I was thinking that maybe a dynamic event could cause an increase in unrest for the whole faction. If unrest would be easier I could simply do that.... if it's possible.
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I was thinking that maybe a dynamic event could cause an increase in unrest for the whole faction. If unrest would be easier I could simply do that.... if it's possible.
OK, so I took the _trans file and made it like a _norm file, with the alpha channel and normal map settings. So the banner in game is now pixelated, but it now blinks. A step, I guess.
Is there a way to do this across an entire faction?
Is there a way to do this across the entire faction?
Didn't work. Is there a special way to make these files?
Well that's exactly what I did and the banners never blinked. Maybe try using the rebel trans file? I will try it.
Nope, all that is there. So it all works with the "slave" faction banners I made but those were simply gray colored. All the others, nothing happens. I dont know if that makes a difference, just...
Hello everyone.
So a small defect, but wondering if I can fix it.
The custom banners I made do not show any effects. They dont blink when a unit routes, dont blink red when under flamethrower...
Hello again:
Is there a way I can make a monitor happen DURING a turn, when peace is made?
Like this:
monitor_conditions I_CompareCounter rokugan_enemy = 1
I_CompareCounter...
Hello:
Does anyone know if there is a way to make a cumulative effect in the campaign_script with how many buildings a faction owns?
Like increasing a counter when the same faction has built...
It worked! I let it run a few times in the same campaign going back and forth, it works solidly so far! Thanks a bunch!
You might see me here again, I'm gonna be testing some strange scripts to see...
Oh, no. Not your bad. I already tried to run both EventCounter and CompareCounter. Neither work, the third monitor simply does not fire at all.
It is possible to do the command in reverse. I tested by ending turn a few times and the same event option would appear (with the random chance), and when I select 'accept' the FOW comes back (with...
Not quite, made the trigger stop.
I added this as a random modifier:
and RandomPercent < 5.
So now the message stops appearing every turn, and that's good. A step in the right direction. But the...
What about if I wanted this to be random at times? Like I planned on adding a random trigger. My hope was for this to have a low % chance of happening from time to time and be an asset that shows up.
Cool! Thanks!
It worked. Here's what I changed it too:
monitor_event PreFactionTurnStart FactionIsLocal
set_event_counter air_s_reveal_accepted 0
set_event_counter...
Hello everyone,
So, I've been doing experiments with these yes/no decisions and I attempted to make one that is supposed to cause a type of magical effect (really, just remove fog of war until the...
How about if one wanted to INCREASE the number of turns until surrender? I want to make sieges take a long time, force the player to simply attack or take settlements creatively (ie bribes or through...
OK, that should have the log attached.
I got another tester, also a Steam user, who has a different issue: the main menu loads, but when he selects anything there, including quit, the game freezes completely. He cant even ctrl+alt+dlt out...
Got a template, thanks to this thread:
http://www.twcenter.net/forums/showthread.php?704283-Force-a-spawned-army-to-attack&highlight=siege_settlement
Here is the entry for the faction label Im using now. It isnt working.
<invasion_decisions>
<!--
////////////////////////////////////////////////////
...
I experimented with the descr_campaign_ai_db file to see if I can make these spawning armies more aggressive.
Nothing has worked so far. The new armies simply ignore everything and move toward...
Part 2, I hope it's not too off-topic for this thread. After the armies spawn, is there a way to script them to become much more aggressive? Like they attack the settlement they spawn close to? Right...
It works! There was simply no character in the province. I wish there was a way to do this script without one.
I'll give that a try. It might be the missing piece. Is it possible to do this trigger without a character?
Ah... what kind of character is needed? In the settlement? Or in the region?
The entire script works now, except for that entry. Previously adding the entry would stop the whole script.
Nothing.
With the "CharacterTurnEnd IsRegionOneOf", nothing happens at all.
This is it now
monitor_event CharacterTurnEnd IsRegionOneOf Carpenter_Wall
spawn_army
...
Well the region code didnt seem to work for me, but this formula did:
monitor_event SettlementTurnStart SettlementName CB4_Kaiu_Shiro
spawn_army
faction normans
...
Well I didn't do anything on purpose. It's just that I made my mod from a non-Steam copy of the game. I thought that would have something to do with it.
I really need to find more play testers so I...
OK, so he used the Universal Launcher and there was a minor improvement. The mod launches but CTDs on the launch screen half the time. The other half it goes to the main menu and he cannot access...
I'm sorry, I'm still confused about how to do this.
I put the "declare counter" for one province to try it out. How exactly do I activate it by monitoring? Is there a past example of how it is done?...
Should I declare counters first at the top of the script?
Well I tried to do it but for some reason it isn't working. Here's what I did:
monitor_event CharacterTurnEnd IsRegionOneOf Carpenter_Wall
and PopulationHeretic >= 10
and not FactionType...
Hello hello,
So I got a new play tester who got his copy of M2TWK on Steam. I did not get my copy on Steam. I made my mod on a non-Steam copy. When he tries to run the mod it keeps CTD.
Is there a...
Never mind, it's not the portraits. I removed them to make the game use vanilla. Problem continued. It is something else, I'm sure. I will explore more and stop posting here.
Sorry for wasting...
Maybe I should share my log? I read through it and didn't see what exactly the issues is myself. There are plenty of other errors in it that never caused trouble, mostly cosmetic stuff. The error is...
Could it be because I don't have as many entries as vanilla? Because vanilla had like 99 entries in one folder, I dont have that yet. In the meantime I will add more to fill the whole.
Is there any way that altering portraits would cause a game to give that "uh, oh..." error message? I recently converted portraits in my mod (vanilla ones to what I need), including adding some...