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  1. Re: Official 'Third Age 1.0 - 3.2 Question & Answer' Thread

    Yes.
  2. [Tutorial] Re: Scripted buildings: create_building and destroy_buildings

    Second post added. First post slightly elaborated.

    @Aik
    Thanks. :thumbsup2
  3. Re: Adding unit to recruitment pool not showing!

    The limit is 64. No idea what MOS has.
  4. Re: can I resrict cultural specifc citadels from being able to recruit and build?

    Ah, but player and AI may still build citadels, yes? Just those ones will look and read as normal citadels not monasteries. If so then my theory is no good.

    However, you could create a new...
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    Re: Script Execution Sequence

    I gave it a quick test and can confirm that BecomesFactionLeader triggers in CS before EDCT. If a character gets a trait in EDCT upon BecomesFactionLeader, and CS uses the presence of that trait as a...
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    Re: Third Age 3.2 help against Sauron

    With no battle time limit he might survive the battle. And if he doesn't then you miss that epic moment of seeing him fall.

    For the record he's an elephant.
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    Re: Script Execution Sequence

    Thanks for digging up this thread. Just about everything I said in post 2 I have since learnt to be wrong but I couldn't remember where I said it. I'll fix that post.



    That is strange. I assume...
  8. Re: can I resrict cultural specifc citadels from being able to recruit and build?

    You might be able to use building_present_min_level instead of a HR to restrict construction. I'd give an example but I don't quite follow your situation. Are you saying that some settlements start...
  9. Re: Adding unit to recruitment pool not showing!

    That is not a new unit, no. Are you sure that you have that recruit_pool line in the right building, and that it exists in the settlements you're checking?
  10. [Tutorial] Re: Making a Family Tree With an Under Age Faction Heir or Leader

    Just one unit will suffice.
  11. [Tutorial] Re: Scripted buildings: create_building and destroy_buildings

    Part 2: dynamic creation example

    One application for these commands is to have a certain building auto-built and destroyed by script, such that it automatically only appears in settlements that...
  12. [Tutorial] Scripted buildings: create_building and destroy_buildings

    Buildings can be instantly constructed and destroyed with script. The commands are probably well known to scripters but some of their peculiarities might not be...

    create_building

    Syntax:...
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    [Tutorial] Re: How to Make New Buildings

    descr_sm_factions.txt. Their game names are in expanded.txt.
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    [Tutorial] Re: How to Make New Buildings

    (Can you zip it next time? It's taking 5 minutes to download via that "slow download" option.)

    Okay... I don't have EB2 but it looks like faction names begin with "f_", e.g. "f_bosporan" is the...
  15. [Tutorial] Re: Making a Family Tree With an Under Age Faction Heir or Leader

    Some events don't fire on off-map characters either. e.g. BecomesFactionHeir/Leader from memory.
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    [Tutorial] Re: How to Make New Buildings

    Try searching for "error" or turning tracing off in your mod's config:

    level = * error

    instead of

    level = * trace

    It might well be that there are no errors in the log anyway. But it...
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    Re: Changing Internal Faction Names

    "slave" does appear in there in multiple places. I wouldn't be surprised if the game requires it to be named as such, being such a vital faction to the game's workings.

    But then why the need for...
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    [Tutorial] Re: How to Make New Buildings

    Maybe you have either missed entry(ies) for some other faction/culture that can also get the building, or have named them wrong in export_buildings.txt.

    Does the log report any errors?
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    [Tutorial] Re: How to Make New Buildings

    It is possible. A tutorial somewhere mentions it and I tried it a while back to confirm. I don't know if faction-specific images are, though.

    EDIT: ninja'd. EB2 confirms it too it would seem.
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    Re: How to Prevent Multiple Epithets?

    "unzipped folder" - maybe you downloaded the source code instead of the program.

    https://www.python.org/download/releases/2.6.6/
    - "Windows X86-64 MSI Installer" should be the one for you.
    ...
  21. Re: Adding unit to recruitment pool not showing!

    Looks like TATW. Is this MOS by any chance? I believe that MOS has reached the 500 unit limit, or is getting close, so if this unit of yours is new then that might be why.
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    Re: Inactive backspace button medieval II

    Excellent. You're welcome.
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    Re: Inactive backspace button medieval II

    I believe that this would work...

    In campaign_script.txt add this line below the "script" line:


    script

    disable_shortcuts strat_ui stop_character true

    Failing that you could probably...
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    [Tutorial] Re: A Guide to Events

    Not possible as far as I know.
  25. Re: Adding unit to recruitment pool not showing!

    Does the region have >= 50% islam? Any errors in the log?
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    Re: Why do Harad's armies move so fast?

    If you're curious enough then you can use this submod: http://www.twcenter.net/forums/showthread.php?551931-Total-Effect-Points-Info-v1-2-TATW-3-2-21-Nov-minor-update

    It shows the total movement...
  27. [Tutorial] Re: Making a Family Tree With an Under Age Faction Heir or Leader

    Was he alone on the map when sent off map? Not inside anything (e.g. settlement) and no units in his army other than his bodyguard? If so then he is kind of seen as dead by the game.
  28. Re: CityRebels/GovernorCityRebels events do not indicate "rebelled to slave faction"

    It doesn't.

    Maybe I confused the issue there with my campaign_wait stuff. That was only for GeneralCaptureSettlement + I_SettlementOwner. I'm saying that CityRebels does not trigger at all when...
  29. CityRebels/GovernorCityRebels events do not indicate "rebelled to slave faction"

    I assumed that these trigger when a settlement rebels into slave ownership. Apparently not.

    Perhaps they trigger when a settlement switches to another faction via a faction_emerge, e.g. Baron's...
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    Re: Why do Harad's armies move so fast?

    True, except...
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    Re: Why do Harad's armies move so fast?

    export_descr_character_traits.txt...


    Trait Ai_Boost
    Characters family
    Hidden
    ...
    Effect MovementPoints 8

    8 = +40% movement range.
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    [Tutorial] Re: How to Make New Buildings

    No. If you want to change only it's game name then you need only change the text outside of the { } 's in export_buildings.txt and nothing in EDB.
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    Re: How to Prevent Multiple Epithets?

    No simple solution comes to mind. One way might be this...

    Say there are two traits that give epithets at a certain trait level:
    CruelLeader trait level 5 gives "the Cruel" epithet
    KindLeader...
  34. Re: past leader attribute to living character

    When I give an underage son "past_leader" it works: he gets the symbol, an end tag in his family tree description that says "King" (in my mod at least) and he still has an alive portrait.

    I don't...
  35. Re: past leader attribute to living character

    Maybe I'm missing a point somewhere but wouldn't it amount to this: you want the faction leader symbol, in the tree, to be on a character who is not the faction leader? Would that not just confuse...
  36. Re: past leader attribute to living character

    What is that, a trait?
  37. Re: Deleting Building Trees and Units (EDB, EDU)

    Medieval II Total Peace.

    Have you tried an end turn with that? Things happen in the slave turn so I'd expect problems if there's no slave faction at all.
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    Re: Changing names (factions/characters)

    That's true for titles but I believe that the OP means character names. e.g. Changing "William" to "Bill".



    I'd suggest a proper text editor. Notepad++ is excellent and free with no catches.
    ...
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    Re: Rendering a region as border region

    Still this...
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    Re: Rendering a region as border region

    Do you mean a way to check if it is a border region? No. It could be done with script but it would be a big script: one that knows the neighbour regions of every region and tests each region owned...
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