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  1. Replies
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    Re: adding faction help

    There are tutorials on that: http://www.twcenter.net/forums/forumdisplay.php?1015-Text-Editing-amp-Scripting
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    Re: Hereditiary ancillary?

    Changing settlement name is done via a command. The command can be triggered by whatever you want: any monitor/event with whatever conditions, including I_TurnNumber.
    ...
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    Re: Is this script right?

    No. In both methods the log reports errors about the settlement being full but it's harmless for the console_command one.
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    Re: Help with console

    You need to unpack the core data files. Then you can grab the relevant files and put them in TATW's mod folder.

    This tutorial on the console key:...
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    Re: Is this script right?

    If there isn't enough room to hold them then create_unit can cause problems with future create_unit calls and also normal recruitment.

    [console_command create_unit] doesn't have this problem.
    ...
  6. Sticky: Re: Official 'Third Age 1.0 - 3.2 Question & Answer' Thread

    It is supposed to look like a mountain, to represent Moria being inside/under the mountains. The settlement is in disguise, if you like. The only time it won't look like a mountain is when it is in...
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    Re: Is this script right?

    By "drop" I mean remove, not putting it lower down (underneath) if that's how you read it.

    EDIT:

    @Gig
    Yes, it adds 1 to whatever the current value is. It has caught me out a few times, when...
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    [Resource] Re: Union with changing faction in game

    Nice. Good to know about game_quit not working - not that there are many cases where it's needed I expect. :)

    Not that it matters but you could drop the I_TurnNumber = 0 condition. This monitor...
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    Re: Is this script right?

    set_event_counter large_city_barracks 1
    historic_event large_city_barracks


    These make large_city_barracks = 2. historic_event not only shows the HE of this name but also increments an...
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    [Tutorial] Re: How to add a religion

    Yes, what you said. For that example to work there would need to be an ai_label named "buddhist" in descr_campaign_ai_db.xml.
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    Re: Forcing the campaign ai to not attack

    Good question. Possibly. I really don't know which files aren't SGC, other than a few like script.
  12. Re: Help! Allied reinforcements stay idle in battles!

    Also, I was talking about my general having a Command star, not the reinforcement's general.
  13. Thread: some script

    by Withwnar
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    Re: some script

    That's right.

    http://www.twcenter.net/forums/showthread.php?415294-FactionIsLocal-vs-IsFactionAIControlled&p=8710649&viewfull=1#post8710649
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    Re: Forcing the campaign ai to not attack

    I was under the impression that siege_att_str_modifier only affects their decision to attack, not to lay siege. The name does imply that (siege_att - siege attack, not just siege) and it is what I...
  15. Re: Help! Allied reinforcements stay idle in battles!

    Pretty sure I did try that, yes. They ignored me if I did.
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    Re: Forcing the campaign ai to not attack

    When you say "attack" in the OP do you mean literally or does that include laying siege as well?
  17. Re: Help! Allied reinforcements stay idle in battles!

    No, no frame at all. When I gave my commander 1 point of Command and tried the battle again then the portrait was there.
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    Re: Is this script right?

    I don't know what your specific problem is but the point of TNZ's dynamic garrison script (i.e. using destroy_units to disband them) is that they only appear when the battle is about to take place...
  19. Re: Help! Allied reinforcements stay idle in battles!

    I didn't know that! Wow ... a lot of my battles could have gone so much better.

    Something I did notice the other day is that this ability to command allies is only possible if your general has any...
  20. Thread: Vassall

    by Withwnar
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    Re: Vassall

    I don't think there is any way for script to know that. No events or conditions seem to be related to vassal or protectorate.
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    Re: Forcing the campaign ai to not attack

    That might be why. Not whether to attack or not, just which siege attack takes priority?
  22. Re: Restricting Roads without using Hidden_Resources or buildings.

    But diagonal is reachable for characters walking, no? I was doing some map edits the other day, trying to figure out why a road was not being built on a path that characters had no problem walking.
    ...
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    Re: Medieval II Total War only mods

    There is a subforum of non-Kingdoms mods: http://www.twcenter.net/forums/forumdisplay.php?3-Medieval-II-Total-War
  24. Re: Restricting Roads without using Hidden_Resources or buildings.

    http://www.twcenter.net/forums/showthread.php?124501-Lesson-2-heights-ground_types-roads
    http://www.twcenter.net/forums/showthread.php?114064-Map-Roads-Project-IMAGE-HEAVY...
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    Re: Heirs without name

    Did you add them to names.txt as well?
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    Sticky: Re: Modding Questions and Help Thread

    They do nothing. Probably they were intended to be used but plans changed along the way.
  27. Thread: Disasters

    by Withwnar
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    Re: Disasters

    Decimals don't work, no. Good to know that "date 1" does work, albeit a year later.

    I think that you have exhausted all possibilities. Sadly some TPYs break "date 0" and that's all there is to it....
  28. Re: 2 Questions regarding switching province ownership

    Maybe SS still uses the vanilla campaign's.
  29. Re: 2 Questions regarding switching province ownership

    There should be one for each faction. Either in:

    {M2TW}\data\world\maps\campaign\imperial_campaign

    or, for a mod

    {M2TW}\mods\{mod name}\data\world\maps\campaign\imperial_campaign


    If you...
  30. Re: 2 Questions regarding switching province ownership

    Yes, that is the right folder.

    You can use this tool to help make your own: http://www.twcenter.net/forums/showthread.php?438278-TW-Map-Reader-v2-14-2-Nov-2013-update
  31. Thread: Disasters

    by Withwnar
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    Re: Disasters

    That looks like a name (id) representing the rat icon that is shown when a settlement has plague. It is not a command, event, or any such thing.

    EDIT: ninjad.
  32. Re: 2 Questions regarding switching province ownership

    They are images which somebody has made. You will need to make your own to suit your mod.

    data\world\maps\campaign\imperial_campaign\map_*.tga
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    [Resource] Re: Union with changing faction in game

    Oh I see. Now I get it, thanks.



    You could add script that counts how many non-AI factions there are and if more than one then auto-quit the campaign, maybe with a message explaining why...
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    [Resource] Re: Union with changing faction in game

    Ah, a shame. I didn't think that "control" worked in a normal campaign but was hoping that Miguel found a way somehow. Nevertheless, still a good find Miguel. :thumbsup2
  35. Re: Mods sub-mos ,when will someone remove the LoTR lyrics of vanila TATW

    It is the only solution until somebody volunteers to do this very specific modding task. A task that is not for the game's sake but for youtube's; I can't see many modders being interested in doing...
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    [Resource] Re: Union with changing faction in game

    This is excellent Miguel. I'm a bit confused though: is this a normal campaign or must it be a hotseat campaign? I don't quite follow these two sentences:
  37. Re: DCI: Tôl Acharn 1.2.4 released 12th Aug 2013 - unleash the mighty Dúnedain Counter-Invasions for TATW 3.2

    No, High Elves have no control over Acharns.
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    Re: Three Sauron Investigation

    It's +0.5 soldiers per point multiplied by the unit setting factor. 0.5 x 2.5 (huge) = 1.25 additional soldiers per point on huge.
    ...
  39. Re: Mods sub-mos ,when will someone remove the LoTR lyrics of vanila TATW

    Ah! They can be disabled too. The easiest way is to rename the "fmv" folder to something else; easy to get them all back that way.
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    Re: Why Eriador doesn't do anything?

    AI factions never attack factions that are not their neighbour, with the exception of crusades/jihads (Invasions/Acharns). That's just how M2TW works.
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