If you add the required files, you'll be able to have all factions with princesses, though. It's not a game limitation that only factions of European culture can have princesses.
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If you add the required files, you'll be able to have all factions with princesses, though. It's not a game limitation that only factions of European culture can have princesses.
There's probably an ancillary you can give to the person you want to be the next faction heir. That's how it works in other mods.
The sword in the coloured picture is way too short to be held two-handed. The arrow in the coloured picture is too low; it should be resting on the fist holding the bow.
What is the purpose of the...
How did you make that post in 2007 when you joined the forum in 2012?
Carl had those lines in EDB too.
This forum has been slow for a few years now.
Pop in some BC units or anything else that's even remotely close to what you want. They can always be replaced later.
Carl is exactly the same thing (or same idea) as Azumi's script. It's just an older way of doing it that has now been apparently superseded by a more elegant, less processor/RAM-intensive method.
...
The fact that many cacademics are morons is not new and surprises few.
I saw it included in some of the spoilered text you posted above.
Taxable_income_bonus doesn't work.
What does Azumi's money script do? How is it different from Carl?
Also, can you upload your campaign_script for 6.3 and 7.0 so I can have a look? Maybe there's something I can use in there.
Not that I know of.
I know that Carl adds to end turn times quite a bit.
I think this forum would have been abandoned a long time ago without Gigantus.
I'd give them the same BMDB entries as those of units that have no such issues.
http://www.twcenter.net/forums/showthread.php?375207-Slave-unit-Silver-Surfer
What caused this bug and how did you fix it?
Which part(s) of EDU matter as far as the performance of the AI is concerned?
I just counted the number of times "levels" appears in EDB and it's 129. So it might be that there are too many building trees.
The changes to population based on recruitment script will increase...
Check the log after setting it to "trace".
Come back, GeMiNi.
Height elf, hahaha.
If you copied that entry from another mod, the cultures might not match. Or the EDB file you've pasted it into might have the maximum number of building trees already (128). You might need some...
Maybe you can find help in the Modding Workshop.
It would be nice if the people who have what has been done so far could release it so at least others could tinker with it. That way it wouldn't be lost.
For me there was a silver surfer as a rebel general in Dorylaeum.
I'm also experiencing long end turn times and lag on the campaign map. I'll look at the campaign script and see what can be done....
There can be 199 settlements. If there's still room, you can add some. If there isn't, there is no way, as the limit is hardcoded.
Scotland only has to fight in the south and it has no big enemy. It can get the rebel settlements and get huge.
That doesn't make for fun gameplay. And they were not invincible.
Most are, but I don't know about this one.
Why would crossbows be affected by rain but not bows? English archers took the strings off their bows and put them under their helmets when it was raining before some battle so they wouldn't get wet.
Check the .cfg file.
I thought he was talking about the corsair attacks, but yeah, everything is in the campaign_script.
SS 6.1, I think.
They might be left over from an earlier version of SS.
Are you using the Steam version? Medieval 2 Gold (CD) is 1.03, Kingdoms is 1.04, then there's a patch for Kingdoms that takes it to 1.05.
I vaguely remember that 1.5 years per turn from when I...
Select the character (he has to be outside a settlement), and type in the console
remove_trait this "BadTrader"
if BadTrader is indeed the name of the trait. I forget if you need the "" around...
Campaign_script.
What does it say in its thread?
Taxable_income does NOT work, only income_bonus works. And it can be a negative too, like the other bonuses, but supposedly the negative bonuses only deduct money from positive ones.
It was for BC.
I vaguely remembered MWY but I also thought it was short for something.
Why did you reduce the amount of money the AI gets at the higher difficulty levels? Won't that make things easier for the player?
There are some problems with the AI's behaviour, yes.
The...