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  1. Replies
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    Re: Fast-Paced Version Wanted

    It's not *that* difficult to do (not that I'm volunteering :P). A custom campaign where all regions have a special hidden resource, and a few lines of code (+ pop. growth, + pub. order, - constr....
  2. Thread: Custom Battles?

    by Aradan
    Replies
    3
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    1,156

    Re: Custom Battles?

    Not possible, no, the game does not allow the same faction on both sides.
  3. Re: Are Policies Working as Designed (Artificial Open Policy)?

    The building effects are coded in a way that takes care of this. If you remove a policy, all the effects depending on/resulting from its existence are removed.

    Eg: If a T3 Market requires FIN...
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    690

    Re: City-based traits

    Np, I'll check it myself, thanks for the tip.
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    690

    Re: City-based traits

    Mak, are you saying there's a way to check if a building exists in any settlement, regardless of where the character is?
  6. Re: On Why Cavalry Always End Up Better When Charging Spearmen From The Front?

    Usually spear units have the light_spear attribute, which reflects the charge bonus back to the mounted unit, if the spearmen are 'braced'. That attribute also comes with specific hardcoded bonuses...
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    1,765

    Re: Fourth Age: Total War Review!

    Great, thanks for the review WC!
  8. Re: Stumped on error in descr_settlement_plan.txt plus minor text questions

    What MoN is saying is that deliberately introduced errors (that are known to produce an error message) can serve as markers that can show you up to which point in the file the game has not...
  9. Re: CTD on Loadup after adding new building/building type?

    Nope, sorry.
  10. Re: CTD on Loadup after adding new building/building type?

    You may have made a mistake in the code, but I also think the game doesn't allow more than 3 slots of port models.
  11. Re: CTD on Loadup after adding new building/building type?

    If you want to add 'carthaginian" ownership back, you need to edit desc_ui_buildings.txt and remove/outcomment either (not both) of those lines:

    carthaginian eastern
    carthaginian...
  12. Re: CTD on Loadup after adding new building/building type?

    http://forums.totalwar.org/vb/showthread.php?85902-Campaign-Map-Not-Loading
  13. Re: CTD on Loadup after adding new building/building type?

    Try removing carthaginian ownership of the building. Does it load then?
  14. Re: CTD on Loadup after adding new building/building type?

    Yes. You need to add the description-related code, even if you leave the description itself blank.

    You'll need: {admiralty_name} (for the entire tree), {admiralty}, {admiralty_desc} and...
  15. Re: CTD on Loadup after adding new building/building type?

    Have you added corresponding code/descriptions in text/export_buildings.txt?
  16. Re: CTD on Loadup after adding new building/building type?

    Are you using -show_err?
  17. Replies
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    Re: Annoying ocean sound in every custom map

    Just add "volume -X" to the event line of the relevant events (if it exists, just lower the volue further) *and* delete the .dat file (so that your changes are read by the game).

    eg


    type...
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    Re: Annoying ocean sound in every custom map

    I forgot to mention that after changing the text file, you need to create a blank (0 byte) text file and rename it to events.dat (the "dat" should be the extension, replacing the "txt"). Then put it...
  19. Replies
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    759

    Re: Annoying ocean sound in every custom map

    The sound you're hearing is probably not the ocean, but the wind. Just go to the 'enviro' file, and add a semi-colon in front of every wind-related sound file name.


    wind calm 15, 30
    ...
  20. Replies
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    759

    Re: Annoying ocean sound in every custom map

    I did read your text. Deleting a file isn't really the safest way to go about it. I wonder why the game didn't crash when you did that. Are you playing vanilla or a mod? Have you changed anything...
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    759

    Re: Annoying ocean sound in every custom map

    Open descr_sounds_enviro.txt, find this:

    type ocean
    event mindist 60 fadein 1 fadeout 1
    folder data/sounds/SFX/Environment/water
    Ocean_Distant
    end...
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    401

    Re: Balancing skeleton types

    Yes. If the movement speed of a regular foot skeleton (fs_xyz) is considered 1, then fs_cataphract_horse has speed 1.575, fs_horse has 1.75, fs_medium_horse 1.9 and fs_fast_horse has 2.15.
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    401

    Re: Balancing skeleton types

    No, it's the speed of the mount skeleton's animations.
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    Re: Balancing skeleton types

    A skeleton has movement animations and attack animations (and others). The fast, semi-fast, normal and slow variants affect movement speed. The speed the above excerpt refers to is the attack speed...
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    Re: Balancing skeleton types

    Where in the guide (link, for easier reference) does it say that the skeleton's speed prefix affects attack speed?
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    Sticky: Re: Scandza: Total War

    Looks very promising - focused-scope campaigns is what TW is most suitable for, I think. Congrats on keeping up with it!
  27. Re: Looking for conditions\mechanics of gladiator_uprising

    I think the conditions are i) 'roman' culture ii) 'arena' building tree and iii) an uprising - no geographic restriction. But the mechanic is broken in that the game spawns rebel armies drawing units...
  28. Re: How to change settlement_min requirement for different cultures

    Adding extra wall levels in-between the 'default' ones is tricky, because it affects a lot of things and can cause some coding headaches. No need to go down that road.

    Do this instead:

    ...
  29. [Tool] Re: EDU-matic: Automatic unit balance/EDU generation system

    I'm afraid not. The tool was built with a different purpose and its functionality reflects that.
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    6,018

    Re: [Preview #5] The House of Hador

    Nice, keep up the good work!
  31. Thread: Civil Revolt

    by Aradan
    Replies
    4
    Views
    541

    Re: Civil Revolt

    @ MarKusDib: Different factions require different playing styles. I assume you tried Vikings first, which are the most demanding, due to their different religion. Mercia is a much more 'normal' RTW...
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    217,952

    Re: Ask Your Questions Here!

    There was a Battle of the Crossings of Poros demo released back in... '06? My first RTW mod too! We've (almost, final release pending) come full circle now.
  33. Replies
    3,561
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    217,952

    Re: Ask Your Questions Here!

    Abandoned, due to engine restrictions that made meaningful implementation as we wanted it impossible.
  34. Re: Merry Christmas & a Happy New Year from the Fourth Age Dev Team!

    Happy New Year everyone!
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