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  1. Re: Conditions of using Total War game visuals on website(s)

    Hey guys,

    I'm revisiting the idea described earlier. Would someone know whom and through which channel should I ask for permission for usage of game media material? SEGA or CA?

    Any help would...
  2. Re: Conditions of using Total War game visuals on website(s)

    Alright, so let's see if I got some of these law aspects right.


    https://www.pngfind.com/pngs/m/61-618371_total-war-png-file-medieval-2-total-war.png



    If I use this guy as a cover of an...
  3. Conditions of using Total War game visuals on website(s)

    Hi everyone,

    I've been looking around the forums and I wasn't sure where to post this question as it is connected to web design, law and Total War games all in one, so I'm posting it here. If...
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    Sticky: [Tutorial] Re: Campaign AI Pathfinding

    Are non-convex regions still a problem for CAI pathfinding in M2TW? I've noticed some of those idle starting generals, but I'm not sure if there were problems with non-convex regions.

    On the other...
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    Re: TrueGeneral: Aimless Steel

    Hi,

    How is this project going? Did you maybe make a CAI release as well?
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    Sticky: [Tutorial] Re: Invade and Defend Decisions

    Thank you for this link, I read most of the thread and it gives a rather good image of how the campaign AI actually functions. Considering how much time has passed, it felt like going through a...
  7. Thread: Skynet AI

    by Dominick
    Replies
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    52,214

    Sticky: [Resource] Re: Skynet AI

    I feel the problem isn't in the size of all forces combined, but in the fact they are in different stacks, as if the AI often doesn't take the time to put them all in the same stack, but attacks with...
  8. Thread: Skynet AI

    by Dominick
    Replies
    249
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    52,214

    Sticky: [Resource] Re: Skynet AI

    Eh, I deleted the map.rwm and the game generated a new one, but similar things are still happening.


    https://i.imgur.com/onFOkrK.jpeg

    https://i.imgur.com/1bPe3Xz.jpg
    ...
  9. Thread: Skynet AI

    by Dominick
    Replies
    249
    Views
    52,214

    Sticky: [Resource] Re: Skynet AI

    Ah, so it is necessary to do that as well for the new descr_campaign_db.xml to start working. The campaign was new, but with an older map.rwm.

    Is there some list of files which are affected by...
  10. Thread: Skynet AI

    by Dominick
    Replies
    249
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    52,214

    Sticky: [Resource] Re: Skynet AI

    I did what you suggested and tested it and... :)

    https://i.imgur.com/HK4QSIL.jpeg
  11. Thread: Skynet AI

    by Dominick
    Replies
    249
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    52,214

    Sticky: [Resource] Re: Skynet AI

    Thank you! Your resolution solved my problem. I now went to check my old Retrofit mod installation in which I also applied Skynet and I did it wrong there as well, thus also breaking my campaign...
  12. Thread: Skynet AI

    by Dominick
    Replies
    249
    Views
    52,214

    Sticky: [Resource] Re: Skynet AI

    Good evening gentlemen.

    I'm having a problem implementing the battle script of Skynet AI into the campaign_script of a modded Teutonic campaign, as what I've done so far breaks the campaign in the...
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    Re: Kingdoms Expansion Rebalance Mod

    EDITED: I had a problem with the campaign script of the Teutonic campaign mod because I've implemented a battle script of another mod wrong in the campaign_script file. It broke the campaign script,...
  14. Re: Is it possible to functionally change the code name of a vanilla faction in the game codes?

    Thank you! If I'll have trouble with getting to all the necessary files, I suppose I will write here again to see which ones are missing. I could definitely use Notepad++ to ease up the process of...
  15. Re: Tips on organizing mod files and their changes?

    Thank you for this in-depth explanation, it is very useful and much appreciated! I will definitely use some of your solutions, for example on internal change notes, however the explanation also gave...
  16. Re: Arranging different fertile ground types around the campaign map

    I guess the fertile ground types from map_ground_types.tga change in the executable to the cultivated types when farming is present.

    So the amount of fertile/cultivated tiles in a region has no...
  17. Arranging different fertile ground types around the campaign map

    Hello everyone,

    I'm interested in some tips on how to arrange the different fertile ground types in the map_ground_types.tga for my mod.

    What did you base your arrangement of Fertile Low,...
  18. Re: Is it possible to functionally change the code name of a vanilla faction in the game codes?

    I suppose it would be the 14 files listed in the first post of this thread: https://forums.totalwar.org/vb/showthread.php/77806-Adding-New-Faction-from-Nothing-%C2%96-Step-by-Step.

    If someone has...
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    Re: Color/Opacity of Movement Points Green

    Subbed to this thread, I'm also interested if something can be done with this.
  20. Re: Is it possible to functionally change the code name of a vanilla faction in the game codes?

    I would suppose that the "easiest" method for this would be to just rename all instances of a faction code name in the game files to another name. A somewhat lengthy process for sure, but it makes...
  21. Is it possible to functionally change the code name of a vanilla faction in the game codes?

    Hi everyone,

    I'm interested if it's possible to change the code names of factions in the game codes (e. g. "venice", "hre", "byzantium" etc.) to other names, or are we forced to use those code...
  22. Tips on organizing mod files and their changes?

    Greetings everyone,

    I would like to ask for some tips on how to organize mod files and their changes in the course of modding.

    On what platform(s) do you keep the most up to date files,...
  23. Re: The ANNO DOMINI project - a crossover of gaming and historiography

    The only person who would join something like that would be me right now, and I'm personally not interested in that, for various reasons, including being so deep into research of the area and period...
  24. Re: The ANNO DOMINI project - a crossover of gaming and historiography

    First post updated with updated information about the project and its development. This project is still being worked on and interest for it is more than welcome. :)
  25. Re: Changing the first turn possible to launch a crusade?

    I will be making a mod starting in 973 AD, which is too early for crusades, and I think the papal mechanics add depth to the Catholic (Latin Christian) world of the time. I'm trying to find out what...
  26. Re: Changing the first turn possible to launch a crusade?

    I'm not sure if I understood properly, but can the crusades be removed for everyone, while keeping the pope and other underlying systems? I guess not?
  27. Re: Changing the first turn possible to launch a crusade?

    I've just tested to see if the player can still call for a crusade on turn 1, he can. Can crusades be removed from the game without removing the pope?
  28. Re: Changing the first turn possible to launch a crusade?

    Did you test some of this? What are the results?
  29. Thread: Skynet AI

    by Dominick
    Replies
    249
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    52,214

    Sticky: [Resource] Re: Skynet AI

    Here's the lines of code from the descr_diplomacy this mod uses:

    <item name="offer_cede_region">
    <cost modifier="1.1"/>
    <faction_standing ...
  30. Thread: Skynet AI

    by Dominick
    Replies
    249
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    52,214

    Sticky: [Resource] Re: Skynet AI

    For the crusades/jihads, I suppose the AI enters the crusades because it can and no other more important reason (tell me if I'm wrong), and then it sometimes makes peace with the faction, even though...
  31. Thread: Skynet AI

    by Dominick
    Replies
    249
    Views
    52,214

    Sticky: [Resource] Re: Skynet AI

    Hi Zen,

    Have the problems with the crusades and jihads and the AI surrendering regions too easily mentioned in this post maybe been covered in the updated version? I've talked to other people...
  32. Changing the first turn possible to launch a crusade?

    Hi everyone,

    I'm wondering if the turn when the first crusade can be called can be modified in M2TW? In vanilla M2TW it takes 10-20 turns before the first crusade can be called, but when the...
  33. Sticky: [Tutorial] Re: Understanding MTW2/Kingdoms.exe Pathfinding, XML and the AI

    Did anyone come up with any resolutions for making AI vassal factions more active? I wasn't aware of this state of vassal AI and this is really sad to hear, as it kind of shatters some of my own...
  34. Re: What version are we actually modding (Reply would be greatly appreciated)

    I hope someone more adequate will answer to you, however, most mods run out of their own mod folders. There is a list of files that are necessary to be in the mod folder (I believe they differ for...
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    Re: Faction slot reserved for scripts?

    Thank you! It's much appreciated. :)
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    Re: Forced vassals

    10k pops from my memory.
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    Faction slot reserved for scripts?

    Hi everyone,

    During the long years of my reading about M2TW modding, I've read that some mods have used a seperate faction slot for scripting purposes, however, that of course uses a faction slot...
  38. Re: Tsardoms Total War - Campaign Feedback, Bugs and Reports

    Hi everyone!

    Here's a couple of (possible) bug reports after launching a Croatian campaign and some testing with Hungary:
    - Horse mill doesn't provide population growth neither in castles nor...
  39. Sticky: Re: Tsardoms Total War - Campaign Release

    Just installed this release, will start playing with Croatia. Also on that hand, maybe the faction list in the OP needs to be updated, since Croatia isn't included in the list (maybe some other...
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    Re: Who am I? M2TW edition

    The Roman Empire (Byzantium) looks very AD 1000-ish borderwise, I'll go with them. :)
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