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    Re: Project: Medic Wars

    Hello,

    Non-binary personn: for the moment I don't mod anymore, but my mod is open for every modders who want work on it

    Gaspare: holy wars between the 3 principal factions can be started when...
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    Re: Project: Medic Wars

    Thanks Gaspare, and good game guy :thumbsup2
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    Re: Project: Medic Wars

    When you will download my mod, you will have a folder "data". This folder contains all the files of my mod and will remplace the BI data vanilla file. Don't crush the BI data with the data of the GM...
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    Re: Project: Medic Wars

    Hi HolyBob,

    I've not good english level to make an english version but perhaps an user could work on it in the future.
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    Re: Project: Medic Wars

    Hello!


    Mod Guerres Médiques v 1.0 is now available: https://www.mundusbellicus.fr/forum/total-war/rome-total-war/mods-modding-aa/551688-prochainement-les-guerres-m%C3%A9diques

    :thumbsup2
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    Re: Project: Medic Wars

    The mod Les Guerres médiques is announced on a french site, Mundus Bellicus:
    ...
  7. Re: About the military access (conditions/events) ?

    Thanks you :) My mod is a total new challenge never seen before...!

    I'm still interested to know if there is a solution if somebody look at this message...
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    Re: Project: Medic Wars

    Hello Leon,

    There are 3 principal campaigns to play, with differents objectives, missions, difficulty... All of them are Greeks: Sparta, Athens and Corinth

    The others factions haven't ...
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    Re: Project: Medic Wars

    Hello guys! :)

    I'm working like a mad modder during my holidays (and I like this!), and I just finished to write a damned good script for diplomacy :thumbsup2 What I want, I do!!!

    This big...
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    Re: Project: Medic Wars

    I'm studying the most different possibilities in campaign, because there are lot of cases possible of treasons/alliances. For the moment, I managed to adapt very well the comportment of the factions,...
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    Re: Project: Medic Wars

    In vanilla RTW game:

    If A, B, C are all allies, and A declares war on B (so it's a f#u#c#k#i#n#g treason!), the (most probable) consequence is that C will break alliance with the B, and will keep...
  12. About the military access (conditions/events) ?

    Hello,

    I create a new system of diplomacy (realistic and intelligent) that replace the obsolete RTW vanilla system. All function now very welll with alliances, treasons etc...

    But there is...
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    Re: Project: Medic Wars

    Ok guys, I believe I make it! Perfect intelligent system of alliances is implanted :thumbsup2 (Yes, I f#u#c#k#e#d the stupid vanilla diplomatic system!)

    Something totaly new. Result is...
  14. Re: Script nitial alliance with a faction but without free passage ?

    Ok I find a solution. New realistic diplomacy is now possible :yes:
  15. Script nitial alliance with a faction but without free passage ?

    Hello guys,

    I'm making a full new system of realistic alliances/diplomacy between factions which punish an allied faction that want betray an other... Like this, good alliances are not destroyed...
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    Re: Project: Medic Wars

    Now, I'm in holidays during 2 weeks. I will continue to test all my principal factions, making some rebalancing to have the best development for each faction during campaign as possible.

    I...
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    Re: Project: Medic Wars

    Answer to questions in MP about wonders:

    - Yes, of course, all the wonders that's appear on the strat map, also the new wonders, are visible on the battle map!

    - All the wonders, also the new...
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    Re: Project: Medic Wars

    During this time, Corinth was not inactive. I established some new colonies on the ionian sea, and fought against Argos.

    Here some screens of fight (against etolian rebels) because I not put so...
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    Re: Project: Medic Wars

    Today, some screens about an huge campaign with Corinth!

    Important moments:

    471: Persia make siege against Athens

    https://img4.hostingpics.net/pics/422016RomeTWBI2017102219311630.jpg
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    Re: Project: Medic Wars

    thanks!

    That's an important moment for the project, this period of testing comportment of each factions many turns during a long campaign. Fortunatly, the critical time with possible crashes due...
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    Re: Project: Medic Wars

    Xerxes armies are huge, true and they want destroy Athenai. Thermopyle battle is really... for champions! :whistling

    I'm still ameliorating many things (like you can see in the screens before)....
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    Re: Project: Medic Wars

    Here is the list of the 9 "wonders" I implanted for the mod Medic Wars!

    1) #Temple de Zeus Olympie# (appears on strat map with Zeus' s statue)
    ...
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    Re: Project: Medic Wars

    Advancement continue. I just finished to verify the totality of the scripts of my backround rewrited, and scripts are functionnal.

    I also finished to add many important monuments (some of them are...
  24. Re: Will an RTW port to ALX.exe increase stability/reduce random CTDs?

    There are some crashes in RTW wanilla game in a campaign, and reload last save can let's finish a long campaign without too much problems (4-5 bugs/crashes to finish a long campaign)

    I finished a...
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    Re: Project: Medic Wars

    Merci Féliss! En ce moment, j'y travaille tous les jours, car je suis quasiment au but, mais y a toujours un tas de petites choses que j'ai envie d'améliorer... Et j'ai encore un tas d'idées de...
  26. Re: Make destruction of buildings by AI with a command?

    Me can't wait upload my wonderfull work!

    I'm very happy to have resolve this important problem, the last one very annoying! :tongue:

    So, I am completing my backgroundscript with the new...
  27. Re: Make destruction of buildings by AI with a command?

    Hahaha! I'm really a genious modder! :laughter:

    I resolve the problem of destroying old and useless temples with a such simple script, easy to write and extremely effective! :thumbsup2

    4 lines...
  28. Re: Make destruction of buildings by AI with a command?

    Ok I invistigate more than the usual scritps used for modding: campaign_script.txt and backgroundscript

    It's appears that the descr_strat, the EDB, and the campaign_script.txt are totaly...
  29. Re: Make destruction of buildings by AI with a command?

    I just installed the mod FATW and look for the scripts... It's an important disappointment, in fact there is not command to destroy buildings, I believe they only pré-scripted all the buildings in...
  30. Re: Make destruction of buildings by AI with a command?

    Oh yes, very interessant Aexodus and z3n, thanks ;)
    It's exactly what I need for my mod, this can be usefull for destroying the useless temples and league buildings ennemis! Fortunatly, my mod is...
  31. Re: Make destruction of buildings by AI with a command?

    Thanks for informations z3n, but I tested every possibilities with command destroy_buildings [faction] [building] true or destroy_building [faction] [building] true and that doesn't work. The...
  32. Re: Make destruction of buildings by AI with a command?

    I tried theses commands destroy_buildings and destroy_building, but neitheir work.

    console_command destroys_building persia temple_of_hunting true
    console_command destroy_building persia...
  33. Re: Make destruction of buildings by AI with a command?

    I think something that can work may look like this:


    monitor_conditions I_TurnNumber = X
    and I_LocalFaction persia


    select_ui_element building_info_scroll (choose...
  34. Re: Make destruction of buildings by AI with a command?

    Hello,

    console command destroy_building exist in exe but is not working. I find this short thread that explains the problem: ...
  35. Re: Make destruction of buildings by AI with a command?

    There is a damage console command damage_wall for walls and gates but I not found a remove command. If this command exist, I will be very very interested to know it. I just finished the modding and...
  36. Make destruction of buildings by AI with a command?

    Hello guys!

    To terminate my mod and make it perfect, I want to know if there is a possibility to script a command to destroy (remove in fact) a building in a city owned by AI?

    In my mod,...
  37. Re: Modify a background script to be a campaign script for B.I mod ?

    Intuition was good, changing the line commands by others more simple and without using commands "counters", resolved all the problems of stability changing turns during campaigns. Good to know for...
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    Re: Project: Medic Wars

    Developpment of version 1.0 is done with sucess. That's not a beta but a full version ready to play! :thumbsup2

    -New version of backgroundscript function correctly and I added more things than...
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    Re: Project: Medic Wars

    Thanks Alekho, I hope too ;)

    I put the screens with the last "test" campaign with Athènes with the new backgroundscript ON. After 20 turns (year -471), no crash/no bug! I will now verify the...
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    Re: Project: Medic Wars

    Thanks! I have finish to correct the total background to make a new version very more simple but really good too. I am testing it in a new campaign, and it seems to be ok now!! ;)
    I need to continue...
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