_infantry_vistula_flute Legion_de_la_Vistule Fifer 0 133169152 0 0 18 0 0
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15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
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trp_french_infantry_bavarian 7_Linen-Infanterie-Regiment_Lowenstein_Bayern Line_Infantry 0 133169152 0 0 7 0 0
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15 15 15 15 20
50 5 130 5 150 5 30
2586 131072 0 48 208896 0
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trp_french_infantry_bavarian_nco 2._Linien-Infanterie-Regiment_Kronprinz,_Bayern. Colour_Bearer 0 133169152 0 0 18 0 0
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15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
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trp_french_infantry_bavarian_officer 2._Linien-Infanterie-Regiment_Kronprinz,_Bayern. Officer 0 133169152 0 0 18 0 0
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15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_french_infantry_bavarian_drum 2._Linien-Infanterie-Regiment_Kronprinz,_Bayern. Drummer 0 133169152 0 0 18 0 0
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15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
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trp_french_infantry_bavarian_flute 2._Linien-Infanterie-Regiment_Kronprinz,_Bayern. Fifer 0 133169152 0 0 18 0 0
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15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_french_old_guard 1er_Regiment_de_Grenadiers_de_la_Garde_Imperiale Foot_Guard 0 133169152 0 0 7 0 0
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15 15 15 15 20
50 5 145 5 150 5 30
2586 131072 0 48 208896 0
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trp_french_old_guard_nco 1er_Regiment_de_Grenadiers_de_la_Garde_Imperiale Eagle_Bearer 0 133169152 0 0 18 0 0
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15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_french_old_guard_officer 1er_Regiment_de_Grenadiers_de_la_Garde_Imperiale Officer 0 133169152 0 0 18 0 0
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15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
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trp_french_old_guard_drum 1er_Regiment_de_Grenadiers_de_la_Garde_Imperiale Drummer 0 133169152 0 0 18 0 0
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15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
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trp_french_old_guard_flute 1er_Regiment_de_Grenadiers_de_la_Garde_Imperiale Fifer 0 133169152 0 0 18 0 0
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15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
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trp_french_voltigeur 15eme_Regiment_d'Infanterie_Legere Light_Infantry 0 133169152 0 0 7 0 0
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15 15 15 15 20
50 5 90 5 206 5 30
2586 131072 0 48 135168 0
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trp_french_voltigeur_colours 15eme_Regiment_d'Infanterie_Legere Eagle_Bearer 0 133169152 0 0 18 0 0
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15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 135168 0
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trp_french_voltigeur_officer 15eme_Regiment_d'Infanterie_Legere Officer 0 133169152 0 0 18 0 0
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15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 135168 0
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trp_french_voltigeur_horn 15eme_Regiment_d'Infanterie_Legere Hornist 0 133169152 0 0 18 0 0
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15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 135168 0
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trp_french_hussar 2e_Regiment_de_Hussards Hussar 0 133170176 0 0 7 0 0
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12 10 15 15 20
160 5 30 5 30 5 30
2586 131072 0 6 208896 0
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trp_french_hussar_nco 2e_Regiment_de_Hussards Eagle_Bearer 0 133170176 0 0 18 0 0
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12 10 15 15 20
160 5 30 5 30 5 30
2586 131072 0 6 208896 0
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trp_french_hussar_officer 2e_Regiment_de_Hussards Officer 0 133170176 0 0 18 0 0
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12 10 15 15 20
160 5 30 5 30 5 30
2586 131072 0 6 208896 0
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trp_french_hussar_trumpet 2e_Regiment_de_Hussards Trumpeter 0 133170176 0 0 18 0 0
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12 10 15 15 20
160 5 30 5 30 5 30
2586 131072 0 6 208896 0
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trp_french_lancer Regiment_de_Chevau-Legers_Lanciers_de_la_Garde Lancer 0 133170176 0 0 7 0 0
216 0 626 0 507 0 703 0 121 0 52 0 711 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
50 5 130 5 40 5 30
2586 131072 0 6 208896 0
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trp_french_lancer_nco Regiment_de_Chevau-Legers_Lanciers_de_la_Garde Eagle_Bearer 0 133170176 0 0 18 0 0
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12 10 15 15 20
150 5 30 5 30 5 30
2586 131072 0 6 208896 0
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trp_french_lancer_officer Regiment_de_Chevau-Legers_Lanciers_de_la_Garde Officer 0 133170176 0 0 18 0 0
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12 10 15 15 20
150 5 30 5 30 5 30
2586 131072 0 6 208896 0
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trp_french_lancer_trumpet Regiment_de_Chevau-Legers_Lanciers_de_la_Garde Trumpeter 0 133170176 0 0 18 0 0
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12 10 15 15 20
150 5 30 5 30 5 30
2586 131072 0 6 208896 0
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trp_french_dragoon Regiment_de_Dragons_de_l'Imperatrice Dragoon 0 133170176 0 0 7 0 0
201 0 622 0 485 0 703 0 7 0 10 0 13 0 111 0 53 0 713 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
120 5 30 5 125 5 30
2586 131072 0 5 208896 0
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trp_french_dragoon_nco Regiment_de_Dragons_de_l'Imperatrice Eagle_Bearer 0 133170176 0 0 18 0 0
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12 10 15 15 20
120 5 30 5 125 5 30
2586 131072 0 5 208896 0
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trp_french_dragoon_officer Regiment_de_Dragons_de_l'Imperatrice Officer 0 133170176 0 0 18 0 0
202 0 622 0 486 0 703 0 112 0 1 0 55 0 713 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
120 5 30 5 80 5 30
2586 131072 0 5 208896 0
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trp_french_dragoon_trumpet Regiment_de_Dragons_de_l'Imperatrice Trumpeter 0 133170176 0 0 18 0 0
239 0 622 0 487 0 703 0 108 0 53 0 714 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
120 5 30 5 80 5 30
2586 131072 0 5 208896 0
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trp_french_cuirassier 9eme_Regiment_de_Cuirassiers Cuirassier 0 133170176 0 0 7 0 0
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12 10 15 15 20
140 5 30 5 30 5 30
2586 131072 0 6 339968 0
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trp_french_cuirassier_nco Cuirassiers Eagle_Bearer 0 133170176 0 0 18 0 0
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12 10 15 15 20
140 5 30 5 30 5 30
2586 131072 0 6 339968 0
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trp_french_cuirassier_officer Cuirassiers Officer 0 133170176 0 0 18 0 0
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12 10 15 15 20
140 5 30 5 30 5 30
2586 131072 0 6 339968 0
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trp_french_cuirassier_trumpet Cuirassiers Trumpeter 0 133170176 0 0 18 0 0
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12 10 15 15 20
140 5 30 5 30 5 30
2586 131072 0 6 339968 0
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trp_french_carabineer 1er_Regiment_de_Carabiniers Carabinier 0 133170176 0 0 7 0 0
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12 10 15 15 20
140 5 30 5 30 5 30
2586 131072 0 6 339968 0
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trp_french_carabineer_nco Carabineers Eagle_Bearer 0 133170176 0 0 18 0 0
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12 10 15 15 20
140 5 30 5 30 5 30
2586 131072 0 6 339968 0
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trp_french_carabineer_officer Carabineers Officer 0 133170176 0 0 18 0 0
224 0 651 0 492 0 703 0 1 0 112 0 55 0 719 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
140 5 30 5 30 5 30
2586 131072 0 6 339968 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_french_carabineer_trumpet Carabineers Trumpeter 0 133170176 0 0 18 0 0
238 0 651 0 493 0 703 0 108 0 50 0 720 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
140 5 30 5 30 5 30
2586 131072 0 6 339968 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_french_grenadier_a_cheval Regiment_de_Grenadiers_a_Cheval_de_la_Garde Heavy_Cavalry 0 133170176 0 0 7 0 0
205 0 624 0 519 0 703 0 53 0 721 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
150 5 30 5 30 5 30
2586 131072 0 6 339968 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_french_grenadier_a_cheval_nco Regiment_de_Grenadiers_a_Cheval_de_la_Garde Eagle_Bearer 0 133170176 0 0 18 0 0
204 0 624 0 521 0 703 0 149 0 53 0 721 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
150 5 30 5 30 5 30
2586 131072 0 6 339968 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_french_grenadier_a_cheval_officer Regiment_de_Grenadiers_a_Cheval_de_la_Garde Officer 0 133170176 0 0 18 0 0
206 0 624 0 520 0 703 0 1 0 112 0 55 0 721 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
150 5 30 5 30 5 30
2586 131072 0 6 339968 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_french_grenadier_a_cheval_trumpet Regiment_de_Grenadiers_a_Cheval_de_la_Garde Trumpeter 0 133170176 0 0 18 0 0
245 0 624 0 521 0 703 0 108 0 53 0 722 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
150 5 30 5 30 5 30
2586 131072 0 6 339968 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_french_arty L'Artillerie Artillery 0 133169152 0 0 7 0 0
210 0 211 0 632 0 510 0 182 0 181 0 60 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
70 5 30 5 30 5 30
2586 131072 0 49 204800 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_french_arty_nco L'Artillerie Artillery_Train 0 133169152 0 0 18 0 0
244 0 635 0 517 0 181 0 60 0 756 0 761 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
80 5 30 5 30 5 30
2586 131072 0 49 204800 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_french_arty_officer L'Artillerie Officer 0 133169152 0 0 18 0 0
212 0 634 0 509 0 704 0 49 0 181 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
80 5 30 5 30 5 30
2586 131072 0 49 204800 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_french_sapper Sappeur Engineer 0 133169152 0 0 7 0 0
229 0 631 0 514 0 703 0 62 0 186 0 188 0 189 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
70 5 30 5 30 5 30
2586 131072 0 48 204800 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_french_ship Ship_Crew Infantry 0 133169152 0 0 7 0 0
641 0 524 0 524 0 525 0 60 0 62 0 72 0 79 0 138 0 138 0 138 0 138 0 139 0 140 0 140 0 137 0 111 0 20 0 112 0 3 0 3 0 3 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
80 5 80 5 130 80 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_french_ship_cannon Ship_Crew L'Artillerie_Navale 0 133169152 0 0 18 0 0
641 0 524 0 524 0 525 0 182 0 181 0 60 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
80 5 80 5 130 80 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_french_ship_marine Ship_Crew Marine,_24e_Bataillon_des_Equipages 0 133169152 0 0 18 0 0
247 0 640 0 523 0 37 0 111 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
50 5 130 5 150 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_french_ship_captain Ship_Crew Capitaine_de_Vaisseau,_Intrepide 0 133169152 0 0 18 0 0
246 0 639 0 522 0 56 0 2 0 3 0 112 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 135168 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_napoleon L'Empereur_Napoleon_Bonaparte Commander 0 133170176 0 0 7 0 0
203 0 623 0 518 0 59 0 719 0 700 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
130 5 30 5 30 5 30
2586 131072 0 6 339968 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_infantry 8._Brandenburgische_Infanterie-Regiment Line_Infantry 0 133169152 0 0 8 0 0
301 0 690 0 592 0 593 0 92 0 47 0 111 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
50 5 130 5 150 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_infantry_nco 8._Infanterie_Regiment Colour_Bearer 0 133169152 0 0 19 0 0
302 0 690 0 611 0 612 0 92 0 173 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_infantry_officer 8._Infanterie_Regiment Officer 0 133169152 0 0 19 0 0
303 0 659 0 594 0 70 0 5 0 112 0 700 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_infantry_drum 8._Infanterie_Regiment Drummer 0 133169152 0 0 19 0 0
304 0 690 0 592 0 612 0 92 0 701 0 105 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_infantry_flute 8._Infanterie_Regiment Fifer 0 133169152 0 0 19 0 0
305 0 690 0 592 0 612 0 92 0 106 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_infantry2 23._Rheinische_Infanterie-Regiment Line_Infantry 0 133169152 0 0 8 0 0
328 0 690 0 592 0 593 0 616 0 92 0 47 0 111 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
50 5 130 5 150 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_infantry2_nco 23._Rheinische_Infanterie-Regiment Colour_Bearer 0 133169152 0 0 19 0 0
329 0 690 0 593 0 174 0 616 0 92 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_infantry2_officer 23._Rheinische_Infanterie-Regiment Officer 0 133169152 0 0 19 0 0
330 0 659 0 606 0 70 0 5 0 112 0 700 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_infantry2_drum 23._Rheinische_Infanterie-Regiment Drummer 0 133169152 0 0 19 0 0
331 0 690 0 593 0 616 0 92 0 701 0 105 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_infantry2_flute 23._Rheinische_Infanterie-Regiment Fifer 0 133169152 0 0 19 0 0
332 0 690 0 593 0 616 0 92 0 106 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_infantry_kurmark 3._Kurmarkische_Landwehr-Regiment Line_Infantry 0 133169152 0 0 8 0 0
333 0 334 0 692 0 589 0 590 0 591 0 94 0 95 0 47 0 111 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
50 5 130 5 150 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_infantry_kurmark_nco 3._Kurmark_Landwehr Colour_Bearer 0 133169152 0 0 19 0 0
335 0 692 0 589 0 590 0 591 0 176 0 94 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_infantry_kurmark_officer 3._Kurmark_Landwehr Officer 0 133169152 0 0 19 0 0
336 0 692 0 589 0 590 0 591 0 63 0 5 0 112 0 700 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_infantry_kurmark_drum 3._Kurmark_Landwehr Drummer 0 133169152 0 0 19 0 0
337 0 692 0 589 0 590 0 591 0 105 0 701 0 94 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_infantry_kurmark_flute 3._Kurmark_Landwehr Fifer 0 133169152 0 0 19 0 0
338 0 692 0 589 0 590 0 591 0 106 0 94 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_infantry_freikorps Lutzowsches_Freikorps Line_Infantry 0 133169152 0 0 8 0 0
348 0 699 0 593 0 93 0 47 0 111 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
50 5 130 5 150 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_infantry_freikorps_nco Lutzowsches_Freikorps Colour_Bearer 0 133169152 0 0 19 0 0
349 0 699 0 593 0 176 0 93 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_infantry_freikorps_officer Lutzowsches_Freikorps Officer 0 133169152 0 0 19 0 0
350 0 699 0 615 0 63 0 5 0 112 0 700 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_infantry_freikorps_drum Lutzowsches_Freikorps Drummer 0 133169152 0 0 19 0 0
351 0 699 0 593 0 105 0 701 0 93 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_infantry_freikorps_flute Lutzowsches_Freikorps Fifer 0 133169152 0 0 19 0 0
352 0 699 0 593 0 106 0 93 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_infantry_15 1._Garde-Regiment_zu_Fuss Foot_Guard 0 133169152 0 0 8 0 0
315 0 670 0 605 0 92 0 47 0 111 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
50 5 145 5 150 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_infantry_15_nco 1._Garde-Regiment_zu_Fuss Colour_Bearer 0 133169152 0 0 19 0 0
316 0 670 0 603 0 175 0 92 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_infantry_15_officer 1._Garde-Regiment_zu_Fuss Officer 0 133169152 0 0 19 0 0
317 0 670 0 604 0 70 0 5 0 112 0 700 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_infantry_15_drum 1._Garde-Regiment_zu_Fuss Drummer 0 133169152 0 0 19 0 0
318 0 670 0 602 0 92 0 105 0 701 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_infantry_15_flute 1._Garde-Regiment_zu_Fuss Fifer 0 133169152 0 0 19 0 0
319 0 670 0 602 0 92 0 106 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_infantry_rifle Schlesische_Schutzen Rifleman 0 133169152 0 0 8 0 0
310 0 311 0 691 0 593 0 69 0 26 0 111 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
50 5 90 5 206 5 30
2586 131072 0 48 135168 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_infantry_rifle_nco Schlesische_Jaeger Sergeant 0 133169152 0 0 19 0 0
312 0 691 0 593 0 69 0 26 0 111 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
50 5 90 5 206 5 30
2586 131072 0 48 135168 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_infantry_rifle_officer Schlesische_Jaeger Officer 0 133169152 0 0 19 0 0
313 0 670 0 607 0 700 0 70 0 5 0 112 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 135168 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_infantry_rifle_horn Schlesische_Jaeger Hornist 0 133169152 0 0 19 0 0
314 0 691 0 593 0 69 0 107 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 135168 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_dragoon 6._Neumarkische_Dragoner Dragoon 0 133170176 0 0 8 0 0
306 0 695 0 696 0 601 0 83 0 16 0 111 0 734 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
120 5 30 5 125 5 30
2586 131072 0 5 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_dragoon_nco 6._Dragoner_Regiment Sergeant 0 133170176 0 0 19 0 0
307 0 695 0 696 0 601 0 177 0 83 0 16 0 111 0 734 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
120 5 30 5 125 5 30
2586 131072 0 5 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_dragoon_officer 6._Dragoner_Regiment Officer 0 133170176 0 0 19 0 0
308 0 695 0 696 0 600 0 83 0 5 0 112 0 734 0 700 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
120 5 30 5 80 5 30
2586 131072 0 5 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_dragoon_trumpet 6._Dragoner_Regiment Trumpeter 0 133170176 0 0 19 0 0
309 0 695 0 696 0 601 0 83 0 108 0 735 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
120 5 30 5 80 5 30
2586 131072 0 5 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_hussar 1._Leib-Husaren-Regiment_(Totenkopfhusaren) Hussar 0 133170176 0 0 8 0 0
323 0 697 0 595 0 83 0 732 0 733 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
160 5 30 5 30 5 30
2586 131072 0 6 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_hussar_nco Death's_Head_Hussar_Regiment Sergeant 0 133170176 0 0 19 0 0
324 0 697 0 595 0 177 0 83 0 732 0 733 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
160 5 30 5 30 5 30
2586 131072 0 6 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_hussar_officer Death's_Head_Hussar_Regiment Officer 0 133170176 0 0 19 0 0
325 0 326 0 698 0 596 0 700 0 5 0 83 0 112 0 732 0 733 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
160 5 30 5 30 5 30
2586 131072 0 6 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_hussar_trumpet Death's_Head_Hussar_Regiment Trumpeter 0 133170176 0 0 19 0 0
327 0 697 0 595 0 108 0 83 0 732 0 733 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
160 5 30 5 30 5 30
2586 131072 0 6 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_landwehr_cav Westfalische_Landwehrkavallerie Lancer 0 133170176 0 0 8 0 0
339 0 693 0 608 0 122 0 83 0 730 0 731 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
50 5 130 5 40 5 30
2586 131072 0 6 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_landwehr_cav_nco Westfalische_Landwehrkavallerie Sergeant 0 133170176 0 0 19 0 0
340 0 693 0 608 0 177 0 83 0 730 0 731 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
150 5 30 5 30 5 30
2586 131072 0 6 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_landwehr_cav_officer Westfalische_Landwehrkavallerie Officer 0 133170176 0 0 19 0 0
341 0 659 0 609 0 83 0 5 0 112 0 730 0 731 0 700 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
150 5 30 5 30 5 30
2586 131072 0 6 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_landwehr_cav_trumpet Westfalische_Landwehrkavallerie Trumpeter 0 133170176 0 0 19 0 0
342 0 693 0 608 0 108 0 83 0 730 0 731 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
150 5 30 5 30 5 30
2586 131072 0 6 208896 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_cuirassier 3._Brandenburgische_Kurassier_Regiment Heavy_Cavalry 0 133170176 0 0 8 0 0
344 0 695 0 696 0 613 0 53 0 736 0 737 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
150 5 30 5 30 5 30
2586 131072 0 6 339968 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_cuirassier_nco 3._Brandenburgische_Kurassier_Regiment Sergeant 0 133170176 0 0 19 0 0
345 0 695 0 696 0 613 0 53 0 736 0 737 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
150 5 30 5 30 5 30
2586 131072 0 6 339968 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_cuirassier_officer 3._Brandenburgische_Kurassier_Regiment Officer 0 133170176 0 0 19 0 0
346 0 695 0 696 0 613 0 703 0 1 0 112 0 55 0 736 0 737 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
150 5 30 5 30 5 30
2586 131072 0 6 339968 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_cuirassier_trumpet 3._Brandenburgische_Kurassier_Regiment Trumpeter 0 133170176 0 0 19 0 0
347 0 695 0 696 0 614 0 108 0 53 0 736 0 737 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 20
150 5 30 5 30 5 30
2586 131072 0 6 339968 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_arty 36._Regiment_der_Fussartillerie Artillery 0 133169152 0 0 8 0 0
320 0 690 0 599 0 182 0 181 0 93 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
70 5 30 5 30 5 30
2586 131072 0 49 204800 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_arty_nco 36._Regiment_der_Fussartillerie Artillery_Train 0 133169152 0 0 19 0 0
321 0 695 0 599 0 181 0 760 0 765 0 93 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
80 5 30 5 30 5 30
2586 131072 0 49 204800 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_prussian_arty_officer 36._Regiment_der_Fussartillerie Officer 0 133169152 0 0 19 0 0
322 0 659 0 598 0 70 0 181 0 700 0 184 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
80 5 30 5 30 5 30
2586 131072 0 49 204800 0
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trp_prussian_sapper 4._Mansfelder_Pionierskorps Engineer 0 133169152 0 0 8 0 0
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trp_prussian_blucher Generalfeldmarschall_Gebhard_von_Blucher Commander 0 133170176 0 0 8 0 0
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12 10 15 15 20
130 5 30 5 30 5 30
2586 131072 0 6 339968 0
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trp_russian_partizan Partizani Partisan_Irregulars 0 133169152 0 0 9 0 0
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trp_russian_opol Sankt-Peterburzhskoye_Opolcheniye Line_Militia 0 133169152 0 0 9 0 0
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trp_russian_opol_nco St_Petersburg_Opolcheniye Colour_Bearer 0 133169152 0 0 20 0 0
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15 15 15 15 20
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trp_russian_opol_officer St_Petersburg_Opolcheniye Officer 0 133169152 0 0 20 0 0
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15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
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trp_russian_infantry Simbirskiy_Pehotniy_Polk Line_Infantry 0 133169152 0 0 9 0 0
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15 15 15 15 20
50 5 130 5 150 5 30
2586 131072 0 48 208896 0
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trp_russian_infantry_nco Simbirsk_Infantry_Regiment Colour_Bearer 0 133169152 0 0 20 0 0
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15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
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trp_russian_infantry_officer Simbirsk_Infantry_Regiment Officer 0 133169152 0 0 20 0 0
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15 15 15 15 20
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2586 131072 0 48 208896 0
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trp_russian_infantry_drum Simbirsk_Infantry_Regiment Drummer 0 133169152 0 0 20 0 0
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15 15 15 15 20
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2586 131072 0 48 208896 0
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trp_russian_infantry_flute Simbirsk_Infantry_Regiment Fifer 0 133169152 0 0 20 0 0
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15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
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trp_russian_grenadier Pavlovskiy_Grenaderskiy_Polk Line_Infantry 0 133169152 0 0 9 0 0
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15 15 15 15 20
50 5 130 5 150 5 30
2586 131072 0 48 208896 0
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trp_russian_grenadier_nco Pavlovskiy_Grenadier_Regiment Colour_Bearer 0 133169152 0 0 20 0 0
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15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
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trp_russian_grenadier_officer Pavlovskiy_Grenadier_Regiment Officer 0 133169152 0 0 20 0 0
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15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
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trp_russian_grenadier_drum Pavlovskiy_Grenadier_Regiment Drummer 0 133169152 0 0 20 0 0
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15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
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trp_russian_grenadier_flute Pavlovskiy_Grenadier_Regiment Fifer 0 133169152 0 0 20 0 0
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15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
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trp_russian_foot_guard Leib-Gvardii_Preobrazhenskiy_Polk Foot_Guard 0 133169152 0 0 9 0 0
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15 15 15 15 20
50 5 145 5 150 5 30
2586 131072 0 48 208896 0
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trp_russian_foot_guard_nco Preobrazhenskiy_Guard_Regiment Colour_Bearer 0 133169152 0 0 20 0 0
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15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
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trp_russian_foot_guard_officer Preobrazhenskiy_Guard_Regiment Officer 0 133169152 0 0 20 0 0
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15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
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trp_russian_foot_guard_drum Preobrazhenskiy_Guard_Regiment Drummer 0 133169152 0 0 20 0 0
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15 15 15 15 20
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2586 131072 0 48 208896 0
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trp_russian_foot_guard_flute Preobrazhenskiy_Guard_Regiment Fifer 0 133169152 0 0 20 0 0
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15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 208896 0
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trp_russian_infantry_rifle 21-y_Yegerskiy_Polk Rifleman 0 133169152 0 0 9 0 0
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15 15 15 15 20
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2586 131072 0 48 135168 0
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trp_russian_infantry_rifle_nco 21st_Jaeger_Regiment Sergeant 0 133169152 0 0 20 0 0
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15 15 15 15 20
50 5 90 5 206 5 30
2586 131072 0 48 135168 0
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trp_russian_infantry_rifle_officer 21st_Jaeger_Regiment Officer 0 133169152 0 0 20 0 0
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15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 135168 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_russian_infantry_rifle_horn 21st_Jaeger_Regiment Hornist 0 133169152 0 0 20 0 0
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15 15 15 15 20
80 5 80 5 50 5 30
2586 131072 0 48 135168 0
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trp_russian_hussar Sumskoy_Gusarskiy_Polk Hussar 0 133170176 0 0 9 0 0
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12 10 15 15 20
160 5 30 5 30 5 30
2586 131072 0 6 208896 0
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trp_russian_hussar_nco Sumskiy_Hussar_Regiment Colour_Bearer 0 133170176 0 0 20 0 0
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12 10 15 15 20
160 5 30 5 30 5 30
2586 131072 0 6 208896 0
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trp_russian_hussar_officer Sumskiy_Hussar_Regiment Officer 0 133170176 0 0 20 0 0
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12 10 15 15 20
160 5 30 5 30 5 30
2586 131072 0 6 208896 0
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trp_russian_hussar_trumpet Sumskiy_Hussar_Regiment Trumpeter 0 133170176 0 0 20 0 0
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160 5 30 5 30 5 30
2586 131072 0 6 208896 0
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trp_russian_uhlan Litovskiy_Ulanskiy_Polk Lancer 0 133170176 0 0 9 0 0
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12 10 15 15 20
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2586 131072 0 6 208896 0
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trp_russian_uhlan_nco Lithuanian_Uhlans Colour_Bearer 0 133170176 0 0 20 0 0
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12 10 15 15 20
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2586 131072 0 6 208896 0
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trp_russian_uhlan_officer Lithuanian_Uhlans Officer 0 133170176 0 0 20 0 0
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2586 131072 0 6 208896 0
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trp_russian_uhlan_trumpet Lithuanian_Uhlans Trumpeter 0 133170176 0 0 20 0 0
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12 10 15 15 20
150 5 30 5 30 5 30
2586 131072 0 6 208896 0
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trp_russian_cossack Donskoy_Kazachiy_Polk Lancer 0 133170176 0 0 9 0 0
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90 5 130 5 40 5 30
2586 131072 0 6 208896 0
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trp_russian_cossack_nco Don_Cossacks Sergeant 0 133170176 0 0 20 0 0
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150 5 30 5 30 5 30
2586 131072 0 6 208896 0
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trp_russian_cossack_officer Don_Cossacks Officer 0 133170176 0 0 20 0 0
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150 5 30 5 30 5 30
2586 131072 0 6 208896 0
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trp_russian_dragoon Kievskiy_Dragunskiy_Polk Dragoon 0 133170176 0 0 9 0 0
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120 5 30 5 125 5 30
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trp_russian_dragoon_nco Kiev_Dragoon_Regiment Colour_Bearer 0 133170176 0 0 20 0 0
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120 5 30 5 125 5 30
2586 131072 0 5 208896 0
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trp_russian_dragoon_officer Kiev_Dragoon_Regiment Officer 0 133170176 0 0 20 0 0
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12 10 15 15 20
120 5 30 5 80 5 30
2586 131072 0 5 208896 0
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trp_russian_dragoon_trumpet Kiev_Dragoon_Regiment Trumpeter 0 133170176 0 0 20 0 0
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120 5 30 5 80 5 30
2586 131072 0 5 208896 0
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trp_russian_horse_guard Kavalergardskiy_Polk Cuirassier 0 133170176 0 0 9 0 0
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140 5 30 5 30 5 30
2586 131072 0 6 339968 0
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trp_russian_horse_guard_nco Chevaliers-Gardes Colour_Bearer 0 133170176 0 0 20 0 0
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140 5 30 5 30 5 30
2586 131072 0 6 339968 0
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trp_russian_horse_guard_officer Chevaliers-Gardes Officer 0 133170176 0 0 20 0 0
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12 10 15 15 20
140 5 30 5 30 5 30
2586 131072 0 6 339968 0
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trp_russian_horse_guard_trumpet Chevaliers-Gardes Trumpeter 0 133170176 0 0 20 0 0
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12 10 15 15 20
140 5 30 5 30 5 30
2586 131072 0 6 339968 0
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trp_russian_arty 8-ya_Batarejnaya_Rota Artillery 0 133169152 0 0 9 0 0
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70 5 30 5 30 5 30
2586 131072 0 49 204800 0
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trp_russian_arty_nco Artillery Artillery_Train 0 133169152 0 0 20 0 0
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80 5 30 5 30 5 30
2586 131072 0 49 204800 0
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trp_russian_arty_officer Artillery Officer 0 133169152 0 0 20 0 0
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80 5 30 5 30 5 30
2586 131072 0 49 204800 0
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trp_russian_sapper Saper Engineer 0 133169152 0 0 9 0 0
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70 5 30 5 30 5 30
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trp_kutuzov Feldmarshal_Mikhail_Kutuzov Commander 0 133170176 0 0 9 0 0
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130 5 30 5 30 5 30
2586 131072 0 6 339968 0
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trp_austrian_infantry Infantrie_Regiment_Erzherzog_Rudolf_Nr._14 Line_Infantry 0 133169152 0 0 10 0 0
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trp_austrian_infantry_nco Infantrie_Regiment_Erzherzog_Rudolf_Nr._14 Colour_Bearer 0 133169152 0 0 21 0 0
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15 15 15 15 20
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trp_austrian_infantry_officer Infantrie_Regiment_Erzherzog_Rudolf_Nr._14 Officer 0 133169152 0 0 21 0 0
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trp_austrian_infantry_drum Infantrie_Regiment_Erzherzog_Rudolf_Nr._14 Drummer 0 133169152 0 0 21 0 0
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trp_austrian_infantry_flute Infantrie_Regiment_Erzherzog_Rudolf_Nr._14 Fifer 0 133169152 0 0 21 0 0
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trp_austrian_infantry2 Infantrie_Regiment_Freiherr_von_Wacquant_Nr._62 Line_Infantry 0 133169152 0 0 10 0 0
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trp_austrian_infantry2_nco Infantrie_Regiment_Freiherr_von_Wacquant_Nr._62 Colour_Bearer 0 133169152 0 0 21 0 0
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trp_austrian_infantry2_officer Infantrie_Regiment_Freiherr_von_Wacquant_Nr._62 Officer 0 133169152 0 0 21 0 0
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trp_austrian_infantry2_drum Infantrie_Regiment_Freiherr_von_Wacquant_Nr._62 Drummer 0 133169152 0 0 21 0 0
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trp_austrian_infantry2_flute Infantrie_Regiment_Freiherr_von_Wacquant_Nr._62 Fifer 0 133169152 0 0 21 0 0
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trp_austrian_grenzer Grenz_Regiment_Oguliner_Nr._3 Line/Light_Infantry 0 133169152 0 0 10 0 0
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trp_austrian_grenzer_nco Grenz_Regiment_Oguliner_Nr._3 Colour_Bearer 0 133169152 0 0 21 0 0
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trp_austrian_grenzer_officer Grenz_Regiment_Oguliner_Nr._3 Officer 0 133169152 0 0 21 0 0
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trp_austrian_grenzer_drum Grenz_Regiment_Oguliner_Nr._3 Drummer 0 133169152 0 0 21 0 0
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trp_austrian_grenzer_flute Grenz_Regiment_Oguliner_Nr._3 Fifer 0 133169152 0 0 21 0 0
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trp_austrian_grenadier Grenadier_Battalion_Purcell Foot_Guard 0 133169152 0 0 10 0 0
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trp_austrian_grenadier_nco Grenadier_Battalion_Purcell Colour_Bearer 0 133169152 0 0 21 0 0
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trp_austrian_grenadier_officer Grenadier_Battalion_Purcell Officer 0 133169152 0 0 21 0 0
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trp_austrian_grenadier_drum Grenadier_Battalion_Purcell Drummer 0 133169152 0 0 21 0 0
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trp_austrian_grenadier_flute Grenadier_Battalion_Purcell Fifer 0 133169152 0 0 21 0 0
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trp_austrian_infantry_rifle Jaeger_Battalion_2 Rifleman 0 133169152 0 0 10 0 0
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trp_austrian_infantry_rifle_nco Jaeger_Battalion_2 Sergeant 0 133169152 0 0 21 0 0
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trp_austrian_infantry_rifle_officer Jaeger_Battalion_2 Officer 0 133169152 0 0 21 0 0
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trp_austrian_infantry_rifle_horn Jaeger_Battalion_2 Hornist 0 133169152 0 0 21 0 0
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trp_austrian_hussar Husar_Regiment_Graf_von_Hessen-Homburg_Nr._4 Hussar 0 133170176 0 0 10 0 0
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trp_austrian_hussar_nco Husar_Regiment_Graf_von_Hessen-Homburg_Nr._4 Colour_Bearer 0 133170176 0 0 21 0 0
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trp_austrian_hussar_officer Husar_Regiment_Graf_von_Hessen-Homburg_Nr._4 Officer 0 133170176 0 0 21 0 0
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trp_austrian_hussar_trumpet Husar_Regiment_Graf_von_Hessen-Homburg_Nr._4 Trumpeter 0 133170176 0 0 21 0 0
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trp_austrian_uhlan Ulan_Regiment_Schwarzenberg_Nr._2 Lancer 0 133170176 0 0 10 0 0
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trp_austrian_uhlan_nco Ulan_Regiment_Schwarzenberg_Nr._2 Colour_Bearer 0 133170176 0 0 21 0 0
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trp_austrian_uhlan_officer Ulan_Regiment_Schwarzenberg_Nr._2 Officer 0 133170176 0 0 21 0 0
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trp_austrian_uhlan_trumpet Ulan_Regiment_Schwarzenberg_Nr._2 Trumpeter 0 133170176 0 0 21 0 0
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trp_austrian_light_horse Chevauleger_Regiment_Furst_von_Hohenzollern_Nr._2 Light_Horse 0 133170176 0 0 10 0 0
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trp_austrian_light_horse_nco Chevauleger_Regiment_Furst_von_Hohenzollern_Nr._2 Colour_Bearer 0 133170176 0 0 21 0 0
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trp_camp_horse_merchant Horse_Merchant {!}Horse_Merchant 0 36880 0 0 1 0 0
622 0 517 0 60 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 5
20 20 20 20 20 20 0
0 655360 0 0 0 0
17179869185 1315051091194281984 1835136 0 68702720518 5615707260354297855 2031609 0
trp_merchants_end merchants_end merchants_end 0 16 0 0 1 0 0
-1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
12 10 15 15 2
20 20 20 20 20 20 0
0 655360 0 0 0 0
0 0 0 0 0 0 0 0[close]
Wait, so what was wrong with the code in troops.txt? I've edited this txt file before for some of Betaknight's mini-mods, and never have I been kicked for cheating. Did I use a symbol or something that can't go into the file?I am pretty sure that was it, or perhaps you'd edited something earlier; wrong.
For Venture West right?
Trying to set up the mod folder, and when I double click the .bat It gives me this:
http://shrib.com/Cdc13Vkv
SyntaxError: invalid syntaxIn other words, you failed to read the file itself. Where is stated.
Could Not Find C:\Users\Spencer Kasper\Desktop\Napoleonic Wars Sourcecode\Source
code\mm dev - MS\*.pyc
# Point export_dir to the folder you will be keeping your moduleUnless you noticed your mistake yourself in the last 5 days...
# Make sure you use forward slashes (/) and NOT backward slashes (\)
export_dir = "../WOTS/Modules/Native/"
#export_dir = "C:/Program Files/Mount&Blade/Modules/Native/"
Le'Roy O`Finnegan: "Edited Modules_troops, Built The Mod, But All The Custom Classes Are Under Specialist?, Even Though They Are All Either Cav Or Infantry. HelpCan you be a bit more specific? Show the code for example. Apart from that please dont use a capital in every ******* word. It's annoying as hell to read.
Where is the animation file for With Fire and Sword? Because all I see is the ReadMe file saying "Place your Resource files here."Most likely the same way as it works with Warband.
Please help me.
I can't seem to find the new module system file on the Taleworlds page for NW.
Is there a way to remove a unit class from the game, such as fifers, ensigns, etc?
Also is there a way to rename the Infantry, Cavalry, and Specialist tabs?
edit: 1 more.. How would I rename the default class of units? I am able to rename things such as ensign and officer easily, but renaming default classes seems to be more challenging...
Le'Roy O`Finnegan: "Edited Modules_troops, Built The Mod, But All The Custom Classes Are Under Specialist?, Even Though They Are All Either Cav Or Infantry. Help
How does someone replace shakos with Tricorns?
I didn't know you could download a model. Where would I find these models of tricorns?How does someone replace shakos with Tricorns?
Depends, are you downloading a model for a tricorn or are you making one?
I didn't know you could download a model. Where would I find these models of tricorns?How does someone replace shakos with Tricorns?
Depends, are you downloading a model for a tricorn or are you making one?
Some questions I have been wanting to know for a while.
1. How would I "distribute" the mod after it is done? Do I make the module file I copied from NW that's in my modules folder in Warband for people to download, or is there a separate module folder? Also, how would I compress the file in a .zip, like I see most mods do?
2. How would someone "re-size" a model once it's done to fit in the game?
3.Can I just use some NW weapons,uniforms,animations,etc?
If so, how?
4.Where do I edit the uniforms,weapons,flags,troops,and factions? Do I edit the Module system folder or the actual module folder I copied from NW, found in my Warband modules folder.
A lot of questions but nevertheless important ones.
How do I make a totally new hat by re-skinning it?
*EXAMPLE*Spoiler(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fimg387.imageshack.us%2Fimg387%2F2310%2Fgerm1al0.jpg&hash=50901204385813bf97532998487aaa36c065b358)[close]
DanyEle, besides being so damn condescending about other people trying to make mods, just help them. Forget about your little snipits of "if you don't know that, you shouldn't be modding." It helps no one, and makes you look like an asshole. Just needed to share that, bubba. There's too much negativity on these forums, and you contribute to it, as most of us do.Ehh? He is helping him, he's providing him with usefull links... For the rest what he said is true.
DanyEle, besides being so damn condescending about other people trying to make mods, just help them. Forget about your little snipits of "if you don't know that, you shouldn't be modding." It helps no one, and makes you look like an asshole. Just needed to share that, bubba. There's too much negativity on these forums, and you contribute to it, as most of us do.Well... I made the mistake of making a mod while I didn't know how to model at ALL. Don't try making a mod if you can't do anything properly. Take it from me. And I think Dany was trying say you shouldn't make a mod not as in mod like make models and such...
DanyEle, besides being so damn condescending about other people trying to make mods, just help them. Forget about your little snipits of "if you don't know that, you shouldn't be modding." It helps no one, and makes you look like an asshole. Just needed to share that, bubba. There's too much negativity on these forums, and you contribute to it, as most of us do.Ehh? He is helping him, he's providing him with usefull links... For the rest what he said is true.
I doubt that was his reall question.DanyEle, besides being so damn condescending about other people trying to make mods, just help them. Forget about your little snipits of "if you don't know that, you shouldn't be modding." It helps no one, and makes you look like an asshole. Just needed to share that, bubba. There's too much negativity on these forums, and you contribute to it, as most of us do.Ehh? He is helping him, he's providing him with usefull links... For the rest what he said is true.
All the guy did was ask what the easiest way fileshare his mod. DanyEle insisted that if he doesn't know, he shouldn't be modding. Didn't even answer that question. You can use MediaFire, Dropbox (which I use), and many others.
1. How would I "distribute" the mod after it is done? Do I make the module file I copied from NW that's in my modules folder in Warband for people to download, or is there a separate module folder? Also, how would I compress the file in a .zip, like I see most mods do?Where did you see him ask what the easiest way is to fileshare his mod? No where. He is basicly asking what he should upload. However it's quite difficult to understand.
Learning new things is all about questions and trial and error.
That not everybody knows latin :D , but that just means that all the human beings commit mistakes, and that's a common habit. But repeating those mistakes over time without learning from your errors, is not something is not a good habit for a person. BTW, if you look it up on google, you'd certainly get a better explaination. We're going a little OT though.
im dev of the fight for canada war of 1812 mod for NW and i would like to know how to remove backpacks from british units because to my knowledge in canada they did not wear backpacks in 1812 in battle how do i remove them?Remove them from the brf file.
Texture Map pic please
Absolutely. That mod changed everything. :P
Btw. I think that my thread would be better place for your question than this topic :)A bit elitist are we? 8)
I'd like to mod. But my derp mind can't get around all the technical reading on help forums and I think you need photoshop right? Which I don't have. If someone could maybe teach me their sexy ways, I would give you blowjobs and cookies.Well instead of photoshop you can always use gimp.SpoilerI trade sexual favors and baked goods for modding capabilities[close]
I'd like to mod. But my derp mind can't get around all the technical reading on help forums and I think you need photoshop right? Which I don't have. If someone could maybe teach me their sexy ways, I would give you blowjobs and cookies.Meet me at 8pm around the corner of tgi fridays.SpoilerI trade sexual favors and baked goods for modding capabilities[close]
I'd like to mod. But my derp mind can't get around all the technical reading on help forums and I think you need photoshop right? Which I don't have. If someone could maybe teach me their sexy ways, I would give you blowjobs and cookies.Meet me at 8pm around the corner of tgi fridays.SpoilerI trade sexual favors and baked goods for modding capabilities[close]
I did, but when I pasted it back the same problem happened. I never edited any files to do with buildings.try it without the mod. Andt tell me which brf's you edited, specifically.
Does anyone actually look at this thread? https://www.fsegames.eu/forum/index.php?topic=3481.0
ui_gadgets.dds
You can find it in your textures folder for Warband. (DO NOT CHANGE THE NW ui_gadgets.dds)
Does anyone know why this happens when I UV unwrap? All the seams I have marked make sense but when I unwrap some of it just goes all over the place
Spoiler(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fs24.postimg.org%2Fby6zpmwdh%2Fhelp.jpg&hash=a7d22ae1f119061919b1604a89a0584c6a806787)[close]
Don't UV map the entire thing at once, select parts you want to map, do it, then move it into position and repeat. You'll want to tick the box which says "Keep uv and edit mode mesh in sync" on the UV map window.
I was wondering:
Could someone here teach me their ways? Like friend me on steam and we could spend the weekend going over this stuff? I know there are tutorials but I need someone in the moment to teach me in laymans terms because I so nub. If you could, I'd love you forever and pay you in love and blowjerbs. Looking at you Betaknight. Sorry I didn't make it to TGI Fridays :(
Don't UV map the entire thing at once, select parts you want to map, do it, then move it into position and repeat. You'll want to tick the box which says "Keep uv and edit mode mesh in sync" on the UV map window.
Thanks, I tried that and got it to work for some parts of the model, but there are 2 parts that still show up messed up when I unwrap them, even individually
Here is an example of one:Spoiler(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fs12.postimg.org%2F8c70jvcal%2FCapture.jpg&hash=5a3435f6bbbc179e5c0f7f158492646573e8cd31)[close]
I would like to do what Beta 8) does, make uniforms and stuff. Could that be done in this here Blender and if so, is Blender free? Also is doing something like making uniforms texturing and modeling combined? Too add, for something like that, is there coding involved? Sry for nub question.I was wondering:
Could someone here teach me their ways? Like friend me on steam and we could spend the weekend going over this stuff? I know there are tutorials but I need someone in the moment to teach me in laymans terms because I so nub. If you could, I'd love you forever and pay you in love and blowjerbs. Looking at you Betaknight. Sorry I didn't make it to TGI Fridays :(
What exactly do u want to learn?
If it's modeling, watch this video: [youtube]http://www.youtube.com/watch?v=5HKu5_KO5aw[/youtube]
It was the first I watched on modelling and basically taught me all the basics. You can also learn a lot from just trying to make any model you want and then pressing different buttons to see what they do and also just learning over time as you make models
Texturing is also quite simple in theory if you know basic photoshop, and there are lots of tutorials to show you whatever you need to do, so for both basic texturing and modeling I don't really think you need that in-depth help. The hardest thing to understand would probably be UV unwrapping, certain settings, and getting textures from your models, but otherwise a lot of it is quite logical once you start to play around with it. If you are committed and actually want to learn then it won't be so difficult as you think
To make uniforms you need to know how to make models and textures because the model is what you play with in-game and the texture is what covers it and gives it colors. You can model and create the basic, uncolored textures in blender, but you need something like photoshop to fill in the texture and give it color. No you don't need to code. np its good that people are willing to learn, its a really fun skill to have and gives support for more mods
I would like to do what Beta 8) does, make uniforms and stuff. Could that be done in this here Blender and if so, is Blender free? Also is doing something like making uniforms texturing and modeling combined? Too add, for something like that, is there coding involved? Sry for nub question.
Not completely true, The model is the base, you only need to learn how to UV map. Modelling is something different. But I'd suggest to learn both plus rigging and animation.To make uniforms you need to know how to make models and textures because the model is what you play with in-game and the texture is what covers it and gives it colors. You can model and create the basic, uncolored textures in blender, but you need something like photoshop to fill in the texture and give it color. No you don't need to code. np its good that people are willing to learn, its a really fun skill to have and gives support for more mods
I would like to do what Beta 8) does, make uniforms and stuff. Could that be done in this here Blender and if so, is Blender free? Also is doing something like making uniforms texturing and modeling combined? Too add, for something like that, is there coding involved? Sry for nub question.
Well its still true since you control the model in game and the model is what you see as a 3d object when playing. I just did not say the complete definition or explanation since I did not refer to it as a base.Not completely true, The model is the base, you only need to learn how to UV map. Modelling is something different. But I'd suggest to learn both plus rigging and animation.
To make uniforms you need to know how to make models and textures because the model is what you play with in-game and the texture is what covers it and gives it colors. You can model and create the basic, uncolored textures in blender, but you need something like photoshop to fill in the texture and give it color. No you don't need to code. np its good that people are willing to learn, its a really fun skill to have and gives support for more mods
Once again not true. You don't necesarily need Photoshop. You can also use Gimp or which ever program you feel comfortable with that can achieve textures with details (No. Microsoft Paint is not one of them).
It is a fun skill to have. And if in the future you decide to take up designing, it would come in handy.
Although coding is not needed to texture, BUT for adding models to the mod/game (in this case, obviously the code can be used for many other things).
Remember it takes time and patience to achieve. And trial and error.
Hmm, try mapping in faces mode.
That's why I said not completely true.Well its still true since you control the model in game and the model is what you see as a 3d object when playing. I just did not say the complete definition or explanation since I did not refer to it as a base.Not completely true, The model is the base, you only need to learn how to UV map. Modelling is something different. But I'd suggest to learn both plus rigging and animation.
To make uniforms you need to know how to make models and textures because the model is what you play with in-game and the texture is what covers it and gives it colors. You can model and create the basic, uncolored textures in blender, but you need something like photoshop to fill in the texture and give it color. No you don't need to code. np its good that people are willing to learn, its a really fun skill to have and gives support for more mods
Once again not true. You don't necesarily need Photoshop. You can also use Gimp or which ever program you feel comfortable with that can achieve textures with details (No. Microsoft Paint is not one of them).
It is a fun skill to have. And if in the future you decide to take up designing, it would come in handy.
Although coding is not needed to texture, BUT for adding models to the mod/game (in this case, obviously the code can be used for many other things).
Remember it takes time and patience to achieve. And trial and error.
That's why I said "something like Photoshop"
And you actually don't need to code if you are just replacing models and textures for NW because you can just rename your new ones as the same thing as the old ones and replace your models with the original models.
That's why I said not completely true.
I explained a bit more in-depth, forgot about that part. I do apologize
Sometimes you do. Take hats for example, sometimes they are linked to other units. Let's not forget the pants epidemic. Yes, you can add it as a compliment to the uniform. But it's still much work.
It needs to be saved at Dx5 compression (IIRC) for the Alpha channel to be saved.
Do you have WFaS?
He can't find it because it's probably hidden in the anim_human clusterfuck. It's only the crossbow aim animation from native anyway, why do you want it?
(.dds) = Texture source files. If you're just editing texture files, this is what you save it as. However, make sure before editing them you have a .dds plugin for whatever photo editing software you are using (GIMP2, Photoshop, etc.).
It sounds like it might only be exporting one layer (probably the one you have selected at the time, but also possibly just the top layer). Try merging the visible layers into another layer and moving it to the top of the pile, and selecting it, before you export.
I know dis: Go to Channels tab and click the alpha, edit it there. Thats what adds the transparencyIt sounds like it might only be exporting one layer (probably the one you have selected at the time, but also possibly just the top layer). Try merging the visible layers into another layer and moving it to the top of the pile, and selecting it, before you export.
Tried merging everything into one layer and selecting it before saving, but no luck. Black boxes still encircle the edited parts.
so im strating to make a mod about Imperial Japan and the fall of the shogunate.Yes you still need to ask him for his permission to use his stuff.
The mod, Shogun, for WB is apparently OSP.
He has made a thread about the models being OSP from now on. http://forums.taleworlds.com/index.php/topic,285732.msg6792663.html#msg6792663
But he isnt very active on TW anymore.
Do i have to ask him to use his stuff still?
He said you are free to use it but credit him. Of course i will be crediting him.
Sorry, im really new to this whole stealing models and such. which is kind of a good thing if you look at it ;)
And when i try and make my module system, it keeps coming up in the command prompt and saying ''python is not recognised an internal or external command, operable program or batch file''
help plz
:-* :-* :-*
so im strating to make a mod about Imperial Japan and the fall of the shogunate.
The mod, Shogun, for WB is apparently OSP.
He has made a thread about the models being OSP from now on. http://forums.taleworlds.com/index.php/topic,285732.msg6792663.html#msg6792663
But he isnt very active on TW anymore.
Do i have to ask him to use his stuff still?
He said you are free to use it but credit him. Of course i will be crediting him.
Sorry, im really new to this whole stealing models and such. which is kind of a good thing if you look at it ;)
And when i try and make my module system, it keeps coming up in the command prompt and saying ''python is not recognised an internal or external command, operable program or batch file''
help plz
:-* :-* :-*Yes you still need to ask him for his permission to use his stuff.
I looked at your previous mod talking about how you couldn't get enough information.
You also said you knew more about this era.
This post makes me think that you just want to use other people's stuff instead of trying it your self.
You used the uniform and guns from the AZW mod as well.
so im strating to make a mod about Imperial Japan and the fall of the shogunate.
The mod, Shogun, for WB is apparently OSP.
He has made a thread about the models being OSP from now on. http://forums.taleworlds.com/index.php/topic,285732.msg6792663.html#msg6792663
But he isnt very active on TW anymore.
Do i have to ask him to use his stuff still?
He said you are free to use it but credit him. Of course i will be crediting him.
Sorry, im really new to this whole stealing models and such. which is kind of a good thing if you look at it ;)
And when i try and make my module system, it keeps coming up in the command prompt and saying ''python is not recognised an internal or external command, operable program or batch file''
help plz
:-* :-* :-*
so im strating to make a mod about Imperial Japan and the fall of the shogunate.
The mod, Shogun, for WB is apparently OSP.
He has made a thread about the models being OSP from now on. http://forums.taleworlds.com/index.php/topic,285732.msg6792663.html#msg6792663
But he isnt very active on TW anymore.
Do i have to ask him to use his stuff still?
He said you are free to use it but credit him. Of course i will be crediting him.
Sorry, im really new to this whole stealing models and such. which is kind of a good thing if you look at it ;)
And when i try and make my module system, it keeps coming up in the command prompt and saying ''python is not recognised an internal or external command, operable program or batch file''
help plz
:-* :-* :-*
He said you don't have to ask him, just give him credit.
Your python path is wrong, it happens to everyone first time really.
File "process_init.py", line 5
print "Initializing..."
^
SyntaxError: invalid syntax
File "process_global_variables.py", line 23
add_variable(varb, variable_list, variable_uses)
^
TabError: inconsistent use of tabs and spaces in indentation
File "process_strings.py", line 24
print "Exporting strings..."
^
SyntaxError: invalid syntax
File "process_skills.py", line 30
print "Exporting skills..."
^
SyntaxError: invalid syntax
File "process_music.py", line 21
print "Exporting tracks..."
^
SyntaxError: invalid syntax
File "process_animations.py", line 58
print "Exporting animations..."
^
SyntaxError: invalid syntax
File "process_meshes.py", line 23
print "Exporting meshes..."
^
SyntaxError: invalid syntax
File "process_sounds.py", line 49
print "Exporting sounds..."
^
SyntaxError: invalid syntax
File "process_skins.py", line 104
print "Exporting skins..."
^
SyntaxError: invalid syntax
File "process_map_icons.py", line 32
print "Exporting map icons..."
^
SyntaxError: invalid syntax
File "process_factions.py", line 27
print "ERROR faction not found: "+ rel_name
^
SyntaxError: invalid syntax
File "process_items.py", line 60
print "Exporting item data..."
^
SyntaxError: invalid syntax
File "process_scenes.py", line 12
print "Exporting scene data..."
^
SyntaxError: invalid syntax
File "process_troops.py", line 104
print "Exporting troops data"
^
SyntaxError: invalid syntax
File "process_particle_sys.py", line 60
print "Exporting particle data..."
^
SyntaxError: invalid syntax
File "process_scene_props.py", line 26
print "Exporting scene props..."
^
SyntaxError: invalid syntax
File "process_tableau_materials.py", line 25
print "Exporting tableau materials data..."
^
SyntaxError: invalid syntax
File "process_presentations.py", line 27
print "Exporting presentations..."
^
SyntaxError: invalid syntax
File "process_party_tmps.py", line 28
print "Error! NUMBER OF TEMPLATE MEMBERS EXCEEDS 6 " + party_template[0]
^
SyntaxError: invalid syntax
File "process_parties.py", line 28
print "Error: Unable to find menu-id :" + menu_param
^
SyntaxError: invalid syntax
File "process_quests.py", line 29
print "Exporting quest data..."
^
SyntaxError: invalid syntax
File "process_info_pages.py", line 25
print "Exporting info_page data..."
^
SyntaxError: invalid syntax
File "process_scripts.py", line 41
print "Exporting scripts..."
^
SyntaxError: invalid syntax
File "process_mission_tmps.py", line 29
print "ERROR: Too many item_overrides!"
^
SyntaxError: invalid syntax
File "process_game_menus.py", line 41
print "Exporting game menus data..."
^
SyntaxError: invalid syntax
File "process_simple_triggers.py", line 19
print "exporting simple triggers..."
^
SyntaxError: invalid syntax
File "process_dialogs.py", line 92
print sentence[ipt_token_pos]
^
SyntaxError: invalid syntax
File "process_global_variables_unused.py", line 6
print "Checking global variable usages..."
^
SyntaxError: invalid syntax
File "process_postfx.py", line 26
print "Exporting postfx_params..."
^
SyntaxError: invalid syntax
Could Not Find C:\Users\Labrie\Desktop\Mod\module system\Sourcecode\mm dev - MS\
*.pyc
______________________________
Script processing has ended.
Press any key to exit. . .
thats the entire message that comes up.
# Make sure you use forward slashes (/) and NOT backward slashes (\)
Read the file itself before you start doing things to it.GeorgeFile "process_init.py", line 5
print "Initializing..."
^
SyntaxError: invalid syntax
File "process_global_variables.py", line 23
add_variable(varb, variable_list, variable_uses)
^
TabError: inconsistent use of tabs and spaces in indentation
File "process_strings.py", line 24
print "Exporting strings..."
^
SyntaxError: invalid syntax
File "process_skills.py", line 30
print "Exporting skills..."
^
SyntaxError: invalid syntax
File "process_music.py", line 21
print "Exporting tracks..."
^
SyntaxError: invalid syntax
File "process_animations.py", line 58
print "Exporting animations..."
^
SyntaxError: invalid syntax
File "process_meshes.py", line 23
print "Exporting meshes..."
^
SyntaxError: invalid syntax
File "process_sounds.py", line 49
print "Exporting sounds..."
^
SyntaxError: invalid syntax
File "process_skins.py", line 104
print "Exporting skins..."
^
SyntaxError: invalid syntax
File "process_map_icons.py", line 32
print "Exporting map icons..."
^
SyntaxError: invalid syntax
File "process_factions.py", line 27
print "ERROR faction not found: "+ rel_name
^
SyntaxError: invalid syntax
File "process_items.py", line 60
print "Exporting item data..."
^
SyntaxError: invalid syntax
File "process_scenes.py", line 12
print "Exporting scene data..."
^
SyntaxError: invalid syntax
File "process_troops.py", line 104
print "Exporting troops data"
^
SyntaxError: invalid syntax
File "process_particle_sys.py", line 60
print "Exporting particle data..."
^
SyntaxError: invalid syntax
File "process_scene_props.py", line 26
print "Exporting scene props..."
^
SyntaxError: invalid syntax
File "process_tableau_materials.py", line 25
print "Exporting tableau materials data..."
^
SyntaxError: invalid syntax
File "process_presentations.py", line 27
print "Exporting presentations..."
^
SyntaxError: invalid syntax
File "process_party_tmps.py", line 28
print "Error! NUMBER OF TEMPLATE MEMBERS EXCEEDS 6 " + party_template[0]
^
SyntaxError: invalid syntax
File "process_parties.py", line 28
print "Error: Unable to find menu-id :" + menu_param
^
SyntaxError: invalid syntax
File "process_quests.py", line 29
print "Exporting quest data..."
^
SyntaxError: invalid syntax
File "process_info_pages.py", line 25
print "Exporting info_page data..."
^
SyntaxError: invalid syntax
File "process_scripts.py", line 41
print "Exporting scripts..."
^
SyntaxError: invalid syntax
File "process_mission_tmps.py", line 29
print "ERROR: Too many item_overrides!"
^
SyntaxError: invalid syntax
File "process_game_menus.py", line 41
print "Exporting game menus data..."
^
SyntaxError: invalid syntax
File "process_simple_triggers.py", line 19
print "exporting simple triggers..."
^
SyntaxError: invalid syntax
File "process_dialogs.py", line 92
print sentence[ipt_token_pos]
^
SyntaxError: invalid syntax
File "process_global_variables_unused.py", line 6
print "Checking global variable usages..."
^
SyntaxError: invalid syntax
File "process_postfx.py", line 26
print "Exporting postfx_params..."
^
SyntaxError: invalid syntax
Could Not Find C:\Users\Labrie\Desktop\Mod\module system\Sourcecode\mm dev - MS\
*.pyc
______________________________
Script processing has ended.
Press any key to exit. . .
thats the entire message that comes up.[close]Quote# Make sure you use forward slashes (/) and NOT backward slashes (\)
hi
i have question about the troop equipment.
the problem:
3 prussian regiments use the same 2 hats as moddel.
so when i change the model of the hat for one regiment everyone got this hat.
i know how to bind in the new model in the brf
but i dont know how to tell the unit to get this new hat instead of the other one.
is it possible to change the uniformparts of the unit without making a new mode? cause it should be for nwl :-[
ps: i also search for troops.txt but didnt find an answer.
No you haven't. Check your error log.Read the file itself before you start doing things to it.GeorgeFile "process_init.py", line 5
print "Initializing..."
^
SyntaxError: invalid syntax
File "process_global_variables.py", line 23
add_variable(varb, variable_list, variable_uses)
^
TabError: inconsistent use of tabs and spaces in indentation
File "process_strings.py", line 24
print "Exporting strings..."
^
SyntaxError: invalid syntax
File "process_skills.py", line 30
print "Exporting skills..."
^
SyntaxError: invalid syntax
File "process_music.py", line 21
print "Exporting tracks..."
^
SyntaxError: invalid syntax
File "process_animations.py", line 58
print "Exporting animations..."
^
SyntaxError: invalid syntax
File "process_meshes.py", line 23
print "Exporting meshes..."
^
SyntaxError: invalid syntax
File "process_sounds.py", line 49
print "Exporting sounds..."
^
SyntaxError: invalid syntax
File "process_skins.py", line 104
print "Exporting skins..."
^
SyntaxError: invalid syntax
File "process_map_icons.py", line 32
print "Exporting map icons..."
^
SyntaxError: invalid syntax
File "process_factions.py", line 27
print "ERROR faction not found: "+ rel_name
^
SyntaxError: invalid syntax
File "process_items.py", line 60
print "Exporting item data..."
^
SyntaxError: invalid syntax
File "process_scenes.py", line 12
print "Exporting scene data..."
^
SyntaxError: invalid syntax
File "process_troops.py", line 104
print "Exporting troops data"
^
SyntaxError: invalid syntax
File "process_particle_sys.py", line 60
print "Exporting particle data..."
^
SyntaxError: invalid syntax
File "process_scene_props.py", line 26
print "Exporting scene props..."
^
SyntaxError: invalid syntax
File "process_tableau_materials.py", line 25
print "Exporting tableau materials data..."
^
SyntaxError: invalid syntax
File "process_presentations.py", line 27
print "Exporting presentations..."
^
SyntaxError: invalid syntax
File "process_party_tmps.py", line 28
print "Error! NUMBER OF TEMPLATE MEMBERS EXCEEDS 6 " + party_template[0]
^
SyntaxError: invalid syntax
File "process_parties.py", line 28
print "Error: Unable to find menu-id :" + menu_param
^
SyntaxError: invalid syntax
File "process_quests.py", line 29
print "Exporting quest data..."
^
SyntaxError: invalid syntax
File "process_info_pages.py", line 25
print "Exporting info_page data..."
^
SyntaxError: invalid syntax
File "process_scripts.py", line 41
print "Exporting scripts..."
^
SyntaxError: invalid syntax
File "process_mission_tmps.py", line 29
print "ERROR: Too many item_overrides!"
^
SyntaxError: invalid syntax
File "process_game_menus.py", line 41
print "Exporting game menus data..."
^
SyntaxError: invalid syntax
File "process_simple_triggers.py", line 19
print "exporting simple triggers..."
^
SyntaxError: invalid syntax
File "process_dialogs.py", line 92
print sentence[ipt_token_pos]
^
SyntaxError: invalid syntax
File "process_global_variables_unused.py", line 6
print "Checking global variable usages..."
^
SyntaxError: invalid syntax
File "process_postfx.py", line 26
print "Exporting postfx_params..."
^
SyntaxError: invalid syntax
Could Not Find C:\Users\Labrie\Desktop\Mod\module system\Sourcecode\mm dev - MS\
*.pyc
______________________________
Script processing has ended.
Press any key to exit. . .
thats the entire message that comes up.[close]Quote# Make sure you use forward slashes (/) and NOT backward slashes (\)
read what file?
ive been using forward slashes.
SyntaxError: invalid syntax
Could Not Find C:\Users\Labrie\Desktop\Mod\module system\Sourcecode\mm dev - MS\
*.pyc
I'm sorry but that's how the whole thing is connected, there is no way unless... Nah, it would look ugly. Not really... Sad isn 't it? Keeps a lot of potential units from being made
Which font is used for the accessories (backpacks, water canteens, etc) on the British infantry?
Yes, you can. Just take a look at original NW models, backpacks are great example of using many shapes in one object.Cheers, thats very helpful =D
Does anyone know which file contains the texture for the leather bandage used on faces?russian_hats_3.dds
i just tried uninstalling and reinstalling it, didnt work. same error.
What's the name of the model of the British Officer pants?
How do you change the menu screen for the game? I wanted to add something a little bit special I found and wanted to add it in.
i want to turn down smoke on a different module of NW how would one do this?
Not possible without editing the code because those pants are shared with a lot of units.
french_84e_body_ranker
french_84e_body_ranker.1
french_84e_body_ranker.2
french_basic_infantry_pants
french_84e_body_ranker
french_84e_body_ranker.1
french_84e_body_ranker.2
french_84e_body_ranker.3
Hi sorry if this has been answered before but couldnt find it. Im trying to change the number on the British 33rd back back from 33 to 20. I have photoshop with the dds plugin installed and I used to do reskinning. The thing is I blacked out the 44 and Use the txt box to create 20 but came out bad in game like a mixture between the 2 numbers anyone know how to change numbers on backpacks correctly?
I don't want to do anything too fancy. I just want to remodel and retexture and remodel a British line infantry troop to different regiment.
I've done it before but my previous work was far from professional:
(Retextured some parts of the 33rd)Spoiler(https://i.imgur.com/B4H2mcA.jpg)[close]Spoiler(https://i.imgur.com/LJYxDmd.jpg)[close]Spoiler(https://i.imgur.com/qMEadBy.jpg)[close]
Can someone give me the materials, resources and tutorials required for remodeling and retexturing troop models and flags?
I don't want to do anything too fancy. I just want to remodel and retexture and remodel a British line infantry troop to different regiment.
I've done it before but my previous work was far from professional:
(Retextured some parts of the 33rd)Spoiler(https://i.imgur.com/B4H2mcA.jpg)[close]Spoiler(https://i.imgur.com/LJYxDmd.jpg)[close]Spoiler(https://i.imgur.com/qMEadBy.jpg)[close]
Can someone give me the materials, resources and tutorials required for remodeling and retexturing troop models and flags?
The straps are slightly off. I see you were going for the "buff" color. They need a more tan/beige look: http://www.miniatuurwereld.com/Hat/hat8186g.jpg But, you are very close! Also, the ensign strap that holds the flag is still just white.
I don't want to do anything too fancy. I just want to remodel and retexture and remodel a British line infantry troop to different regiment.
I've done it before but my previous work was far from professional:
(Retextured some parts of the 33rd)Spoiler(https://i.imgur.com/B4H2mcA.jpg)[close]Spoiler(https://i.imgur.com/LJYxDmd.jpg)[close]Spoiler(https://i.imgur.com/qMEadBy.jpg)[close]
Can someone give me the materials, resources and tutorials required for remodeling and retexturing troop models and flags?
The straps are slightly off. I see you were going for the "buff" color. They need a more tan/beige look: http://www.miniatuurwereld.com/Hat/hat8186g.jpg But, you are very close! Also, the ensign strap that holds the flag is still just white.
Well, see the thing is, I made those textures a long time ago and don't remember much about it. This was just a retexture. I wanna learn how to completely remodel parts of the guy AND retexture it more professionally and need help with the technical aspect of it. Thanks though
you need:SpoilerI don't want to do anything too fancy. I just want to remodel and retexture and remodel a British line infantry troop to different regiment.
I've done it before but my previous work was far from professional:
(Retextured some parts of the 33rd)Spoiler(https://i.imgur.com/B4H2mcA.jpg)[close]Spoiler(https://i.imgur.com/LJYxDmd.jpg)[close]Spoiler(https://i.imgur.com/qMEadBy.jpg)[close]
Can someone give me the materials, resources and tutorials required for remodeling and retexturing troop models and flags?
The straps are slightly off. I see you were going for the "buff" color. They need a more tan/beige look: http://www.miniatuurwereld.com/Hat/hat8186g.jpg But, you are very close! Also, the ensign strap that holds the flag is still just white.
Well, see the thing is, I made those textures a long time ago and don't remember much about it. This was just a retexture. I wanna learn how to completely remodel parts of the guy AND retexture it more professionally and need help with the technical aspect of it. Thanks though[close]
Photoshop + DDS Plugin by Nvidia
OpenBRF
Files needed:
Any mm_Countryuniforms.brf
and textures you can find which one belongs to which in the BRF, by clicking on material and then you can do the rest.
Not possible without editing the code because those pants are shared with a lot of units.
It's possible, I managed to separate all of the British, French, and Russian pants in my mod. It takes quite a bit of time and patience though, so grab a nice beer and some good music, and settle down with OpenBRF.
-----------------------------------------------
What you'll want to do first is single out which unit you want to change the pants mesh for, let's take the French as an example, because apparently their trousers were so comfortable everyone decided to wear them. The basic French pants are located in the mm_french_uniforms.brf file, they are called french_basic_infantry_pants and they are currently linked to all basic French infantry units, and some others in other factions.
I'm going to take a second to explain how the unit meshes are currently set up in the uniform BRFs. For all units, you have the torso meshes and the pants, the torso stuff will all have the same name with a number behind it. The pants are all separate, either with the unit's name in, or shared with a pool of other units. MW looks at the torso meshes and then combines them with the correct pants mesh that it has been told to combine the torso with. If it can't find one of these meshes, it won't load it, and you'll get an invisible body part.
Now back to business....
First thing, rename your French infantry pants something else. I renamed mine "french_basic_infantry_pants (old)", now NW won't load that mesh because it can't find the right name. Load up NW and have a look at which regiments are missing their pants, make a note as this will save time later.
Head back into OpenBRF and copy paste the "french_basic_infantry_pants" mesh underneath all the torso meshes of the units that were missing their pants in-game. Rename the meshes to the name of the torso and add the next number in sequence at the end. Here's an example:
This:Codefrench_84e_body_ranker
french_84e_body_ranker.1
french_84e_body_ranker.2
french_basic_infantry_pants
Becomes:Codefrench_84e_body_ranker
french_84e_body_ranker.1
french_84e_body_ranker.2
french_84e_body_ranker.3
Because you changed the name of the normal French infantry pants, NW won't load them, but because the torso mesh now includes the pants, they'll be loaded with the torso. Great hmm? Simply do this with all the units you listed as not having pants and you're almost there.
To make sure that they don't vanish at certain distances, right click on the mesh and choose the option "Compute LODs". Save the BRF and you're done!
Hope this helps anyone who was wondering about the pants problems. I'll have a look at breaking the shared shako problem as well.
What software do I need for remodeling soldiers?sorry about that, you need Wings3D to remodel small things. Blender for bigger ones , Wings can do that too.
How would I go about adding multiple different skins into my game? For example the napoleonic wars enhancement pack, I like it but I don't like all of the skins it uses so how would I go about making my own such pack but with my personal selection of skins?Bump
How exactly do you change the clothing of units in the game? I've done it already but for some reason whenever I load a local server to test it, my guy appears naked with nothing in his midsection and the server says it's autokicking me for cheating.Did you add a full cloth set to the unit? Hat, cloth, pants, boots etc?Spoilerhttp://gyazo.com/367c257cc26d0eff71e019466c64a6b8 (http://gyazo.com/367c257cc26d0eff71e019466c64a6b8)[close]
How exactly do you change the clothing of units in the game? I've done it already but for some reason whenever I load a local server to test it, my guy appears naked with nothing in his midsection and the server says it's autokicking me for cheating.Did you add a full cloth set to the unit? Hat, cloth, pants, boots etc?Spoilerhttp://gyazo.com/367c257cc26d0eff71e019466c64a6b8 (http://gyazo.com/367c257cc26d0eff71e019466c64a6b8)[close]
#Module Troops
["british_infantry","Oda Ashigaru","Foot Soldiers",tf_guarantee_all,0,0,fac_oda,
[itm_british_infantry_ranker,itm_french_voltigeur_officer_pants,itm_33_stovepipe,itm_loan_sword,itm_yari],
def_attrib_multiplayer|level(20),wpex(50,5,130,5,150,5),knows_common|knows_ironflesh_3|knows_power_strike_3|knows_athletics_3,swadian_face_middle_1, swadian_face_old_2],
#Module Items
["yari","Oda Yari", [("yari_spear_b",0)], itp_has_upper_stab|itp_type_polearm|itp_merchandise| itp_cant_use_on_horseback|itp_primary|itp_penalty_with_shield|itp_no_parry|itp_two_handed|itp_is_pike|itp_no_blur, itc_lance,
125 , weight(3.0)|difficulty(0)|spd_rtng(70) | weapon_length(258)|swing_damage(0 , blunt) | thrust_damage(30 , pierce),imodbits_polearm ],
How do you enable a soldier to wield multiple weapons? For some reason when I add an extra weapon to the British soldier's inventory, only one of them shows up.Code#Module Troops
["british_infantry","Oda Ashigaru","Foot Soldiers",tf_guarantee_all,0,0,fac_oda,
[itm_british_infantry_ranker,itm_french_voltigeur_officer_pants,itm_33_stovepipe,itm_loan_sword,itm_yari],
def_attrib_multiplayer|level(20),wpex(50,5,130,5,150,5),knows_common|knows_ironflesh_3|knows_power_strike_3|knows_athletics_3,swadian_face_middle_1, swadian_face_old_2],
#Module Items
["yari","Oda Yari", [("yari_spear_b",0)], itp_has_upper_stab|itp_type_polearm|itp_merchandise| itp_cant_use_on_horseback|itp_primary|itp_penalty_with_shield|itp_no_parry|itp_two_handed|itp_is_pike|itp_no_blur, itc_lance,
125 , weight(3.0)|difficulty(0)|spd_rtng(70) | weapon_length(258)|swing_damage(0 , blunt) | thrust_damage(30 , pierce),imodbits_polearm ],
The Sword works fine, it's the spear I have problems with. The problem is that I can't get the unit to spawn with both items at once. He originally starts with the sword but if I click another unit in the menu and go back to him, he switches to the yari. I've added screenshots to explain what I mean.How do you enable a soldier to wield multiple weapons? For some reason when I add an extra weapon to the British soldier's inventory, only one of them shows up.Code#Module Troops
["british_infantry","Oda Ashigaru","Foot Soldiers",tf_guarantee_all,0,0,fac_oda,
[itm_british_infantry_ranker,itm_french_voltigeur_officer_pants,itm_33_stovepipe,itm_loan_sword,itm_yari],
def_attrib_multiplayer|level(20),wpex(50,5,130,5,150,5),knows_common|knows_ironflesh_3|knows_power_strike_3|knows_athletics_3,swadian_face_middle_1, swadian_face_old_2],
#Module Items
["yari","Oda Yari", [("yari_spear_b",0)], itp_has_upper_stab|itp_type_polearm|itp_merchandise| itp_cant_use_on_horseback|itp_primary|itp_penalty_with_shield|itp_no_parry|itp_two_handed|itp_is_pike|itp_no_blur, itc_lance,
125 , weight(3.0)|difficulty(0)|spd_rtng(70) | weapon_length(258)|swing_damage(0 , blunt) | thrust_damage(30 , pierce),imodbits_polearm ],
Where's the loan sword in module_items? And are you sure it's in one of the brfs?
Yup
The Sword works fine, it's the spear I have problems with. The problem is that I can't get the unit to spawn with both items at once. He originally starts with the sword but if I click another unit in the menu and go back to him, he switches to the yari. I've added screenshots to explain what I mean.
Before I switch to a different unit in the selection screen.
http://gyazo.com/a865ba003cd76248db496eb93d12e427
After
http://gyazo.com/7a0214f7a1418fa978c12b4455088dd3
I can't remember if you are able to do this or not; but is it possible to give the 33rd Officer + Ensign a different hat to the rankers? And if so, how would you go about doing it - name in the .brf file, etc?
Isn't it possible to just remove the current hat and re-name another hat to your picking to the hat you removed? It shouldn't interfere with the coding/cheating thing I think.
Hey this is not really a question just kinda want a general idea of what you guys think. Its the first thing I made on wings 3D.Not bad. Looks good, I'm guessing around 150 poly?Spoiler(https://i.imgur.com/iSgjnTS.png)[close]
117 and Im trying to make this when I get better at moddelingHey this is not really a question just kinda want a general idea of what you guys think. Its the first thing I made on wings 3D.Not bad. Looks good, I'm guessing around 150 poly?Spoiler(https://i.imgur.com/iSgjnTS.png)[close]
Can you Change the volume of a Sound just by editing the .txt?
Is it possible to make the crosshair static, meaning that it doesn't open when I aim?
I can't remember if you are able to do this or not; but is it possible to give the 33rd Officer + Ensign a different hat to the rankers? And if so, how would you go about doing it - name in the .brf file, etc?
Keep at it mate! Just try your best and I agree, start with smaller objects and tinkle with the controls and menu's.117 and Im trying to make this when I get better at moddelingHey this is not really a question just kinda want a general idea of what you guys think. Its the first thing I made on wings 3D.Not bad. Looks good, I'm guessing around 150 poly?Spoiler(https://i.imgur.com/iSgjnTS.png)[close]To replace the light infantry on France. My friend said to start off with making the hat.Spoiler(https://i.imgur.com/D2zp0UZ.jpg)[close]But thats all I have so far Im having an extremely hard time with making this uniform and hat I think Im just gonna keep practicing with more simple stuff before I get to the advance stuff.Spoiler(https://i.imgur.com/ZvRIKrt.png)[close]
I would also learn, and get used to the hot keys. :D They really come in handy and make the process much more efficient.If you think Wings has hotkeys, try Blender.
Ignore those guys above, that's possible too, and you wont get kicked by servers if you do it properly. Obviously, if you do it client-sidely only you and all those who have the modified files will be able to see it, but, still better than nothing. There are lots of mods around which modify hats, plumes, pants, etc,...
How does one prevent this from happening?
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fgyazo.com%2F45b8a1f0c5a1ec9ef520c873443d4fb0.png&hash=f8950dab50c20d7738ad10328577058463488184)
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fgyazo.com%2F4cf31fd686dfbbc124cb26a06220d61d.png&hash=087bc5d5ac456b1abc9093e4a0830b9ba75df0dc)
How does one prevent this from happening?
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fgyazo.com%2F45b8a1f0c5a1ec9ef520c873443d4fb0.png&hash=f8950dab50c20d7738ad10328577058463488184)
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fgyazo.com%2F4cf31fd686dfbbc124cb26a06220d61d.png&hash=087bc5d5ac456b1abc9093e4a0830b9ba75df0dc)
I have a problem finding the British hussar's Flagbearer. Im looking to edit the texture of him and then change the flag to Another one. But i cant find either the "flag" or the Flagbearer.. Anyone have a clue where it is? iv looked everywhere in the textures folder but i dont know :SAre they not the same texture as the officer or ranker?
I belive it might be the officer, but where is the Flag that the flag bearer is holding :S
Give the bavarian headgear the same name of the KGL officer hat and remove the officer hat. (replace it),
Well you can always play around with the BRF and change the colours with one of the (right-click) options, however then you do the entire model in one. Which tends to get quite ugly.
The best option is the normal texturing route, using programs like Gimp, Photoshop etc.
I belive it might be the officer, but where is the Flag that the flag bearer is holding :S
Take a look at ''weapon_flags.dds'' in the textures . But beware , if you just change the dds file royal horse guard and inniskilling flags will change aswell , as they are using same texture . To prevent it - if you know how to use openbrf- check the ''mmcolours.brf '' (or very similar name , pretty sure something with colour in brf files) and see if UK hussar flag have different mesh
This might be the wrong place to ask, but hey, you never know. Does anyone have any idea where I might be able to find some decent Irish battle cries, male and female, that would fit within NW?
This might be the wrong place to ask, but hey, you never know. Does anyone have any idea where I might be able to find some decent Irish battle cries, male and female, that would fit within NW?
It's surprisingly very difficult to find good battle cries that will fit with the game. The best way (and the way that avoids any copyright infringement) is to do the cries yourself or commission someone to do them for you...
Searched through thread wasn't able to find out this:What do you want with them?
Which pants are the Landwehr wearing >.<
I found them in OpenBRF but no idea how to use that to my advantage :s
Is there a way to get rid of the smoke in the game or at least make it thinner and disappear faster :PBetter Grafix card, joke, there is a mod out around for that check around on modifications.
In linebattles the smoke from everything drops my fps from 30 to 10 :(
Searched through thread wasn't able to find out this:What do you want with them?
Which pants are the Landwehr wearing >.<
I found them in OpenBRF but no idea how to use that to my advantage :s
I was able to get some help and found out they are Coldstreams Pants.
I am recoloring the Ladwehr, but for some reason I was not able to put the FK pants for landwehr by doing the duplicate steps, and resultd to just coloring the pants black.
So now the pants are fine just CS also have em black too :3 Gona reinstall NW an save my textures. Something keeping me from duplicating and renaming items to replace another one I want to remove
["british_infantry","Anglo-Saxon Footmen","Line Infantry",tf_guarantee_all,0,0,fac_britain,
[itm_anglian_sword2, itm_anglian_shield, itm_anglian_armour,itm_anglian_helmet,itm_english_shoes],
def_attrib_multiplayer|level(20),wpex(50,5,130,5,150,5),knows_common|knows_ironflesh_3|knows_power_strike_3|knows_athletics_3,swadian_face_middle_1, swadian_face_old_2],
How can I install several skins for the same faction? :POpenbrf.
So, how do i make the server side files accept what the client has? And what should i change the items names to?
So, how do i make the server side files accept what the client has? And what should i change the items names to?
In order for the server to accept your module, it needs to be running your module (complicated :P ) If you want your mod to be compatible with another mod (a client side mod) then there are certain files you can and can't edit.
For example, you can change the meshes and textures using OpenBRF, you can change some item names (what is displayed ingame, not the mesh names), some strings, sounds, and that's just about it. On the other hand, if you add new items to a troop using the module system you will need your own mod, and therefore your own server files.
Now this is all great but it gets tiresome waiting for the map to download at a rate of 20kb/s. Is there a .cfg or .txt file you can change to up the download speed?
I must respectfully disagree :) It seems impossible that every server ever sends maps to players at the same speed. Also, 20kb/s is a ridiculously low number. A bad internet connection will have around 5mb which means 250 times the speed of downloading a Mount and Blade map. Now, my connection has 40mb download which makes it even more ridiculous. This was all to refute the hypothesis that the internet connection would be the limiting factor, so it is still entirely possible that it is hardcoded into the server files and can't be changed via .cfg or .txtNow this is all great but it gets tiresome waiting for the map to download at a rate of 20kb/s. Is there a .cfg or .txt file you can change to up the download speed?
I'm afraid not, it all depends on your download speed and the quality of the server connection. I wish there was a magic number we could all type into the module system...
Sorry Parrot I forgot to answer you (I'm drunk a bit :P ). It won't work. Taleworlds did it's best to make our lifes harder and mirroring animation will give use nothing, as openbrf will automaticly change bones. So hand which is on the right side will always be right hand and the one on the left side will be left hand :) Normally musket is in the right hand, so if I get rid of 'stick to whatever hand' flags, musket will be in right hand.
["ready_musket", acf_rot_vertical_bow|acf_anim_length(100), amf_priority_attack|amf_client_owner_prediction|amf_keep|amf_rider_rot_crossbow|amf_use_weapon_speed,
[1.5, "ready_musket", 2, 2, arf_stick_item_to_left_hand|blend_in_ready],
],
["ready_musket", acf_rot_vertical_bow|acf_anim_length(100), amf_priority_attack|amf_keep|amf_client_owner_prediction|amf_rider_rot_crossbow|amf_use_weapon_speed,
[1.5, "ready_musket", 2, 2, blend_in_ready],
[1.5,
["ready_musket", acf_rot_vertical_bow|acf_anim_length(100), amf_priority_attack|amf_keep|amf_client_owner_prediction|amf_rider_rot_crossbow|amf_use_weapon_speed,
[2.5, "ready_musket", 2, 2, arf_stick_item_to_left_hand|arf_blend_in_3],
],
Heh... I've got some progress :) It seems that amf_use_cycle_period flag can force gun to stay in one hand all the time (only once at the beginning this appers, but it's not big problem). I have no idea how, but it helps. But now problem is that player don't have to wait 1,5 seconds to fire. And if he fires before this time, then he can see client-side shoot but in fact musket doesn't fire on the server. Do you have any idea how to force game to wait this 1,5 second to avoid launching this bug? Sorry for overworking your kindness, but you're probably only one who can help me :)
How do u change a color of a uniform using the magic wand?
I did that but it made my whole thing a color. Is there a way just to pick a color and put it there?How do u change a color of a uniform using the magic wand?
You select what you would like using the magic wand, then click the button above layers called adjustments (I'm assuming you are using photoshop) then select Hue/Saturation and then click colorized, and just mess with the scales.
I did that but it made my whole thing a color. Is there a way just to pick a color and put it there?How do u change a color of a uniform using the magic wand?
You select what you would like using the magic wand, then click the button above layers called adjustments (I'm assuming you are using photoshop) then select Hue/Saturation and then click colorized, and just mess with the scales.
How does one change British sailors to selected items instead of random because I have put the items I want for them in the source code for NW but I can't work out how to change their weapon selection from random to eg itm_french_dragoon_musket
How does one change British sailors to selected items instead of random because I have put the items I want for them in the source code for NW but I can't work out how to change their weapon selection from random to eg itm_french_dragoon_musket
That won't work.
How does one change British sailors to selected items instead of random because I have put the items I want for them in the source code for NW but I can't work out how to change their weapon selection from random to eg itm_french_dragoon_musket
That won't work.
The random weapon selection thing is in strings and scripts. If you want to remove it completely remove it from scripts, or you can change the string to whatever weapon you are using for that class.
How does one change British sailors to selected items instead of random because I have put the items I want for them in the source code for NW but I can't work out how to change their weapon selection from random to eg itm_french_dragoon_musket
That won't work.
The random weapon selection thing is in strings and scripts. If you want to remove it completely remove it from scripts, or you can change the string to whatever weapon you are using for that class.
Not quite true - "Strings" just contain lines of viewable text (i.e. the text seen on the menu buttons, in singleplayer text dialogue, etc...). Anything in there will not have an actual effect on the code, only on what you read inside the game. The actual randomisation code should be in Scripts, as you said.
FYI MadManYo, you won't be able to use that module on a server running NW - it'll kick you for cheating if you do. The mod will need to be serverside if you want it to work.
("random", "Random"),
How do I change the colour of the plumes on the highlanders?
I'm currently doing a reskin of the 42nd; changing it from the Grenadier Company of the 42nd to the Grenadier Company of the 78th. Simple texture editing on Paint.net only got me so far. I want to make the plume all white.
No. Just no.How do I change the colour of the plumes on the highlanders?
I'm currently doing a reskin of the 42nd; changing it from the Grenadier Company of the 42nd to the Grenadier Company of the 78th. Simple texture editing on Paint.net only got me so far. I want to make the plume all white.
The .dds is called britishhats or something like that , and you just open it up, find the plume there and then re color to your choosing.
No. Just no.How do I change the colour of the plumes on the highlanders?
I'm currently doing a reskin of the 42nd; changing it from the Grenadier Company of the 42nd to the Grenadier Company of the 78th. Simple texture editing on Paint.net only got me so far. I want to make the plume all white.
The .dds is called britishhats or something like that , and you just open it up, find the plume there and then re color to your choosing.
If you do that you change other regiments plume cokor as well. :P just re- uvmap the plumes in a 3d editing program.
Having some issues, trying to make a skin for the french where they have greatcoats, however this causes the British troops legs to change with them, how can I distinguish between the two so that they are separate?
Having some issues, trying to make a skin for the french where they have greatcoats, however this causes the British troops legs to change with them, how can I distinguish between the two so that they are separate?
You can only do that by coding I'm afraid. Unless you use the Vistule/Old Guard/Voltiguers (They all have their own pants)
It's perfectly possible to separate the pants for every single unit in the game (although that will take ages). You need to get rid of the original pant's mesh by renaming it, and then add it to the tunic/torso of each unit that it was connected to. Notice how the tunics have their name and then other meshes bellow them with the same name, but followed by a number? Use this for separating the pants.
Example
british_light
british_light.1
british_light.2
british_light.3 <--- These are the new pants
british_light_pants_old <--- These are the original pants with the suffix "old" which prevents them from loading in NW
Pretty sure that would cause mesh/texture loading errors? It might not crash, but it would probably make your version of NW unstable, to say the least.
Having some issues, trying to make a skin for the french where they have greatcoats, however this causes the British troops legs to change with them, how can I distinguish between the two so that they are separate?
You can only do that by coding I'm afraid. Unless you use the Vistule/Old Guard/Voltiguers (They all have their own pants)
Openbrf has a lod generator, select the meshes you want lods for, right click, and choose "generate lods"
I've got a question : which pants are used by british KGL?French voltiguer officer pants
What do i need to do when i make my own coat or pants on wings 3D?Copy the rigging off a model that looks close to what you made and paste it on it and tadaa! Simply click on the model and then edit and copy animations or something and the click on your model and click paste rigging z
I put it in brf. and make my own brf. file but when i enter the game arms of my character are going normal but coat is standing on me and arms are not moving.I know i need to do something with riged mesh or something but i dont know how can someone tell me more detailed what i need to do in brf. with it?
Easiest way to do it would just be to remove their entries in Presentations (or set the scope of the presentation code to avoid the troop types you don't want. I can't remember exactly how the code's structured but this second is the more likely solution).
(assign, ":number_of_players_at_team_1", 0),
(assign, ":number_of_players_at_team_2", 0),
(try_for_range, ":cur_player", "$g_player_loops_begin", multiplayer_player_loops_end),
(player_is_active, ":cur_player"),
(player_get_team_no, ":player_team", ":cur_player"),
(try_begin),
(eq, ":player_team", 0),
(val_add, ":number_of_players_at_team_1", 1),
(else_try),
(eq, ":player_team", 1),
(val_add, ":number_of_players_at_team_2", 1),
(try_end),
(try_end),
#end of counting active players per team.
(store_add, ":total_players", ":number_of_players_at_team_1", ":number_of_players_at_team_2"),
("player_faction","Player Faction",0, 0.9, [], []),
("player_supporters_faction","Player's Supporters",0, 0.9, [("player_faction",1.00),("outlaws",-0.05)], [], 0xFF4433), #changed name so that can tell difference if shows up on map
("britain", "United Kingdom", 0, 0.9, [("outlaws",-0.05),], [], 0xCCBB99),
("france", "Empire Francais", 0, 0.9, [("outlaws",-0.05)], [], 0xCC99FF),
("prussia", "Konigreich Preussen", 0, 0.9, [("outlaws",-0.05)], [], 0xCCBB99),
("russia", "Rossiyskaya Imperiya", 0, 0.9, [("outlaws",-0.05)], [], 0x33DDDD),
("austria", "Kaisertum Osterreich", 0, 0.9, [("outlaws",-0.05)], [], 0x33DD33),
("kingdoms_end","{!}kingdoms_end", 0, 0,[], []),
("kingdom_6", "Invalid Faction", 0, 0.9, [("outlaws",-0.05)], [], 0xDDDD33),
("kingdom_7", "Invalid Faction", 0, 0.9, [("outlaws",-0.05)], [], 0xDDDD33),
("kingdom_8", "Invalid Faction", 0, 0.9, [("outlaws",-0.05)], [], 0xDDDD33),
("kingdom_9", "Invalid Faction", 0, 0.9, [("outlaws",-0.05)], [], 0xDDDD33),
("kingdom_10", "Invalid Faction", 0, 0.9, [("outlaws",-0.05)], [], 0xDDDD33),
("british_ranks", "British Other Ranks", 0, 0.9, [("outlaws",-0.05)], [], 0xCCBB99),
("french_ranks", "French Other Ranks", 0, 0.9, [("outlaws",-0.05)], [], 0xCC99FF),
("prussian_ranks", "Prussian Other Ranks", 0, 0.9, [("outlaws",-0.05)], [], 0xCCBB99),
("russian_ranks", "Russian Other Ranks", 0, 0.9, [("outlaws",-0.05)], [], 0xCCBB99),
("austrian_ranks", "Austrian Other Ranks", 0, 0.9, [("outlaws",-0.05)], [], 0xCCBB99),
("kingdoms_end","{!}kingdoms_end", 0, 0,[], []),Is pretty much disabled. So if you want to disable a faction, just move it below that line and it won't pop up in the faction menu.
["austrian_infantry2_flute","Tercio Espanol","Pikeman",tf_guarantee_all,0,0,fac_austrian_ranks,
[itm_tercio_uniform_8,itm_tercio_uniform_9,itm_tercio_uniform_6,itm_tercio_uniform_7,itm_tercio_uniform_1,itm_tercio_uniform_2,itm_ankle_boots_a,itm_morion_1,itm_morion_3,itm_pike_c,itm_pike_d,itm_pike_e,itm_spanish_sword,itm_linkhanddolch],
def_attrib_multiplayer|level(20),wpex(50,5,100,5,150,5),knows_common|knows_ironflesh_3|knows_power_strike_3|knows_athletics_1,swadian_face_middle_1, swadian_face_old_2],
#script_multiplayer_client_on_agent_killed_or_wounded_common
# INPUT: arg1 = dead_agent_no,
# OUTPUT: none
("multiplayer_client_on_agent_killed_or_wounded_common",
[
(store_script_param, ":dead_agent_no", 1),
(try_begin), # Player side only.
(neg|multiplayer_is_dedicated_server),
#Beaver
(try_begin),
(agent_is_active,":dead_agent_no"),
(agent_stop_sound,":dead_agent_no"),
(try_end),
(multiplayer_get_my_player, ":my_player_no"),
(player_is_active,":my_player_no"),
(player_get_team_no, ":my_player_team", ":my_player_no"),
(player_get_agent_id, ":my_player_agent", ":my_player_no"),
(agent_is_active,":my_player_agent"),
(try_begin),
(eq, ":my_player_agent", ":dead_agent_no"), # I'm Dead =(
(try_begin),
(gt, "$g_client_drown_sound_channel", -1),
(stop_sound_channel, "$g_client_drown_sound_channel"),
(assign,"$g_client_drown_sound_channel",-1),
(try_end),
(try_begin),# Run the flag presentation when you died.
(eq, "$g_multiplayer_game_type", multiplayer_game_type_headquarters),
(neq,":my_player_team",multi_team_spectator),
(neg|is_presentation_active,"prsnt_multiplayer_team_select"),
(neg|is_presentation_active,"prsnt_conquest_flag_select"),
(start_presentation,"prsnt_conquest_flag_select"),
(try_end),
(try_begin), # And randomise your item selection ^^
(player_get_troop_id,":my_troop_id",":my_player_no"),
(this_or_next|eq,":my_troop_id","trp_russian_partizan"),
(this_or_next|eq,":my_troop_id","trp_british_ship"),
(this_or_next|eq,":my_troop_id","trp_french_ship"),
(this_or_next|eq,":my_troop_id","trp_austrian_infantry2_flute"), <----------ADD THIS LINE
(eq,":my_troop_id","trp_russian_cossack"),
#(is_between,":my_troop_id",multiplayer_troops_begin,multiplayer_troops_end),
#(call_script, "script_multiplayer_get_troop_class", ":my_troop_id"),
#(assign, ":selected_troop_class", reg0),
(try_begin),
# (this_or_next|eq, ":selected_troop_class", multi_troop_class_mm_artillery),
# (this_or_next|eq, ":selected_troop_class", multi_troop_class_mm_rocket),
# (eq, ":selected_troop_class", multi_troop_class_mm_sapper),
# (call_script, "script_random_item_selection", ":my_troop_id",0),
#(else_try),
(call_script, "script_random_item_selection", ":my_troop_id",1),
(try_end),
(call_script, "script_multiplayer_send_item_selections"),
#Beaver End
(try_end),
(call_script,"script_multiplayer_client_show_respawncounter"),
(store_mission_timer_a, "$g_multiplayer_respawn_start_time"),
(try_end),
(try_end),
]),
So the Ban Hammer model... Where's that in the brf files? ::) Been doing lots of re texturing and the like and have looked for it many times but with no luck. Any help would be most appreciated.
Have you saved it with the correct file format?
Have you saved it with the correct file format?
Yeah I saved it with .bmp
I mean when u first go into the Modules and then the module folder it says main there. I want to know how to change that.Have you saved it with the correct file format?
Yeah I saved it with .bmp
Save it as a .dds
Unless you mean the "main"-picture, then you've saved it correctly
(try_end),
(try_begin),
(gt,":fail_message",-1),
(str_store_string, s22, ":fail_message"),
(try_end),
(try_begin),
(is_between, ":troop_no", "trp_russian_opol_nco", "trp_austrian_infantry"),
(try_begin),
(eq,":store_messages",1),
(str_store_troop_name_plural, s21, ":troop_no"),
(assign, ":fail_message", "str_already_to_many_players_class_s21"),
(str_store_string, s4, "str_zombie_partizan"),
(multiplayer_send_string_to_player, ":player_no", multiplayer_event_show_server_message, s4),
(try_end),
(assign, ":class_ok", 0),
(try_end),
(try_begin),
(is_between, ":troop_no", "trp_french_infantry", "trp_french_ship"),
(is_between, ":troop_no", "trp_french_ship_cannon", "trp_napoleon"),
(try_begin),
(eq,":store_messages",1),
(str_store_troop_name_plural, s21, ":troop_no"),
(assign, ":fail_message", "str_already_to_many_players_class_s21"),
(str_store_string, s4, "str_prisoner"),
(multiplayer_send_string_to_player, ":player_no", multiplayer_event_show_server_message, s4),
(try_end),
(assign, ":class_ok", 0),
(try_end),
(try_begin),
(gt,":fail_message",-1),
(str_store_string, s22, ":fail_message"),
(try_end),
(assign,reg3,":class_ok"),
(assign,reg4,":fail_message"),
(try_end),
]),
("prisoner", "You must choose the Sailor class."),
Ok, so let's say I am making a skin: How do I asign a brf file to be coloured after a specific texture?
Like when you have the body of for example the 45e. How do you asign it to be coloured after a specific texture?
In regards to learning server side scripting where should I start? Also what are the limitations of it?
I want to be able to Change hats in the game to something different. for example, I want to Change the British KGL Hussar hat to the French hussar hat, how would I go about doing that, and, What program, if needed, would I need to download?
I want to be able to Change hats in the game to something different. for example, I want to Change the British KGL Hussar hat to the French hussar hat, how would I go about doing that, and, What program, if needed, would I need to download?Open BRF is the easiest too actually, what you do is open the French hat(s) you want to use, export them, open them on the British hats, copy the name of the British hats, then rename to something like "old 33rd hat". From here select all the parts of the imported French hat, click rename, rename it, save, and you should have yourself a French hat on the UK. Atilla has a full tutorial on it.
import os
# Point export_dir to the folder you will be keeping your module
# Make sure you use forward slashes (/) and NOT backward slashes (\)
export_dir = os.getenv("HOME") + "/Dropbox/Bear Force II/Bear_Force_II_Test/"
#old export_dir = "C:/Program Files/Mount&Blade/Modules/Native/"
#!/bin/sh
rm Process_Log.txt
echo Getting Header Files .........
cp header_files/header_*.py . >> Process_Log.txt
echo Getting ID Files .........
cp ID_files/ID_*.py . >>Process_Log.txt
echo Getting Process Files .........
cp process_files/process_*.py . >> Process_Log.txt
echo Replacing module_info .........
cp module_info.py module_info_backup.py >> Process_Log.txt
cp module_info_unix.py module_info.py >> Process_Log.txt
echo Start Processing...
echo ______________________________
python process_init.py
python process_global_variables.py
python process_strings.py
python process_skills.py
python process_music.py
python process_animations.py
python process_meshes.py
python process_sounds.py
python process_skins.py
python process_map_icons.py
python process_factions.py
python process_items.py
python process_scenes.py
python process_troops.py
python process_particle_sys.py
python process_scene_props.py
python process_tableau_materials.py
python process_presentations.py
python process_party_tmps.py
python process_parties.py
python process_quests.py
python process_info_pages.py
python process_scripts.py
python process_mission_tmps.py
python process_game_menus.py
python process_simple_triggers.py
python process_dialogs.py
python process_global_variables_unused.py
python process_postfx.py
rm *.pyc
rm header_*.py
rm *.bak
cp ID_*.py ID_files/ >> Process_Log.txt
cp module_info_backup.py module_info.py >> Process_Log.txt
rm module_info_backup.py
rm ID_*.py
rm process_*.py
echo All Finish ...
echo Cleaning up...
echo ______________________________
echo Script processing has ended.
read -p "Press [Enter] to exit..." _
Why not? Probably you'll have to use Wine and some python tricks to get the module system working correctly though. For instance, on Linux I got it working like this:
Create a module_info_unix file. Set the content as follows:Codeimport os
# Point export_dir to the folder you will be keeping your module
# Make sure you use forward slashes (/) and NOT backward slashes (\)
export_dir = os.getenv("HOME") + "/Dropbox/Bear Force II/Bear_Force_II_Test/"
#old export_dir = "C:/Program Files/Mount&Blade/Modules/Native/"
Then create a shell script (.sh), and use this stuff to compile:Code#!/bin/sh
rm Process_Log.txt
echo Getting Header Files .........
cp header_files/header_*.py . >> Process_Log.txt
echo Getting ID Files .........
cp ID_files/ID_*.py . >>Process_Log.txt
echo Getting Process Files .........
cp process_files/process_*.py . >> Process_Log.txt
echo Replacing module_info .........
cp module_info.py module_info_backup.py >> Process_Log.txt
cp module_info_unix.py module_info.py >> Process_Log.txt
echo Start Processing...
echo ______________________________
python process_init.py
python process_global_variables.py
python process_strings.py
python process_skills.py
python process_music.py
python process_animations.py
python process_meshes.py
python process_sounds.py
python process_skins.py
python process_map_icons.py
python process_factions.py
python process_items.py
python process_scenes.py
python process_troops.py
python process_particle_sys.py
python process_scene_props.py
python process_tableau_materials.py
python process_presentations.py
python process_party_tmps.py
python process_parties.py
python process_quests.py
python process_info_pages.py
python process_scripts.py
python process_mission_tmps.py
python process_game_menus.py
python process_simple_triggers.py
python process_dialogs.py
python process_global_variables_unused.py
python process_postfx.py
rm *.pyc
rm header_*.py
rm *.bak
cp ID_*.py ID_files/ >> Process_Log.txt
cp module_info_backup.py module_info.py >> Process_Log.txt
rm module_info_backup.py
rm ID_*.py
rm process_*.py
echo All Finish ...
echo Cleaning up...
echo ______________________________
echo Script processing has ended.
read -p "Press [Enter] to exit..." _
Make the .sh file executable by going to folder where it's located (cd), then use chmod +x [filename].sh . Run it using ./filename.sh after specifying your own directory in module_info_unix and that should be it. This works in linux, not sure about Mac.
Like a link to anything I would need to download?
Like a link to anything I would need to download?
If you can't do some simple searches, you won't have a bright future in modding. So start searching.
Your new friends are:
Google (for general questions, like where to download what)
This board (for NW related modding questions)
Taleworlds modding board http://forums.taleworlds.com/index.php/board,64.0.html (for all mount&blade modding questions, literally all the answers or hints are there)
Hey guys I was wondering if anyone can help me with this annoying error I am having.Basically the regular face skin clips with the custom native face mesh.(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fcloud-4.steampowered.com%2Fugc%2F40848702810142059%2F123C5287ABC9EB91936A1B05760153D26CAAAD7D%2F&hash=b8ffe0648a58cffd4173f4ac4dc8714518c36689)[close]
If anyone can help it would be much appreciated as to why this happens and if one would know how I would go about solving this.
Yes that is correct, why because I have never added a proper face mesh before and don't know how to. :-[Hey guys I was wondering if anyone can help me with this annoying error I am having.Basically the regular face skin clips with the custom native face mesh.(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fcloud-4.steampowered.com%2Fugc%2F40848702810142059%2F123C5287ABC9EB91936A1B05760153D26CAAAD7D%2F&hash=b8ffe0648a58cffd4173f4ac4dc8714518c36689)[close]
If anyone can help it would be much appreciated as to why this happens and if one would know how I would go about solving this.
You're setting the head as a helmet, by the looks of it, rather than adding it as a proper face mesh.
skins = [
(
"man", 0,
"man_body", "man_calf_l", "m_handL",
"male_head", man_face_keys,
["h_simplest","h_bbeards","h_buckli","h_smalltail","a_la_garde","a_la_garde_v2","a_la_hussard","a_la_hussard_v2","a_la_russe","a_la_russian_grenadier","a_la_sans_culotte","a_la_sans_culotte_v2"], #man_hair_meshes ,"man_hair_y5","man_hair_y8",
["accessory_glasses_simple","accessory_monocle","accessory_cigar_simple","accessory_pipe_simple","accessory_pipe_russian","accessory_eyepatch_simple","accessory_grashalm_simple","accessory_single_earing","accessory_flower_daisy","accessory_Rich_german_pipe_3" # our accessories
,"beard_e","beard_d","beard_k","beard_y","beard_f","beard_b","beard_c","beard_t","beard_u","beard_r","beard_s","beard_a","beard_g","beard_q"], #beard meshes ,
["hair_blonde", "hair_red", "hair_brunette", "hair_black", "hair_white"], #hair textures
["beard_blonde","beard_red","beard_brunette","beard_black","beard_white"], #beard_materials
[("manface_young_2",0xffcbe0e0,["hair_blonde"],[0xffffffff, 0xffb04717, 0xff502a19]),
("manface_midage",0xffdfefe1,["hair_blonde"],[0xffffffff, 0xffb04717, 0xff632e18, 0xff502a19, 0xff19100c]),
("manface_young",0xffd0e0e0,["hair_blonde"],[0xff83301a, 0xff502a19, 0xff19100c, 0xff0c0d19]),
# ("manface_old",0xffd0d0d0,["hair_white","hair_brunette","hair_red","hair_blonde"],[0xffffcded, 0xffbbcded, 0xff99eebb]),
("manface_young_3",0xffdceded,["hair_blonde"],[0xff2f180e, 0xff171313, 0xff007080c]),
("manface_7",0xffc0c8c8,["hair_blonde"],[0xff171313, 0xff007080c]),
("manface_midage_2",0xfde4c8d8,["hair_blonde"],[0xff502a19, 0xff19100c, 0xff0c0d19]),
("manface_rugged",0xffb0aab5,["hair_blonde"],[0xff171313, 0xff007080c]),
# ("manface_young_4",0xffe0e8e8,["hair_blonde"],[0xff2f180e, 0xff171313, 0xff007080c]),
("manface_african",0xff807c8a,["hair_blonde"],[0xff120808, 0xff007080c]),
("native_face",0xff807c8a,["hair_blonde"],[0xff120808, 0xff007080c]),
# ("manface_old_2",0xffd5d5c5,["hair_white"],[0xffffcded, 0xffbbcded, 0xff99eebb]),
], #man_face_textures,
I only pointed you in the right direction, you did all the work :)That's what I needed, a step/hint in the right direction. ;D
How do I redirect a DDS file to a different BRF file then what it originally was?Redirect like move materials/textures from one BRF to the next? A simple edit copy and paste into different brf works for material/texture moving or CTRL C then CTRL V to copy then paste.
Navy, You know how the Austrian Grenadiers, Grenzers, and Hungarians use the same pants? how do I make it so the Grenzers have, say, pink pants but the Grenadiers and Hungarians still have the origanel?The easiest way to do this and since only being visual is to attach your specific pants you want in the brfs by making the pants mesh
Not possible without editing the code because those pants are shared with a lot of units.
It's possible, I managed to separate all of the British, French, and Russian pants in my mod. It takes quite a bit of time and patience though, so grab a nice beer and some good music, and settle down with OpenBRF.
-----------------------------------------------
What you'll want to do first is single out which unit you want to change the pants mesh for, let's take the French as an example, because apparently their trousers were so comfortable everyone decided to wear them. The basic French pants are located in the mm_french_uniforms.brf file, they are called french_basic_infantry_pants and they are currently linked to all basic French infantry units, and some others in other factions.
I'm going to take a second to explain how the unit meshes are currently set up in the uniform BRFs. For all units, you have the torso meshes and the pants, the torso stuff will all have the same name with a number behind it. The pants are all separate, either with the unit's name in, or shared with a pool of other units. MW looks at the torso meshes and then combines them with the correct pants mesh that it has been told to combine the torso with. If it can't find one of these meshes, it won't load it, and you'll get an invisible body part.
Now back to business....
First thing, rename your French infantry pants something else. I renamed mine "french_basic_infantry_pants (old)", now NW won't load that mesh because it can't find the right name. Load up NW and have a look at which regiments are missing their pants, make a note as this will save time later.
Head back into OpenBRF and copy paste the "french_basic_infantry_pants" mesh underneath all the torso meshes of the units that were missing their pants in-game. Rename the meshes to the name of the torso and add the next number in sequence at the end. Here's an example:
This:Codefrench_84e_body_ranker
french_84e_body_ranker.1
french_84e_body_ranker.2
french_basic_infantry_pants
Becomes:Codefrench_84e_body_ranker
french_84e_body_ranker.1
french_84e_body_ranker.2
french_84e_body_ranker.3
Because you changed the name of the normal French infantry pants, NW won't load them, but because the torso mesh now includes the pants, they'll be loaded with the torso. Great hmm? Simply do this with all the units you listed as not having pants and you're almost there.
To make sure that they don't vanish at certain distances, right click on the mesh and choose the option "Compute LODs". Save the BRF and you're done!
Hope this helps anyone who was wondering about the pants problems. I'll have a look at breaking the shared shako problem as well.
(''inject_key.log.x930=ip=84.29103.201=port=384, run.command=F'')
You have to Change the prussian_lutzov_pants in mmprusuniforms.dds
(store_sub,":fac_index",":agent_faction","fac_britain"),
(try_begin),
(this_or_next|eq,":agent_faction","fac_austria"),
(this_or_next|is_between,":agent_troop_id","trp_british_infantry2","trp_british_highlander"),
(this_or_next|is_between,":agent_troop_id","trp_british_hussar","trp_british_light_dragoon"),
(is_between,":agent_troop_id","trp_french_infantry_bavarian","trp_french_old_guard"),
(assign,":fac_index",2), # set to prussia.
(try_end),
(store_sub,":fac_index",":agent_faction","fac_britain"),Commenting out the line will give the troop back default English shouts.
(try_begin),
(this_or_next|eq,":agent_faction","fac_austria"),
# (this_or_next|is_between,":agent_troop_id","trp_british_infantry2","trp_british_highlander"),
(is_between,":agent_troop_id","trp_british_hussar","trp_british_light_dragoon"),
# (is_between,":agent_troop_id","trp_french_infantry_bavarian","trp_french_old_guard"),
(assign,":fac_index",2), # set to prussia.
(try_end),
#lets check if its male or female..
One second I got your answer, in module_scripts.py
Comment out (#) in module_scripts.py the line (this_or_next|is_between,":agent_troop_id","trp_british_infantry2","trp_british_highlander"),
This ^ gives the KGL Infantry german shouts, same method for KGL Hussars.Code(store_sub,":fac_index",":agent_faction","fac_britain"),
(try_begin),
(this_or_next|eq,":agent_faction","fac_austria"),
(this_or_next|is_between,":agent_troop_id","trp_british_infantry2","trp_british_highlander"),
(this_or_next|is_between,":agent_troop_id","trp_british_hussar","trp_british_light_dragoon"),
(is_between,":agent_troop_id","trp_french_infantry_bavarian","trp_french_old_guard"),
(assign,":fac_index",2), # set to prussia.
(try_end),Quote(store_sub,":fac_index",":agent_faction","fac_britain"),Commenting out the line will give the troop back default English shouts.
(try_begin),
(this_or_next|eq,":agent_faction","fac_austria"),
# (this_or_next|is_between,":agent_troop_id","trp_british_infantry2","trp_british_highlander"),
(is_between,":agent_troop_id","trp_british_hussar","trp_british_light_dragoon"),
# (is_between,":agent_troop_id","trp_french_infantry_bavarian","trp_french_old_guard"),
(assign,":fac_index",2), # set to prussia.
(try_end),
#lets check if its male or female..
One second I got your answer, in module_scripts.py
Comment out (#) in module_scripts.py the line (this_or_next|is_between,":agent_troop_id","trp_british_infantry2","trp_british_highlander"),
This ^ gives the KGL Infantry german shouts, same method for KGL Hussars.Code(store_sub,":fac_index",":agent_faction","fac_britain"),
(try_begin),
(this_or_next|eq,":agent_faction","fac_austria"),
(this_or_next|is_between,":agent_troop_id","trp_british_infantry2","trp_british_highlander"),
(this_or_next|is_between,":agent_troop_id","trp_british_hussar","trp_british_light_dragoon"),
(is_between,":agent_troop_id","trp_french_infantry_bavarian","trp_french_old_guard"),
(assign,":fac_index",2), # set to prussia.
(try_end),Quote(store_sub,":fac_index",":agent_faction","fac_britain"),Commenting out the line will give the troop back default English shouts.
(try_begin),
(this_or_next|eq,":agent_faction","fac_austria"),
# (this_or_next|is_between,":agent_troop_id","trp_british_infantry2","trp_british_highlander"),
(is_between,":agent_troop_id","trp_british_hussar","trp_british_light_dragoon"),
# (is_between,":agent_troop_id","trp_french_infantry_bavarian","trp_french_old_guard"),
(assign,":fac_index",2), # set to prussia.
(try_end),
#lets check if its male or female..
I cant find that file...
I am taking a good guess it is for his Anlgo-Portuguese faction replacement mod. Unfortunately in this case if you want it client side and not a separate mod I don't think you can get around the shouts without using the module system (MS) ala the source code. Unless of course you could try to replace the german shouts in Sounds folder but that would be a lot of work to locate first then to replace if you have the time. I cannot think of any other alternative.Damn, well thanks for the help anyway :)
Hey there!Maybe if týou can find a openBRF file with it and set them together... :)
Just wondering if there is any way to put two different hairstyles together. Like this:
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fs8.postimg.org%2F4khvmbp05%2Fthis.png&hash=fa543aa168dcd4fc0917e29f6db24cc1fffccb88)
I want to have the sideburns with the longer hair in the back.
Is this possible?
Hey there!Maybe if týou can find a openBRF file with it and set them together... :)
Just wondering if there is any way to put two different hairstyles together. Like this:
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fs8.postimg.org%2F4khvmbp05%2Fthis.png&hash=fa543aa168dcd4fc0917e29f6db24cc1fffccb88)
I want to have the sideburns with the longer hair in the back.
Is this possible?
If you do it in the way other objects are combined (by keeping them as separate objects, but with same name and numerical value added after dot in the name) both objects should end up combined yet keep the texture.
So for example if one hair type is named "hair", you should rename other hair type to "hair.1"
At least thats what works with equipment, scene props and other object types, never tested that with hair.
Look at openBRF, how other objects are composed by combining models.
For example, austrian arty uniform is composed of objects called austrian_arty, austrian_arty.1, austrian_arty.2
So just do the same to combine two hair types into one. To combine hairA and hairB, all you have to do is rename hairB into hairA.1
Maybe because hairA is still messed up from your previous edit attempt?
Give a screenshot of the material you assigned to the mesh, the material itself too.
Did you try naming the first hair mesh the regular name then the second mesh [mesh name].1 ?
In that case if you want to try hair mesh A with hair mesh B as .1 attached then also rename hair mesh B's lods to [mesh name].lod1.1Did you try naming the first hair mesh the regular name then the second mesh [mesh name].1 ?
No, only with ".lod1" at the end.
[mesh_name].[lod].[component]
If you just want to combine two components
a_la_russian_grenadier.1
a_la_russian_grenadier.2
If you had only one mesh/component and you wanted to make LODs for it.
a_la_russian_grenadier.
a_la_russian_grenadier.lod1
a_la_russian_grenadier.lod2
a_la_russian_grenadier.lod3
a_la_russian_grenadier.lod4
If you had two components, and wanted to make LODs for both.
a_la_russian_grenadier.1
a_la_russian_grenadier.lod1
a_la_russian_grenadier.lod2
a_la_russian_grenadier.lod3
a_la_russian_grenadier.lod4
a_la_russian_grenadier.2
a_la_russian_grenadier.lod1.2
a_la_russian_grenadier.lod2.2
a_la_russian_grenadier.lod3.2
a_la_russian_grenadier.lod4.2
I'll write a bit longer reply, so you and anyone else interested can understand the difference, okay? ;)
Combining models(what you are looking for now)
Combining components using different materials into one object is made in OpenBrf in the following way:
Let's take the example of your hair.
One component, the sideburns, is component 1. Component 2 is the beard or whatever it is.
Since they are separate meshes(though in this case using the same material, which with mesh combining usually isn't the case), we have to somehow combine them for the engine recognition as one mesh.
We do that by assigning a numerical .x value to the end of our mesh.
Meaning in this case it goes "a_la_russian_grenadier.1" for Component 1, and "a_la_russian_grenadier.2" for Component 2. If you had any other X Component, it would go "a_la_russian_grenadier.x". Now the meshes can use different materials, or be separate meshes, but the engine will read them as one.
LODs(not what you are looking for now)
LOD, or "Level of detail" involves decreasing the complexity of a 3D object representation as it moves away from the viewer or according to other metrics such as object importance, viewpoint-relative speed or position. - From Wikipedia, couldn't sum it up better.
When you are making your own mod/game, generating LODs for items mean they are going to disintegrate to be less complex the farther you are from the object, usually in a manner it's not noticeable because of the distance. This improves the FPS and stability because you have less detail on your screen, the only items in full detail should be the ones close to you.
Now I'm going to make an example on your object and show you how to complete what you wanted.
As stated in the 'Combining' part, you don't need the LODs, delete them and name the first component of your object a_la_russian_grenadier.1 and the second a_la_russian_grenadier.2. This combines the two meshes into one object and voila, you are done.
Now this essentialy doesn't have to do with the color, but since your mesh combining procedure was wrong from the start, it could make a difference. If it doesn't then you assigned a wrong material/texture.
Extras for the dedicated...
You also could've made LODs for each mesh, but you don't need to since it's only your client-side modification, no one will see your both meshes combined anyway, so they wouldn't have your mesh or your LODs.
If you were making a mod, and wanted to combine the meshes + assign them generated LODs, you'd name the items:
a_la_russian_grenadier.1
a_la_russian_grenadier.lod1.1
a_la_russian_grenadier.lod2.1
a_la_russian_grenadier.lod3.1
a_la_russian_grenadier.lod4.1
a_la_russian_grenadier.2
a_la_russian_grenadier.lod1.2
a_la_russian_grenadier.lod2.2
a_la_russian_grenadier.lod3.2
a_la_russian_grenadier.lod4.2
OpenBrf generates up to 4 levels of detail, with lod1 being the one applied after a few meters, lod2 a bit farther and so on.Quote from: Example table[mesh_name].[lod].[component]
If you just want to combine two components
a_la_russian_grenadier.1
a_la_russian_grenadier.2
If you had only one mesh/component and you wanted to make LODs for it.
a_la_russian_grenadier.
a_la_russian_grenadier.lod1
a_la_russian_grenadier.lod2
a_la_russian_grenadier.lod3
a_la_russian_grenadier.lod4
If you had two components, and wanted to make LODs for both.
a_la_russian_grenadier.1
a_la_russian_grenadier.lod1
a_la_russian_grenadier.lod2
a_la_russian_grenadier.lod3
a_la_russian_grenadier.lod4
a_la_russian_grenadier.2
a_la_russian_grenadier.lod1.2
a_la_russian_grenadier.lod2.2
a_la_russian_grenadier.lod3.2
a_la_russian_grenadier.lod4.2
- I hope you had a good read and understand better how it works now!
Cheers!
A bit better, but not there yet.
First off, we said you don't need LODs, but if you do want to keep them so much the a_la_russian_grenadier.1 LODs aren't correctly written.
a_la_russian_grenadier.lod1.1
a_la_russian_grenadier.lod2.1
a_la_russian_grenadier.lod4.1
Yes, my mistake, but both should work though.Yeah both methods should work that we mentioned, mesh name and then .1 attached mesh to the same 'mesh' in total is how I learned to do it.
Yes, my mistake, but both should work though.
Is the second hair mesh or .1 'B' mesh material that is hair_blonde?
When they use the same material, you can simply select both, rightklick and choose Combine meshes.Yea this may work, unless that is what he tried to do first (before we suggested enumeration technique to combine them rather than whatever he tried before that).
This is obviously due to limitations in warband engine. It seems, since hair color is dynamic (editable via hair color slider), it only supports one hair material on ONE mesh.
So, no, you can't combine two meshes to get hair object. End of story.
You'll just have to export both hairs into 3d modeling program and combine them manually into one mesh that uses one material, then reimport.
Which infantry coats (if any) lack the tails that go down past the wearer's ass? I am tinkering with making a barracks coat that my British regiment can wear during training sessions and if there is a coat i can just re-skin instead of cutting the tail off the UK coats that would save me a lot of time.Prussian Reserve Infantry.
As you can see I attempted to change the 84e jacket to something else but the 45e changed along with it. Is it possible to have just the 84e jacket yellow and the 45e not?It is possible yes, with the help of OpenBRF.Spoiler(https://i.imgur.com/vq98XFe.jpg)Spoiler[close][close]
What all is attached to the UK sapper? I know there's a sergeant jacket, but is the apron part of the jacket or does it go in the slot where the infantry ranker's backpack+kit goes?
I guess OpenBRF should work for you. Eventually open it with Wine.
I was told that I have to convert the .brf files to a Mac version.
But I have no idea how to do that
Edit: Also I've tried using OpenBRF but I can't run .exe stuff so I can't :-\
I would like, if I can change how bots are spawned and/or behave;
- Is there a possibility to influence what sorts of bots (infantry, which sort of infantry exactly, specialists like engineers, artillerists, musicans) are spawned?
- Is there a possibility to change the behaviour of the bots? They do not seem to attack DOORS at all, even if they could!
- Is there a possibility to change the way they move? They seem to take the path directly to their goal. If it is blocked, they will keep standing in front of the obstacle...N
Nevermind... I just gave up of frustration... >:(
Nevermind... I just gave up of frustration... >:(Its not nice to delete your question out of personal frustration, it could have been answered and then in future someone else who has similar problems would find your question & answer, but this way it won't happen.
How is it that the 95th Rifles sergeant has his chevrons on only one arm but the other British units have them on both arms? Is the mesh for the 95th jacket built differently?
How is it that the 95th Rifles sergeant has his chevrons on only one arm but the other British units have them on both arms? Is the mesh for the 95th jacket built differently?
Thats how they wore them
Picture of the material in openbrf?What do you mean? Like if I put in the wrong spec map to the material? And if you could tell me how to post screens from my desktop I could show you how the material currently looks.
It could be a spec map prob
Spoiler(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fcloud-4.steampowered.com%2Fugc%2F532874415675194853%2F5709F1931070C2C27F6AA13AB3E78E85F86E5E57%2F&hash=9aa33ca18fe1eaa0d1f159e1cca4881992aff28c)[close]
Does anyone know how to fix this shader problem? I went into openbrf and changed the shader of the new texture to the same shader that the prussrusshats had. Seems it doesn't work out that well. :-\
I added both the spec and bump maps to the material, I now actually found out that you had to type in the correct numbers for the Little tab called "Spec RGB" And also type in the correct numbers for the "Flags" tab. I then launched the game and it worked out perfectly. ;DSpoiler(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fcloud-4.steampowered.com%2Fugc%2F532874415675194853%2F5709F1931070C2C27F6AA13AB3E78E85F86E5E57%2F&hash=9aa33ca18fe1eaa0d1f159e1cca4881992aff28c)[close]
Does anyone know how to fix this shader problem? I went into openbrf and changed the shader of the new texture to the same shader that the prussrusshats had. Seems it doesn't work out that well. :-\
Have you also connected the spec/bump maps?
I added both the spec and bump maps to the material, I now actually found out that you had to type in the correct numbers for the Little tab called "Spec RGB" And also type in the correct numbers for the "Flags" tab. I then launched the game and it worked out perfectly. ;DSpoiler(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fcloud-4.steampowered.com%2Fugc%2F532874415675194853%2F5709F1931070C2C27F6AA13AB3E78E85F86E5E57%2F&hash=9aa33ca18fe1eaa0d1f159e1cca4881992aff28c)[close]
Does anyone know how to fix this shader problem? I went into openbrf and changed the shader of the new texture to the same shader that the prussrusshats had. Seems it doesn't work out that well. :-\
Have you also connected the spec/bump maps?
Picture of the material in openbrf?What do you mean? Like if I put in the wrong spec map to the material? And if you could tell me how to post screens from my desktop I could show you how the material currently looks.
It could be a spec map prob
Picture of the material in openbrf?What do you mean? Like if I put in the wrong spec map to the material? And if you could tell me how to post screens from my desktop I could show you how the material currently looks.
It could be a spec map prob
For windows in general, Ctrl + PrtScr to copy the whole screen into clipboard and then paste it into some graphical editing software, you will probably have to shrink it after pasting.
May I present to you Die 12te Schlesiches Landwher-RegimentI added both the spec and bump maps to the material, I now actually found out that you had to type in the correct numbers for the Little tab called "Spec RGB" And also type in the correct numbers for the "Flags" tab. I then launched the game and it worked out perfectly. ;DSpoiler(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fcloud-4.steampowered.com%2Fugc%2F532874415675194853%2F5709F1931070C2C27F6AA13AB3E78E85F86E5E57%2F&hash=9aa33ca18fe1eaa0d1f159e1cca4881992aff28c)[close]
Does anyone know how to fix this shader problem? I went into openbrf and changed the shader of the new texture to the same shader that the prussrusshats had. Seems it doesn't work out that well. :-\
Have you also connected the spec/bump maps?
How does it look now then? :D
May I present to you Die 12te Schlesiches Landwher-RegimentI added both the spec and bump maps to the material, I now actually found out that you had to type in the correct numbers for the Little tab called "Spec RGB" And also type in the correct numbers for the "Flags" tab. I then launched the game and it worked out perfectly. ;DSpoiler(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fcloud-4.steampowered.com%2Fugc%2F532874415675194853%2F5709F1931070C2C27F6AA13AB3E78E85F86E5E57%2F&hash=9aa33ca18fe1eaa0d1f159e1cca4881992aff28c)[close]
Does anyone know how to fix this shader problem? I went into openbrf and changed the shader of the new texture to the same shader that the prussrusshats had. Seems it doesn't work out that well. :-\
Have you also connected the spec/bump maps?
How does it look now then? :DSpoiler(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fcloud-4.steampowered.com%2Fugc%2F532874415684916516%2FE19249BFA521630E42935C3B9D0EA6D111972964%2F&hash=6c4190d0923dad2dc8ea5fb76a73d28a5e00d356)[close]
Hello!openBRF -> right click mesh of item -> Color with Ambient Occlusion
A friend asked me to make a mod for his russian regiment. He wanted to remove the backpacks of all the troops - and so I did.
But here is the problem, the shadows from the backpacks are still there. Is there any way to fix this?
As you can see in this picture, the shadow/shade from the backpack is clearly there.Spoiler(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fs28.postimg.org%2Fer465i8i5%2F2014_11_10_00007.jpg&hash=39e1743a8c28027dd99e421748d7765c53ec3d5c)[close]
Hello!openBRF -> right click mesh of item -> Color with Ambient Occlusion
A friend asked me to make a mod for his russian regiment. He wanted to remove the backpacks of all the troops - and so I did.
But here is the problem, the shadows from the backpacks are still there. Is there any way to fix this?
As you can see in this picture, the shadow/shade from the backpack is clearly there.Spoiler(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fs28.postimg.org%2Fer465i8i5%2F2014_11_10_00007.jpg&hash=39e1743a8c28027dd99e421748d7765c53ec3d5c)[close]
I want to mess around a bit with the smoke from the muskets/cannons.
What I want is bigger clouds of smoke that stay longer, maybe make them a bit darker too. Anyone who can tell me how to do this?
I want to mess around a bit with the smoke from the muskets/cannons.
What I want is bigger clouds of smoke that stay longer, maybe make them a bit darker too. Anyone who can tell me how to do this?
There is a smoke mode take a look here (https://www.fsegames.eu/forum/index.php?topic=15235.msg587265#msg587265) maybe he might be able to help you Penn.
But beware, smoke modes = worst enemy of fps
And I want to make one myself :p
Couldn't stop laughing lmao. xDDD . m&b logic xDYeah, wtf in the beginning... But when you're new to modding it's really frustrating. >:(
The coat normally should not need to be mounted on one bone in openBRF. The uniform needs a torso rigging though.How do I give it a torso rigging then? If you can help me to get this to work, then I'll kiss your gunpowder covered boots. :D
I ran into a problem while making some skins for our corps:
Alright, so what I did was to add the coat to the hat of the carabinier trumpeter, because the cuirassier and carabinier both share the same mesh. The cuirassier trumpeter worked out fine. But when I added the coat to the carabinier, I noticed that I had to mount it to the abdomen. And then, this happened... :'(Spoiler(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fcloud-4.steampowered.com%2Fugc%2F534003559102264333%2F7BF03958C351C2733DE6C17A4EA14DC0AA2B61A2%2F&hash=34e6babd20c25e2e1ac0fc47730149bfc07e6938)[close]
Right click mesh or edit tab in openBRF -> click Copy of a similar coat for example. Go back to your unrigged mesh and right click then select Paste rigging. Easy and quick. :PThe coat normally should not need to be mounted on one bone in openBRF. The uniform needs a torso rigging though.How do I give it a torso rigging then? If you can help me to get this to work, then I'll kiss your gunpowder covered boots. :D
Going to try this tomorrow, thanks! :DRight click mesh or edit tab in openBRF -> click Copy of a similar coat for example. Go back to your unrigged mesh and right click then select Paste rigging. Easy and quick. :PThe coat normally should not need to be mounted on one bone in openBRF. The uniform needs a torso rigging though.How do I give it a torso rigging then? If you can help me to get this to work, then I'll kiss your gunpowder covered boots. :D
Can you use a bow and arrow in NW by simply using it from Mount and Blade: Warband's Common Resources?Maybe you forgot to put the actual textures in the textures folder? That's a common mistake that I often do. :P
and also every time I add a model in the game its missing textures, even though it looks fine in openbrf. I also keep trying to add models in by making my own brf file and then adding the items in "Modules_Items" but my guy is just invisible every time I add the item. I've even tried adding the items in "Module_Items" with just adding the mesh and textures in an already existing brf file.Anyone know the problemo?
If that was the cause he would probably get an error indicating that one of the items is missing a texture.
I forgot what the way of work was with that. But it does sound familiar. I believe it has something to do that the entire body has to be equiped. Or you have to place the new item between two already existing items. (not on the end of items.py for example) Otherwise it will just turn the entire body invisible. Not sure if that's the precise case? What kind of model are you actually trying to add?
Also yes, you can use the native stuff without having to add it to your NW folder I believe. Unless you decide to change a texture.
It's been a while since I did anything related to adding items with NW. So don't blame if I'm wrong. :P
Openbrf and photoshop (dds plug in for photoshop)/ gimp (for nubs)
Microsoft paint if you are Master.Openbrf and photoshop (dds plug in for photoshop)/ gimp (for nubs)
Paint.net if you're a pro.
Microsoft paint if you are Master.Openbrf and photoshop (dds plug in for photoshop)/ gimp (for nubs)
Paint.net if you're a pro.
http://forums.taleworlds.com/index.php/board,215.0.html
It's probably best that you search and find it out yourself. You learn much more from that.
Hello all, I am working on a custom Taunt sound pack and I've drawn a blank.
I have the sound file I want to replace the files with and know what files must be replaced, but when i replace them and press c, nothing happens.
Things I have tried:
+ Changed 'MP3' to 'Wav'
+ Checked if the clips are of the right length
+ Checked if the audio files produce sound.
--I have tried all of the above--
Help please!!
Thanks
Boris[/b][/font]
Hello all, I am working on a custom Taunt sound pack and I've drawn a blank.
I have the sound file I want to replace the files with and know what files must be replaced, but when i replace them and press c, nothing happens.
Things I have tried:
+ Changed 'MP3' to 'Wav'
+ Checked if the clips are of the right length
+ Checked if the audio files produce sound.
--I have tried all of the above--
Help please!!
Thanks
Boris[/b][/font]
How did you change the format? (mp3 to wav)
Hello all, I am working on a custom Taunt sound pack and I've drawn a blank.
I have the sound file I want to replace the files with and know what files must be replaced, but when i replace them and press c, nothing happens.
Things I have tried:
+ Changed 'MP3' to 'Wav'
+ Checked if the clips are of the right length
+ Checked if the audio files produce sound.
--I have tried all of the above--
Help please!!
Thanks
Boris[/b][/font]
How did you change the format? (mp3 to wav)
Via an online converter :)
Hello all, I am working on a custom Taunt sound pack and I've drawn a blank.How did you change the format? (mp3 to wav)
I have the sound file I want to replace the files with and know what files must be replaced, but when i replace them and press c, nothing happens.
Things I have tried:+ Changed 'MP3' to 'Wav'
+ Checked if the clips are of the right length
+ Checked if the audio files produce sound.
--I have tried all of the above--
Help please!!
Thanks
Boris
I'm trying to make my own .brf file so I can put models in there, rather than just put models in a pre-existent .brf folder. Any tips? Because every time I do, it doesn't work.
Alright, sorry everybody. haven't looked at this section for a while. Gonna try and answer your questions now.
I tried all of that, and what you just said to do is common sense but The sound files were converted correctly, no spelling errors either, when I press 'C' in-game, it is silent... does every taunt have to be different? there are twenty sound files to replace..
Alright, sorry everybody. haven't looked at this section for a while. Gonna try and answer your questions now.I see you didn't manage to change the format of the audio files correctly, but on balance you did change the format of your forum post :D . If you'd like to replace in-game sounds, all you need to do is get a file with the exact same format (most audio tracks are .ogg or .wav) and the exact same name of the file you're going to replace, then copy and paste it. If you get a notification asking you if you want to overwrite the files, say "Yes". If you didn't get any notification, you must have done something wrong --> Check your Warband Cache on Steam, reinstall the files you overwrote or try with other files. Any spelling mistake will lead to the modifications not to work. Therefore, I'd suggest that you click on the file you want to replace, then press F2, then CTRL + C. Paste the content over to the file you're going to use, then replace the old file with the latter.
I tried all of that, and what you just said to do is common sense but The sound files were converted correctly, no spelling errors either, when I press 'C' in-game, it is silent... does every taunt have to be different? there are twenty sound files to replace..
How many times have you tried pressing C? xD
Alright, sorry everybody. haven't looked at this section for a while. Gonna try and answer your questions now.alot, can I pass the files on and someone can check them? (Preferably an experienced Modder).I see you didn't manage to change the format of the audio files correctly, but on balance you did change the format of your forum post :D . If you'd like to replace in-game sounds, all you need to do is get a file with the exact same format (most audio tracks are .ogg or .wav) and the exact same name of the file you're going to replace, then copy and paste it. If you get a notification asking you if you want to overwrite the files, say "Yes". If you didn't get any notification, you must have done something wrong --> Check your Warband Cache on Steam, reinstall the files you overwrote or try with other files. Any spelling mistake will lead to the modifications not to work. Therefore, I'd suggest that you click on the file you want to replace, then press F2, then CTRL + C. Paste the content over to the file you're going to use, then replace the old file with the latter.
I tried all of that, and what you just said to do is common sense but The sound files were converted correctly, no spelling errors either, when I press 'C' in-game, it is silent... does every taunt have to be different? there are twenty sound files to replace..
How many times have you tried pressing C? xD
Alright, sorry everybody. haven't looked at this section for a while. Gonna try and answer your questions now.alot, can I pass the files on and someone can check them? (Preferably an experienced Modder).I see you didn't manage to change the format of the audio files correctly, but on balance you did change the format of your forum post :D . If you'd like to replace in-game sounds, all you need to do is get a file with the exact same format (most audio tracks are .ogg or .wav) and the exact same name of the file you're going to replace, then copy and paste it. If you get a notification asking you if you want to overwrite the files, say "Yes". If you didn't get any notification, you must have done something wrong --> Check your Warband Cache on Steam, reinstall the files you overwrote or try with other files. Any spelling mistake will lead to the modifications not to work. Therefore, I'd suggest that you click on the file you want to replace, then press F2, then CTRL + C. Paste the content over to the file you're going to use, then replace the old file with the latter.
I tried all of that, and what you just said to do is common sense but The sound files were converted correctly, no spelling errors either, when I press 'C' in-game, it is silent... does every taunt have to be different? there are twenty sound files to replace..
How many times have you tried pressing C? xD
Alright, sorry everybody. haven't looked at this section for a while. Gonna try and answer your questions now.alot, can I pass the files on and someone can check them? (Preferably an experienced Modder).I see you didn't manage to change the format of the audio files correctly, but on balance you did change the format of your forum post :D . If you'd like to replace in-game sounds, all you need to do is get a file with the exact same format (most audio tracks are .ogg or .wav) and the exact same name of the file you're going to replace, then copy and paste it. If you get a notification asking you if you want to overwrite the files, say "Yes". If you didn't get any notification, you must have done something wrong --> Check your Warband Cache on Steam, reinstall the files you overwrote or try with other files. Any spelling mistake will lead to the modifications not to work. Therefore, I'd suggest that you click on the file you want to replace, then press F2, then CTRL + C. Paste the content over to the file you're going to use, then replace the old file with the latter.
I tried all of that, and what you just said to do is common sense but The sound files were converted correctly, no spelling errors either, when I press 'C' in-game, it is silent... does every taunt have to be different? there are twenty sound files to replace..
How many times have you tried pressing C? xD
Don't really need that much experience to do this. Upload them and I'll check them out
["french_f_battlecry_1.wav", fac_france],["french_f_battlecry_2.wav", fac_france],["french_f_battlecry_3.wav", fac_france],["french_f_battlecry_4.wav", fac_france],["french_f_battlecry_5.wav", fac_france],
("voice_comm_charge_fren", sf_priority_8|sf_vol_13|sf_stream_from_hd, ["fren_charge1.wav","fren_bayonet1.wav","fren_bayonet2.wav","fren_bayonet3.wav","fren_bayonet4.wav"]),
("voice_cry_fem_fren", sf_priority_8|sf_vol_13, [
"french_f_battlecry_1.wav"
,"french_f_battlecry_2.wav"
,"french_f_battlecry_3.wav"
,"french_f_battlecry_4.wav"
,"french_f_battlecry_5.wav"
,"french_f_battlecry_6.wav"
,"french_f_battlecry_7.wav"
,"french_f_battlecry_8.wav"
,"french_f_battlecry_9.wav"
,"french_f_battlecry_10.wav"
,"french_f_battlecry_11.wav"
,"french_f_battlecry_12.wav"
,"french_f_battlecry_13.wav"
,"french_f_battlecry_14.wav"
,"french_f_battlecry_15.wav"
,"french_f_battlecry_16.wav"
,"french_f_battlecry_17.wav"
,"french_f_battlecry_18.wav"
,"french_f_battlecry_19.wav"
,"french_f_battlecry_20.wav"
]),
Hi all! I'm not so good in English, so I could easy miss answer to my question, so excuse me please, if I really did.Look at how mini-modifications replace old vanilla uniforms for new ones. Renaming the old meshes in openBRF to say _old and keeping the vanilla mesh name for the new uniforms works easily enough.
Question is: how can I make changes in uniform and weapon of player (bots are OK) for modification of Napoleonic Wars? If I just simple add new models to characters uniform, game think that it is a cheat and want to autokick me from my own server of my new module (naturally I am admin, so I stay at server, but without uniform with only hat). Can you help me? Please:)
Look at how mini-modifications replace old vanilla uniforms for new ones. Renaming the old meshes in openBRF to say _old and keeping the vanilla mesh name for the new uniforms works easily enough.
Yes it's the only way UNLESS you are making a new modification not compatible with NW. B&I is a good example they made the mod from the source code and thus could rename the items in openBRF.Look at how mini-modifications replace old vanilla uniforms for new ones. Renaming the old meshes in openBRF to say _old and keeping the vanilla mesh name for the new uniforms works easily enough.
Thanks for your answer. But it's no way to make my own names for new meshes? I thought, in Blood and Iron mod were new names for all meshes.
But Ok, keeping the vanilla mesh names is good enough for me, if it's the onle way:)
Yes it's the only way UNLESS you are making a new modification not compatible with NW. B&I is a good example they made the mod from the source code and thus could rename the items in openBRF.Look at how mini-modifications replace old vanilla uniforms for new ones. Renaming the old meshes in openBRF to say _old and keeping the vanilla mesh name for the new uniforms works easily enough.
Thanks for your answer. But it's no way to make my own names for new meshes? I thought, in Blood and Iron mod were new names for all meshes.
But Ok, keeping the vanilla mesh names is good enough for me, if it's the onle way:)
For mini-modifications it has more restrictions if you want to use it being compatible with NW.
i have edited the Vistula skin so much that the mipmap for it is unsable, is there anyway to create a new mipmap for it?
Im using Photoshop with the DDS addon.
No, a mipmap is to textures what LOD's are to models - Reducing levels of detail that deteriorate over distance. Not using mipmaps gives you that grainy effect when viewing items from any sort of distance.
You should be able to generate fresh mipmaps when exporting your dds file - I know you can in GIMP, and I assume you can in PS as well.
You know when your Team wins or loses a game of Battle and a certain song plays and you spawn in for the next round. Anyone know where I can find that? I've checked the " Music " file and the " Sounds " file and have not found anything that would seem like it would be it
OOOOOOOOOOOH YOU MEAN NORMAL MAP? (Sry caps) oh, you can use smart-normal to make a new normal map (n.dds file) or the other programs
Thanks as always NavyNo problem, anytime. :D
The best way to do it is Blender. It's free.Cheers, I hope I can keep my patience at learning to make these animations.
Also you will need the Blender SMD plugin - https://developer.valvesoftware.com/wiki/Blender_Source_Tools
And there are some tutorials like this (http://forums.taleworlds.com/index.php/topic,125282.0.html) or this (http://forums.taleworlds.com/index.php/topic,88430.0.html)
My question is a simple one.Loadscreen.dds Texture
How do I change the splash loading screen?
Also, can I have more than one to alternate?
Thank you.
Thanks chief.If you mean the loading screen. Such as Loading Textures to Sharpening Swords. That is possible. in the languages folder then the en(glish) folder you can edit the ui, uimain excel spreadsheets of text.
;)
One more if you will. How do I change the separate text (quotes) that appear on the splash screen?
The best way to do it is Blender. It's free.I started downloading some stuff from this tutorial: http://forums.taleworlds.com/index.php/topic,125282.0.html and I seem to have downloaded some skeletons, any idea where do I put them?
Also you will need the Blender SMD plugin - https://developer.valvesoftware.com/wiki/Blender_Source_Tools
And there are some tutorials like this (http://forums.taleworlds.com/index.php/topic,125282.0.html) or this (http://forums.taleworlds.com/index.php/topic,88430.0.html)
It would be the best if you just exported a skeleton from skeletons.brf, or exported an animation, then imported it into Blender and messed around with it.I was thinking about right-swing animation but I'm new to this.
What kind of an animation do you want to create?
How do you get rid of the black box around the shako badge when you edit it?I'm no modeler/texture-er but isn't something to do with transparency on the bump or spec maps?
NOPE, close. In the dds there are layers, rgb and alpha layers. You need to edit the alpha layer in photoshop and then save. Thats how you get the transperancy.How do you get rid of the black box around the shako badge when you edit it?I'm no modeler/texture-er but isn't something to do with transparency on the bump or spec maps?
NOPE, close. In the dds there are layers, rgb and alpha layers. You need to edit the alpha layer in photoshop and then save. Thats how you get the transperancy.How do you get rid of the black box around the shako badge when you edit it?I'm no modeler/texture-er but isn't something to do with transparency on the bump or spec maps?
how do i creat modYou download the source code module system
NW MS
www.fsegames.eu/mb_warband_napoleonic_wars_source_1104.zip
Ah yes, I forgot the edited dds file is already saved without an alpha, grab the original dds file and copy paste the rgb and edit the alpha in the original dds and save it as a modified file, sorry for the late response, been quite busy.NOPE, close. In the dds there are layers, rgb and alpha layers. You need to edit the alpha layer in photoshop and then save. Thats how you get the transperancy.How do you get rid of the black box around the shako badge when you edit it?I'm no modeler/texture-er but isn't something to do with transparency on the bump or spec maps?
I do not get it. So do it take what I edited in the RGB layer and cut/paste it into the Alpha layer?
Hi all, tell me please, how can I change splash screen image?the main.bmp file in the Napoleonic Wars mod folder.
Hey i was wondering where can i finde mm_tree_pine_snow..etc... models?
I have found only tree_f but no trees in there :P
How do you create a custom flag (as in like the ensign the flag bearer carries)openBRF -> mm_colours.brf for the flagpole and the colour attached mesh.
(eq, s0, "@cheer"),
do stuff
I have a little problem with my server mod.
I can't check conditions because "@string" is showing up wrong.Code(eq, s0, "@cheer"),
do stuff
however if I try to display "@cheer" using (display_message, "@cheer")
It will show up as "Centre Inf" in chat.
Is this a bug?
Any fixes, suggestions, workarounds are more then welcome.
Openbrf is bugged and makes every bumbmap black. You can take away the tick at show bumpmap to make any other part oft the Textur visible
(try_begin),
(eq, "str_s0", "str_cheer"), #str_s0 = ("s0", "{!}{s0}"), and str_cheer = ("cheer","{!}cheer"),
(agent_set_animation, ":agent", "anim_cheer"),
(else_try),
Openbrf is bugged and makes every bumbmap black. You can take away the tick at show bumpmap to make any other part oft the Textur visible
normal maps needs to be saved in DXT1, then they'll work properly in openbrf. There's also no reason to save them in any other format.
how can you change the buttons in your mod kaasovic
so that i can have the spyglass mod on f instead of b
0.000000 0.000000 0.000000 1 71 1 48 6 2147484551 1 41 1 1 196 2133 2 1224979098644774912 72057594037927936 1712 1 1224979098644774912 1702 1 1224979098644774912 900 1 41
0.000000 0.000000 0.000000 1 71 1 47 3 6 3 72057594037927936 0 500 393 2 0 216172782113784584 3 0
mhhh thx cuz if you got f key for example u can double tap to do faints
I have tried to modify a texture (changed two parts that were only different in colour – silver and gold). But now they don't shine anymore (=matt). How can i improve this?
I have tried to modify a texture (changed two parts that were only different in colour – silver and gold). But now they don't shine anymore (=matt). How can i improve this?
Make sure you have a specular map, its usually the textures name with an _s after it. Keep in mind its a greyscale, the lighter the brighter.
How do you change nation names? I change it in module_factions but it does not work.Inisde the Napoleonic Wars folder -> languages folder -> en folder -> factions Excel file
For my mod, I was editting the plume texture. I made a new plume texture and editted one of them. Why does the background turn black and it looks horrible. How do I fix this?
For my mod, I was editting the plume texture. I made a new plume texture and editted one of them. Why does the background turn black and it looks horrible. How do I fix this?
The texture you were editing has a transparent background (alpha channels), in this case you've saved the texture without saving the transparency. Opening the .dds files in photoshop can also do this, it changes the transparent sections of the texture to black rather than keeping them in their original state.
How to move AI meshes while mapping?
For my mod, I was editting the plume texture. I made a new plume texture and editted one of them. Why does the background turn black and it looks horrible. How do I fix this?
The texture you were editing has a transparent background (alpha channels), in this case you've saved the texture without saving the transparency. Opening the .dds files in photoshop can also do this, it changes the transparent sections of the texture to black rather than keeping them in their original state.
But the background is still transparent.
Odd... I still didn't find an anwser to my question.How to move AI meshes while mapping?This will probably help: http://forums.taleworlds.com/index.php?topic=61126.0
Odd... I still didn't find an anwser to my question.How to move AI meshes while mapping?This will probably help: http://forums.taleworlds.com/index.php?topic=61126.0
How do I transfer specific parts of a unit onto another, a hat for example?
I want to edit some units so that they have another hat like the Guard Infantry of prussia.
The 6te Garde using a custom skin where the Guard Infantry of prussia got the russian grenadiers hat:Spoiler(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fwww.bilder-hochladen.net%2Ffiles%2Fj0de-u-3417.jpg&hash=ac832bcbd24eb171794135c274d1523afb9bab53)[close]
how do I transfer these files, if I want to change the helmets/hats of units?
How do I transfer specific parts of a unit onto another, a hat for example?
I want to edit some units so that they have another hat like the Guard Infantry of prussia.
The 6te Garde using a custom skin where the Guard Infantry of prussia got the russian grenadiers hat:Spoiler(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fwww.bilder-hochladen.net%2Ffiles%2Fj0de-u-3417.jpg&hash=ac832bcbd24eb171794135c274d1523afb9bab53)[close]
how do I transfer these files, if I want to change the helmets/hats of units?
well u just need to copy -> rename -> replace (open brf)
got pretty similar question.. how can i turn the cav shakos so that they fit on infantry then?
How do you change nation names? I change it in module_factions but it does not work.Inisde the Napoleonic Wars folder -> languages folder -> en folder -> factions Excel file
Hey, I was wondering, is there any way to give the 33rd officer a different hat from the rankers?
For my mod, I was editting the plume texture. I made a new plume texture and editted one of them. Why does the background turn black and it looks horrible. How do I fix this?
The texture you were editing has a transparent background (alpha channels), in this case you've saved the texture without saving the transparency. Opening the .dds files in photoshop can also do this, it changes the transparent sections of the texture to black rather than keeping them in their original state.
But the background is still transparent.
It is more likely that you will get an answer if you put some more effort into your writing. Parrot gave you enough clues. What do you mean by "But the background is still transparent"? That it seems to be transparent in photoshop? Which program do you ues to edit textures, photoshop, gimp, something else?
Iirc in gimp you should export dds with some specific settings to make transparency work, but I didn't touch texturing in a long time. Try exporting the texture as DDS DXT5 with "weight by alpha" and "generate mip maps" ticked.
1 have you made the material have a alpha channel? 2nd have you made sure the name is linked correctly, eg plume_texture_1 is consistent within the material not Plumetexture_1, it's an easy mistake. OR you've not moved the texture in the right spot, i've done it XD you make it and save it in downloads and not Nap Wars ::)
1 have you made the material have a alpha channel? 2nd have you made sure the name is linked correctly, eg plume_texture_1 is consistent within the material not Plumetexture_1, it's an easy mistake. OR you've not moved the texture in the right spot, i've done it XD you make it and save it in downloads and not Nap Wars ::)
What do you mean by alpha channel on material?
Can I not make another plume texture?
Yes
If you want to remove the hats from British_hats.brf and place them in the ummm british_uniforms.brf you will need to roto them likeeeeee https://i.gyazo.com/6cbdf536f9f09d212b5ef4c15ca6693b.png
you'll have to keep checking but place it/move it to the where you want the hat to be, make sure it's named the same as the unit e.g 33rd_Ranker.1 not just 33rd_shako. GL
Yes
If you want to remove the hats from British_hats.brf and place them in the ummm british_uniforms.brf you will need to roto them likeeeeee https://i.gyazo.com/6cbdf536f9f09d212b5ef4c15ca6693b.png
you'll have to keep checking but place it/move it to the where you want the hat to be, make sure it's named the same as the unit e.g 33rd_Ranker.1 not just 33rd_shako. GL
An easier way is to right click on the mesh, and select "mount on one bone" then choose the bone "head" and it will rig the hat on the head bone. No need to fiddle about with roto-translate-rescale :P
cheeky, I know of this but it's better to get in the habbit of knowing the roto scales for placing shit in the future for new people.
cheeky, I know of this but it's better to get in the habbit of knowing the roto scales for placing shit in the future for new people.
True XD ahhh the early days when I'd spend hours trying to roto-trans something into position... now I'm lazy and just use Blender
1 have you made the material have a alpha channel? 2nd have you made sure the name is linked correctly, eg plume_texture_1 is consistent within the material not Plumetexture_1, it's an easy mistake. OR you've not moved the texture in the right spot, i've done it XD you make it and save it in downloads and not Nap Wars ::)
What do you mean by alpha channel on material?
Can I not make another plume texture?
Can I not make another plume texture? ofc you can
The alpha channel is like a cookie cutter, it takes the textures shape and cuts around it leaving a Png image ingame. Let me get some screenies.The black is the part not shown. Pink is shown.Spoiler(https://i.gyazo.com/2d41d984d094b9c568478ea666b4e6b9.png)[close]
(https://i.gyazo.com/ab8efab589b0b961f04bb3c41a4bd88f.png) make sure your new texture has the right flags, check the old plume material flags and give that new plume texture the same (copy and paste) then it should been transparent around the edges. KEEP IN MIND the alpha channels in this suck they WILL leave a black edge, a way to make it look better (ish) is to 1, give the texture a black outline before hand 2, give it a bump map which helps with edges.
The Alpha channel texture is premade you dont need to make it, once the flags are changed. GL
That's just because the models thin...
That's just because the models thin...
Oh, okay ;D
EDIT: I actually don't think that is the problem. I re-textured another plume but for some reason this one is see-through. The other one doesn't disappear.
Guys, does anyone know, how do I change Simbirsky regiment pants? I want them to use my texture, but the problem is that musketeer pants mesh is used by all regiments for Russian Empire, when I want to change them only for Simbirsky-ies. It has to done somewhere in scripts, but I do not have any idea what I have to change. Any help, pls?Use openBRF, you can assign custom materials to individual models like pants. Most likely it is not done in scripts but troops file in the source code.
All inf classes(line, grenadiers and guard) for Russia use the same pants mesh. And I don't have any idea how to "personalise" them pants(Guys, does anyone know, how do I change Simbirsky regiment pants? I want them to use my texture, but the problem is that musketeer pants mesh is used by all regiments for Russian Empire, when I want to change them only for Simbirsky-ies. It has to done somewhere in scripts, but I do not have any idea what I have to change. Any help, pls?Use openBRF, you can assign custom materials to individual models like pants. Most likely it is not done in scripts but troops file in the source code.
If all the Russian troops use the same pants mesh then it can only be done as a separate modification. Darn pants sharing.Damnation. Thanks for help.
Well the method below may work, sometimes the pants may clip through each other being an attached mesh and assigned pants itmIf all the Russian troops use the same pants mesh then it can only be done as a separate modification. Darn pants sharing.Damnation. Thanks for help.
mmm not really, you can delete in the brf the pants shared by some units and place an invisible object, then add the pants that you want to the coat as a part of the object (.1 .2 .3 ...) for each troop that was using the pants of the begining. Its a hard work but it works xD
An example: The russian dragon pants was used by rusian cavalry and few officers from other nations, so I pasted the invisible object with the pants name (rus_dragoon_pants) but then I need to add the pants as a part of the russian dragoon coat (rus_dragoon_ranker.3)You can find the invisible object in mmweapons.brfSpoiler(https://i.gyazo.com/1618e53882b6fcc641a32b1e8b672885.png)[close]
Marks, I have made a video of my problem in OpenBRF. And yes, these changes happen in-game.Damn OpenBRF. Looks like your main hat model, the actual hat is missing. Unless that somehow turned invisible.
It should be here when it's processed:
https://www.youtube.com/watch?v=eAX-RDS_9gQ&feature=youtu.be
Just fixed it by messing around in OpenBRF.Well good to hear you got it fixed, and that will be useful reference should anyone be looking for a solution to the same problem.
I selected both of the meshes, and clicked Backfacing faces > add (x2 faces) and it worked.
["british_brown_bess", "Infantry Musket", [("brown_bess_musket",0)], itp_cant_use_on_horseback|itp_type_crossbow |itp_merchandise|itp_primary|itp_two_handed|itp_cant_reload_on_horseback|itp_cant_reload_while_moving|itp_next_item_as_melee ,itcf_shoot_musket|itcf_carry_crossbow_back,
683 , weight(3.5)|difficulty(0)|spd_rtng(23) | shoot_speed(250) | thrust_damage(100 ,pierce)|max_ammo(1)|accuracy(75),imodbits_none, [
(ti_on_weapon_attack, [
(multiplayer_is_server),
(play_sound, "snd_pistol_shot"),
(position_move_x, 1, -10),
(position_move_y, pos1, 150),
(copy_position, 2, 1),
(position_move_x, 2, -4),
(position_move_y, pos2, -140),
(particle_system_burst, "psys_musket_smoke", pos1, 6),
(particle_system_burst, "psys_musket_longsmoke", pos1, 3),
(particle_system_burst, "psys_musket_flash", pos1, 1),
(particle_system_burst, "psys_musket_pansmoke", pos2, 5),
(particle_system_burst, "psys_pistol_panflash", pos2, 1),
]),
]],
Im just wondering how to put old NW grass again to use. I have new grass, but it causes problems, so i want to make that old work :DTo answer your question whatever the new grass is, if it is a texture file should be easily replaced with NW's old texture file if you know the name of the Texture. Probably terrain_grassy.dds?
Why exactly would you remove the musket fire and smoke effects from scripts? And then move the module_particle_systems snippet to the item code? That seems to be why you do not get them in-game yet. Keep the code from scripts in scripts and keep the code from module_particle_systems in the module_particles_system file. You should only need to modify the code in module_particle_systems instead to change the musket particles. Adding the particles code to an item in module_items may not work the same way.they do not show up correctly ingame if i only modify the particle system, i removed the code about fire and smoke musket effects in scripts.txt and added the code under the guns in item kinds because i dont understand how to implement that code in scripts.txt, aside that my main problem is that the particles show up in custom battles only and not in multiplayer
terrain_grassy is not grass. I just want to bring back old grass, not changing textures.What do you mean by bring back old grass? Re-adding old grass meshes in BRF files?
Wait, so if I read that right.. you removed the code in scripts.txt but did not say why you had to remove it. To implement what code? The musket particles? If it's some open source code it should tell you what file it goes under and where. Most likely if you are editing or replacing the musket particles it would go under particle_systems.txt or module_particle_systems.Why exactly would you remove the musket fire and smoke effects from scripts? And then move the module_particle_systems snippet to the item code? That seems to be why you do not get them in-game yet. Keep the code from scripts in scripts and keep the code from module_particle_systems in the module_particles_system file. You should only need to modify the code in module_particle_systems instead to change the musket particles. Adding the particles code to an item in module_items may not work the same way.they do not show up correctly ingame if i only modify the particle system, i removed the code about fire and smoke musket effects in scripts.txt and added the code under the guns in item kinds because i dont understand how to implement that code in scripts.txt, aside that my main problem is that the particles show up in custom battles only and not in multiplayer
I mean I want to replace new grass with that old from NW. I want to make on maps only appearing old grasses,not that newWhere did you acquire such new grass? Polished Landscapes?
how would one put the code i posted above in the module scripts.txt given that i already added the particles in particle system.txt? forgive me if im not being clear, im new to mnb modding and couldnt find documentation on thisIt's alright, I still learn a lot of new things about modding time to time too. I was unclear as well and sometimes still am. It's just there should be no good reason to delete any code from module_scripts.py in the source. As the scripts.txt is mostly numbers. Keep scripts as-is and try editing module_particle_systems. As that sounds very odd if the new musket flash only happens in Custom Battle, which is near singleplayer mode for NW.
I tried just editing the particle system.txt replacing the flash and smoke, but the flash doesnt display correctly, it only displays correctly when i add the above code
I mean I want to replace new grass with that old from NW. I want to make on maps only appearing old grasses,not that newWhere did you acquire such new grass? Polished Landscapes?
No. My friend gave me his mod. New grass what he added is causing problems, so I want to use that old from NW, but I dont know how.
I mean I want to replace new grass with that old from NW. I want to make on maps only appearing old grasses,not that newWhere did you acquire such new grass? Polished Landscapes?
I am just trying to help if I can.
OK, what mod is that? Would be a point of reference. You can PM me if you have to about the details. Depending how your friend added new grass, I would say you have to use openBRF and find the grass meshes in the BRF files. You can copy and paste, replacing the new grass BRFs with the old one.I mean I want to replace new grass with that old from NW. I want to make on maps only appearing old grasses,not that newWhere did you acquire such new grass? Polished Landscapes?
I am just trying to help if I can.
No. My friend gave me his mod. New grass what he added is causing problems, so I want to use that old from NW, but I dont know how.
OK, what mod is that? Would be a point of reference. You can PM me if you have to about the details. Depending how your friend added new grass, I would say you have to use openBRF and find the grass meshes in the BRF files. You can copy and paste, replacing the new grass BRFs with the old one.I mean I want to replace new grass with that old from NW. I want to make on maps only appearing old grasses,not that newWhere did you acquire such new grass? Polished Landscapes?
I am just trying to help if I can.
No. My friend gave me his mod. New grass what he added is causing problems, so I want to use that old from NW, but I dont know how.
["french_carabineer_trumpet","Royalist Cuirassier Regiment","Bugler",tf_mounted|tf_guarantee_all,0,0,fac_french_ranks,
[itm_trumpet,itm_yellowcavboots,itm_cuirassier1,itm_cuirassier2,itm_cuirassier3,itm_cuirassier4,itm_cuirassier5,itm_armet,itm_armet2,itm_lobster,itm_lobster2,itm_goodsword1,itm_cuirgloves,itm_heavy_horse_1,itm_heavy_horse_2,itm_heavy_horse_3,itm_heavy_horse_4,itm_heavy_horse_5],
def_attrib|level(20),wpex(140,5,30,5,30,5),knows_common|knows_riding_6|knows_ironflesh_5|knows_power_strike_3,swadian_face_middle_1, swadian_face_old_2],
Thanks. I have now only one problem: I added a Bugler troop, but it cant play on trumpet. here is code:You are doing nothing wrong my fellow modder, you are just missing a simple thing that is often overlooked. If you are adding a brand-new musician troop (new drummer, fifer, bugler, trumpeter, etc) you must, and I repeat must add two lines in module_scripts. In module_scripts file search for trp_french_infantry_drum there are two lines next to each other, where you have to add your new troop in-between the lines. Like so:CodeCode["french_carabineer_trumpet","Royalist Cuirassier Regiment","Bugler",tf_mounted|tf_guarantee_all,0,0,fac_french_ranks,
[itm_trumpet,itm_yellowcavboots,itm_cuirassier1,itm_cuirassier2,itm_cuirassier3,itm_cuirassier4,itm_cuirassier5,itm_armet,itm_armet2,itm_lobster,itm_lobster2,itm_goodsword1,itm_cuirgloves,itm_heavy_horse_1,itm_heavy_horse_2,itm_heavy_horse_3,itm_heavy_horse_4,itm_heavy_horse_5],
def_attrib|level(20),wpex(140,5,30,5,30,5),knows_common|knows_riding_6|knows_ironflesh_5|knows_power_strike_3,swadian_face_middle_1, swadian_face_old_2],[close]
What am I doing wrong? Sorry to bother you, but Im still learning new things.
itm_fr_cuirassier_body_trumpeter,itm_rus_horse_guard_pants,itm_french_carabineer_helmet_trumpeter,itm_fr_cuirassier_gloves,itm_trumpet,itm_french_carabineer_sword,itm_carabineer_horse_french_trumpet
Actually on that note to wrap this up. You can add customized pants as an attached mesh to a uniform rather than being a separate pants mesh in BRF. As Mercuri mentioned so disregard my previous answer of a "no" it's just I was not thinking about the below method before.If all the Russian troops use the same pants mesh then it can only be done as a separate modification. Darn pants sharing.Damnation. Thanks for help.
mmm not really, you can delete in the brf the pants shared by some units and place an invisible object, then add the pants that you want to the coat as a part of the object (.1 .2 .3 ...) for each troop that was using the pants of the begining. Its a hard work but it works xDThis method works, adding customized pants as a uniform's attached mesh will do the trick if you do each individually to have no pants-less ranks. If you have pants as an attached mesh AND as a separate mesh then they will clip if they are the same, which never looks good. So it is either adding pants to a uniform as an attached mesh shown above or replacing a pants model that is shared. Your choice, most likely you want to try adding pants customized, to each uniform as attached meshes again shown above.
An example: The russian dragon pants was used by rusian cavalry and few officers from other nations, so I pasted the invisible object with the pants name (rus_dragoon_pants) but then I need to add the pants as a part of the russian dragoon coat (rus_dragoon_ranker.3)You can find the invisible object in mmweapons.brfSpoiler(https://i.gyazo.com/1618e53882b6fcc641a32b1e8b672885.png)[close]
Thanks. I have now only one problem: I added a Bugler troop, but it cant play on trumpet. here is code:You are doing nothing wrong my fellow modder, you are just missing a simple thing that is often overlooked. If you are adding a brand-new musician troop (new drummer, fifer, bugler, trumpeter, etc) you must, and I repeat must add two lines in module_scripts. In module_scripts file search for trp_french_infantry_drum there are two lines next to each other, where you have to add your new troop in-between the lines. Like so:CodeCode["french_carabineer_trumpet","Royalist Cuirassier Regiment","Bugler",tf_mounted|tf_guarantee_all,0,0,fac_french_ranks,
[itm_trumpet,itm_yellowcavboots,itm_cuirassier1,itm_cuirassier2,itm_cuirassier3,itm_cuirassier4,itm_cuirassier5,itm_armet,itm_armet2,itm_lobster,itm_lobster2,itm_goodsword1,itm_cuirgloves,itm_heavy_horse_1,itm_heavy_horse_2,itm_heavy_horse_3,itm_heavy_horse_4,itm_heavy_horse_5],
def_attrib|level(20),wpex(140,5,30,5,30,5),knows_common|knows_riding_6|knows_ironflesh_5|knows_power_strike_3,swadian_face_middle_1, swadian_face_old_2],[close]
What am I doing wrong? Sorry to bother you, but Im still learning new things.Code in module_scripts.py# script_multiplayer_get_troop_rank
# French
(this_or_next|eq, ":troop_no", "trp_french_infantry_drum"),
(this_or_next|eq, ":troop_no", "trp_french_infantry_flute"),
(this_or_next|eq, ":troop_no", "trp_french_infantry2_drum"),
(this_or_next|eq, ":troop_no", "trp_french_infantry2_flute"),
(this_or_next|eq, ":troop_no", "trp_french_infantry_vistula_drum"),
(this_or_next|eq, ":troop_no", "trp_french_infantry_vistula_flute"),
(this_or_next|eq, ":troop_no", "trp_french_infantry_bavarian_drum"),
(this_or_next|eq, ":troop_no", "trp_french_infantry_bavarian_flute"),
(this_or_next|eq, ":troop_no", "trp_french_old_guard_drum"),
(this_or_next|eq, ":troop_no", "trp_french_old_guard_flute"),
(this_or_next|eq, ":troop_no", "trp_french_voltigeur_horn"),
(this_or_next|eq, ":troop_no", "trp_french_hussar_trumpet"),
(this_or_next|eq, ":troop_no", "trp_french_lancer_trumpet"),
(this_or_next|eq, ":troop_no", "trp_french_dragoon_trumpet"),
(this_or_next|eq, ":troop_no", "trp_french_cuirassier_trumpet"),
(this_or_next|eq, ":troop_no", "trp_french_carabineer_trumpet"),
(this_or_next|eq, ":troop_no", "trp_french_grenadier_a_cheval_trumpet"),
# script_cf_multiplayer_agent_is_musician
# French
(this_or_next|eq, ":troop_no", "trp_french_infantry_drum"),
(this_or_next|eq, ":troop_no", "trp_french_infantry_flute"),
(this_or_next|eq, ":troop_no", "trp_french_infantry2_drum"),
(this_or_next|eq, ":troop_no", "trp_french_infantry2_flute"),
(this_or_next|eq, ":troop_no", "trp_french_infantry_vistula_drum"),
(this_or_next|eq, ":troop_no", "trp_french_infantry_vistula_flute"),
(this_or_next|eq, ":troop_no", "trp_french_infantry_bavarian_drum"),
(this_or_next|eq, ":troop_no", "trp_french_infantry_bavarian_flute"),
(this_or_next|eq, ":troop_no", "trp_french_old_guard_drum"),
(this_or_next|eq, ":troop_no", "trp_french_old_guard_flute"),
(this_or_next|eq, ":troop_no", "trp_french_voltigeur_horn"),
(this_or_next|eq, ":troop_no", "trp_french_hussar_trumpet"),
(this_or_next|eq, ":troop_no", "trp_french_lancer_trumpet"),
(this_or_next|eq, ":troop_no", "trp_french_dragoon_trumpet"),
(this_or_next|eq, ":troop_no", "trp_french_cuirassier_trumpet"),
(this_or_next|eq, ":troop_no", "trp_french_carabineer_trumpet"),
(this_or_next|eq, ":troop_no", "trp_french_grenadier_a_cheval_trumpet"),[close]
If you already have that for a brand new or existing musician troop then I think I see your real problem. The troop's inventory configuration cannot be messed with for whatever reason. Try putting your itm_trumpet near the end of his inventory not at the beginning of it.
In a standard order it should be like this:
Armor/uniform, boots/pants, hat/helmet, gloves (if any), instrument, weapon(s), horse (if any)Code: Exampleitm_fr_cuirassier_body_trumpeter,itm_rus_horse_guard_pants,itm_french_carabineer_helmet_trumpeter,itm_fr_cuirassier_gloves,itm_trumpet,itm_french_carabineer_sword,itm_carabineer_horse_french_trumpet
Again for whatever reason the troop's inventory configuration should not be messed with heavily, it can lead to unforeseen and unusual bugs in-game. Use each kind of unit as a reference for inventory order. It can only be changed so much from the standards.
I hope this helps.
OK, what mod is that? Would be a point of reference. You can PM me if you have to about the details. Depending how your friend added new grass, I would say you have to use openBRF and find the grass meshes in the BRF files. You can copy and paste, replacing the new grass BRFs with the old one.I mean I want to replace new grass with that old from NW. I want to make on maps only appearing old grasses,not that newWhere did you acquire such new grass? Polished Landscapes?
I am just trying to help if I can.
No. My friend gave me his mod. New grass what he added is causing problems, so I want to use that old from NW, but I dont know how.
It is https://www.fsegames.eu/forum/index.php?topic=24769.0 . Ill try replacing new with old. Thanks
How do you add more smoke when you fire the musket? I want a bigger cloud of smoke but I don't know where to change it. Do you need to do it in the Particle.txt?pls
Download Baillie's a Whiff of Sulphur (https://www.fsegames.eu/forum/index.php?topic=15235.0) mini-mod, most likely he edited particle_systems.txt file that should be noticeable if you compare the two text files from NW and his mini-mod.How do you add more smoke when you fire the musket? I want a bigger cloud of smoke but I don't know where to change it. Do you need to do it in the Particle.txt?pls
OK, what mod is that? Would be a point of reference. You can PM me if you have to about the details. Depending how your friend added new grass, I would say you have to use openBRF and find the grass meshes in the BRF files. You can copy and paste, replacing the new grass BRFs with the old one.I mean I want to replace new grass with that old from NW. I want to make on maps only appearing old grasses,not that newWhere did you acquire such new grass? Polished Landscapes?
I am just trying to help if I can.
No. My friend gave me his mod. New grass what he added is causing problems, so I want to use that old from NW, but I dont know how.
It is https://www.fsegames.eu/forum/index.php?topic=24769.0 . Ill try replacing new with old. Thanks
Its not working :-\ . Now, it says in game WARNING: no material grass in Mod/Textures and WARNING: no material grass_no_shadow in Mod/Textures :( .
Ill post image how it looks like
(https://i.imgur.com/Pl6KIzF.jpg)
(https://i.imgur.com/LQnRWH4.jpg)
I tried everything. Nothing works.
Oh dear, I will need a list of BRF files that makes up this "new grass" as now you have missing materials. I hope you have a backup of the old and new.
Yes but i want to keep the original smoke texturesYou can do that, just don't replace the smoke textures in the mini-mod and go for only the text files to download then. Textures are not changed if you do not replace any textures in that folder.
Let me guess, grass_no_shadow is a new Shader..Oh dear, I will need a list of BRF files that makes up this "new grass" as now you have missing materials. I hope you have a backup of the old and new.
Funny Willhelm said grass_no_shadow is Shader :D .
I have a moment to spare, hmm searching for that shader if it is default hopefully you only need to assign some mesh to it then.
No. Its material, which I have no idea from where can I get. You can see on image it sayis: WARNING: Unable to open material grass_no_shadow.
Hi. I've been having some problems with my textures. I'm sorry if these questions make me sound like a noob! :PYou can remove excess shadows on the custom units with the openBRF option: right click -> Color with Ambient Occlusion. That will remove excess shadows from straps and the like.
The first problem I've been having is weird darker patches on the uniform. I tried to fix this by making a bumpmap and specularmap and put them into mm_materials.brf. I also put them in mm_french_uniforms under the material of my new texture. But in-game it appears like this
and is generally unattractive. Here is a screenshot:Warning: Big Image (On The Shirt)(https://i.imgur.com/Ar8Ro7Y.jpg)[close]
The second problem I've been having is really light textures... I haven't made a bumpmap nor specularmap for these but I presume if I do that, the problem will be fixed. Here is a screenshot of that problem:Sorry for low resolution(https://i.imgur.com/SSVl0Zd.png)[close]
Okay, I see. Well I will make bump and specularmaps for every thing then.Yes, if you have bump and spec maps you definitely change the shader, simple_shader will shine in the day and night time in-game.
If I make both bump and spec maps do I have to change shader? I wouldn't think so
Sorry if I'm being a pest, but which shader do you use if you have both a bump and specular map.Most uniforms in NW use specular_shader_skin_bump_colorspec_high if they have both a bump and spec map with regular texture.
I have a question about uploading a skin to the Steam Workshop.Only entire modules most likely, skins and banners may not work right but I have not tested that side of the Steam Workshop. So try uploading it to the Steam Workshop as usual. Another good place to ask this is on the Steam Workshop Support thread http://forums.taleworlds.com/index.php/topic,307509.0.html
I have done many skins and i have thought about uploading them to the Steam Workshop.
Is there any way to do so? and im only talking about skins now, not an entire module.
I have a question about uploading a skin to the Steam Workshop.Only entire modules most likely, skins and banners may not work right but I have not tested that side of the Steam Workshop. So try uploading it to the Steam Workshop as usual. Another good place to ask this is on the Steam Workshop Support thread http://forums.taleworlds.com/index.php/topic,307509.0.html
I have done many skins and i have thought about uploading them to the Steam Workshop.
Is there any way to do so? and im only talking about skins now, not an entire module.
Are you sure you have everything set up properly?Pretty sure, i even downloaded a "Banner Pack" from the workshop and it is a separate module and it aint even placed in the "Warband/Modules" folder
What folder is facial hare stored in? Specifically moustaches?
You could either reduce the width of the coat, or make the belt largerCould that be done in open.brf, or do I need a modeling program?
You could either reduce the width of the coat, or make the belt largerCould that be done in open.brf, or do I need a modeling program?
How do you make it so the person selects what Item that have? Like how Russian Militia choose between a pike and a musket?Certain items, like muskets are similar in function to an item like pikes, therefore NW uses the notion that this creates a arrow selection for similar items. You can try to move the item code in the module_items file around (example: putting the item under muskets section) to achieve this. Hope this helps.
I have a two questions.
1. How can I assign to one troop it's own battle cry? For example, Scots have Scottish battlecry. How can I do that?
2. Can I assign for one mesh other mesh what it will use when its carried? If it's possible, how?
Thanks
(else_try),
(is_between,":agent_troop_id","trp_british_highlander","trp_british_foot_guard"),
(assign, ":sound_id", "snd_voice_cry_brit_scot"),
1. Thanks
2. I mean, if you are using weapon and then you give it back, is it possible that weapon will use other mesh when it's carried (back) ?
1. Thanks
2. I mean, if you are using weapon and then you give it back, is it possible that weapon will use other mesh when it's carried (back) ?
1. No problem :)
2. Do you mean when it's carried on the player's back?
YesDepends on the item, a sword for example would have a sheath on the hip, a musket or pike would not have a different mesh and I do not think that is possible for that kind of weapon item. I could be proven wrong but I have never tested that myself.
1. Thanks
2. I mean, if you are using weapon and then you give it back, is it possible that weapon will use other mesh when it's carried (back) ?
1. No problem :)
2. Do you mean when it's carried on the player's back?YesDepends on the item, a sword for example would have a sheath on the hip, a musket or pike would not have a different mesh and I do not think that is possible for that kind of weapon item. I could be proven wrong but I have never tested that myself.
1. Thanks
2. I mean, if you are using weapon and then you give it back, is it possible that weapon will use other mesh when it's carried (back) ?
1. No problem :)
2. Do you mean when it's carried on the player's back?YesDepends on the item, a sword for example would have a sheath on the hip, a musket or pike would not have a different mesh and I do not think that is possible for that kind of weapon item. I could be proven wrong but I have never tested that myself.
Oh, ok. Thanks anyway
["russian_gusarskiy_karabin", "Musketoon", [("Russian_gusarskiy_karabin",0)], itp_type_crossbow |itp_merchandise|itp_primary|itp_two_handed|itp_cant_reload_while_moving_mounted|itp_cant_reload_while_moving|itp_next_item_as_melee ,itcf_shoot_musket|itcf_carry_crossbow_back,
683 , weight(3.0)|difficulty(0)|spd_rtng(18) | shoot_speed(180) | thrust_damage(70 ,pierce)|max_ammo(1)|accuracy(54),imodbits_none,
[(ti_on_weapon_attack, [
(this_or_next|multiplayer_is_server),
(neg|game_in_multiplayer_mode),
(store_trigger_param_1,":agent_id"),
(eq,":agent_id",":agent_id"), # fix compiler bug warning.
(copy_position,pos22,pos1),
(position_move_y,pos22,110),
(try_for_range,":unused",0,10), #4 extra bullets + 1 original = 10 bullets in one shot :D
(copy_position,pos23,pos22),
(store_random_in_range,":x_change",-3,3),
(store_random_in_range,":z_change",-3,3),
(position_rotate_x, pos23, ":x_change"),
(position_rotate_z, pos23, ":z_change"),
(set_fixed_point_multiplier,100),
(store_random_in_range,":bullet_speed",12000,16000),
(store_random_in_range, ":chance", 0, 100),
(try_begin),
(gt,":chance",95),
(add_missile, ":agent_id", pos23, ":bullet_speed", "itm_cannon_explosion_dummy", 0, "itm_explosive_bullets", 0),
(else_try),
(add_missile, ":agent_id", pos23, ":bullet_speed", "itm_cannon_canister_dummy", 0, "itm_canister_ammo", 0),
(try_end),
(try_end),
])]],[/spoiler]
In module_items some of the weapons uses triggers. Like the musketoon:Code["russian_gusarskiy_karabin", "Musketoon", [("Russian_gusarskiy_karabin",0)], itp_type_crossbow |itp_merchandise|itp_primary|itp_two_handed|itp_cant_reload_while_moving_mounted|itp_cant_reload_while_moving|itp_next_item_as_melee ,itcf_shoot_musket|itcf_carry_crossbow_back,
683 , weight(3.0)|difficulty(0)|spd_rtng(18) | shoot_speed(180) | thrust_damage(70 ,pierce)|max_ammo(1)|accuracy(54),imodbits_none,
[(ti_on_weapon_attack, [
(this_or_next|multiplayer_is_server),
(neg|game_in_multiplayer_mode),
(store_trigger_param_1,":agent_id"),
(eq,":agent_id",":agent_id"), # fix compiler bug warning.
(copy_position,pos22,pos1),
(position_move_y,pos22,110),
(try_for_range,":unused",0,10), #4 extra bullets + 1 original = 10 bullets in one shot :D
(copy_position,pos23,pos22),
(store_random_in_range,":x_change",-3,3),
(store_random_in_range,":z_change",-3,3),
(position_rotate_x, pos23, ":x_change"),
(position_rotate_z, pos23, ":z_change"),
(set_fixed_point_multiplier,100),
(store_random_in_range,":bullet_speed",12000,16000),
(store_random_in_range, ":chance", 0, 100),
(try_begin),
(gt,":chance",95),
(add_missile, ":agent_id", pos23, ":bullet_speed", "itm_cannon_explosion_dummy", 0, "itm_explosive_bullets", 0),
(else_try),
(add_missile, ":agent_id", pos23, ":bullet_speed", "itm_cannon_canister_dummy", 0, "itm_canister_ammo", 0),
(try_end),
(try_end),
])]],[/spoiler]
So one of the triggers is 'ti_on_item_unwielded', you might be able to do something with it. For example add a imaginary item etc
Hey guys, does anyone know how to make proper normal/bumpmaps??? I use paint.net and can't find any good plugins. :-\
Have you merged it with any other meshes?
Can you show me a screenshot of it open in OpenBRF?
I have got a one question. Do you make LODs by clicking on mesh and then press compute LODs?
I have got a one question. Do you make LODs by clicking on mesh and then press compute LODs?
Yeah.
Are there any good functional realistic blood mods?
Mehh. It's too much. :PAre there any good functional realistic blood mods?
NW Epic Enchancment mod
["stand_crossbow", 0, amf_client_prediction,
[2.0, "staff_cstance", 0, 60, arf_use_stand_progress|arf_cyclic|arf_stick_item_to_left_hand, 0, (0, 0, 0), 0.0],
Mines exactly the same as yours.Try recomputing the main body mesh's LODs. You should get lod1, lod2, lod3, and lod4 for the torso itself atleast.
New error
File process_items.py, line 72, in module
write_items (variables,variables_uses,tag_uses,quick_strings)
File process_items.py, line 23, in write items
if (item[3]) (itp_merchandise) 0:
TypeError: unsupported operand type(s) for: list and int
I dont know what that is. I did nothing in process_items before
Sorry for asking but I'm totally stuck here. I know for most metal parts on helmets (don't know the name :'() most have their texture name with an _envmap on the end. I try to look for that but I see no results. So when I made my steel helmet bit, I just added an _envmap to the texture but it didn't work. How do you do it?
Thank you, but what you mean for the rigged one?For rigged helmets (such as the French cuirassier helmet)
Maybe you need to add brakes around it?
if ((item[3]) (itp_merchandise) 0):
Sorry for asking but I'm totally stuck here. I know for most metal parts on helmets (don't know the name :'() most have their texture name with an _envmap on the end. I try to look for that but I see no results. So when I made my steel helmet bit, I just added an _envmap to the texture but it didn't work. How do you do it?
I think I get what is wrong, you need to modify the Material not the texture referenced in tex tab.
envmap_shader_noskin_bump_colorspec is the shader
envmap_medium is the Enviro specified on the Material tab
envmap_shader_skin_bump_colorspec is the shader for rigged
maybe you need to add = or == in the condition?Maybe you need to add brakes around it?
if ((item[3]) (itp_merchandise) 0):
Thats not working
This project would probably take a while:Step 1. Have patience
How can I import all the L'Aigle shaders, textures and uniforms to NW?
This project would probably take a while:
How can I import all the L'Aigle shaders, textures and uniforms to NW?
New error
File process_items.py, line 72, in module
write_items (variables,variables_uses,tag_uses,quick_strings)
File process_items.py, line 23, in write items
if (item[3]) (itp_merchandise) 0:
TypeError: unsupported operand type(s) for: list and int
I dont know what that is. I did nothing in process_items before
New error
File process_items.py, line 72, in module
write_items (variables,variables_uses,tag_uses,quick_strings)
File process_items.py, line 23, in write items
if (item[3]) (itp_merchandise) 0:
TypeError: unsupported operand type(s) for: list and int
I dont know what that is. I did nothing in process_items before
Process items is what translates the items list into the .txt format read by the game. If your compiler is telling you that there's an error in there and you've never touched this file, then the error is within your items.py file somewhere. Reset your process_items file back to how it was before and go into module_items.py and look for any silly errors like double full stops, double commas, a left out closing bracket etc; ctrl f is your friend here.
i have mostly done that for the uniforms and guns however i gave up on trying to import shaders, the mb.fx file in l'aigle doesnt open as it should for me...This project would probably take a while:
How can I import all the L'Aigle shaders, textures and uniforms to NW?
I had that idea. It would take quite a while, yes. You'd need OpenBRF to replace all the uniforms. You'd need to import the textures and bump/spec maps and then edit them in mmmaterials.brf. And, patience.
Works. Thanks!
Hello everyone!
Probably this is a stupid problem but I couldn't find a solution for it.
I'm currently modifying the vistula people and this happened:How it looks in OpenBrf(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Ftw.greywool.com%2Fi%2FVcyxM.jpg&hash=489b5fc65ca2e56abfd3aa7da08251270078bf11)[close]How it looks in-game(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fimages.akamai.steamusercontent.com%2Fugc%2F432697860713063220%2F419312A0BDF123062ED04460CE333D8B55AF4873%2F&hash=efb1cef7c5e933d2aa28eba16bf8d63e6a1eb9e5)[close]
Does anyone know how to fix it?
Thank you in advance.
The problem is fixed now, and was a case sensitivity one :-[That happens quite a bit, too.
Anyway, thank you all for the help!!!
I think thats not about mods but i have question how can i add more than one skin into a faction?
CMB?
There isn't any problems with Commander Battle when hosting a game yourself. If you want to take pictures of soldiers in a commander battle then you're fine, it's just your body that turns naked.
I don't know if there is a way to fix this without hosting a server. I don't think there is any fixes.
Does anyone know how can i copy selected files from one brf file to other ?
Thanks !
and the last question is can i fix shader on plumes somehow?
my plumes are glowing in night kek
I think, if you put more then 1 uniform on a troop, in the module_troops, they will randomize. Else you could always do it the partizani/sailor wayYup the most easiest way is setting in module_troops the uniforms to be randomized, like itm_british_infantry, itm_british_infantry_variant etc each uniform added to the mix will increase the randomization and putting a uniform multiple times over one like a weapon can decrease or increase the likelihood to show up.
Yeah but the faces also. :P
I just want every soldier in NW as a male. :(there is a mod for that, it also removes black people :D ask Kanade Tachibana about it
Looks better for history.
I just want every soldier in NW as a male. :(there is a mod for that, it also removes black people :D ask Kanade Tachibana about it
Looks better for history.
did Transexuals fight in the NW ?
No one can help me with my problem?I've re-read your question but I am not entirely sure what you mean yet. Death animations would be kept in the en_animations.brf file to load in the Enhancement mod.
I think he means that when you die, you do a death animation before dying. He wants to remove that so you just have the ragdoll after, I'm not entirely sure how to do that, I know it's in a .txt* file you just have to remove though.
just delete them from actions.txt i think
Instant Ragdoll mod.
No death animations, where you're running or where you're standing. If you die, your body drops.
Just remove them from actions.txt file :)
Maybe the animation just needs to be assigned to a blank animation in en_animations or so?
You need to change shaders. I will assume that you're using simple_shader. If you have a bump and spec map then use specular_shader_skin_bump_colorspec_high then it should remove the brightness.
If it's not on the texture, then it might be on the model itself. If you right click on the model and click 'split into subcoordinated sub-meshes' then it will split the mesh into multiple meshes, where you can edit the components of the mesh. Make sure to delete the old mesh and then combine all the sub-meshes together.
You need to change shaders. I will assume that you're using simple_shader. If you have a bump and spec map then use specular_shader_skin_bump_colorspec_high then it should remove the brightness.
If it's not on the texture, then it might be on the model itself. If you right click on the model and click 'split into subcoordinated sub-meshes' then it will split the mesh into multiple meshes, where you can edit the components of the mesh. Make sure to delete the old mesh and then combine all the sub-meshes together.
Oh, I forgot about changing shader. Thx
I have got it to work, and honestly.. If you asked me how I did it I wouldn't be able to tell you..
BUT to put it into a picture, it took this much fucking around to make it happen.
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fpuu.sh%2Fkklya%2F91eb80e0c6.png&hash=d8d142a8bd5de58227589aabed30cac6fb7041e9)
I think the major problem originally was my Admintool for M&B which uses a custom action.txt was messing with some of the animations, even though I had previously replaced the lines..
Phew.. I can rest easy now...
I have got it to work, and honestly.. If you asked me how I did it I wouldn't be able to tell you..
BUT to put it into a picture, it took this much fucking around to make it happen.
I think the major problem originally was my Admintool for M&B which uses a custom action.txt was messing with some of the animations, even though I had previously replaced the lines..
Phew.. I can rest easy now...
Couldn't you set the animation to 0 seconds?
I mean in the animations.txt, one should be the duration of the animation
Where is the Coldstream officer pants located?
Where is the Coldstream officer pants located?
mmbrituniforms.brf
Where is the Coldstream officer pants located?
mmbrituniforms.brf
Nope. they are not there. i belive they are using the Russian Dragoon pants. tho would love if there is a way for me to change that so they will use some pant model of my choice
Ok, do you have a bump-map and specular-map added for the textures in OpenBRF yet?
I'm fairly certain I know the wander but could you enable single player in NW by moving the components from Native?Yeah that's possible, you'll just have to enable it in the module.ini and sort its position with the MS.
Is there a tutorial how to change colors of uniforms in paint.net?1. Google/Youtube is your friend.
And how to add files into mmaterials and mmtextures ;D
Cos i want to do greatcoated france
And is there a way to have 2 or more variants of uniform for french infantry?
SureSpoiler(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fpostimg.org%2Fimage%2Fvwbazydp5%2Ffull%2F&hash=95a558974ecdc653e9e6231802c4c38e7abcb30e)[close]
Any idea where is Prussian 8th officer pants mesh ?
Kaasovic un-mute :-[
Any idea where is Prussian 8th officer pants mesh ?
Kaasovic un-mute :-[
mesh is rus_dragoon_pants1 assigned in inventory
in mm_russian_uniforms.brf below rus_dragoon_off mesh
module_items and module_troops files are quite handy, especially to see what pants are shared between each unit.
*Disclaimer: I dont know if this has been answered before because I honestly didnt even check, to many pages so little time <3
Changing unit names in the troops.txt folder for Britain and everything is going fine. Names look good whatever, last one I have left are for the Navy and for whatever reason, if I change all the naval unit names my game crashes with the error saying that it has trouble reading the troop.txt file. I did this with notepad and I noticed that it would create odd spaces in the digits that didnt belong, with the advice of a good buddy I upgraded to notepad++ and the good news is the digits dont get moved around randomly. But the game still crashes with the same error which I find odd. I went back and as a test I placed "i" in the names of all the existing units and the game didnt crash but the game also didnt include the misplaced "i"'s. Any thoughts on why this is happening?
Can someone help me with one backpack lod ? I cannot change it to another cos it fits the best and have good greatcoat color on it D:
When i try to compute it theres a while lag then OpenBrf Stopped working C:
*Disclaimer: I dont know if this has been answered before because I honestly didnt even check, to many pages so little time <3
Changing unit names in the troops.txt folder for Britain and everything is going fine. Names look good whatever, last one I have left are for the Navy and for whatever reason, if I change all the naval unit names my game crashes with the error saying that it has trouble reading the troop.txt file. I did this with notepad and I noticed that it would create odd spaces in the digits that didnt belong, with the advice of a good buddy I upgraded to notepad++ and the good news is the digits dont get moved around randomly. But the game still crashes with the same error which I find odd. I went back and as a test I placed "i" in the names of all the existing units and the game didnt crash but the game also didnt include the misplaced "i"'s. Any thoughts on why this is happening?
Can you tell me the name you want to add for marines? And can you tell me what the error says? "saying that it has trouble reading" doesn't help much.
If you are using apostrophe, make sure you use this one ' not this one ’
Hey
I was wondering what do i need to change so my guns shoot rapidly like machine gun.
I want to make machine gun instead of cannon so it shoots rapidly.
Is it eaven posible?
How can I rename the troops ?depends on if you want to create a mod or modify NW. If just modify then go to NW folder and open troops.txt. Here you will find names for every unit. Just find the one which you want to edit and rename it
I did it, but nothing happened :(How can I rename the troops ?depends on if you want to create a mod or modify NW. If just modify then go to NW folder and open troops.txt. Here you will find names for every unit. Just find the one which you want to edit and rename it
I know this was asked before, but im lazy to find it. So, how do I change hat for one troop if another troop uses the same mesh? Like Erzherzog's infantry uses the same mesh for shako as the Freiherr's one, but I want to change it for Freiherr's onlyanyone? :'(
Don't know man, but you can remove the hat for that unit, and place the new hat on the torso of your unit and move it so that it looks like its on the head... other than that, I'm clueless.nice idea, will maybe do it like that. thx
Btw does anyone know how can i fix shader on plumes ;-;do you mean when it's night? As far as I know you can't fix that
I dont think it able to fix there are no seperate animation for riding without weapon (If i remember properlyMain horseman animation is for riding with and without weapon, so my main question was, how to bind animation to kind of weapon, like lancers animation is bound to lances (I saw tutorial about how to bind animation to key, but it is another variant of solving my question), I think it ill be easiest way.
is it possible to move bone separately of skeleton for certain frames of animation? Or if I'll detach bones of items and make for weapons their own skeleton (of two bones or even of one bone, as in my mod there will be no shields), will it work in game? And will it be compatible with native animations (names of bones will be the same, so I think it must work) or should I change all animations with new skeletons?
[/quote]I dont think it able to fix there are no seperate animation for riding without weapon (If i remember properly
And I just thought maybe I can change animation of lower thrust with sword, so it will start with such position, but it will look silly when dismounted, so here comes another question: is it possible, to separate animations of strikes when mounted and when dismounted?
Again , i dont think its possible without doing something with scripts.txt or another shitsI asked if it is possible, I mean in any way, I just gave example how I think it can be solved.
I've got a question too :) Does anyone know how can i change the name ,,ranker'' (the one displaying on troop selection) to something like ,,Voltigeur'' or ,,Fusilier'' :)I assume you're asking not about module system changes, so just go to module folder, open file strings.txt, search for line
str_ranker Ranker
str_ranker Voltigeur
Wait, is this possible without having a incompatible module with everyone else? :oI think, if you put more then 1 uniform on a troop, in the module_troops, they will randomize. Else you could always do it the partizani/sailor wayYup the most easiest way is setting in module_troops the uniforms to be randomized, like itm_british_infantry, itm_british_infantry_variant etc each uniform added to the mix will increase the randomization and putting a uniform multiple times over one like a weapon can decrease or increase the likelihood to show up.
Wait, is this possible without having a incompatible module with everyone else? :oI think, if you put more then 1 uniform on a troop, in the module_troops, they will randomize. Else you could always do it the partizani/sailor wayYup the most easiest way is setting in module_troops the uniforms to be randomized, like itm_british_infantry, itm_british_infantry_variant etc each uniform added to the mix will increase the randomization and putting a uniform multiple times over one like a weapon can decrease or increase the likelihood to show up.
Called it.Wait, is this possible without having a incompatible module with everyone else? :oI think, if you put more then 1 uniform on a troop, in the module_troops, they will randomize. Else you could always do it the partizani/sailor wayYup the most easiest way is setting in module_troops the uniforms to be randomized, like itm_british_infantry, itm_british_infantry_variant etc each uniform added to the mix will increase the randomization and putting a uniform multiple times over one like a weapon can decrease or increase the likelihood to show up.
If you just alter your version of module troops on vanilla NW by adding more clothing variants and log on to a standard server, chances are you'll spawn naked and get "kicked for cheating" by a script.
Ive got a question , is there any mod that will replace music to distand battle sounds?I know only WaT
I want to feel deeper into the battlefield of NW
Ive got a question , is there any mod that will replace music to distand battle sounds?
I want to feel deeper into the battlefield of NW
Does anyone knows how can i make uniforms look a bit dirty with mud on them?Impossible without altering each damn texture, and there are many. Photoshop and some other programs can do batch operations on large number of files, meaning you could automatize adding mud layer to many images, but results wouldn't be as good as if you drawn mud by hand. Adding good looking mud to all uniforms is a large project (not to mention you would have to alter normalmap and specularmap images as well for most realistic results) but you could add mud to one uniform for fun and practice, look for some texturing tutorial around here or on taleworlds forum.
-Download some atmospheric battlefield background sound (or if can't find any you're happy with, learn to use free software like Audacity to create one long sound composed of several smaller sounds you downloaded, play around with effects menu to create the impression of distance and open space).
-Then, in case you just downloaded a sound, it will probably be .wav or .mp3, use some free tool to convert your sound into .ogg format (there are even websites where you can convert files online without downloading any program).
-Then, per each .ogg file in Modules/Napoleonic Wars/Music/ copy your new .ogg file into that folder, each time renaming the file as one of music files, so you overwrite them all. In the end folder should look the same with all the files named the same way, with difference being that each file will actually be that sound you prepared. Alternatively you could prepare several different sounds rather than one, so as music track changes so do sounds change, adding randomness to it all.
-Test in-game. Fix problems if they pop up or alter the sound more if you're not happy with it.
-After you're sure it is all working well, pack your Music folder into .rar or .zip, upload to forum, make forum thread about a new modification and name it after yourself, and voilà, there is now a mod which does what you wanted it to.
I would like to ask how can i make banner look like this ->I'm too trying to figure out :/From this ->Spoiler(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fwww.flagi-sklep.pl%2Fwp-content%2Fuploads%2F2014%2F01%2F25.jpg&hash=c663cab546ad775b665ea15554f9f997c272cf7c)[close](DINTS)Spoiler(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fvignette4.wikia.nocookie.net%2Fcallofduty%2Fimages%2F7%2F7a%2FFlaga-polska.jpg%2Frevision%2Flatest%3Fcb%3D20140630230002%26amp%3Bpath-prefix%3Dpl&hash=a971f3a701113a3bcd8a1a5df09d5d84c58b4c58)[close]
Hi all, in my Crimean war mod there will be obviously many fortifications made of gabions and sandbags, so I'm facing a problem now - if these gabions will be made separately, there will be way too many polygons, so it will sinificantly decrease FPS even on good PC.
I made my own gabions, with 8 (instead of 12 like in NW) sides, and 1/3 gabions for lower rows, but still there will be too many polygons, I think (ca. 25 polygons per gabion, and I'll need hundreds of them). Also, these walls of gabions in 2-3 rows high can be made as couple polygons and gabions can be drawn on them, but I think it will be very poor image.
How many vertices and polygons can be in building, so it will not burn player's PC?:)
If there were already such fortifications in some mod, how is that problem solved there?
Plus, at least front gabions of gun positions must be destroyable, so another question is - how many destroyable objects can be on the map, so it will be good for performance? In Unreal engine each destroyable object is an agent, is it so in NW too?
P.S. Merry Christmas everybody:)
I thought there is only one way to make object destructable - the way you described, make models of object and destroyed object, and then use dark magic in scripts:)
I made these "1/3 gabions" (I don't want to make them as single object, I place them higher/lower, with different angles, so it is more realistic) for rows, where gabions are not completely seen (but it seems, almost all gabions will be not completely seen, it makes things a little easier), each "1/3 gabion" has 21 vertices and 12 faces (I think I must replace ground top on all gabions - there are holes, when I make second row, but it will add only 2-3 more vertices per gabion, I guess) so lowest row looks now like this:Spoiler(https://pp.vk.me/c630628/v630628177/11ac0/nbigpcRiKkc.jpg)
(https://pp.vk.me/c630628/v630628177/11ac9/rxgSPRCkOCM.jpg)[close]
I think I'll need ca. 500 gabions per row, there will be 3 rows, so there will be 1500 gabions, so it will be ca.30000 vertices (but it is without batteries on both sides of tower), is it too many for building, or is it OK?
http://s18.postimg.org/o9m976049/transparento2.pngI don't understand. Could somebody explain me how to do it?
Put it in the layer above your flag.
http://s18.postimg.org/o9m976049/transparento2.pngI don't understand. Could somebody explain me how to do it?
Put it in the layer above your flag.
http://s18.postimg.org/o9m976049/transparento2.pngI don't understand. Could somebody explain me how to do it?
Put it in the layer above your flag.
What he means is, put that as transparent layer above the flag layer in graphics editing software of your choice, like Photoshop or Gimp (free). Doing it in that way won't distort your image to make it look like it's a waving piece of cloth, but having that layer added over your image will trick the eye a bit. Adding transparent layer is simple to do, falls under basic knowledge of editing graphics, and is something you should learn to do before trying to mod textures. Exporting the image into .DSS is a bit trickier, you will need to install plugin for photoshop or gimp, and to import it into game you need to copy .dss into your mod's Textures folder and use openBRF to alter a material to use your texture or crate new material. Tutorials for all that could be found on this or taleworlds forum.
I have a problem. Anytime I press C, the soldier doesn't say anything. What could be the problem?The problem for the soldier not saying anything when you press C could be because the sound file is a different type from the one that is coded. Most commonly it is a .ogg file to replace in the module_sounds with .wav files. As for the long delay, that might be caused by the sound file itself. I do not know how to fix it off the top of my head.
EDIT: He says something, but after a long time. Also Officer classes should be able to say something every second, but they aren't
Thanks. And do you know where is the line including the script for officer, NCO and musicians?I have a problem. Anytime I press C, the soldier doesn't say anything. What could be the problem?The problem for the soldier not saying anything when you press C could be because the sound file is a different type from the one that is coded. Most commonly it is a .ogg file to replace in the module_sounds with .wav files. As for the long delay, that might be caused by the sound file itself. I do not know how to fix it off the top of my head.
EDIT: He says something, but after a long time. Also Officer classes should be able to say something every second, but they aren't
New officer troops need to be coded in module_scripts for the bonuses and all to take effect, including NCOs, musicians and generals.
Ask Merks, he made idea showing you how but removed them. Think you just take aspec map colour and tint everything with it. That's the general idea atleast.I've also heard about this method, but I don't believe it works
Two questions - , is there any plumes and pompons pack for skinner? im looking for them because im making vistula voltigeurs and grenadiers. ?1. I don't know about pack like that
And how can i change the item names (like infantry musket to charleville musket)
find the hat's mesh and delete itThat's what I was thinking. Although the player would then be bald perhaps, if the item covers hair flag is enabled in code.
yeah, didn't think of thatfind the hat's mesh and delete itThat's what I was thinking. Although the player would then be bald perhaps, if the item covers hair flag is enabled in code.
Where can i find saddle of lancer? mine got bugged and i dunno how to fix without location kekmmhorses.brf file if that's what you mean
yeah, didn't think of thatfind the hat's mesh and delete itThat's what I was thinking. Although the player would then be bald perhaps, if the item covers hair flag is enabled in code.
Sorry, I have no idea what you are talking aboutyeah, didn't think of thatfind the hat's mesh and delete itThat's what I was thinking. Although the player would then be bald perhaps, if the item covers hair flag is enabled in code.
That didn't happen. Instead the hat was all black. My overall idea is to make hats disappear, because I replaced the female face and hair textures with the ones from Full Invasion, that works, but I can't get the hats to disappear, so it is kinda useless since it collides with the hair.
Copy pasta textures from mod to nw folder, maybe rename some of the texturesYou sure I don't need to do anything with BRF?
if Maw dell (model) is still the same then you dont have to use OpenBRFOk, thanks!
Might wanna use a audio editing tool like audacity to make it louder. Thats the easy way.Can't I just change something in the scripts? :-\ I can't be bothered to download another program. :'(
By changing module_strings.py
or Modules/Napoelonic Wars/strings.txt if you don't bother with module system.
Flag names depend on the map and start from line str_mp_arabian_harbour_flag_1 Small_Inn
Small_Inn is the string which is name of the flag. Pay attention to rules when editing strings, you can't use some characters and instead of space between the words you use "_", look at other strings in the file for reference/
How do I take a .mtl file with textures for a .obj and apply the textures to it?
How can I create a vertex animation using OpenBrf for a scabbard? When the sword is drawn it still shows the handle.There is a quick and easy method that involves separating the scabbard mesh and then recombining it. In order to give it multiple frames for the unsheating animation. I have it somewhere but I cannot find it at this moment. If the scabbard is very similar to an existing scabbard it is easier to use that.
How can i change reloading anim?The musket reload animation is called man_reload in mmanimations.brf You can disable the old reload animation with a simple rename like man_reload_old, only the animation called man_reload will be recognized by the module.
And , is there a model of bearskin plume with 2 colors on?
I am not a modeller so I am not exactly certain what a .mtl file is for, to apply textures for a newly imported .obj mesh you need to:How do I take a .mtl file with textures for a .obj and apply the textures to it?
Looking to change the melee animations. What resources in BRF do I open?Multiple BRF files, as the combat animations are spread out. It depends which weapon animations you want to change.
Where are located block anims for NW?
#(put this instead of [] part at end of item entry)
[(ti_on_weapon_attack, [(store_trigger_param_1, ":agent"),(agent_play_sound, ":agent", "snd_lightsaber_swing")])]
#author: _Sebastian_
Is there any cloth texture that i could use for my skins?
I'm making a skin, It replaces the Austrian Grenzers.
I want to change austrian_grenzer.1 to british_artillery_ranker.lod2.1 (It's a backpack)
I change the name on openBRF etc etc. and it looks like this:Spoiler(https://i.imgur.com/xbNqIQl.png)[close]
This looks good, so I save and go onto NW.
However when I load up and select the unit, it goes like this:Spoiler(https://i.imgur.com/IZGMbf6.jpg)[close]
As you can probably tell, I'm not an experienced modder. So if it's something small I need to do I apologize.
Thanks, Greatscot.
Does someone know if it is possible and how to change the accuracy and the reloading time of the cannons in NW?
I want replace a dragoons helmet with a hussar shako but :Spoiler(https://image.noelshack.com/fichiers/2016/06/1455422145-2016-02-14-00009.jpg)[close]
itm_french_dragoon_helmet Dragoon_Helmet Dragoon_Helmet 1 french_dragons_dlG_ranker 0 553717516 0 4 123731968 0.500000 100 15 0 0 0 0 0 0 0 0 0 0
0
0
itm_french_dragoon_helmet Dragoon_Helmet Dragoon_Helmet 1 french_dragons_dlG_ranker 0 553713676 0 4 123731968 0.500000 100 8 0 0 0 0 0 0 0 0 0 0
0
0
:) Hey working on a top secret project, (I'll fill you in on what it is when its done). And I'm trying to merge these two lines of code so this weapon does both. (I know for a fact they both work individually). I don't know how or what it should end up looking like, I can't get it to work. Some help would be great!
Here is the first and main trigger.
[(ti_on_weapon_attack, [
(this_or_next|multiplayer_is_server),
(neg|game_in_multiplayer_mode),
(store_trigger_param_1,":agent_id"),
(eq,":agent_id",":agent_id"), # fix compiler bug warning.
(copy_position,pos22,pos1),
(position_move_y,pos22,110),
(try_for_range,":unused",0,2), #4 extra bullets + 1 original = 5 bullets in one shot :D
(copy_position,pos23,pos22),
(store_random_in_range,":x_change",-1,2),
(store_random_in_range,":z_change",-2,3),
(position_rotate_x, pos23, ":x_change"),
(position_rotate_z, pos23, ":z_change"),
(set_fixed_point_multiplier,100),
(store_random_in_range,":bullet_speed",12000,16000),
(add_missile, ":agent_id", pos23, ":bullet_speed", "itm_cannon_canister_dummy", 0, "itm_canister_ammo", 0),
(try_end),
])]],
Here is the second one
[(ti_on_weapon_attack, [(play_sound,"snd_pistol_shot"),(position_move_x, pos1,27),(position_move_y, pos1,36),(particle_system_burst, "psys_pistol_smoke", pos1, 15)])]],
I need some help putting them together :-\
[(ti_on_weapon_attack, [
#lets put script B here first, because it is outside of multiplayer_is_server check it will run on all clients, unlike script A which is made to run on server only
#if you want more elegant stuff, try wrapping script B inside conditional block which runs on clients only
(play_sound,"snd_pistol_shot"),
(copy_position,pos22,pos1), #I added this because pos1 is used later in the script so you don't want to change it's x and y here, we'll be using pos22 instead
#didn't test if this works, in case some conflict arises try replacing pos22 in script B (3 occurrences to replace in total) with some other pos number
(position_move_x, pos22,27), #replaced pos1 with pos22
(position_move_y, pos22,36), #replaced pos1 with pos22
(particle_system_burst, "psys_pistol_smoke", pos1, 15)
#Script A:
(this_or_next|multiplayer_is_server),
(neg|game_in_multiplayer_mode),
(store_trigger_param_1,":agent_id"),
(eq,":agent_id",":agent_id"), # fix compiler bug warning.
(copy_position,pos22,pos1), #I assume this will reset pos22 to be used by script A but you can never be sure with glitchy modding system, if something doesn't work try replacing pos22 up in script B with some other pos number, other than 22 or 23 which are used here
(position_move_y,pos22,110),
(try_for_range,":unused",0,2), #4 extra bullets + 1 original = 5 bullets in one shot :D
(copy_position,pos23,pos22),
(store_random_in_range,":x_change",-1,2),
(store_random_in_range,":z_change",-2,3),
(position_rotate_x, pos23, ":x_change"),
(position_rotate_z, pos23, ":z_change"),
(set_fixed_point_multiplier,100),
(store_random_in_range,":bullet_speed",12000,16000),
(add_missile, ":agent_id", pos23, ":bullet_speed", "itm_cannon_canister_dummy", 0, "itm_canister_ammo", 0),
(try_end),
])]],
Hey does anyone of you know how to change a faction's name?Aren't they in factions.txt (or any other similiar named)
Regards
Check the language folder
Hey does anyone of you know how to change a faction's name?
Regards
Languages folder in Napoleonic Wars folder, then search for that faction name in one of the CSV file in the "en" or any other language folder.
Im a bit crazy , and i would like to have 100 musket stance animations , i know how to edit actions.txt , but will NW handle it ;-;?
(Ik that there aren't that many anims in mods and others to fully fill it)
Thx for answer, gotta tryFor science! That is what ideas like this entails. Good luck.
Languages folder in Napoleonic Wars folder, then search for that faction name in one of the CSV file in the "en" or any other language folder.
Is it possible to change 'Ranker' to lets say, 'Private'?I dont really remember the file where to do it, (it's probably item_kinds , idk) you will change the ranker to private in every unit in-game
I know how to change Officer, Drummer ect. However I can't seem to find a place where I can edit this.
Thanks.
Is it possible to change 'Ranker' to lets say, 'Private'?
I know how to change Officer, Drummer ect. However I can't seem to find a place where I can edit this.
Thanks.
Thanks but do you know how to edit the file without getting commas ingame. Because after I edited it ingame every faction was shown like this ",United,Kingdom,".
fac_britain|United Kingdom
Well how are you editing the file? You should only edit the name itself not any underscores/spaces in-between and such.Code: factions.csvfac_britain|United Kingdom
QuoteWell how are you editing the file? You should only edit the name itself not any underscores/spaces in-between and such.Code: factions.csvfac_britain|United Kingdom
I just do the same syntax as the other factions. Take a look.Spoiler(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Ffs5.directupload.net%2Fimages%2F160227%2Fex4boxld.png&hash=7b4465001b8c72c40b85eef20fadef4d745972c5)[close]
I just edited this file with notepad and everything was working lel
Huh, go figure it is dependent on the program you use to edit. Yeah, Notepad works easily enough for that small file.Quote
I just edited this file with notepad and everything was working lel
What the.... the problem was that I used OpenOffice.....
Thanks guys for your help. Now it works for me too :)!
Is there a way to change weapon positioning on players back to something like thisAnyone here to answer xd?
(Middle , white uniformed soldier.)
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Ffournetmarcel.free.fr%2Fsoldatsacq_fichiers%2Fimage004.jpg&hash=803c5884c39062c04718c8eaa5732c1325e81c81)
I'm doing a re-skin right now, Is it possible to create variants of units that do not originally have variants?I dun think so
How do I change the bottom text of the faction selection screen?Edit the strings.txt file and find this lineSpoiler(https://i.imgur.com/WubdLRg.png)[close]
str_france_name French_Empire
Can someone explain me how is Particle_systems.txt working? I want to achieve cannon smoke that will look like in Blood & Gold :Caribbean!
Thanks~!Can someone explain me how is Particle_systems.txt working? I want to achieve cannon smoke that will look like in Blood & Gold :Caribbean!
This is the description of each field from module system, positions of numbers in particles.txt correspond with these
("game_rain", psf_billboard_2d|psf_global_emit_dir|psf_always_emit, "prtcl_rain",
500, 0.5, 0.33, 1.0, 10.0, 0.0, #num_particles, life, damping, gravity_strength, turbulance_size, turbulance_strength
(1.0, 0.3), (1, 0.3), #alpha keys
(1.0, 1.0), (1, 1.0), #red keys
(1.0, 1.0), (1, 1.0), #green keys
(1.0, 1.0), (1, 1.0), #blue keys
(1.0, 1.0), (1.0, 1.0), #scale keys
(8.2, 8.2, 0.2), #emit box size
(0, 0, -10.0), #emit velocity
0.0, #emit dir randomness
0, #rotation speed
0.5 #rotation damping
),
And this is explanation for all fields
# Each particle system contains the following fields:
#
# 1) Particle system id (string): used for referencing particle systems in other files.
# The prefix psys_ is automatically added before each particle system id.
# 2) Particle system flags (int). See header_particle_systems.py for a list of available flags
# 3) mesh-name.
####
# 4) Num particles per second: Number of particles emitted per second.
# 5) Particle Life: Each particle lives this long (in seconds).
# 6) Damping: How much particle's speed is lost due to friction.
# 7) Gravity strength: Effect of gravity. (Negative values make the particles float upwards.)
# 8) Turbulance size: Size of random turbulance (in meters)
# 9) Turbulance strength: How much a particle is affected by turbulance.
####
# 10,11) Alpha keys : Each attribute is controlled by two keys and
# 12,13) Red keys : each key has two fields: (time, magnitude)
# 14,15) Green keys : For example scale key (0.3,0.6) means
# 16,17) Blue keys : scale of each particle will be 0.6 at the
# 18,19) Scale keys : time 0.3 (where time=0 means creation and time=1 means end of the particle)
#
# The magnitudes are interpolated in between the two keys and remain constant beyond the keys.
# Except the alpha always starts from 0 at time 0.
####
# 20) Emit Box Size : The dimension of the box particles are emitted from.
# 21) Emit velocity : Particles are initially shot with this velocity.
# 22) Emit dir randomness
# 23) Particle rotation speed: Particles start to rotate with this (angular) speed (degrees per second).
# 24) Particle rotation damping: How quickly particles stop their rotation
A question for anyone about optimization:
I've been experimenting with cannons on ships for a while now and, while I have it working quite well, I've run into a problem with running it on servers. It seems that the more cannons I add to the boats, i.e. the more moving objects in the server at the same time, the more lag is experienced by the players. The lag i refer is to the rubber-banding freeze then load sort. It affects people with higher ping only though, so It works fine for those with low ping.
I've had to compromise thus far by reducing the number of cannons to a point where lag is rarer for higher ping players but I'm wondering if there's a way to optimize things so I wouldn't have to.
In my experience the warband engine just can't handle it. The server process is single threaded and maxes at 2 gigs of ram, so unless you have something with beast single thread power the engine just can't deal with interactive props that are on a moving structure. Even PW lags a little when boats are used, and that's a much cruder type of control in a much lighter environment.
I wish you luck, though. It'd be really nice to see what you're attempting.
Does anyone know to who Nassau server in 1815, French or Brit? Because i did a skin of Nassau grenadier ,but not really know where i should place him.The British accordingly
The troops from the Duchy of Nassau fought for the Confederation of the Rhine in Spain. They compiled a credible combat record while in the Peninsula but the 2nd Regiment still deserted to the British en mass when the opportunity presented itself. After spending the rest of the War in captivity in Britain, they were released back to Nassau during the Congress of Vienna in 1814. With Napoleon's return from exile, they were part of the Netherlands Army since the Prince of Orange was also the Duke of Nassau. They fought well at Quatre Bras being the first units to make contact with the French and at Waterloo were heavily engaged at the chateaus of Hugomount on the right and Papelotte on the left of the Anglo-Allied line.
This question moreso could be thoroughly answered on the ask a Historical Question thread (https://www.fsegames.eu/forum/index.php?topic=10605.0)I think ill pack them to frenchies , as they were on peninsulaDoes anyone know to who Nassau server in 1815, French or Brit? Because i did a skin of Nassau grenadier ,but not really know where i should place him.The British accordinglyQuoteThe troops from the Duchy of Nassau fought for the Confederation of the Rhine in Spain. They compiled a credible combat record while in the Peninsula but the 2nd Regiment still deserted to the British en mass when the opportunity presented itself. After spending the rest of the War in captivity in Britain, they were released back to Nassau during the Congress of Vienna in 1814. With Napoleon's return from exile, they were part of the Netherlands Army since the Prince of Orange was also the Duke of Nassau. They fought well at Quatre Bras being the first units to make contact with the French and at Waterloo were heavily engaged at the chateaus of Hugomount on the right and Papelotte on the left of the Anglo-Allied line.
See also
https://ospreypublishing.com/blog/Waterloo_Quatre_Bras_Nassau/
I hope this helps. Woot, page 100.
Hi, what makes the British Rifle Sergeants chevrons appear on his jacket? I want to make the another class have chevrons on just the right arm. I would use the rifle sergeant mesh and reskin it however it has the wrong shaped epaulets and that neckerchief thing that I don't want to be there. I am trying to remove the neckerchief part of the model using wings3d but when I import it as a .obj and then edit it I can't re-export it as a .obj Wings3d says "internal error" and doesn't export it. Maybe I'm missing something obvious but I've been at this for hours and I can't figure it out and it's driving me nuts. Any help would be greatly appreciated.Perhaps try openBRF's split into connected sub-meshes option on right clicking the mesh. That may cleanly (or not) separate the epaulets and neckerchief.
Hi, what makes the British Rifle Sergeants chevrons appear on his jacket?I'm not at home now so I can't check it, but if I'm remebering well the model of the british rifle sgt is uv-maped to take that chevrons from the texture. I think you are asking that...
I am trying to remove the neckerchief part of the model using wings3d but when I import it as a .obj and then edit it I can't re-export it as a .obj Wings3d says "internal error" and doesn't export it. Maybe I'm missing something obvious but I've been at this for hours and I can't figure it out and it's driving me nuts. Any help would be greatly appreciated.As usnavy told you, the easier way to do that kind of change is to split in diferent parts in the openbrf, but as happened this time, not always works for all the parts you want, so you should use a external modeling program, you used wings3d, I dind't played to much with this but can you try with another like blender? Maybe it helps.
Anyone know what texture or .brf file the Landwehr Cav pants use in OpenBRF? Not showing up for me in game. Might be a glitch, but just to be sure I'd like to know what's missing.
is it possible to make a mod where prussian soldiers in NW doenst get random hats so regiments doesnt look so undisciplined with half of the soldiers wearing one kind of hat and the other wearing another kind of hat? if i edit the troop.txt i get auto kicked for cheating, so i hoping to some could maybe help with a neat BRF trick or something :)
This mostly considers prussian_8_infantry_ranker witch uses the prussian_shako and prussian_shako_2
and prussian_23_infantry_ranker witch uses the prussian_shako, prussian_shako_2 and 23_fourage_hat.
is it possible to make a mod where prussian soldiers in NW doenst get random hats so regiments doesnt look so undisciplined with half of the soldiers wearing one kind of hat and the other wearing another kind of hat? if i edit the troop.txt i get auto kicked for cheating, so i hoping to some could maybe help with a neat BRF trick or something :)
This mostly considers prussian_8_infantry_ranker witch uses the prussian_shako and prussian_shako_2
and prussian_23_infantry_ranker witch uses the prussian_shako, prussian_shako_2 and 23_fourage_hat.
Depends on what you're trying to achieve, client or server side change? Client side change would be visible only by those who use modified version of the game, meaning you and your regiment members, everyone else would see the same old. For easiest client side change, lets say you have a hat_a and hat_b and you want your troops to use hat_a only, in this case you would use openBRF to rename hat_b to something like hat_b_old, then duplicate hat_a and rename the duplicate into hat_b and that's it. To distribute this modification you would just share the one .brf file you modified.
A server side change would work only on the server which has modification installed, but everyone on this server would see the change. Removing the unwanted hat variation from troops.txt should do the trick, but this change should be done on dedicated server only. If you modify your actual game (client) you will see errors you described as your game client is no longer compatible with server. If for some reason this doesn't work, you would have to add custom code to module system, make a script which checks if a player who spawns is wearing the unwanted type of hat, and replace it with another one.
is it possible to make a mod where prussian soldiers in NW doenst get random hats so regiments doesnt look so undisciplined with half of the soldiers wearing one kind of hat and the other wearing another kind of hat? if i edit the troop.txt i get auto kicked for cheating, so i hoping to some could maybe help with a neat BRF trick or something :)
This mostly considers prussian_8_infantry_ranker witch uses the prussian_shako and prussian_shako_2
and prussian_23_infantry_ranker witch uses the prussian_shako, prussian_shako_2 and 23_fourage_hat.
Depends on what you're trying to achieve, client or server side change? Client side change would be visible only by those who use modified version of the game, meaning you and your regiment members, everyone else would see the same old. For easiest client side change, lets say you have a hat_a and hat_b and you want your troops to use hat_a only, in this case you would use openBRF to rename hat_b to something like hat_b_old, then duplicate hat_a and rename the duplicate into hat_b and that's it. To distribute this modification you would just share the one .brf file you modified.
A server side change would work only on the server which has modification installed, but everyone on this server would see the change. Removing the unwanted hat variation from troops.txt should do the trick, but this change should be done on dedicated server only. If you modify your actual game (client) you will see errors you described as your game client is no longer compatible with server. If for some reason this doesn't work, you would have to add custom code to module system, make a script which checks if a player who spawns is wearing the unwanted type of hat, and replace it with another one.
im trying to make prussian_8_infantry_ranker only use prussian_shako and prussian_23_infantry_ranker to only use 23_fourage_hat as a client mod, while not doing anything to prussian_shako_2 becuase its also jaeger and freikorps shako witch looks fine :)
So what you actually want is to pare clothes with appropriate hats. This might be possible using openBRF alone, but you may run into strange behaviors and errors to overcome.The only (minor) problem with that is first person. Hats that are not assigned in openBRF as headwear, but rather as part of a uniform mesh will appear in first person possibly obstructing the field of view. Client side option is probably the most do-able for what wiener_snitzel wants to accomplish.
For a solution which involves openBRF alone, it would involve something like replacing clothes_a with a model which has both clothes_a and hat_a combined, then if the model has no rigging apply some from other existing model (you can copy/paste rigging), do the same for clothes_b, and replace hats a and b with empty models so they are invisible. But I would expect some bumps on the road, good luck.
So what you actually want is to pare clothes with appropriate hats. This might be possible using openBRF alone, but you may run into strange behaviors and errors to overcome.
For a solution which involves openBRF alone, it would involve something like replacing clothes_a with a model which has both clothes_a and hat_a combined, then if the model has no rigging apply some from other existing model (you can copy/paste rigging), do the same for clothes_b, and replace hats a and b with empty models so they are invisible. But I would expect some bumps on the road, good luck.
Simple question, is the "musket2_volly" sound used in anything?I don't have a NW source code currently at my disposal. But that's pretty easy to check. Simply use Notepad++ -> Search -> Find in Files and type in "musket2_volly". Then you will get a simple oversight on where it is used. If it is used at all, but that's unlikely otherwise it probably wouldn't be there.
Okay so I got Alistair's Nr25 mod so the Jaegers have freikorps coats. The problem is, the Jaeger officer pants in game (austrian_officer_boots) pop through the coat and look bad. How do I get rid of the pants so I can make the officer pants the freikorps ones given that I know how to put on? In other words, I can already add the standard freikorps pants, but how do I make it so the white pants (austrian_officer_boots) do not show up so I can use the ones I have?
A look:
https://steamcommunity.com/sharedfiles/filedetails/?id=703312423
Navy, You know how the Austrian Grenadiers, Grenzers, and Hungarians use the same pants? how do I make it so the Grenzers have, say, pink pants but the Grenadiers and Hungarians still have the origanel?The easiest way to do this and since only being visual is to attach your specific pants you want in the brfs by making the pants mesh
mesh_name.3 aka the number after the last attached mesh for the uniform. This will assign the pants to the uniform itself let me see if I can dig up Parrot's method on this matter. Here we go.To quote ParrotNot possible without editing the code because those pants are shared with a lot of units.
It's possible, I managed to separate all of the British, French, and Russian pants in my mod. It takes quite a bit of time and patience though, so grab a nice beer and some good music, and settle down with OpenBRF.
-----------------------------------------------
What you'll want to do first is single out which unit you want to change the pants mesh for, let's take the French as an example, because apparently their trousers were so comfortable everyone decided to wear them. The basic French pants are located in the mm_french_uniforms.brf file, they are called french_basic_infantry_pants and they are currently linked to all basic French infantry units, and some others in other factions.
I'm going to take a second to explain how the unit meshes are currently set up in the uniform BRFs. For all units, you have the torso meshes and the pants, the torso stuff will all have the same name with a number behind it. The pants are all separate, either with the unit's name in, or shared with a pool of other units. MW looks at the torso meshes and then combines them with the correct pants mesh that it has been told to combine the torso with. If it can't find one of these meshes, it won't load it, and you'll get an invisible body part.
Now back to business....
First thing, rename your French infantry pants something else. I renamed mine "french_basic_infantry_pants (old)", now NW won't load that mesh because it can't find the right name. Load up NW and have a look at which regiments are missing their pants, make a note as this will save time later.
Head back into OpenBRF and copy paste the "french_basic_infantry_pants" mesh underneath all the torso meshes of the units that were missing their pants in-game. Rename the meshes to the name of the torso and add the next number in sequence at the end. Here's an example:
This:Codefrench_84e_body_ranker
french_84e_body_ranker.1
french_84e_body_ranker.2
french_basic_infantry_pants
Becomes:Codefrench_84e_body_ranker
french_84e_body_ranker.1
french_84e_body_ranker.2
french_84e_body_ranker.3
Because you changed the name of the normal French infantry pants, NW won't load them, but because the torso mesh now includes the pants, they'll be loaded with the torso. Great hmm? Simply do this with all the units you listed as not having pants and you're almost there.
To make sure that they don't vanish at certain distances, right click on the mesh and choose the option "Compute LODs". Save the BRF and you're done!
Hope this helps anyone who was wondering about the pants problems. I'll have a look at breaking the shared shako problem as well.[close]
(The specular map is fine)Anyone here to help with this glowing bug?
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fimages.akamai.steamusercontent.com%2Fugc%2F273972610468679701%2F1AA489EA7F8279374C89338D1CE74D3CEE48461E%2F&hash=becb112ff5020a29053f6d433302bfe722649dcb)
hello, I am making a mod with many new units. in the troop.txt file, you can assign troops different uniforms. however, how do I give the units a custom skin?You should look around for some basic tutorials before attempting to do this. But main workflow (if you're talking about adding completely new clothes and not just reskin) goes like this:
I have created a skin called 'british_64th_ranker.dds' but when I assign the unit the uniform ( [itm_british_64th_ranker,...]) and then run the build, it doesn't work! it says that it is invalid! please help!
I have resolved the Jaeger pants. But now another issue has arose. I have a few other mods that change bavarians to french and KGL to british. How can I make it so the german cries can be french or british?Without the module system, you cannot disable the coded german warcries using German sounds. The other way without the MS, you can replace the German warcry sounds in question but then the regular speaking units will have it replaced as well. If you wish to accomplish this, it is worth the experiment time to test with the module system.
hello, I am making a mod with many new units. in the troop.txt file, you can assign troops different uniforms. however, how do I give the units a custom skin?You should look around for some basic tutorials before attempting to do this. But main workflow (if you're talking about adding completely new clothes and not just reskin) goes like this:
I have created a skin called 'british_64th_ranker.dds' but when I assign the unit the uniform ( [itm_british_64th_ranker,...]) and then run the build, it doesn't work! it says that it is invalid! please help!
- Use openBRF to import new model (if any), texture and create new material. Setup the material to use the new texture(s) and the model to use the new material.
- In items.txt or module_items.py add a new item to the list, and make sure it references the new model by the name you gave it in openBRF (the 3d mesh model itself, not the .dds texture). Look at other clothes items for examples.
- In troops.txt or module_troops.py equip the troop with the new clothes item by referencing it by the name you gave it in items.txt
If you're not sure about how to do some of these steps you should really look more into basic tutorials, search around these forums.
hello, I am making a mod with many new units. in the troop.txt file, you can assign troops different uniforms. however, how do I give the units a custom skin?You should look around for some basic tutorials before attempting to do this. But main workflow (if you're talking about adding completely new clothes and not just reskin) goes like this:
I have created a skin called 'british_64th_ranker.dds' but when I assign the unit the uniform ( [itm_british_64th_ranker,...]) and then run the build, it doesn't work! it says that it is invalid! please help!
- Use openBRF to import new model (if any), texture and create new material. Setup the material to use the new texture(s) and the model to use the new material.
- In items.txt or module_items.py add a new item to the list, and make sure it references the new model by the name you gave it in openBRF (the 3d mesh model itself, not the .dds texture). Look at other clothes items for examples.
- In troops.txt or module_troops.py equip the troop with the new clothes item by referencing it by the name you gave it in items.txt
If you're not sure about how to do some of these steps you should really look more into basic tutorials, search around these forums.
hi
I have managed to do that today, creating a custom body for my 64th soldier. I have added the name in the Module.txt file as well. However, when I click on the soldier in the menu he has no body! I have checked everything but cant get it right, please help?
Shaders are assigned to materials in .brf files. I guess native and Viking Invasion share a lot of shaders, except for the grass. NW mostly uses its own shaders, so when you overwrite them it'll look like mess, materials with missing shaders are usually white in appearance.
Shaders are assigned to materials in .brf files. I guess native and Viking Invasion share a lot of shaders, except for the grass. NW mostly uses its own shaders, so when you overwrite them it'll look like mess, materials with missing shaders are usually white in appearance.
So there is no way to make this work?
Hello there, Im making a resking of the french faction into a swedish faction, im working on the hussar atm but this thing keeps baffleing me.Sounds like a problem with the spec maps. In case you didn't know, the spec maps are those black/white textures in the texture files. They use those textures to add more depth to the look of the uniforms. If a spec map is not changed to match the colored texture, it will be noticed like a little water mark on your texture. Btw, awesome looking hussar you made there, starka Bamse.
I have been editing the French equipment_n and equipment_s
but by some reason the eagle and the number "2" are still shading the emblem i put in there. How the fuck is this possible?!!?!?!?
Anyone have any idea where this mystery original design might be located?Spoiler(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fimages.akamai.steamusercontent.com%2Fugc%2F442858231131511380%2FBDBFAA9BBBAB8A22AD0A28F1220B4B2B8D795722%2F&hash=2015c6ab5c09c198a6002c8d89b4328a95e27612)[close]
("draw_sword",sf_priority_1|sf_vol_3, ["draw_sword.wav","draw_sword2.wav"]),
Texturing question:I do white using grayscale, then white on the layer above,after that i play with transparency level.
Im using Paint.net, and I'm trying to change the blue on the French 45e to White using the Hue/Saturation tool.
However, it doesn't look good whatsoever, any re-skinners out there, can you help me? thank you. :D
(else_try),
(is_between,":agent_troop_id","trp_french_infantry","trp_prussian_infantry"),
(assign, ":sound_id", "snd_voice_cry_fren"),
(val_add,":sound_id",":fac_index"),
can you post all of the battle cry assignment code?you mean this?
(assign, ":sound_id", -1),
(try_begin),
(eq,":gender",tf_male),
(try_begin),
(eq, ":command_type", voice_type_cry),
(try_begin),
(this_or_next|eq,":agent_troop_id","trp_austrian_arty"),
(eq,":agent_troop_id","trp_austrian_arty"),
(assign, ":sound_id", "snd_voice_cry_pirate"),
(else_try),
(is_between,":agent_troop_id","trp_french_old_guard","trp_french_voltigeur"),
(assign, ":sound_id", "snd_voice_cry_brit_scot"),
(else_try),
(is_between,":agent_troop_id","trp_british_light_infantry","trp_british_rifle"),
(assign, ":sound_id", "snd_voice_cry_brit_scot"),
(else_try),
(this_or_next|is_between,":agent_troop_id","trp_russian_hussar","trp_russian_uhlan"),
(this_or_next|is_between,":agent_troop_id","trp_russian_dragoon","trp_russian_horse_guard"),
(is_between,":agent_troop_id","trp_austrian_uhlan","trp_austrian_light_horse"),
(assign, ":sound_id", "snd_voice_cry_russ_ukr"),
(else_try),
(eq,":agent_faction","fac_austria"),
(assign, ":sound_id", "snd_voice_cry_aust"),
(else_try),
(is_between,":agent_troop_id","trp_british_infantry","trp_french_infantry"),
(assign, ":sound_id", "snd_voice_cry_brit"),
(val_add,":sound_id",":fac_index"),
(else_try),
(is_between,":agent_troop_id","trp_french_infantry","trp_prussian_infantry"),
(assign, ":sound_id", "snd_voice_cry_fren"),
(val_add,":sound_id",":fac_index"),
(try_end),
(else_try),
(eq,":gender",tf_female),
(try_begin),
(eq, ":command_type", voice_type_cry),
(try_begin),
(this_or_next|is_between,":agent_troop_id","trp_russian_hussar","trp_russian_cossack"),
(this_or_next|is_between,":agent_troop_id","trp_russian_dragoon","trp_russian_horse_guard"),
(is_between,":agent_troop_id","trp_austrian_uhlan","trp_austrian_light_horse"),
(assign, ":sound_id", "snd_voice_cry_fem_russ_ukr"),
(else_try),
(eq,":agent_faction","fac_austria"),
(assign, ":sound_id", "snd_voice_cry_fem_aust"),
(else_try),
(assign, ":sound_id", "snd_voice_cry_fem_brit"),
(val_add,":sound_id",":fac_index"),
(try_end),
# change to right sound for faction.
(try_begin),
(neq, ":command_type", voice_type_cry),
(val_add,":sound_id",":fac_index"),
(try_begin),
(is_between,":agent_troop_id","trp_austrian_uhlan","trp_austrian_light_horse"),
(val_add,":sound_id", 2),
(else_try),
# add one for ukrain
(this_or_next|is_between,":agent_troop_id","trp_russian_hussar","trp_russian_uhlan"),
(is_between,":agent_troop_id","trp_russian_dragoon","trp_russian_horse_guard"),
(val_add,":sound_id", 1),
(try_end),
(try_end),
(gt, ":sound_id", -1),
(call_script, "script_multiplayer_server_play_sound_at_agent", ":sound_id", ":agent_id"),
(try_end),
(try_end),
]),
# battle cries.
("voice_cry_brit", sf_priority_8|sf_vol_13, [
"brit_huzzah1.wav" # Huzzah!
,"parliamentbattlecry1.ogg"
,"parliamentbattlecry2.ogg"
,"parliamentbattlecry3.ogg"
,"parliamentbattlecry4.ogg"
,"parliamentbattlecry5.ogg"
]),
("voice_cry_fren", sf_priority_8|sf_vol_13, [
"royalistbattlecry1.ogg"
,"royalistbattlecry2.ogg"
,"royalistbattlecry3.ogg"
,"royalistbattlecry4.ogg"
,"royalistbattlecry5.ogg"
,"brit_godsave1.wav" # God save the king!
,"brit_godsave2.wav"
,"brit_king1.wav" # For king and country
,"brit_king2.wav"
]),
("voice_cry_prus", sf_priority_8|sf_vol_13, [
"brit_bastard1.wav" # Come on yer bastards
,"brit_bastard2.wav"
]),
("voice_cry_russ", sf_priority_8|sf_vol_13, [
"rus_battlecry1.wav"
,"rus_battlecry2.wav"
,"rus_battlecry3.wav"
,"rus_battlecry4.wav"
,"rus_battlecry5.wav"
,"rus_battlecry6.wav"
,"rus_battlecry7.wav"
,"rus_battlecry8.wav"
,"rus_battlecry9.wav"
,"rus_battlecry10.wav"
,"rus_battlecry11.wav"
,"rus_battlecry12.wav"
,"rus_battlecry13.wav"
]),
("voice_cry_aust", sf_priority_8|sf_vol_13, [
"brit_bastard1.wav" # Come on yer bastards
,"brit_bastard2.wav"
]),
("voice_cry_brit_scot", sf_priority_8|sf_vol_13, [
"brit_bastard1.wav" # Come on yer bastards
,"brit_bastard2.wav"
,"brit_scotland1.wav" # Scotland Ferever
,"brit_scotland2.wav"
,"brit_sonsof1.wav" # Sons of the hounds, come here and get flesh
,"brit_sonsof2.wav"
,"brit_bydand1.wav" # Bydand
,"brit_bydand2.wav"
]),
("voice_cry_russ_ukr", sf_priority_8|sf_vol_13, [
"ukr_battlecry1.wav"
,"ukr_battlecry2.wav"
,"ukr_battlecry3.wav"
,"rus_battlecry3.wav"
,"rus_battlecry10.wav"
,"rus_battlecry11.wav"
,"rus_battlecry12.wav"
]),
("voice_cry_pirate", sf_priority_8|sf_vol_13, [
"pirate_1.wav"
,"pirate_2.wav"
,"pirate_3.wav"
,"pirate_4.wav"
,"pirate_5.wav"
,"pirate_6.wav"
,"pirate_7.wav"
,"pirate_8.wav"
,"pirate_9.wav"
,"pirate_10.wav"
,"pirate_11.wav"
,"pirate_12.wav"
,"pirate_13.wav"
,"pirate_14.wav"
]),
["british_hussar","Sir William Waller's Regiment of Dragoons","Parliamentary Dragoons",tf_mounted|tf_guarantee_all,0,0,fac_britain,
[itm_newmodeldragoon,itm_yellowcavboots,itm_blackcavboots,itm_bluehat1,itm_bluehat2,itm_bluehat3,itm_cheapsword1,itm_cheapsword2,itm_cheapsword3,itm_firelock_regular_short,itm_firelock_regular_long,itm_bullets,itm_dragoon_horse_1,itm_dragoon_horse_2,itm_dragoon_horse_3,itm_dragoon_horse_4,itm_dragoon_horse_5],
def_attrib_multiplayer|level(20),wpex(80,5,50,5,150,5),knows_common|knows_riding_6|knows_ironflesh_2|knows_athletics_1,swadian_face_middle_1, swadian_face_old_2],
["british_hussar_officer","Okey's Dragoons","Trumpeter",tf_mounted|tf_guarantee_all,0,0,fac_british_ranks,
[itm_yellowcavboots,itm_blackcavboots,itm_newmodeltrumpeter,itm_bluehat1,itm_trumpet,itm_bluehat2,itm_bluehat3,itm_goodrapier1,itm_dragoon_horse_1,itm_dragoon_horse_2,itm_dragoon_horse_3,itm_dragoon_horse_4,itm_dragoon_horse_5],
def_attrib_multiplayer|level(20),wpex(100,5,150,5,150,5),knows_common|knows_ironflesh_2|knows_riding_6|knows_athletics_1,swadian_face_middle_1, swadian_face_old_2],
["british_hussar_bugle","1st KGL Hussars","Cornet",tf_mounted|tf_guarantee_all,0,0,fac_british_ranks,
[itm_bluehat1,itm_bluehat2,itm_bluehat3,itm_newmodeltrumpeter,itm_okeyflag,itm_dragoon_horse_1,itm_dragoon_horse_2,itm_browncavboots,itm_blackcavboots,itm_goodrapier1],
def_attrib|level(20),wpex(160,5,30,5,30,5),knows_common|knows_riding_6|knows_ironflesh_3|knows_power_strike_3,swadian_face_middle_1, swadian_face_old_2],
["british_hussar_nco","Okey's Dragoons","Officer",tf_mounted|tf_guarantee_all,0,0,fac_british_ranks,
EDIT: Hi Parrot. Could this problem cause having the "ranked" troops not having the same name as the original? :D I dont know if you understand so I will post the code from module_troops
You can notice that the first troop is called "Sir William Wallers regiment of dragoons", but the second troop is "Okey's dragoons" and then the third is called "1st KGL Hussars" and so on.
["british_hussar","Sir William Waller's Regiment of Dragoons","Parliamentary Dragoons",tf_mounted|tf_guarantee_all,0,0,fac_britain,
[itm_newmodeldragoon,itm_yellowcavboots,itm_blackcavboots,itm_bluehat1,itm_bluehat2,itm_bluehat3,itm_cheapsword1,itm_cheapsword2,itm_cheapsword3,itm_firelock_regular_short,itm_firelock_regular_long,itm_bullets,itm_dragoon_horse_1,itm_dragoon_horse_2,itm_dragoon_horse_3,itm_dragoon_horse_4,itm_dragoon_horse_5],
def_attrib_multiplayer|level(20),wpex(80,5,50,5,150,5),knows_common|knows_riding_6|knows_ironflesh_2|knows_athletics_1,swadian_face_middle_1, swadian_face_old_2],
["british_hussar_officer","Okey's Dragoons","Trumpeter",tf_mounted|tf_guarantee_all,0,0,fac_british_ranks,
[itm_yellowcavboots,itm_blackcavboots,itm_newmodeltrumpeter,itm_bluehat1,itm_trumpet,itm_bluehat2,itm_bluehat3,itm_goodrapier1,itm_dragoon_horse_1,itm_dragoon_horse_2,itm_dragoon_horse_3,itm_dragoon_horse_4,itm_dragoon_horse_5],
def_attrib_multiplayer|level(20),wpex(100,5,150,5,150,5),knows_common|knows_ironflesh_2|knows_riding_6|knows_athletics_1,swadian_face_middle_1, swadian_face_old_2],
["british_hussar_bugle","1st KGL Hussars","1st KGL Hussars",tf_mounted|tf_guarantee_all,0,0,fac_british_ranks,
[itm_bluehat1,itm_bluehat2,itm_bluehat3,itm_newmodeltrumpeter,itm_okeyflag,itm_dragoon_horse_1,itm_dragoon_horse_2,itm_browncavboots,itm_blackcavboots,itm_goodrapier1],
def_attrib|level(20),wpex(160,5,30,5,30,5),knows_common|knows_riding_6|knows_ironflesh_3|knows_power_strike_3,swadian_face_middle_1, swadian_face_old_2],
["british_hussar_nco","Okey's Dragoons","Okey's Dragoons",tf_mounted|tf_guarantee_all,0,0,fac_british_ranks,
Thank you so muchEDIT: Hi Parrot. Could this problem cause having the "ranked" troops not having the same name as the original? :D I dont know if you understand so I will post the code from module_troops
You can notice that the first troop is called "Sir William Wallers regiment of dragoons", but the second troop is "Okey's dragoons" and then the third is called "1st KGL Hussars" and so on.Code["british_hussar","Sir William Waller's Regiment of Dragoons","Parliamentary Dragoons",tf_mounted|tf_guarantee_all,0,0,fac_britain,
[itm_newmodeldragoon,itm_yellowcavboots,itm_blackcavboots,itm_bluehat1,itm_bluehat2,itm_bluehat3,itm_cheapsword1,itm_cheapsword2,itm_cheapsword3,itm_firelock_regular_short,itm_firelock_regular_long,itm_bullets,itm_dragoon_horse_1,itm_dragoon_horse_2,itm_dragoon_horse_3,itm_dragoon_horse_4,itm_dragoon_horse_5],
def_attrib_multiplayer|level(20),wpex(80,5,50,5,150,5),knows_common|knows_riding_6|knows_ironflesh_2|knows_athletics_1,swadian_face_middle_1, swadian_face_old_2],
["british_hussar_officer","Okey's Dragoons","Trumpeter",tf_mounted|tf_guarantee_all,0,0,fac_british_ranks,
[itm_yellowcavboots,itm_blackcavboots,itm_newmodeltrumpeter,itm_bluehat1,itm_trumpet,itm_bluehat2,itm_bluehat3,itm_goodrapier1,itm_dragoon_horse_1,itm_dragoon_horse_2,itm_dragoon_horse_3,itm_dragoon_horse_4,itm_dragoon_horse_5],
def_attrib_multiplayer|level(20),wpex(100,5,150,5,150,5),knows_common|knows_ironflesh_2|knows_riding_6|knows_athletics_1,swadian_face_middle_1, swadian_face_old_2],
["british_hussar_bugle","1st KGL Hussars","1st KGL Hussars",tf_mounted|tf_guarantee_all,0,0,fac_british_ranks,
[itm_bluehat1,itm_bluehat2,itm_bluehat3,itm_newmodeltrumpeter,itm_okeyflag,itm_dragoon_horse_1,itm_dragoon_horse_2,itm_browncavboots,itm_blackcavboots,itm_goodrapier1],
def_attrib|level(20),wpex(160,5,30,5,30,5),knows_common|knows_riding_6|knows_ironflesh_3|knows_power_strike_3,swadian_face_middle_1, swadian_face_old_2],
["british_hussar_nco","Okey's Dragoons","Okey's Dragoons",tf_mounted|tf_guarantee_all,0,0,fac_british_ranks,
if these units are supposed to be different units under the parliamentary dragoons, then their names (eg Okey's Dragoons) won't show unless you replace the rank name with the regiment name (Officer -> Okey's Dragoons)
these names don't make a difference to anything other than the string that's shown in the in-game unit menu. the tag that impacts the scripts is trp_british_hussar.
(assign, ":sound_id", -1),
(try_begin),
(eq,":gender",tf_male),
(try_begin),
(eq, ":command_type", voice_type_cry),
(try_begin),
(this_or_next|eq,":agent_troop_id","trp_austrian_arty"),#you don't need this line, remove it: it says "if troop == austrian arty, else troop == austrian arty"
(eq,":agent_troop_id","trp_austrian_arty"),
(assign, ":sound_id", "snd_voice_cry_pirate"),
(else_try),
(is_between,":agent_troop_id","trp_french_old_guard","trp_french_voltigeur"),
(assign, ":sound_id", "snd_voice_cry_brit_scot"),
(else_try),
(is_between,":agent_troop_id","trp_british_light_infantry","trp_british_rifle"),
(assign, ":sound_id", "snd_voice_cry_brit_scot"),
(else_try),
(this_or_next|is_between,":agent_troop_id","trp_russian_hussar","trp_russian_uhlan"),# if you're not using russia as a faction you can remove these(this_or_next|is_between,":agent_troop_id","trp_russian_dragoon","trp_russian_horse_guard"),
(is_between,":agent_troop_id","trp_austrian_uhlan","trp_austrian_light_horse"),
(assign, ":sound_id", "snd_voice_cry_russ_ukr"),
(else_try),
(eq,":agent_faction","fac_austria"), # specific country shouts
(assign, ":sound_id", "snd_voice_cry_aust"),
(else_try),
(is_between,":agent_troop_id","trp_british_infantry","trp_french_infantry"),
(assign, ":sound_id", "snd_voice_cry_brit"),
(val_add,":sound_id",":fac_index"),
(else_try),# remove this whole section, the previous one with the british shouts assigns all faction battle cries. if you want france to use difference battle cries to their faction ones, use the austria battle cry assignment as an example, and place it before the british battle cries/faction shouts.
(is_between,":agent_troop_id","trp_french_infantry","trp_prussian_infantry"),(assign, ":sound_id", "snd_voice_cry_fren"),
(val_add,":sound_id",":fac_index"),
(try_end),
apart from this, don't forget that the ukrainian troops in france use the ukrainian battle cries, austrian troops use a mix of prussian and austrian battle cries, and the french bavarians use prussian shouts. so when you're assigning battle cries, make sure they're nice and neat, well labeled, and that anything left over from nw is removed if it's causing a problem. also don't forget to make changes to the female sounds, there's nothing worse than a female character shouting "long live napoleon" during the english civil war.
Is there any option in open brf to copy rigging and paste it into other model(s)?Yeah. Edit tab: select Copy or Copy complete on the model for reference rigging you want. Edit tab: select Paste rigging option on the model you need rigged.
Thanks, it helped me alotSpoilerIs there any option in open brf to copy rigging and paste it into other model(s)?Yeah. Edit tab: select Copy or Copy complete on the model for reference rigging you want. Edit tab: select Paste rigging option on the model you need rigged.[close]
I want to re-name some of the Austrian units, using Spanish names. (ñ, etc.)According to this old dated mod OP (thanks Theodaric)
how would these accents be implemented? troops.txt doesn't work
I need help with this Transparency problemI see no problem in there
https://gyazo.com/21a339f4cb4b8ca03528f07875e3a462
(else_try),
(is_between,":agent_troop_id","trp_marksman1","trp_british_sapper"),
(assign, ":sound_id", "snd_voice_cry_brit_scot"),
(else_try),
(this_or_next|is_between,":agent_troop_id","trp_british_infantry","trp_marksman1"),
(is_between,":agent_troop_id","trp_british_sapper","trp_french_infantry"),
(assign, ":sound_id", "snd_voice_cry_prus"),
I noticed that the sapper has a different running animation. Where can I find it?
I searched every single one of them, but I couldnt find it anywhere. Guess it doesnt matter anymoreI noticed that the sapper has a different running animation. Where can I find it?
I can't remember which one, but you should be able to find that animation in your Napoleonic War's Resource folder. Starting as 'ani_'SpoilerC:\Program Files (x86)\Steam\steamapps\common\MountBlade Warband\Modules\Napoleonic Wars\Resource[close]
There is a problem with reflections on the texture. I changed a texture of Visla regiment, and changed the position of buttoms, but then i saw that buttoms reflections is still there, and decided to edit fr_visla_s.dds to just delete them. After i did that, the whole uniform started to reflect. Here is some pictures. Help please :*So you deleted specular texture for it and you didnt make another one? Maybe its some problem with shader or you assigned wrong textures to your material?
https://pp.vk.me/c638526/v638526323/46e5/RjjOahmzTSs.jpg https://pp.vk.me/c638526/v638526323/46ee/subpju3_gEw.jpg https://pp.vk.me/c638526/v638526323/46f7/DbMTrmORt7E.jpg https://pp.vk.me/c638526/v638526323/4700/Cyfs61lRKbU.jpg
So you deleted specular texture for it and you didnt make another one? Maybe its some problem with shader or you assigned wrong textures to your material?No, i just edit the file and delete only buttoms, file still exists. If i just delete it, all the reflections just disappear. Here is both specular file and texture
I cant view that imageSo you deleted specular texture for it and you didnt make another one? Maybe its some problem with shader or you assigned wrong textures to your material?No, i just edit the file and delete only buttoms, file still exists. If i just delete it, all the reflections just disappear. Here is both specular file and texture
have no idea why. Do you have any idea without recending you a file?I cant view that imageSo you deleted specular texture for it and you didnt make another one? Maybe its some problem with shader or you assigned wrong textures to your material?No, i just edit the file and delete only buttoms, file still exists. If i just delete it, all the reflections just disappear. Here is both specular file and texture
I forgot where I can find flag animationIf you mean the flag holding anim. it's in mmanimations "flag_idle"
also is it possible to remove some drum music?
Sorry, I meant flag holding animation in module systemI forgot where I can find flag animationIf you mean the flag holding anim. it's in mmanimations "flag_idle"
also is it possible to remove some drum music?
About the drums i dunno.
Sorry, I meant flag holding animation in module systemI forgot where I can find flag animationIf you mean the flag holding anim. it's in mmanimations "flag_idle"
also is it possible to remove some drum music?
About the drums i dunno.
its not thereSorry, I meant flag holding animation in module systemI forgot where I can find flag animationIf you mean the flag holding anim. it's in mmanimations "flag_idle"
also is it possible to remove some drum music?
About the drums i dunno.
Since you now know the name of the animation in brf file, all you need to do is open module_animations.py and search (ctrl+f) for flag_idle , as the animation in module system will reference the name of the animation in brf file.
its not thereSorry, I meant flag holding animation in module systemI forgot where I can find flag animationIf you mean the flag holding anim. it's in mmanimations "flag_idle"
also is it possible to remove some drum music?
About the drums i dunno.
Since you now know the name of the animation in brf file, all you need to do is open module_animations.py and search (ctrl+f) for flag_idle , as the animation in module system will reference the name of the animation in brf file.
["stand_greatsword", 0, amf_client_prediction,
[7.0, "flag_idle", 0, 134, arf_use_stand_progress|arf_cyclic, 0, (0, 0, 0), 0.25],
],
its not thereSorry, I meant flag holding animation in module systemI forgot where I can find flag animationIf you mean the flag holding anim. it's in mmanimations "flag_idle"
also is it possible to remove some drum music?
About the drums i dunno.
Since you now know the name of the animation in brf file, all you need to do is open module_animations.py and search (ctrl+f) for flag_idle , as the animation in module system will reference the name of the animation in brf file.
Yes it is. Did you even try to use search command on module_animations.py?Code["stand_greatsword", 0, amf_client_prediction,
[7.0, "flag_idle", 0, 134, arf_use_stand_progress|arf_cyclic, 0, (0, 0, 0), 0.25],
],
flag_idle is name of the animation in brf file, stand_greatsword is name of the animation which uses frames from flag_idle animation.
Hey everyone, newbie modder here.
So I'm making a new module based off NW. I'm going through and replacing everything, adding items, etc. However, I can't add new units into MP.
Adding new items, the Anti-Cheat kicks in and tries to kick me, and I spawn naked. How would I go about disabling the anticheat, or adding the new items to an approved items list?
Thanks in advance.
Hey everyone, newbie modder here.
So I'm making a new module based off NW. I'm going through and replacing everything, adding items, etc. However, I can't add new units into MP.
Adding new items, the Anti-Cheat kicks in and tries to kick me, and I spawn naked. How would I go about disabling the anticheat, or adding the new items to an approved items list?
Thanks in advance.
I got the same problem :/ everytime i change a unit it looks fine in troop menu, but ones is spawn in im naked and anti cheat thing pop up in chat.
...
#Boots
#French
... lots of boots
["french_bavarian_officer_boots", "Infantry Boots", [("bavarian_officer_boots",0)], itp_merchandise| itp_type_foot_armor |itp_civilian | itp_attach_armature,0,
10 , weight(1.25)|abundance(100)|head_armor(0)|body_armor(0)|leg_armor(30)|difficulty(0) ,imodbits_cloth ],
["custom_boots", "Your custom boots to be used by French faction only", [("empty",0)], itp_merchandise| itp_type_foot_armor |itp_civilian,0,
10 , weight(1.25)|abundance(100)|head_armor(0)|body_armor(0)|leg_armor(30)|difficulty(0) ,imodbits_cloth ],
#Russian
...
Best I can think of so far:
-Did you try viewing other frames past 1st one of that animation in openBRF?
-Is that custom clothes? If yes maybe it's rigging is not done well for the right arm, did you try other animations on same model?
-Did you use any other operations on joints except rotation? On bones you should use only rotation, translation works on root bone only, otherwise you may end up with some silly looking results.
Hello guys, i made a small add-on on NW, which is here;
https://mega.nz/#!L14QzSoB!KHHxDBYAUiD9t8HaH7LH9he6Lr2M6P02sVat6qrUWnw
But the problem is, i know nothing about dedicated servers and so on. How can i config dedicated servers for my add-on? If i put all add-on files into current dedicated server's Napoleonic Wars folder, will it work? Can anyone make a dedicated server file for me? ;D
Yes, if your add-on is compiled into Napoleonic Wars folder (which you should do only if you're making server-side scripts compatible with standard NW client), then all you have to do is overwrite the files in Modules/Napoleonic Wars on dedicated server with your altered files. If you got some custom maps on the server, do not overwrite scenes.txt, but you should overwrite all other files.
So I am quite new to modding, and I have made a British 28th soldier. However, although I have edited the flags of the material to 2120 (transparency changed), There is no black box around the model in OpenBRF, but as soon as I am in game, it kind of goes black again...The texture has to be in DXT5 format
Any ideas?
Thanks.
P.S. How do I put pictures in to show you?
So I am quite new to modding, and I have made a British 28th soldier. However, although I have edited the flags of the material to 2120 (transparency changed), There is no black box around the model in OpenBRF, but as soon as I am in game, it kind of goes black again...The texture has to be in DXT5 format
Any ideas?
Thanks.
P.S. How do I put pictures in to show you?
Does anybody know what this error means and how to fix him?
Exporting mission_template data...
WARNING: Local variable never used: player_class, at: 0
WARNING: Local variable never used: agent_troop_id, at: 0
I already asked on Taleworlds but no luck
Its probably a shader problem. Assign shader to material
How do I add more smoke that comes out the muskets?bump
In which files and what do I have to do in them? :c
How do I add more smoke that comes out the muskets?bump
In which files and what do I have to do in them? :c
([start in seconds], [alpha value at start]), ([end in seconds], [alpha value at end]), #alpha keys
Some plants and trees started to look like this in my gameDoes anyone know how to fix it?Spoiler(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fimages.akamai.steamusercontent.com%2Fugc%2F97226806232740980%2F09FAF18B65CB2442710B0B28212E88B9D728EEEF%2F&hash=80d863fb7d276b0085d73b42f918b0316dbf6aea)[close]
Some plants and trees started to look like this in my gameDoes anyone know how to fix it?Spoiler(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fimages.akamai.steamusercontent.com%2Fugc%2F97226806232740980%2F09FAF18B65CB2442710B0B28212E88B9D728EEEF%2F&hash=80d863fb7d276b0085d73b42f918b0316dbf6aea)[close]
Im making an animation where a dude stand like this with his musketI looks great in Blender but when i export it his right arm does this...Spoiler(https://thumbs.dreamstime.com/z/revolutionary-war-reenactment-26898695.jpg)[close]Spoiler(https://i.imgur.com/bP5e8HB.png)[close]
Is there somethin i need too know about the right arm or what is going on here? everything else is in place besides that arm ??? ?
Wait, there is a new module system?
isn't that just a serverside mod done by canade_tachiba?Wait, there is a new module system?
I think so, since in the Commander Battle mode there are musicians and flag-bearers now (which is awesome)
That´s it probably, fru_deric.isn't that just a serverside mod done by canade_tachiba?Wait, there is a new module system?
I think so, since in the Commander Battle mode there are musicians and flag-bearers now (which is awesome)
I was trying to add drummers and flagbearers to my mod. But the codes didnt work. Could somebody help? Provide me with some working codes?
The codes were made by another guy, not meI was trying to add drummers and flagbearers to my mod. But the codes didnt work. Could somebody help? Provide me with some working codes?
could you show me the code you wrote?
Thank you for answers! I thought it is because of some new module system< because I checked - if I host the server - there are musicians and flag-bearers in Commander Battle.
Wait, what? Where did you get those server files? I don't think the game was updated, so you somehow ended up having a modified version without obtaining modder's permission. There are only two musician mods I know of, original one made by Tachibana and a version made by me. Do hussars also get a trumpet?
How do I create shading for my textures? for example, when I stand under a tree, the texture stays the same? Is it something I need to change in OpenBRF or is it something to do with the texture itself?You want to check that the model's material first has a shader applied that is not standart_shader. Check regular NW uniforms in openBRF for the typical shader a torso, pants or hat uses along with the Spec RGB and Coeff numbers with the flags. Most usual uniform materials have flags of 20. Your texture should also have the flags AA000 added in openBRF's Texture tab.
I've tried to replace "Garde Briquet" to add the dangling thingy which grenadiers and voltigeurs had.The problem may be the new sheath scabbared model is not named the same as the default one to appear in-game in client-side mods. The new scabbard should have vertex animation as well, this may or may not be doable of a detail to add an extra thing to a scabbard. Depending on vertex animation, probably.With the unsheathed version it worked. But the one in scabbard was still the same thought it was changed in brfSpoiler(https://i.gyazo.com/9594c5cb336425425ee4c99c7cfb1022.png)[close]Does anyone know what's the problem?Spoiler(https://i.gyazo.com/fb832d671760fe2d643e1e447c232236.png)[close]
So in these resource files I see uni.equip.brf and a lot of other "uni's"uni_equip.brf is one of many files that store the module's animations used in-game.
Does someone know what they stand for and what these files do?
How do I create shading for my textures? for example, when I stand under a tree, the texture stays the same? Is it something I need to change in OpenBRF or is it something to do with the texture itself?You want to check that the model's material first has a shader applied that is not standart_shader. Check regular NW uniforms in openBRF for the typical shader a torso, pants or hat uses along with the Spec RGB and Coeff numbers with the flags. Most usual uniform materials have flags of 20. Your texture should also have the flags AA000 added in openBRF's Texture tab.I've tried to replace "Garde Briquet" to add the dangling thingy which grenadiers and voltigeurs had.The problem may be the new sheath scabbared model is not named the same as the default one to appear in-game in client-side mods. The new scabbard should have vertex animation as well, this may or may not be doable of a detail to add an extra thing to a scabbard. Depending on vertex animation, probably.With the unsheathed version it worked. But the one in scabbard was still the same thought it was changed in brfSpoiler(https://i.gyazo.com/9594c5cb336425425ee4c99c7cfb1022.png)[close]Does anyone know what's the problem?Spoiler(https://i.gyazo.com/fb832d671760fe2d643e1e447c232236.png)[close]So in these resource files I see uni.equip.brf and a lot of other "uni's"uni_equip.brf is one of many files that store the module's animations used in-game.
Does someone know what they stand for and what these files do?
I would guess uni stands for universal as these are also animation files that are used almost, if not, universally in the CommonRes and were perhaps required/altered/left over for Napoleonic Wars for its own Resource folder. (Ani_) named files are the other animation brf files. That, and for NW, mmanimations.brf is commonly used.
Hello there!You could remove the pants and attach them to models separately (the grenzer, line and grenadier one). So you would copy the pants and paste them under each main model of the unit you want to add it to
I have a question about recolouring textures: I am currently working on the "Pinzgauer Schützen", an Austrian Landwehr unit, and I want them to replace the Grenzers. The problem here is that the "Pinzgauers" wore grey pants, while the Grenzers are wearing blue pants. Obviously this wouldn't be a problem if the Hungarian Line and the Grenzers had two separate textures for their pants, but since this isn't the case, I would seriously mess up my Hungarians if I changed the color of 'austrian_hungarian_pants.dds'.
So there are two possible solutions for this:
1) Someone explains to me how I can add a new/copy/do something with 'austrian_hungarian_pants.dds' that changes the color for the Grenzers but not the Hungarian Line.
2) Someone finds an Austrian Line infantry that wore grey pants.
Would greatly appreciate some help
Thanks for reading anyway :D
Here are the "Pinzgauers" if you'd like to create your own version of them:Spoiler(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fwww.napoleon-series.org%2Fimages%2Fmilitary%2Forganization%2FAustria%2FArmyStudy%2FUpper%2FUpper16.jpg&hash=bc46a2c49e7da735939e52bc6474dd7db9706a09)[close]
Hello there!You could remove the pants and attach them to models separately (the grenzer, line and grenadier one). So you would copy the pants and paste them under each main model of the unit you want to add it to
I have a question about recolouring textures: I am currently working on the "Pinzgauer Schützen", an Austrian Landwehr unit, and I want them to replace the Grenzers. The problem here is that the "Pinzgauers" wore grey pants, while the Grenzers are wearing blue pants. Obviously this wouldn't be a problem if the Hungarian Line and the Grenzers had two separate textures for their pants, but since this isn't the case, I would seriously mess up my Hungarians if I changed the color of 'austrian_hungarian_pants.dds'.
So there are two possible solutions for this:
1) Someone explains to me how I can add a new/copy/do something with 'austrian_hungarian_pants.dds' that changes the color for the Grenzers but not the Hungarian Line.
2) Someone finds an Austrian Line infantry that wore grey pants.
Would greatly appreciate some help
Thanks for reading anyway :D
Here are the "Pinzgauers" if you'd like to create your own version of them:Spoiler(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fwww.napoleon-series.org%2Fimages%2Fmilitary%2Forganization%2FAustria%2FArmyStudy%2FUpper%2FUpper16.jpg&hash=bc46a2c49e7da735939e52bc6474dd7db9706a09)[close]
Then you will rename them, for example for grenzers, like this: austrian_grenzer.3 (number 3 represents the number of attached separate models to main model). Then you will just change the material of the pants
I hope you understood, im not very good at explaining :D
I included an example picture of how it should look likeSpoiler(https://i.imgur.com/fYgATzV.jpg)[close]
I disallowed drummers to play command calls by a mistake. Now I cant remember in which file I did it, but I think the code had a number in it, most likely 1 and I changed it to 0. Does anybody know?
(try_begin),
(eq,":instrument","itm_drumstick_right"),
(try_begin),
(eq,":agent_faction","fac_britain"),
(assign,":start_cond",drum_sounds_britain_begin),
(assign,":end_cond",drum_sounds_britain_end),
(assign,":has_secondary",1),
(assign,":sec_start_cond",drum_sounds_calls_begin),
(assign,":sec_end_cond",drum_sounds_calls_end),
(assign,":animation","anim_drum"),
Thanks, that should be it. And how would I go about deleting all "drum calls" so they dont appear in game?I disallowed drummers to play command calls by a mistake. Now I cant remember in which file I did it, but I think the code had a number in it, most likely 1 and I changed it to 0. Does anybody know?
in m_scripts look for script_multiplayer_server_agent_play_musicCode(try_begin),
(eq,":instrument","itm_drumstick_right"),
(try_begin),
(eq,":agent_faction","fac_britain"),
(assign,":start_cond",drum_sounds_britain_begin),
(assign,":end_cond",drum_sounds_britain_end),
if you scroll through the factions to get to the end of the drummer sectionCode(assign,":has_secondary",1),
(assign,":sec_start_cond",drum_sounds_calls_begin),
(assign,":sec_end_cond",drum_sounds_calls_end),
(assign,":animation","anim_drum"),
check if :has_secondary is assigned 1 and not 0, if it's already 1 then I'm looking at the wrong bit (but what you're looking for I think would be in that script)
I think you just need to open m_sounds and delete the drummer tracks you don't want since the game scripts just call a section of what happens to be there and not call specific 'drummer calls/tracks'. Recommend another another voice on this because I haven't tested thatYes, but they were added to the other section, since they can fit there and I thought it would be stupid if they were twice in there. Of course it might change if we add another marching song which will make it not able to fit in there
Doesn't your mod need drummer calls though?
As for the sash, right click on mesh "british_light_officer", then discard and select "per vertex color"
In regards to the Trousers, I do believe they are from a different nation, any idea on how to change them?
You could remove the pants and attach them to models separately (the grenzer, line and grenadier one). So you would copy the pants and paste them under each main model of the unit you want to add it to
Then you will rename them, for example for grenzers, like this: austrian_grenzer.3 (number 3 represents the number of attached separate models to main model). Then you will just change the material of the pants
I hope you understood, im not very good at explaining :D
I included an example picture of how it should look likeSpoiler(https://i.imgur.com/fYgATzV.jpg)[close]
If I understood correctly, you want the officer to wear different trousers than the current one. If thats the case, I posted a solution for that while ago.You could remove the pants and attach them to models separately (the grenzer, line and grenadier one). So you would copy the pants and paste them under each main model of the unit you want to add it to
Then you will rename them, for example for grenzers, like this: austrian_grenzer.3 (number 3 represents the number of attached separate models to main model). Then you will just change the material of the pants
I hope you understood, im not very good at explaining :D
I included an example picture of how it should look likeSpoiler(https://i.imgur.com/fYgATzV.jpg)[close]
If I understood correctly, you want the officer to wear different trousers than the current one. If thats the case, I posted a solution for that while ago.You could remove the pants and attach them to models separately (the grenzer, line and grenadier one). So you would copy the pants and paste them under each main model of the unit you want to add it to
Then you will rename them, for example for grenzers, like this: austrian_grenzer.3 (number 3 represents the number of attached separate models to main model). Then you will just change the material of the pants
I hope you understood, im not very good at explaining :D
I included an example picture of how it should look likeSpoiler(https://i.imgur.com/fYgATzV.jpg)[close]
I tried replicating what you have done, sadly it would appear the two different trousers have merged...
see attachedSpoiler(https://i.imgur.com/41BTkc8.jpg)[close]
The Russian pants you mentioned are pants shared by multiple factions including UK. To do this you can disable the pants model but then you need to individually re-add pants to certain units by adding the pants to the model itself, as shown in Dazzer's reply image. Such as new pants called austrian_grenzer.3 that is an 'attached' model to the base torso model.SpoilerIf I understood correctly, you want the officer to wear different trousers than the current one. If thats the case, I posted a solution for that while ago.You could remove the pants and attach them to models separately (the grenzer, line and grenadier one). So you would copy the pants and paste them under each main model of the unit you want to add it to
Then you will rename them, for example for grenzers, like this: austrian_grenzer.3 (number 3 represents the number of attached separate models to main model). Then you will just change the material of the pants
I hope you understood, im not very good at explaining :D
I included an example picture of how it should look likeSpoiler(https://i.imgur.com/fYgATzV.jpg)[close]
I tried replicating what you have done, sadly it would appear the two different trousers have merged...
see attachedSpoiler(https://i.imgur.com/41BTkc8.jpg)[close][close]
You want to entirely disable the old default pants. Including the lods meshes.
I'm glad this thread is still active and useful information is being relayed time and time again. A relief and such to me.
Right... I think I might need a step-by-step guide to this.I think the lods are causing this, just remove them and create them again by clicking on the trousers and selecting Compute LODs
So I removed the pants from the Russian Uniforms (will re-add them to the relevant units)
I liked the look of the Austrian Ranker Pants, so I got them in the BRF, copied them and pasted them in the class's Trousers I wanted to replace,
Tried to rename them the relevant stuff, which I think I have got wrong.
What it looks like in BRF vs Ingame...Spoiler(https://i.imgur.com/W99gHgF.jpg)[close]
officer lod6
officer lod7
officer 5
are the trousers.
Right... I think I might need a step-by-step guide to this.I think the lods are causing this, just remove them and create them again by clicking on the trousers and selecting Compute LODs
So I removed the pants from the Russian Uniforms (will re-add them to the relevant units)
I liked the look of the Austrian Ranker Pants, so I got them in the BRF, copied them and pasted them in the class's Trousers I wanted to replace,
Tried to rename them the relevant stuff, which I think I have got wrong.
What it looks like in BRF vs Ingame...Spoiler(https://i.imgur.com/W99gHgF.jpg)[close]
officer lod6
officer lod7
officer 5
are the trousers.
I add the following trousers to the brituniforms -You want to rename these pants to the same name of the British rank model you are working with. Using the same model name as the 'base' torso.
austrian_infantry_pants (the trousers)
austrian_infantry_pants.lod2 (the trousers, though not as HQ)
austrian_infantry_pants.lod4 (the trousers, but low quality)
Worry not lads, I was concerned that the white legs would look stupid on every single unit which was using the Russian legs,When you rename say, pants model in openBRF, it is best to keep the model in the BRF file for name reference instead of outright deleting it. As you never know at first what troop or unit uses the same pants, and then you discover legless ranks.
I changed the Russians legs to the Austrian legs, and I am actually really happy with the results, bit of a short cut, but still rather good!
Thanks for all the help!
I don't know why, but some models even thought they have a material and a texture specified and look fine in brf, in-game they are blank.Did you add the new textures to the module's Textures folder?
As far as i've seen this happens only to 2 models.Spoiler(https://steamuserimages-a.akamaihd.net/ugc/815559004305867843/025E8425561A2164984381187837C1F2ADC5AAB0/)[close]
Sure i added them. The models that don't work were fine sometime ago.I don't know why, but some models even thought they have a material and a texture specified and look fine in brf, in-game they are blank.Did you add the new textures to the module's Textures folder?
As far as i've seen this happens only to 2 models.Spoiler(https://steamuserimages-a.akamaihd.net/ugc/815559004305867843/025E8425561A2164984381187837C1F2ADC5AAB0/)[close]
How would you change the speed of a reload animation?May not be the answer you are looking for, but you can speed up the reload speed by using one of the commands in a script. its why in my version of "god mode"(that you may of seen on various servers), you reload in a second or so.
Suddenly, whenever i try to click on "materials" tab of a specific brf file, it crashes. I'm looking for help!OpenBRF is a fickle old program. My only guess is you may have many models or total meshes/materials/textures in one BRF file causing it to crash for some reason. May also depend on computer.
Now im making a skin for my regiment and i've came across something new for me.Could be a shader issue on the epaulettes or the epaulettes should be rigged?
In brf model looks fine and has epaulettes, but in-game they dissapearBRF(https://i.gyazo.com/8838d03ad7471106c733240cc9a2baf2.png)[close]in-game(https://i.gyazo.com/a5f34942634175a365b11d8e84b3d225.png)[close]
They are rigged, so shader must be the problemNow im making a skin for my regiment and i've came across something new for me.Could be a shader issue on the epaulettes or the epaulettes should be rigged?
In brf model looks fine and has epaulettes, but in-game they dissapearBRF(https://i.gyazo.com/8838d03ad7471106c733240cc9a2baf2.png)[close]in-game(https://i.gyazo.com/a5f34942634175a365b11d8e84b3d225.png)[close]
Maybe the mesh name is somehow written wrong ?They are rigged, so shader must be the problemNow im making a skin for my regiment and i've came across something new for me.Could be a shader issue on the epaulettes or the epaulettes should be rigged?
In brf model looks fine and has epaulettes, but in-game they dissapearBRF(https://i.gyazo.com/8838d03ad7471106c733240cc9a2baf2.png)[close]in-game(https://i.gyazo.com/a5f34942634175a365b11d8e84b3d225.png)[close]
Even thought i don't know what these things do, I managed to fix it changing "Spec RGB", "Coeff" and flagsMaybe the mesh name is somehow written wrong ?SpoilerThey are rigged, so shader must be the problemNow im making a skin for my regiment and i've came across something new for me.Could be a shader issue on the epaulettes or the epaulettes should be rigged?
In brf model looks fine and has epaulettes, but in-game they dissapearBRF(https://i.gyazo.com/8838d03ad7471106c733240cc9a2baf2.png)[close]in-game(https://i.gyazo.com/a5f34942634175a365b11d8e84b3d225.png)[close][close]
Wow, thats weird. Somebody should make an explanation on those thingsEven thought i don't know what these things do, I managed to fix it changing "Spec RGB", "Coeff" and flagsMaybe the mesh name is somehow written wrong ?SpoilerThey are rigged, so shader must be the problemNow im making a skin for my regiment and i've came across something new for me.Could be a shader issue on the epaulettes or the epaulettes should be rigged?
In brf model looks fine and has epaulettes, but in-game they dissapearBRF(https://i.gyazo.com/8838d03ad7471106c733240cc9a2baf2.png)[close]in-game(https://i.gyazo.com/a5f34942634175a365b11d8e84b3d225.png)[close][close]
Wow, thats weird. Somebody should make an explanation on those thingsI've always wondered what these things do, but had never found an explanation lol
What's your problem with mediafire?
I am making a faction ovhaul for NW but i need some help with renamingYes it is possible, "Ranker" can be changed in strings.txt file and to rename a faction, edit the languages -> en -> factions document spreadsheet with Notepad or Microsoft Excel.
First of - is it possible to rename "ranker"?
You can rename officer, drummer and all that but i can't find the ranker in "troops.txt"
Is this possible?
Second of where should i go to rename the faction itself?
Some help would be appreciated
I am making a faction ovhaul for NW but i need some help with renamingYes it is possible, "Ranker" can be changed in strings.txt file and to rename a faction, edit the languages -> en -> factions document spreadsheet with Notepad or Microsoft Excel.
First of - is it possible to rename "ranker"?
You can rename officer, drummer and all that but i can't find the ranker in "troops.txt"
Is this possible?
Second of where should i go to rename the faction itself?
Some help would be appreciated
Have you imported the texture into OpenBrf?I hadn't and now I did and it worked... I feel stupid now. Thanks! :)
No problem, good luck in texturing.Have you imported the texture into OpenBrf?I hadn't and now I did and it worked... I feel stupid now. Thanks! :)
Can someone help me with adding a new faction? Ive been working on this and cant seem to get it to work. Whenever I select the kingdom in mount and blade it just sets it to a random kingdomNvm ignore
How would you go about adding more tabs to the unit selection list? The way they did in NaS sort of. If possible, could you make something that looks like this?Also one more question, what is the texture file for the troop selection thing ui called?Spoiler(https://i.imgur.com/LctjUdD.jpg)[close]
Can someone help me with adding a new faction? Ive been working on this and cant seem to get it to work. Whenever I select the kingdom in mount and blade it just sets it to a random kingdomActually yes I would like help with this if anyone has knowledge of this, I have been told by a friend there was an NW mod that added many more factions
By choose do you mean choose in equipment menu?Yes in the equipment menu. It chooses either a spade, a sapper axe or a construction hammer.
Have you been adding new items?
You must have done something. A list of areas of code you have been altering recently could help.
Ive had this issue when adding new units the drummers and fifers are not able to play music. Any help with this?Locate the troops in module_scripts, for example trp_british_drummer and add the lines where you need them in the two separate lists of troops scripted to play music.
Ive had this issue when adding new units the drummers and fifers are not able to play music. Any help with this?Locate the troops in module_scripts, for example trp_british_drummer and add the lines where you need them in the two separate lists of troops scripted to play music.
Hello,Im not sure if im right about this but im pretty sure theres like multiple types of TNT, some actually explode, and some dont, so just like try to use other ones
I am a casual mapper, and while doing a siege map, I wanted to put some TNT that players could ignite in order to blow up. So I put the scene prop : crate_explosive_brit for example, and when I ignite it, it only plays the sound, but there is no smoke and the TNT doesnt explode at all.
I asked a friend and he said I had to change some stuff in scripts, and that I have to change propslots at the begining of the round. I am not very good in modding, so I looked in the module source code, but I can't manage to find the proper line to solve my problem.
If someone knows how to solve my problem it would help me a lot thank you :D
A bug has occured, I have no idea how, because I haven't edited any codes related to it. Basically what happens is that, for example sapper no longer can use Construction hammer, Sapper axe and Spade at the same time, only has to choose one. Same goes for Artillery, I no longer can use Ramrod and Cannon lighter at the same time but I have to choose one from it. Does anyone know how to fix this? Thank youAnyone have any idea?
eh, you mean have all the items available in your inventory?A bug has occured, I have no idea how, because I haven't edited any codes related to it. Basically what happens is that, for example sapper no longer can use Construction hammer, Sapper axe and Spade at the same time, only has to choose one. Same goes for Artillery, I no longer can use Ramrod and Cannon lighter at the same time but I have to choose one from it. Does anyone know how to fix this? Thank youAnyone have any idea?
Yes, all items at the same time. Now, you can only select only one of them. Sappers no longer can use construction hammers and artillerymen cant use cannons.eh, you mean have all the items available in your inventory?A bug has occured, I have no idea how, because I haven't edited any codes related to it. Basically what happens is that, for example sapper no longer can use Construction hammer, Sapper axe and Spade at the same time, only has to choose one. Same goes for Artillery, I no longer can use Ramrod and Cannon lighter at the same time but I have to choose one from it. Does anyone know how to fix this? Thank youAnyone have any idea?
you sure you didn't change anything with how items are assigned too troops? no accidental try begins or ends, or something that may prevent that script from working?
you can use a program called winmerge that lets you select 2 files, and it compares them, showing the differences. handy for tracking down various tweaks you made between different files.
["russian_opol","Odesskiy Jaegerskiy Polk","Jaeger",tf_guarantee_all,0,0,fac_russia,
[itm_rus_odessj,itm_pants_fake,itm_rus_odessj_hat1,itm_rus_odessj_hat2,itm_rus_odessj_hat3,itm_bullets,itm_russian_musket_1808,itm_russian_briquet_1807],
def_attrib_multiplayer|level(20),wpex(50,5,130,5,150,5),knows_common|knows_ironflesh_3|knows_power_strike_3|knows_athletics_3,swadian_face_middle_1, swadian_face_old_2],
["russian_opol_nco","Russian Jaeger","Sharpshooter",tf_guarantee_all,0,0,fac_russian_ranks,
[itm_rus_odessj_nco,itm_pants_fake,itm_rus_odessj_hat1,itm_rus_odessj_hat2,itm_rus_odessj_hat3,itm_bullets,itm_russian_musket_1808,itm_russian_rifle_1805,itm_russian_briquet_1807],
def_attrib_multiplayer|level(20),wpex(80,5,80,5,50,5),knows_common|knows_ironflesh_3|knows_power_strike_3|knows_athletics_3,swadian_face_middle_1, swadian_face_old_2],
["russian_opol_officer","Russian Jaeger","Officer",tf_guarantee_all,0,0,fac_russian_ranks,
[itm_rus_odessj_off,itm_pants_fake,itm_rus_inf_off_hat,itm_russian_officer_sword,itm_pistol_ammo,itm_russian_pistol,itm_officer_gloves,itm_spyglass],
def_attrib_multiplayer|level(20),wpex(80,5,80,5,50,5),knows_common|knows_ironflesh_3|knows_power_strike_3|knows_athletics_3,swadian_face_middle_1, swadian_face_old_2],
["russian_opol_trump","Russian Jaeger","Bugler",tf_guarantee_all,0,0,fac_russian_ranks,
[itm_rus_odessj_trump,itm_pants_fake,itm_rus_odessj_hat1,itm_rus_odessj_hat2,itm_rus_odessj_hat3,itm_horn,itm_russian_briquet_1807],
def_attrib_multiplayer|level(20),wpex(80,5,80,5,50,5),knows_common|knows_ironflesh_3|knows_power_strike_3|knows_athletics_3,swadian_face_middle_1, swadian_face_old_2],
["russian_foot_guard","Vladimirskiy Pehotniy Polk","Line Infantry",tf_guarantee_all,0,0,fac_russia,
[itm_rus_vlad,itm_pants_fake,itm_rus_vlad_hat,itm_bullets,itm_russian_musket_1808,itm_russian_briquet_1807],
def_attrib_multiplayer|level(20),wpex(50,5,145,5,150,5),knows_common|knows_ironflesh_3|knows_power_strike_3|knows_athletics_3,swadian_face_middle_1, swadian_face_old_2],
["russian_foot_guard_nco","Russian Line Infantry","Skirmisher",tf_guarantee_all,0,0,fac_russian_ranks,
[itm_rus_vlad_nco,itm_pants_fake,itm_rus_vlad_hat,itm_bullets,itm_russian_rifle_1805,itm_russian_musket_1808,itm_russian_briquet_1807],
def_attrib_multiplayer|level(20),wpex(80,5,80,5,50,5),knows_common|knows_ironflesh_3|knows_power_strike_3|knows_athletics_3,swadian_face_middle_1, swadian_face_old_2],
["russian_foot_guard_officer","Russian Line Infantry","Officer",tf_guarantee_all,0,0,fac_russian_ranks,
[itm_rus_vlad_off,itm_pants_fake,itm_rus_vlad_off_hat,itm_russian_officer_sword,itm_pistol_ammo,itm_russian_pistol,itm_officer_gloves,itm_spyglass],
def_attrib_multiplayer|level(20),wpex(80,5,80,5,50,5),knows_common|knows_ironflesh_3|knows_power_strike_3|knows_athletics_3,swadian_face_middle_1, swadian_face_old_2],
["russian_foot_guard_drum","Russian Line Infantry","Drummer",tf_guarantee_all,0,0,fac_russian_ranks,
[itm_rus_vlad_drum,itm_pants_fake,itm_rus_vlad_hat,itm_drummer_gloves,itm_drumstick_right,itm_russian_briquet_1807],
def_attrib_multiplayer|level(20),wpex(80,5,80,5,50,5),knows_common|knows_ironflesh_3|knows_power_strike_3|knows_athletics_3,swadian_face_middle_1, swadian_face_old_2],
["russian_foot_guard_flute","Russian Line Infantry","Fifer",tf_guarantee_all,0,0,fac_russian_ranks,
[itm_rus_vlad_fifer,itm_pants_fake,itm_rus_vlad_hat,itm_flute,itm_russian_briquet_1807],
def_attrib_multiplayer|level(20),wpex(80,5,80,5,50,5),knows_common|knows_ironflesh_3|knows_power_strike_3|knows_athletics_3,swadian_face_middle_1, swadian_face_old_2],
["russian_grenadier","Sevskiy Pehotniy Polk","Line Infantry",tf_guarantee_all,0,0,fac_russia,
[itm_rus_sevsk,itm_pants_fake,itm_rus_sevsk_hat1,itm_rus_sevsk_hat2,itm_rus_sevsk_hat3,itm_bullets,itm_russian_musket_1808,itm_russian_briquet_1807],
def_attrib_multiplayer|level(20),wpex(50,5,130,5,150,5),knows_common|knows_ironflesh_3|knows_power_strike_3|knows_athletics_3,swadian_face_middle_1, swadian_face_old_2],
["russian_grenadier_nco","Russian Line Infantry","Skirmisher",tf_guarantee_all,0,0,fac_russian_ranks,
[itm_rus_sevsk,itm_pants_fake,itm_rus_sevsk_hat1,itm_rus_sevsk_hat2,itm_rus_sevsk_hat3,itm_bullets,itm_russian_rifle_1805,itm_russian_musket_1808,itm_russian_briquet_1807],
def_attrib_multiplayer|level(20),wpex(80,5,80,5,50,5),knows_common|knows_ironflesh_3|knows_power_strike_3|knows_athletics_3,swadian_face_middle_1, swadian_face_old_2],
["russian_grenadier_officer","Russian Line Infantry","Officer",tf_guarantee_all,0,0,fac_russian_ranks,
[itm_rus_sevsk_off,itm_pants_fake,itm_rus_inf_off_hat,itm_russian_officer_sword,itm_pistol_ammo,itm_russian_pistol,itm_officer_gloves,itm_spyglass],
def_attrib_multiplayer|level(20),wpex(80,5,80,5,50,5),knows_common|knows_ironflesh_3|knows_power_strike_3|knows_athletics_3,swadian_face_middle_1, swadian_face_old_2],
["russian_grenadier_drum","Russian Line Infantry","Drummer",tf_guarantee_all,0,0,fac_russian_ranks,
[itm_rus_sevsk_drum,itm_pants_fake,itm_rus_sevsk_hat1,itm_rus_sevsk_hat2,itm_rus_sevsk_hat3,itm_drummer_gloves,itm_drumstick_right,itm_russian_briquet_1807],
def_attrib_multiplayer|level(20),wpex(80,5,80,5,50,5),knows_common|knows_ironflesh_3|knows_power_strike_3|knows_athletics_3,swadian_face_middle_1, swadian_face_old_2],
["russian_grenadier_flute","Russian Line Infantry","Fifer",tf_guarantee_all,0,0,fac_russian_ranks,
[itm_rus_sevsk_fifer,itm_pants_fake,itm_rus_sevsk_hat1,itm_rus_sevsk_hat2,itm_rus_sevsk_hat3,itm_flute,itm_russian_briquet_1807],
def_attrib_multiplayer|level(20),wpex(80,5,80,5,50,5),knows_common|knows_ironflesh_3|knows_power_strike_3|knows_athletics_3,swadian_face_middle_1, swadian_face_old_2],
["rus_susdal","Susdalskiy Pehotniy Polk","Line Infantry",tf_guarantee_all,0,0,fac_russia,
[itm_rus_susdal,itm_pants_fake,itm_rus_susdal_hat1,itm_rus_susdal_hat2,itm_rus_susdal_hat3,itm_bullets,itm_russian_musket_1808,itm_russian_briquet_1807],
def_attrib_multiplayer|level(20),wpex(80,5,80,5,130,80),knows_common|knows_ironflesh_3|knows_power_strike_3|knows_athletics_3,swadian_face_middle_1, swadian_face_old_2],
["rus_susdal_nco","Susdalskiy Pehotniy Polk","Skirmisher",tf_guarantee_all,0,0,fac_russian_ranks,
[itm_rus_susdal_nco,itm_pants_fake,itm_rus_susdal_hat1,itm_rus_susdal_hat2,itm_rus_susdal_hat3,itm_bullets,itm_russian_musket_1808,itm_russian_rifle_1805,itm_russian_briquet_1807],
def_attrib_multiplayer|level(20),wpex(80,5,80,5,130,80),knows_common|knows_ironflesh_3|knows_power_strike_3|knows_athletics_3,swadian_face_middle_1, swadian_face_old_2],
["rus_susdal_off","Susdalskiy Pehotniy Polk","Officer",tf_guarantee_all,0,0,fac_russian_ranks,
[itm_rus_susdal_off,itm_pants_fake,itm_rus_inf_off_hat,itm_russian_officer_sword,itm_pistol_ammo,itm_russian_pistol,itm_officer_gloves,itm_spyglass],
def_attrib_multiplayer|level(20),wpex(80,5,80,5,130,80),knows_common|knows_ironflesh_3|knows_power_strike_3|knows_athletics_3,swadian_face_middle_1, swadian_face_old_2],
["rus_susdal_drum","Susdalskiy Pehotniy Polk","Drummer",tf_guarantee_all,0,0,fac_russian_ranks,
[itm_rus_susdal_drum,itm_pants_fake,itm_rus_susdal_hat1,itm_rus_susdal_hat2,itm_rus_susdal_hat3,itm_drummer_gloves,itm_drumstick_right,itm_russian_briquet_1807],
def_attrib_multiplayer|level(20),wpex(80,5,80,5,130,80),knows_common|knows_ironflesh_3|knows_power_strike_3|knows_athletics_3,swadian_face_middle_1, swadian_face_old_2],
["rus_susdal_flute","Susdalskiy Pehotniy Polk","Fifer",tf_guarantee_all,0,0,fac_russian_ranks,
[itm_rus_susdal_fifer,itm_pants_fake,itm_rus_susdal_hat1,itm_rus_susdal_hat2,itm_rus_susdal_hat3,itm_flute,itm_russian_briquet_1807],
def_attrib_multiplayer|level(20),wpex(80,5,80,5,130,80),knows_common|knows_ironflesh_3|knows_power_strike_3|knows_athletics_3,swadian_face_middle_1, swadian_face_old_2],
["russian_infantry","Borodinskiy Jaegerskiy Polk","Jaeger",tf_guarantee_all,0,0,fac_russia,
[itm_rus_bor,itm_pants_fake,itm_rus_bor_hat,itm_bullets,itm_russian_musket_1808,itm_russian_briquet_1807],
def_attrib_multiplayer|level(20),wpex(50,5,130,5,150,5),knows_common|knows_ironflesh_3|knows_power_strike_3|knows_athletics_3,swadian_face_middle_1, swadian_face_old_2],
["russian_infantry_nco","Russian Jaeger","Sharpshooter",tf_guarantee_all,0,0,fac_russian_ranks,
[itm_rus_bor_nco,itm_pants_fake,itm_rus_bor_hat,itm_bullets,itm_russian_musket_1808,itm_russian_rifle_1805,itm_russian_briquet_1807],
def_attrib_multiplayer|level(20),wpex(80,5,80,5,50,5),knows_common|knows_ironflesh_3|knows_power_strike_3|knows_athletics_3,swadian_face_middle_1, swadian_face_old_2],
["russian_infantry_officer","Russian Jaeger","Officer",tf_guarantee_all,0,0,fac_russian_ranks,
[itm_rus_bor_officer,itm_pants_fake,itm_rus_bor_off_hat,itm_russian_officer_sword,itm_pistol_ammo,itm_russian_pistol,itm_officer_gloves,itm_spyglass],
def_attrib_multiplayer|level(20),wpex(80,5,80,5,50,5),knows_common|knows_ironflesh_3|knows_power_strike_3|knows_athletics_3,swadian_face_middle_1, swadian_face_old_2],
["russian_infantry_drum","Russian Jaeger","Drummer",tf_guarantee_all,0,0,fac_russian_ranks,
[itm_rus_bor_trump,itm_pants_fake,itm_rus_bor_hat,itm_bullets,itm_russian_musket_1808,itm_russian_rifle_1805,itm_russian_briquet_1807],
def_attrib_multiplayer|level(20),wpex(80,5,80,5,50,5),knows_common|knows_ironflesh_3|knows_power_strike_3|knows_athletics_3,swadian_face_middle_1, swadian_face_old_2],
["russian_infantry_flute","Russian Jaeger","Bugler",tf_guarantee_all,0,0,fac_russian_ranks,
[itm_rus_bor_trump,itm_pants_fake,itm_rus_bor_hat,itm_horn,itm_russian_briquet_1807],
def_attrib_multiplayer|level(20),wpex(80,5,80,5,50,5),knows_common|knows_ironflesh_3|knows_power_strike_3|knows_athletics_3,swadian_face_middle_1, swadian_face_old_2],
["russian_partizan","Greek Legion","Greek Volunteer",tf_guarantee_all,0,0,fac_russia,
[itm_rus_susdal,itm_rus_susdal_hat1,itm_rus_susdal_hat2,itm_rus_susdal_hat3,itm_bullets,itm_russian_musket_1808,itm_russian_briquet_1807],
def_attrib_multiplayer|level(20),wpex(80,5,80,5,130,80),knows_common|knows_ironflesh_3|knows_power_strike_3|knows_athletics_3,swadian_face_middle_1, swadian_face_old_2],
["russian_infantry_rifle","2nd Foot Cossacks Battalion","Plastun",tf_guarantee_all,0,0,fac_russia,
[itm_rus_plastun,itm_rus_plastun1,itm_rus_plastun2,itm_pants_fake,itm_rus_plastun_hat,itm_russian_rifle_1805,itm_bullets,itm_russian_jaeger_bayonet_jaeger],
def_attrib_multiplayer|level(20),wpex(50,5,90,5,206,5),knows_common|knows_ironflesh_2|knows_power_strike_1|knows_athletics_3,swadian_face_middle_1, swadian_face_old_2],
["russian_infantry_rifle_nco","Plastun","Sniper",tf_guarantee_all,0,0,fac_russian_ranks,
[itm_rus_plastun,itm_rus_plastun1,itm_rus_plastun2,itm_pants_fake,itm_rus_plastun_hat,itm_russian_rifle_1805,itm_bullets,itm_russian_jaeger_bayonet_jaeger],
def_attrib_multiplayer|level(20),wpex(50,5,90,5,206,5),knows_common|knows_ironflesh_2|knows_power_strike_1|knows_athletics_3,swadian_face_middle_1, swadian_face_old_2],
["russian_infantry_rifle_officer","Plastun","Officer",tf_guarantee_all,0,0,fac_russian_ranks,
[itm_rus_plastun_off,itm_pants_fake,itm_rus_plastun_hat,itm_russian_rifle_1805,itm_bullets,itm_russian_sabre_1798,itm_spyglass],
def_attrib_multiplayer|level(20),wpex(80,5,80,5,50,5),knows_common|knows_ironflesh_2|knows_power_strike_1|knows_athletics_3,swadian_face_middle_1, swadian_face_old_2],
["russian_infantry_rifle_horn","Plastun","Hornist",tf_guarantee_all,0,0,fac_russian_ranks,
[itm_rus_plastun,itm_rus_plastun1,itm_rus_plastun2,itm_pants_fake,itm_rus_plastun_hat,itm_russian_rifle_1805,itm_bullets,itm_russian_jaeger_bayonet_jaeger,itm_horn],
def_attrib_multiplayer|level(20),wpex(80,5,80,5,50,5),knows_common|knows_ironflesh_2|knows_power_strike_1|knows_athletics_3,swadian_face_middle_1, swadian_face_old_2],
# Classes
(try_begin), # Infantry
(this_or_next|is_between, ":troop_no", "trp_british_infantry","trp_british_foot_guard"), # Brits
(this_or_next|is_between, ":troop_no", "trp_british_ship","trp_wellington"), # Brits
(this_or_next|is_between, ":troop_no", "trp_french_infantry","trp_french_old_guard"), # French
(this_or_next|is_between, ":troop_no", "trp_french_ship","trp_napoleon"), # French
(this_or_next|is_between, ":troop_no", "trp_prussian_infantry","trp_prussian_infantry_15"), # Prussian
(this_or_next|is_between, ":troop_no", "trp_russian_opol","trp_russian_infantry_rifle"), # Russian
(this_or_next|is_between, ":troop_no", "trp_austrian_infantry","trp_austrian_grenadier"), # Austrian
(this_or_next|is_between, ":troop_no", "trp_rhine_infantry_bavaria","trp_rhine_grenadier_guard"), # Rhine
(this_or_next|is_between, ":troop_no", "trp_british_infantry_ai","trp_british_foot_guard_ai"), #brits line inf
(this_or_next|is_between, ":troop_no", "trp_french_infantry_ai","trp_french_old_guard_ai"), #french line inf
(this_or_next|is_between, ":troop_no", "trp_prussian_infantry_ai","trp_prussian_infantry_15_ai"), #Prussian line inf
(this_or_next|is_between, ":troop_no", "trp_russian_foot_guard_ai","trp_russian_infantry_rifle_ai"), #Russian line inf
(this_or_next|is_between, ":troop_no", "trp_rhine_infantry_bavaria_ai","trp_rhine_grenadier_guard_ai"), #Rhine line inf
(this_or_next|eq, ":troop_no","trp_austrian_infantry_ai"), #austrian line inf
(this_or_next|eq, ":troop_no","trp_austrian_infantry2_ai"),
(this_or_next|eq, ":troop_no", "trp_british_ship_marine_ai"),
(eq, ":troop_no", "trp_french_ship_marine_ai"),
(neq, ":troop_no", "trp_british_ship_cannon"), # British
(neq, ":troop_no", "trp_french_ship_cannon"), # French
(assign, ":troop_class", multi_troop_class_mm_infantry),
(else_try), # Guard Infantry
(this_or_next|is_between, ":troop_no", "trp_british_foot_guard","trp_british_light_infantry"), # Brits
(this_or_next|is_between, ":troop_no", "trp_french_old_guard","trp_french_voltigeur"), # French
(this_or_next|is_between, ":troop_no", "trp_prussian_infantry_15","trp_prussian_infantry_rifle"), # Prussian
# (this_or_next|is_between, ":troop_no", "trp_russian_foot_guard","trp_russian_infantry_rifle"), # Russian
(this_or_next|is_between, ":troop_no", "trp_austrian_grenadier","trp_austrian_infantry_rifle"), # Austrian
(this_or_next|is_between, ":troop_no", "trp_rhine_grenadier_guard","trp_rhine_light_infantry_hessen"), # Rhine
(this_or_next|eq, ":troop_no", "trp_british_foot_guard_ai"),
(this_or_next|eq, ":troop_no", "trp_french_old_guard_ai"),
(this_or_next|eq, ":troop_no", "trp_prussian_infantry_15_ai"),
# (this_or_next|eq, ":troop_no", "trp_russian_foot_guard_ai"),
(this_or_next|eq, ":troop_no", "trp_rhine_grenadier_guard_ai"),
(eq, ":troop_no", "trp_austrian_grenadier_ai"),
(assign, ":troop_class", multi_troop_class_mm_grenadier),
(else_try), # Skirmisher
(this_or_next|is_between, ":troop_no", "trp_british_light_infantry","trp_british_rifle"), # Brits
(this_or_next|is_between, ":troop_no", "trp_french_voltigeur","trp_french_hussar"), # French
(this_or_next|is_between, ":troop_no", "trp_rhine_light_infantry_hessen","trp_rhine_light_infantry_bavaria"),
#(this_or_next|is_between, ":troop_no", "trp_russian_infantry","trp_russian_partizan"), # Russian
# Rhine
(this_or_next|eq, ":troop_no", "trp_british_light_infantry_ai"),
(this_or_next|eq, ":troop_no", "trp_french_voltigeur_ai"),
(this_or_next|eq, ":troop_no", "trp_rhine_light_infantry_hessen_ai"),
#(this_or_next|eq, ":troop_no", "trp_prussian_infantry_15_ai"), for when we add prussian inf
(eq, ":troop_no", "trp_austrian_grenzer_ai"),
(assign, ":troop_class", multi_troop_class_mm_skirmisher),
(else_try), # Riflemen
(this_or_next|is_between, ":troop_no", "trp_british_rifle","trp_british_hussar"), # Brits
(this_or_next|is_between, ":troop_no", "trp_prussian_infantry_rifle","trp_prussian_dragoon"), # Prussian
(this_or_next|is_between, ":troop_no", "trp_russian_infantry_rifle","trp_russian_hussar"), # Russian
(this_or_next|is_between, ":troop_no", "trp_austrian_infantry_rifle","trp_austrian_hussar"), # Austrian
(this_or_next|is_between, ":troop_no", "trp_rhine_light_infantry_bavaria","trp_rhine_mounted_jaeger"), # Rhine
(this_or_next|eq, ":troop_no", "trp_austrian_infantry_rifle_ai"),
(this_or_next|eq, ":troop_no", "trp_prussian_infantry_rifle_ai"),
(this_or_next|eq, ":troop_no", "trp_british_rifle_ai"),
(this_or_next|eq, "trp_rhine_light_infantry_bavaria_ai"), #Rhine rifle
(eq, ":troop_no", "trp_russian_infantry_rifle_ai"),
(assign, ":troop_class", multi_troop_class_mm_rifle),
(this_or_next|is_between, ":troop_no", "trp_austrian_grenadier","trp_austrian_infantry_rifle"), # Austrian
To understand, which lines and how I must change to make my own order of troops, I moved the last troop of Austrian infantry (austrian_grenadier) on the first place of list of vanilla Austrian infantry and in module_scripts.py I changed order of Austrian infantry respectively, like this.Code(this_or_next|is_between, ":troop_no", "trp_austrian_grenadier","trp_austrian_infantry_rifle"), # Austrian
But after that in he game all infantry units are on their places, but austrian_grenadier is now in the Specialists section.
Can someone help me to change list of infantry units or help me to understand, what else should I change so (in this case) austrian_grenadier will be on the first place of Austrian infantry?
Eventually, I've found a solution for my problem - I've just put old Russian infantry to new unit section (made by Gokiller's tutorial (https://www.fsegames.eu/forum/index.php?topic=20540.0)), but without changing module_presentations.py and added my new troops to the Infantry section in module_scripts.py.Hello Ivkolya, you may want to try fac_neutral for any non-specialized unit you want to remove. Hope this helps :)
Hello Ivkolya, you may want to try fac_neutral for any non-specialized unit you want to remove. Hope this helps :)
Sadly, almost nobody is making skins for Napoleonic Wars anymore, and the ones that are still out there, don't work.It's easy to make old skins compatible
I wanted to ask, how do I add new units to a faction? I already have the models.
And also how to I make it possible to play a custom map on battle gamemode? (or any other gamemode?)
Thanks a lot man!I wanted to ask, how do I add new units to a faction? I already have the models.
And also how to I make it possible to play a custom map on battle gamemode? (or any other gamemode?)
For adding new units just open module_troops and insert a new unit, if you are still unsure look at the middle of this topic https://www.fsegames.eu/forum/index.php?topic=11836.0 (https://www.fsegames.eu/forum/index.php?topic=11836.0)
For custom maps you can either put set_map mp_custom_map_1 and start into the game server console (given you started the server on battle mode). Otherwise, if you want maps on the admin panel ingame you would need to edit the script in mission_templates
Thanks a lot man!As in you don't have the source code for it? You would need that to edit in brand new units (unless you're trying to just do a reskin)
But, actually I am wanting to add new units on an already existing mod.
Another quick question - I want to add handgrenades to my mod, I changed range and max_ammo for Holy Hand Grenade, but I want grenade to explode after some time (like mortar shell), not on impact, but I can't find the script of timed explosion in module_scripts.py, can someone show me it?:)
And I still have strange cannon, which appears only in gamemodes (and not in scene editing mode), but when I delete in some gamemode barrel of the cannon (I can't select cannon's wood to delete it too) and restart the map - the cannon appears again.
Anyone got the latest version of the NW MS? All I can find is the MS from NW release, a tad useless now its been updated to the extent that it has been.
How do you change the colour of say.. A plume in a hat, or the colour of the hat? I know how to change the uniform but can do you change the hat colour? Also, how do you edit the hat, say make a bearskin into something like a Bicorner..?
Hi all, have a very difficult and important for me question. I need to make standing and walking animations with rifle on the left shoulder, when left hand is under rifle's butt, like hereI am not good at animations and especially with understanding and using flags, but I'm sure, that flag arf_stick_to_left_hand will not help me, because I need rifle for these two animations to be higher relatively to hand than it is in NW (and of course at the left hand), so I guess I'll need new model of rifle for these two animations, with new coordinates.Spoiler(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fwww.secondwi.com%2Fbaxterdrill%2Fshoulder_arms_small58.GIF&hash=7cb74ea67e46db5935c563aae1f170490b7cbe2f)[close]
So question is - is it possible, make appear this new rifle model only for these two animations instead of usuall model of rifle? Or there is easier way to archieve needed rusults?
P.S. By the way, I can't make flag arf_stick_to_left_hand work, rifle is always in right hand, what I am doing wrong?
Here's the code for animation:Code("staff_cstance" is animation from NW "staff_cstance_musket")["stand_crossbow", 0, amf_client_prediction,
[2.0, "staff_cstance", 0, 60, arf_use_stand_progress|arf_cyclic|arf_stick_item_to_left_hand, 0, (0, 0, 0), 0.0],
UPD.: I was thinking, what if try to solve it via vertex animation? I mean, make vertex animation of two models - one usual and one with other coordinates, so it will like I need. Here cmes the question - how make game to use vertex animation and, accordingly, another model of rifle for animations of standing and walking? (In NW there is vertex animation in animation of firing musket and in reload animation, but I don't understand how is it working, never saw tutorial about adding vertex animation to skeletal animation)Here I made model of rifle with new coordinates and attached it to left hand (like shield in Warband).Spoiler(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fcs629301.vk.me%2Fv629301177%2Ffabb%2FTOUERj2PVIA.jpg&hash=3eae3bc7c975612b1cb58258151ece885a7dc0d3) (https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fcs629301.vk.me%2Fv629301177%2Ffac3%2F0nt_sGLDY50.jpg&hash=7cb03d9307aca25cdd87d68e8ae44fcb001b3b4c)[close]
("cf_replace_weapon_while_anim_is_active",
[
(store_script_param, ":agent_id", 1),
(agent_is_active,":agent_id"),
(agent_get_animation,":cur_anim",":agent_id",1), #if current animation is:
(this_or_next|eq,":cur_anim","anim_stand_staff"), # When player stands
(this_or_next|eq,":cur_anim","anim_turn_right_staff"), # When player turns right
(this_or_next|eq,":cur_anim","anim_turn_left_staff"), # When player turns left
(this_or_next|eq,":cur_anim","anim_walk_forward_staff"), # When player walks forward
(eq,":cur_anim","anim_walk_backward_staff"), # When player walks backward
(try_begin),
(agent_get_wielded_item,":item_id",":agent_id",0), #if agent has item
(this_or_next|is_between,":item_id","itm_french_mousquiton","itm_cannon_ball_dummy"), #item is a carbine or
(is_between,":item_id","itm_french_charleville","itm_french_art_off_sword"), #item is a musket
(agent_equip_item,":item_id","itm_flag_france_45e"), #give to the agent other item (flag for testing purposes)
(try_end)
]),
How is your script being called? And from where?
("cf_replace_weapon_while_anim_is_active",
[
(store_script_param, ":agent_id", 1),
(agent_is_active,":agent_id"),
(agent_get_animation,":cur_anim",":agent_id",1), #if current animation is:
(this_or_next|eq,":cur_anim","anim_stand_staff"), # When player stands
(this_or_next|eq,":cur_anim","anim_turn_right_staff"), # When player turns right
(this_or_next|eq,":cur_anim","anim_turn_left_staff"), # When player turns left
(this_or_next|eq,":cur_anim","anim_walk_forward_staff"), # When player walks forward
(eq,":cur_anim","anim_walk_backward_staff"), # When player walks backward
(try_begin),
(agent_get_wielded_item,":item_id",":agent_id",0), #if agent has item
(this_or_next|is_between,":item_id","itm_french_mousquiton","itm_cannon_ball_dummy"), #item is a carbine or
(is_between,":item_id","itm_french_charleville","itm_french_art_off_sword"), #item is a musket
(agent_equip_item,":item_id","itm_flag_france_45e"), #give to the agent other item (flag for testing purposes)
(try_end)
]),
How is your script being called? And from where?
If I understood right, my script is called "cf_replace_weapon_while_anim_is_active" and I wrote it myself, based on other scripts in module_scripts.py (again, I learned how to script all by myself and this script can be dumb, but on building module there are no errors. Here it is again.Code("cf_replace_weapon_while_anim_is_active",
[
(store_script_param, ":agent_id", 1),
(agent_is_active,":agent_id"),
(agent_get_animation,":cur_anim",":agent_id",1), #if current animation is:
(this_or_next|eq,":cur_anim","anim_stand_staff"), # When player stands
(this_or_next|eq,":cur_anim","anim_turn_right_staff"), # When player turns right
(this_or_next|eq,":cur_anim","anim_turn_left_staff"), # When player turns left
(this_or_next|eq,":cur_anim","anim_walk_forward_staff"), # When player walks forward
(eq,":cur_anim","anim_walk_backward_staff"), # When player walks backward
(try_begin),
(agent_get_wielded_item,":item_id",":agent_id",0), #if agent has item
(this_or_next|is_between,":item_id","itm_french_mousquiton","itm_cannon_ball_dummy"), #item is a carbine or
(is_between,":item_id","itm_french_charleville","itm_french_art_off_sword"), #item is a musket
(agent_equip_item,":item_id","itm_flag_france_45e"), #give to the agent other item (flag for testing purposes)
(try_end)
]),
In theory, it must replace current weapon (if it is musket or carbine) to french flag, so I can distinctively see that weapon was indeed changed to something while one of selected animations is active, so later I can make the same mesh of musket with other coordinates.
Of course, the much better way is just rotate and move wielded weapon so it will be in needed position, but first of all in that case weapon must be attached to left hand to avoid bugs in animations, and it seems that flag "arf_stick_item_to_left_hand" doesn't work, and also I don't know how to specify in MBScript "move item/weapon", not just move something.
(call_script, <script_id>, [<script_param>...]),
(0,0,0, [
(multiplayer_is_server), #run only on the server
],[
(try_for_agents, ":agent_id"),
(agent_is_active, ":agent_id"),
(agent_is_alive, ":agent_id"),
(call_script, "script_cf_replace_weapon_while_anim_is_active", ":agent_id"),
(try_end),
])
Ah, ok, thank you very much, I will try it :)
And again - why can't I make flag "arf_stick_item_to_left_hand" working? I think I made no mistakes when addingh it to animations, but it doesn't work at all. I guess it is restricted to reloading animations, or is it?
Well.... I have a bit of an issue, I accidentally deleted the badges for the caps for the french 84e, so how do I undo that?
Hey, I was wondering, is there any way to give the 33rd officer a different hat from the rankers?
Yes
If you want to remove the hats from British_hats.brf and place them in the ummm british_uniforms.brf you will need to roto them likeeeeee https://i.gyazo.com/6cbdf536f9f09d212b5ef4c15ca6693b.png
you'll have to keep checking but place it/move it to the where you want the hat to be, make sure it's named the same as the unit e.g 33rd_Ranker.1 not just 33rd_shako. GL
Do I have to define the Items somewhere else than in ID_Items? It keeps saying one item is undefined even tho I added it there and yes I spelled it correctly.
Do I have to define the Items somewhere else than in ID_Items? It keeps saying one item is undefined even tho I added it there and yes I spelled it correctly.
There is no point adding anything to ID_Items, it is auto generated using content of module_items.py which is the file you want to edit.
Item undefined error is normal when you give brand new item (item that was added to module_items but wasn't yet compiled) to troops, compiling a second time should resolve that error.
If you keep getting it then you're doing something wrong, are you sure you are putting in correct item name, with "itm_" in front of it?
The problem is you want to change the item worn completely on client side. Servers will not allow this, cosmetic or not, otherwise everyone would be walking around with custom equipment combinations made with changes to client.
In best case server will override item you set by default one, you'll most likely be kicked upon spawning ("kicked for cheating").
Could someone please explain what exactly those lines do?
(https://i.gyazo.com/e64becfb19dce1673abf25ed1933eca8.png)
I mean I think I kinda get it but not completely
Hey guys, I am running into an issue with my shako plate, In openBRF I have the following:
british_guard_shako_ranker (the hat)
Lods
british_guard_shako_ranker.1 (the plate)
Lods
However I notice with some hats they have a .lod which is the hat and the plate, all at once, which I cant seem to make? I think this is the reason that the plate is only partially visible. in the image below in OpenBRF the selected LOD is the example of what I want to create in openBRF (see below)Spoiler(https://i.imgur.com/UesVNTo.jpg)[close]
Hello all, I have couple of questions related to scene making. I've added entry points to my scene in NW, but they don't work as intended - I've set numbers of all first team's entry points to 0 and second team's entry points to 32, but in deathmatch mode both teams spawn on entry points of team 1. After that in testing purposes I've added 32 entry points for each team without changing their numbers (so team 1 has 0-31, team 2 - 32-63), but team 2 still spawns on team 1's entry points, and in battle mode both teams spawn just in the field, not on entry points.
So my question is - how many entry points should I add to the scene and is there a limit for them?
And another question - how to disable cavalry on the scene completely (so bots will spawn as infantry units)? I guess it should be somewhere in module files, but I can't find where.
Hello, what is wrong? I've just changed color. Same thing happend with shakosSpoiler(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fi67.tinypic.com%2Fnqs75t.jpg&hash=8757704527a02cb1401ac8274c70d6231a62d11e)[close]
----------
How can I put Units into a different unit tab (Cavalry | Artillery) ?
(call_script, "script_multiplayer_find_bot_troop_and_group_for_spawn", ":selected_team", ":look_only_actives"),
(assign, ":selected_troop", reg0),
(assign, ":selected_group", reg1),
(team_get_faction, ":team_faction", ":selected_team"),
(assign, ":num_ai_troops", 0),
(try_for_range, ":cur_ai_troop", multiplayer_ai_troops_begin, multiplayer_ai_troops_end),
(store_troop_faction, ":ai_troop_faction", ":cur_ai_troop"),
(eq, ":ai_troop_faction", ":team_faction"),
(val_add, ":num_ai_troops", 1),
(try_end),
(try_for_range, ":cur_ai_troop", multiplayer_ai_troops_begin, multiplayer_ai_troops_end),
multiplayer_ai_troops_begin = "trp_british_infantry_ai"
multiplayer_ai_troops_end = multiplayer_troops_begin
multiplayer_ai_british_infantry_begin = "trp_british_infantry_ai"
multiplayer_ai_british_infantry_end = "trp_british_hussar_ai"
multiplayer_ai_french_infantry_begin = "trp_french_infantry_ai"
multiplayer_ai_french_infantry_end = "trp_french_hussar_ai"
multiplayer_ai_prussian_infantry_begin = "trp_prussian_infantry_ai"
multiplayer_ai_prussian_infantry_end = "trp_prussian_dragoon_ai"
multiplayer_ai_russian_infantry_begin = "trp_russian_foot_guard_ai"
multiplayer_ai_russian_infantry_end = "trp_russian_hussar_ai"
multiplayer_ai_austrian_infantry_begin = "trp_austrian_infantry_ai"
multiplayer_ai_austrian_infantry_end = "trp_austrian_hussar_ai"
multiplayer_ai_rhine_infantry_begin = "trp_rhine_infantry_bavaria_ai"
multiplayer_ai_rhine_infantry_end = "trp_rhine_mounted_jaeger_ai"
(call_script, "script_multiplayer_find_bot_troop_and_group_for_spawn", ":selected_team", ":look_only_actives"),
(assign, ":selected_troop", reg0),
(assign, ":selected_group", reg1),
(team_get_faction, ":team_faction", ":selected_team"),
(assign, ":num_ai_troops", 0),
(store_current_scene, ":cur_scene"),
(try_begin),
(eq, ":cur_scene", "scn_assault_on_malakoff_test"),
(eq, "$g_multiplayer_game_type", multiplayer_game_type_team_deathmatch),
(try_for_range, ":cur_ai_troop", multiplayer_ai_british_infantry_begin, multiplayer_ai_british_infantry_end),
(try_for_range, ":cur_ai_troop", multiplayer_ai_french_infantry_begin, multiplayer_ai_french_infantry_end),
(try_for_range, ":cur_ai_troop", multiplayer_ai_russian_infantry_begin, multiplayer_ai_russian_infantry_end),
(try_for_range, ":cur_ai_troop", multiplayer_ai_prussian_infantry_begin, multiplayer_ai_prussian_infantry_end),
(try_for_range, ":cur_ai_troop", multiplayer_ai_austrian_infantry_begin, multiplayer_ai_austrian_infantry_end),
(try_for_range, ":cur_ai_troop", multiplayer_ai_rhine_infantry_begin, multiplayer_ai_rhine_infantry_end),
(store_troop_faction, ":ai_troop_faction", ":cur_ai_troop"),
(eq, ":ai_troop_faction", ":team_faction"),
(val_add, ":num_ai_troops", 1),
(try_end),
(else_try),
(try_for_range, ":cur_ai_troop", multiplayer_ai_troops_begin, multiplayer_ai_troops_end),
(store_troop_faction, ":ai_troop_faction", ":cur_ai_troop"),
(eq, ":ai_troop_faction", ":team_faction"),
(val_add, ":num_ai_troops", 1),
(try_end),
trp_french_arty_nco French_Artillerist Artillery_Train_Renamed 0 133169152 0 0 18 0 0
286 0 781 0 620 0 213 0 63 0 932 0 937 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
80 5 30 5 30 5 30
2586 131072 0 49 204800 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
trp_french_arty_officer French_Artillerist Officer_Renamed 0 133169152 0 0 18 0 0
254 0 780 0 612 0 867 0 52 0 213 0 216 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
15 15 15 15 20
80 5 30 5 30 5 30
2586 131072 0 49 204800 0
34359738369 1315051091194281984 1835136 0 50465891015 7916447985573822463 2031036 0
Use this tool: https://forums.taleworlds.com/index.php/topic,67315.0.htmlCheers :D !
where can i get autoblocks :)))))))))))I got you chief
(try_begin),
(player_get_agent_id, ":value_agent_id", ":value"),
(agent_is_active,":value_agent_id"),
(agent_is_alive, ":value_agent_id"),
(agent_set_hit_points, ":player_id", 100, 0),
(try_end),
Hi there! I am working on a mod for a server, and a map and have been stumped by two things:
One- I would like to enable a custom button that is only usable when a player has a specific item equipped*.
Two- Similarly, I would like a custom button that returns a player to full health*.Initial TestThis was what I created initially, but it does not seem to work correctly:
Code(try_begin),
(player_get_agent_id, ":value_agent_id", ":value"),
(agent_is_active,":value_agent_id"),
(agent_is_alive, ":value_agent_id"),
(agent_set_hit_points, ":player_id", 100, 0),
(try_end),[close]
*The custom button part I have sorted, it's just the actual function of each part I can't seem to get to work correctly.
("game_missile_launch",
[
(try_begin),
(neg|multiplayer_is_dedicated_server),
(store_script_param, ":agent_id", 1),
(store_script_param, ":item_id", 2),
(store_script_param, ":missile_weapon_id", 3),
(agent_is_active,":agent_id"),
(agent_is_alive,":agent_id"),
(neq,":missile_weapon_id","itm_cannon_canister_dummy"),
(set_fixed_point_multiplier, 100),
(copy_position,pos41,pos1),
(assign, ":sound_id", -1),
(assign, ":muzzle_y", 0),
(assign, ":muzzle_x", -16),
(assign, ":muzzle_y_rot", 0),
(assign, ":has_pan", 1),
# (assign, ":pan_y", 0),
(assign, ":smoke_size", 17),
(assign, ":spark_size", 100),
(assign, ":pan_smoke_size", 8),
(try_begin),
(is_between,":item_id","itm_french_cav_pistol","itm_french_mousquiton"), # Pistols
(assign, ":sound_id", "snd_pistol"),
(assign, ":muzzle_y", 44),
(assign, ":muzzle_x", 0),
(assign, ":muzzle_y_rot", -45),
(assign, ":has_pan", 0),
(assign, ":smoke_size", 14),
(assign, ":spark_size", 40),
(else_try),
(is_between,":item_id","itm_french_mousquiton","itm_russian_rifle_1805"), # Carabines
(assign, ":sound_id", "snd_musket"), # snd_carabine
(assign, ":muzzle_y", 104),
(else_try),
(is_between,":item_id","itm_russian_rifle_1805","itm_french_charleville"), # Rifles
(assign, ":sound_id", "snd_rifle"),
(assign, ":muzzle_y", 90),
(else_try),
(is_between,":item_id","itm_french_charleville","itm_french_art_off_sword"), # Muskets
(assign, ":sound_id", "snd_musket"),
(assign, ":muzzle_y", 132),
(try_end),
(try_begin),
(call_script, "script_client_get_my_agent"),
(eq, ":agent_id", reg0), # shooting myself.
# particles for myself 65% so i can see what I shoot at.
(val_mul,":smoke_size", 65),
(val_div,":smoke_size", 100),
(val_mul,":pan_smoke_size", 65),
(val_div,":pan_smoke_size", 100),
(try_end),
# Sounds
(gt, ":sound_id", -1),
(play_sound_at_position, ":sound_id", pos41),
# Default movement
(position_move_x,pos41,":muzzle_x"),
(position_move_y,pos41,18),
# pan flash and smoke..
(try_begin),
(eq,":has_pan",1),
(particle_system_burst_no_sync, "psys_pan_smoke", pos41, ":pan_smoke_size"),
#(position_rotate_z, pos41, 45),
(particle_system_burst_no_sync, "psys_pan_flash", pos41, 4),
#(position_rotate_z, pos41, -45),
(try_end),
# the fire particles
(position_rotate_z,pos41,":muzzle_y_rot"),
(position_move_y,pos41,":muzzle_y"),
(particle_system_burst_no_sync, "psys_musket_smoke", pos41, ":smoke_size"),
(particle_system_burst_no_sync, "psys_musket_flash", pos41, ":spark_size"),
#(particle_system_burst_no_sync, "psys_musket_sparks", pos41, ":spark_size"),
(try_end),
]),
Hello guys,
I have managed to add back crossbows (animations and sounds) to a Napoleonic Wars based mod and have both crossbows and muskets working properly but I have an issue with the particles. I would like to restrict the smoke and explosions to muskets and pistols only (in other words only itp_type_musket and itp_type_pistol items and not itp_type_crossbow items).
In order to do that what do I need to modify in this bit of code?Code("game_missile_launch",
[
(try_begin),
(neg|multiplayer_is_dedicated_server),
(store_script_param, ":agent_id", 1),
(store_script_param, ":item_id", 2),
(store_script_param, ":missile_weapon_id", 3),
(agent_is_active,":agent_id"),
(agent_is_alive,":agent_id"),
(neq,":missile_weapon_id","itm_cannon_canister_dummy"),
(set_fixed_point_multiplier, 100),
(copy_position,pos41,pos1),
(assign, ":sound_id", -1),
(assign, ":muzzle_y", 0),
(assign, ":muzzle_x", -16),
(assign, ":muzzle_y_rot", 0),
(assign, ":has_pan", 1),
# (assign, ":pan_y", 0),
(assign, ":smoke_size", 17),
(assign, ":spark_size", 100),
(assign, ":pan_smoke_size", 8),
(try_begin),
(is_between,":item_id","itm_french_cav_pistol","itm_french_mousquiton"), # Pistols
(assign, ":sound_id", "snd_pistol"),
(assign, ":muzzle_y", 44),
(assign, ":muzzle_x", 0),
(assign, ":muzzle_y_rot", -45),
(assign, ":has_pan", 0),
(assign, ":smoke_size", 14),
(assign, ":spark_size", 40),
(else_try),
(is_between,":item_id","itm_french_mousquiton","itm_russian_rifle_1805"), # Carabines
(assign, ":sound_id", "snd_musket"), # snd_carabine
(assign, ":muzzle_y", 104),
(else_try),
(is_between,":item_id","itm_russian_rifle_1805","itm_french_charleville"), # Rifles
(assign, ":sound_id", "snd_rifle"),
(assign, ":muzzle_y", 90),
(else_try),
(is_between,":item_id","itm_french_charleville","itm_french_art_off_sword"), # Muskets
(assign, ":sound_id", "snd_musket"),
(assign, ":muzzle_y", 132),
(try_end),
(try_begin),
(call_script, "script_client_get_my_agent"),
(eq, ":agent_id", reg0), # shooting myself.
# particles for myself 65% so i can see what I shoot at.
(val_mul,":smoke_size", 65),
(val_div,":smoke_size", 100),
(val_mul,":pan_smoke_size", 65),
(val_div,":pan_smoke_size", 100),
(try_end),
# Sounds
(gt, ":sound_id", -1),
(play_sound_at_position, ":sound_id", pos41),
# Default movement
(position_move_x,pos41,":muzzle_x"),
(position_move_y,pos41,18),
# pan flash and smoke..
(try_begin),
(eq,":has_pan",1),
(particle_system_burst_no_sync, "psys_pan_smoke", pos41, ":pan_smoke_size"),
#(position_rotate_z, pos41, 45),
(particle_system_burst_no_sync, "psys_pan_flash", pos41, 4),
#(position_rotate_z, pos41, -45),
(try_end),
# the fire particles
(position_rotate_z,pos41,":muzzle_y_rot"),
(position_move_y,pos41,":muzzle_y"),
(particle_system_burst_no_sync, "psys_musket_smoke", pos41, ":smoke_size"),
(particle_system_burst_no_sync, "psys_musket_flash", pos41, ":spark_size"),
#(particle_system_burst_no_sync, "psys_musket_sparks", pos41, ":spark_size"),
(try_end), ]),
I don't know if anyone tried before. Any help would be greatly appreciated.
(assign, ":use_particles", 1),
....
(else_try),
(is_between,":item_id","itm_first_crossbow_item","itm_item_after_crossbows"), # Crossbows # replace with actual item IDs
(assign, ":sound_id", "snd_crossbow"), #replace with your sound name
(assign, ":use_particles", 0), #disable particles
(try_end),
....
#btw this will only work if your crossbow items are grouped separately in items file, if they are mixed in with muskets you would have to add this check to be the first check rather than the last.
(eq, ":use_particles", 1), #continue if particles are used
(try_begin),
(player_get_unique_id, ":player_key", ":agent_no"),
(agent_is_active, ":agent_no"),
(eq, ":player_key", 1524646),
(agent_equip_item,":agent_no","itm_pirate_hat"),
(try_for_players, ":player_no", 1),
(agent_is_active, ":player_no"),
(multiplayer_send_3_int_to_player, ":player_no", multiplayer_event_return_agent_set_item, ":agent_no", "itm_pirate_hat", 4),
(try_end),
(try_end),
SCRIPT WARNING ON OPCODE 441: Invalid Player ID: 15; LINE NO: 19:
Code(try_begin),
(player_get_unique_id, ":player_key", ":agent_no"),
(agent_is_active, ":agent_no"),
(eq, ":player_key", 1524646),
(agent_equip_item,":agent_no","itm_pirate_hat"),
(try_for_players, ":player_no", 1),
(agent_is_active, ":player_no"),
(multiplayer_send_3_int_to_player, ":player_no", multiplayer_event_return_agent_set_item, ":agent_no", "itm_pirate_hat", 4),
(try_end),
(try_end),
I'm trying to set specific player hats upon joiningCodeSCRIPT WARNING ON OPCODE 441: Invalid Player ID: 15; LINE NO: 19:
Upon joining the server is spammed with the error above Sorry if the code is dumb I'm still learning
You're welcome.
Thanks Grozni, it works perfectly :D
I created my own troop on NW and gave it a list of weapons but every time I respawn I stay with the same weapon.
I want the troop to work exactly as partizani in NW
Thanks in advance
(try_begin), # And randomise your item selection ^^
(player_get_troop_id,":my_troop_id",":my_player_no"),
(this_or_next|eq,":my_troop_id","trp_russian_partizan"),
(eq,":my_troop_id","trp_russian_cossack"),
What file / setting changes the musket and cannon volume of distant sounds in NW? I want to make them a tiny bit louder so you can hear them in the distance a bit better.
I created my own troop on NW and gave it a list of weapons but every time I respawn I stay with the same weapon.
I want the troop to work exactly as partizani in NW
Thanks in advance
So you added several items to the unit in troops.py (like I believe you already did). Now here comes the script part.
Open scripts.py search (ctrl + F) for the comment line '# And randomise your item selection ^^'.
You should see this:CodeThen you should copy the line '(this_or_next|eq,":my_troop_id","trp_russian_partizan"),' under itself and change the trp_russian_partizan with your unit (remember the trp_ prefix).
(try_begin), # And randomise your item selection ^^
(player_get_troop_id,":my_troop_id",":my_player_no"),
(this_or_next|eq,":my_troop_id","trp_russian_partizan"),
(eq,":my_troop_id","trp_russian_cossack"),What file / setting changes the musket and cannon volume of distant sounds in NW? I want to make them a tiny bit louder so you can hear them in the distance a bit better.
I think maybe in scripts.py at the script: # script_multiplayer_server_play_sound_at_position
But I don't really know... honestly I never really noticed distant sounds in the game anyway... :-\
I am looking to make a mod where the kill feed would only show your kills. Any way of possibly doing this as a clientside mod? If so, where are the files I must edit?
How do I change the amount of smoke coming out of a musket and perhaps also a cannon? Not the duration of it only the amount. I have tried to edit the particle systems.txt and scripts.txt but it messes up my game because I do not know what I'm doing.
Would be greatly appreciated if someone could explain it.
How to add a new multiplayer mode, like invasion into NW?This requires scripting: custom scripts written of code to add functionality for a new game mode. A lot of work involved, I would imagine. It is not a simple endeavor. One would have to learn how to code first, and then seek to learn scripting or finding a scripter.
Hi, I recently followed Naveys guide on implementing fixing and unfixing bayonets. https://www.fsegames.eu/forum/index.php?topic=17793.msg733177#msg733177Well I'm glad to check the forum again on this occasion. Hello, I created that tutorial thread. The way it works, if I recall, we created multiple lines of code in module_items.py file of the Module System where we had separate models and item codes for fixed bayoneted muskets and muskets without bayonets (including the ranged and melee versions, as the tutorial shows). The bayonets were visual, in the sense they were not their own item code for the feature. If you are referring to the butter-swords that some infantry classes carry, those are separate items for melee weapons in the module_items file. You would need a custom script to auto-drop a bayonet when a certain action is triggered (such as switching weapons). I am not sure if there is a similar script to use as a base for this idea. It's been a long time. Hope this helps.
I got it to work and now I'm wondering how to implement dropping or removing the little butter-swords that are meant to attach as bayonets when a bayonet is attached.
I'm only learning so an explanation would be nice if possible, Thanks
Hello friends! I'm working on a project where I'm merging NW with PW (Persistent World). Because of the complexity, I'm migrating NW to the PW source code. I don't wanna players, without the NW bought, playing this mod, because it's illegal (I'm using all the resources, sounds, musics, etc, of NW). My question is: Is there some mechanism on the NW where it checks if the player own the mod? I saw that there's a installer maker with the source files. Does this installer maker generate this key validation?
Many thanks, for the attention!
Hello! I wanted to ask why it isn't / how it could be possible to add new factions to Napoleonic Wars.
I tried adding one but it calls it "kingdoms_end" instead of my given string yet it still adds the units to the rooster.
Thanks in advance for pointing me towards an answer or helping me understand :)
Hello friends! I'm working on a project where I'm merging NW with PW (Persistent World). Because of the complexity, I'm migrating NW to the PW source code. I don't wanna players, without the NW bought, playing this mod, because it's illegal (I'm using all the resources, sounds, musics, etc, of NW). My question is: Is there some mechanism on the NW where it checks if the player own the mod? I saw that there's a installer maker with the source files. Does this installer maker generate this key validation?
Many thanks, for the attention!
Yes you have to use the official installer files and they check the key, however I can't really find them at the moment.Hello! I wanted to ask why it isn't / how it could be possible to add new factions to Napoleonic Wars.
I tried adding one but it calls it "kingdoms_end" instead of my given string yet it still adds the units to the rooster.
Thanks in advance for pointing me towards an answer or helping me understand :)
This might be helpful.
http://forums.taleworlds.com/index.php/topic,116286.0.html