Holy smokes. I just checked up on you - you are actually a hardcore modder Ngugi! My sincerest apologies for beeing a moron - I can't help it :)
Question: why do you hate modders then? Is competition a little too tough for you :)
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I do what now? :laughter: I always encourage folks to start modding, often linking them tutorials when they discuss ideas, as I deem it a delight more should take part of, for their own sake and for all the comunity's, hehe
The very creation of this thread has that as partial base for it's existance, when me and EoH heeded StealthFox's suggestion :)
Hey! If I wanted to edit battle maps or create new structures or custom castles, where would I start with that?
I don't know too much about this area, but a good place to start reading up on that would be Makanyane's "Battlemap Building Textures" guide. Hope that helps get you started! :)
You should also read this guide if you want to get into it.
I hope this is the correct place to ask this.
I installed Stainless Steel about two weeks ago and now I'm checking out TATW. In the SS folder it has a launcher application. Third Age has no launcher application. why is this? king kong made both these mods so why the difference? (also i know king kong didn't do this alone i was generalising)
I'm not really sure about steam setups, but the TATW "launcher" file is called "Third Age". It is a .bat file, and in my install it is at the bottom of the main TATW folder. You could try and link the steam launcher to that and see if it works.
Again it is "Third Age.bat" and is in the main TATW folder, located here:
C:\Program Files (x86)\SEGA\Medieval II Total War\mods\Third_Age_3
Not sure if this will do it, but its a shot. If not I'm sure someone else more knowledgeable with Steam will be able to help.
oh so it does have a launcher its just a different type. okay thanks Mank! i'd give you rep but it says you don't have it enabled.
No problem! Yes I've opted for the dot, but thanks anyway, and hope you enjoy TATW! :)
Hey guys, I was wondering if someone here could help me with modding my EDB. Before starting a new campaign, I would like to lower the ai's population growth.
I always play on VH and on this difficulty the AI gets a 2% bonus to population growth, that seems to be hardcoded into the difficulty. It has always annoyed me that the ai grows their settlements faster than you, even though you have perfected your governors.
Therefore, I'm looking for a way to reduce population growth or add squalor by 1%, but only for the ai factions. (Effectively halving their bonus)
I figured this should be possible by adding the negative bonus together with all the other ai bonuses (under the "core buildings" section of the EDB). I tried using the same kind of trigger for my bonus (requires event_counter is_the_ai 1), but my attempts so far have been unsuccessful. Does anyone have suggestions for making this work?
This is the code I'd try and add to the core buildings:
If this doesn't work then I'd need to give it a bit more thought...Code:population_growth_bonus bonus -1 requires event_counter is_the_ai 1
Thanks, Mank. I added the code to all 10 core buildings, but unfortunately it didn't work.
For my testing, I keep a spy outside the same city writing down the population for the 5 first turns. (city stats show -0.5% growth)
When I tested 'population_growth_bonus bonus -1 requires event_counter is_the_ai 1', the city still grew with 1.5%.
Just to make sure, I also tried changing the code to 'population_growth_bonus bonus -3 requires event_counter is_the_ai 1', but the city grew at the same rate still.
I appreciate you taking the time to look into this. Do you have any other ideas at the top of your head?
Hrm...you could try a specific code triggered for the AI that is always on and see if that helps.
In the campaign_script you would need to add: (just change the faction if you want to test for someone other than gondor)
and then in the EDB code you would add:Code:monitor_event PreFactionTurnStart FactionIsLocal
if I_IsFactionAIControlled sicily
set_event_counter sicily_is_the_ai 1
end_if
terminate_monitor
end_monitor
Just another idea, haven't tried this one myself but it might work as it sets up a permanent condition. The basic "is_the_ai 1" gets set back to 0 during the players turn, so it might not effect population growth correctly.Code:population_growth_bonus bonus -1 requires event_counter sicily_is_the_ai 1
If this one doesn't work either I'd say move your inquery to the Mod Workshop's "Text Editing and Scripting" section, as someone there will probably have a few good ideas about this as well.
I will test it out later.
Thanks for the tips :)
population_growth_bonus bonus -1 requires factions { sicily, } and event_counter sicily_is_the_ai 1
Elsewhere it will fire for all factions, not just sicily (unless sicily is the only faction owning that type of building)
Oops! Thanks for catching that typo Kilic! :)
This may be a stupid question but what language is the code written? Looking at it, it looks like HTML mixed with python.