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    Re: question about DiplomaticStance

    Firstly, extra conditions need to be on their own line. Like this...



    monitor_event FactionTurnEnd FactionType hre
    and DiplomaticStanceFromFaction papal_states <= Neutral
    and...
  2. Re: SILVERMAN EFFECT ON UNITS WHEN I USE CHEAT...Third AGE TOTAL WAR MOD

    Probably because they don't have texture entries for your faction in battle_models.modeldb.
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    Sticky: Re: Modding Questions and Help Thread

    text\shared.txt?
  4. Re: What is the appropriate Trigger for Show Me script in Medieval 2?

    Do you really want to use show_me scripts? That is how scripts are done in RTW; in M2TW they go into campaign_script.txt and so don't need to be triggered via the advisor.

    You can still use...
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    Re: battle models db python checker bug?

    I can't open that zip.
  6. Poll: Re: DCI: Last Alliance Total War - Faction symbols & banners previewed 16th Oct

    The faction symbol preview has been updated.

    Rhovanion's symbol has been replaced by a new one. Mordor's has slightly changed.
  7. [Tutorial] Re: Creating a script to give all the names you want to a settlement

    monitor_event FactionTurnStart FactionIsLocal

    Did you check your log? There's probably an error in there about that line.

    You don't need that counter either.
  8. Thread: One ring idea

    by Withwnar
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    Re: One ring idea

    Because you didn't get a response within 20 minutes? It takes days sometimes.
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    Re: Specific Take Settlement Condition

    You're welcome, and it's nice to see help appreciated. :thumbsup2

    I didn't test any of that so do let us know if it works.
  10. Re: Secret Forest Trails v1.3 - for Elves in Mirkwood [TATW 3.2] - 28-Oct-2014: new gate models

    v1.3 released.

    This adds custom models for the gates and selectors...

    http://www.twcenter.net/forums/attachment.php?attachmentid=316317&d=1414475807

    ...doing away with the Ent model...
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    Re: Can't create new region

    This has tips on the matter, including finding problems in multiple files:...
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    Re: Specific Take Settlement Condition

    If you put this (for example) in expanded.txt...



    {LondonNewName}New London


    ...then in script you can do this...
  13. Re: Anyone can teach me how to change the faction's culture?

    It can be used any number of times. Is your script using a terminate_monitor by any chance? Feel free to show your script if you're stuck.
  14. Re: Anyone can teach me how to change the faction's culture?

    Culture can't be changed in-game like religion can.



    Check out the three DiplomaticStanceXXX conditions in the docudemons.
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    Re: Building to have global actions

    It must be an event counter for EDB usage:



    declare_counter X_Y

    monitor_event FactionTurnStart FactionType spain
    and FactionBuildingExists >= colonial_charter
    set_event_counter X_Y 1...
  16. Re: SettlementsTaken and BattlesWon conditions for Traits

    Perhaps you could use I_NumberOfSettlements instead if SettlementsTaken doesn't work. That one could be used for AI factions too, if SettlementsTaken is indeed player-only. You'd need one trigger per...
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    Re: Generals per settlement

    I'm pretty sure that's hardcoded, not moddable.
  18. Re: SettlementsTaken and BattlesWon conditions for Traits

    No worries.

    There is always the possibility that the conditions simply don't work. They wouldn't be the first: some don't work at all and others don't work in certain files.

    I'd try them in...
  19. Re: SettlementsTaken and BattlesWon conditions for Traits

    They are legal EDCT conditions, so long as the WhenToTest event exports faction. To my knowledge every event that exports character_record (and therefore a valid EDCT event) also exports faction.
    ...
  20. Re: Bodyguard Switcher 2.1.1 for MOS 1.6.2 [RELEASED/UPDATED]

    You're welcome Greatness7. I'm glad that it wasn't a MOS issue (or a vanilla issue) but it might be something to keep in mind in case MOS ever decides to kill off the papal_states for some reason.
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    Re: Can a script be reversed/restarted?

    (This is a continuation of the discussion here.)

    No luck. I can't get faction_emerge to work with either papal_states or hungary in that advisor script.

    So not possible as far as I know.
  22. Re: Bodyguard Switcher 2.1.1 for MOS 1.6.2 [RELEASED/UPDATED]

    I vaguely remember that. Okay, good, so it isn't a MOS thing.

    There might be a way to resurrect papal_states but this thread isn't the place to discuss it. If you can find that other post where I...
  23. Re: Bodyguard Switcher 2.1.1 for MOS 1.6.2 [RELEASED/UPDATED]

    Aha! In your campaign the papal_states are dead. Maybe MOS kills that faction when Mordor is destroyed - I don't know.

    The BGS script assumes that papal_states never die; it uses that faction for...
  24. Re: Bodyguard Switcher 2.1.1 for MOS 1.6.2 [RELEASED/UPDATED]

    Can you zip and attach your save game?
  25. Re: Bodyguard Switcher 2.1.1 for MOS 1.6.2 [RELEASED/UPDATED]

    Try turning off fog of war* and seeing if any ships or characters are in the very bottom-left corner of the map (in the sea).

    * The ~ key (usually, depends on your keyboard) brings up the console....
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    [Tutorial] Re: How to disable autoresolve for the player

    Yes. Though I don't know if GeneralAssaultsGeneral fires on naval battles. Try it out and let us know.

    Hmm, not sure if it fires for settlement/fort battles either.
  27. Re: Single unit models: sometimes there are three

    You might be onto something there. Unit size is something that is stored in the save, right? So every time you reload it might be reapplying the unit size multiplier thing and it is that which turns...
  28. Re: Bodyguard Switcher 2.1.1 for MOS 1.6.2 [RELEASED/UPDATED]

    Hmm, no errors. So you loaded your save, tried using the switcher and this is the log after you exited the game?
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    [Tutorial] Re: How to disable autoresolve for the player

    Those should be restrict_autoresolve and no doubt the log will be reporting some kind of error.
  30. Re: Bodyguard Switcher 2.1.1 for MOS 1.6.2 [RELEASED/UPDATED]

    It will be near the end if anywhere. The best way is to zip it up and attach to a post.
  31. Poll: Re: DCI: Last Alliance Total War - Faction symbols & banners previewed 16th Oct

    Thanks for the comments/reps guys.

    We have since replaced the Dark Lord's symbol because the original Eye didn't fit with the visual theme of the others. The preview has been updated.
  32. Re: Single unit models: sometimes there are three

    Upon a reload do you mean? Because even on huge there is only one before the reload.
  33. Re: "FatherAnc" and "GeneralWithAncKilled" condition do not work

    I have it in my notes that GeneralWithAncKilled doesn't work. Somebody must have said it somewhere.

    TATW uses quite a few FatherAnc conditions and always with FatherDiesNatural but I can't confirm...
  34. Re: Single unit models: sometimes there are three

    Just tried it: yes it does. On small there is only one.
  35. Re: Bodyguard Switcher 2.1.1 for MOS 1.6.2 [RELEASED/UPDATED]

    I know; using it might report an error in the log that tells me where the problem is. It's in the "logs" folder under your M2TW install folder.
  36. Re: Bodyguard Switcher 2.1.1 for MOS 1.6.2 [RELEASED/UPDATED]

    Perhaps somebody with MOS could test Linhir to see if there's a problem with that settlement.

    Meanwhile, try using it again (anywhere) then exit the game and see if the log has any errors.
  37. Re: Bodyguard Switcher (change bodyguards in-game) v2.1.1 [3.2 compatible]

    Just one settlement? And you're playing MOS I take it - I saw this question in the other thread.
  38. Single unit models: sometimes there are three

    This tutorial explains how to get single unit models (or, rather, single soldier units: a general with no bodyguard soldiers) using elephants and the "soldiers 1" trick when spawning.

    TATW uses it...
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    Re: 4.7 Alternative patch (READ THE DAMN FAQ PLEASE)

    http://www.twcenter.net/forums/showthread.php?556705-Three-Sauron-Investigation

    I have only seen and heard of three, not four. Maybe that is a different problem.
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    Sticky: Re: Modding Questions and Help Thread

    I think you're missing the point of what the tool is for. See the second post of the tutorial.

    The tool generates script to perform the switch. That script goes into your campaign_script (CS)...
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