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  1. Re: Two kinds of priest and conversion rate

    Hi mate, I really don't understand the point in creating a priest that would not have the converting capability ... That is the only use of them. Removing it makes them useless ... What do you want...
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    Re: recruitment via trait or ancillary

    :laughter: Gigantus does not need any more rep he IS the rep
  3. Re: Automatically destroy buildings when a city is conquered

    Of course it works ! Withwnar has given you the code !!! That guy knows the code better than the devs :yes:
  4. Re: Faerūn[Forgotten Realms]TW

    Thanks Warcraft for enquiering ! I'm completly out of the game for now as the models need to be done first ! So I'll get back in business when my 2 fellows will have finished !
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    Re: recruitment via trait or ancillary

    Is it a copy/paste error or did you forget the first { ?
  6. Re: Attack/defense/kills how does it work ?

    Well if you set a high armour rating, your units will potentially be very hard to kill. But as there is a random factor, they won't be invincible. A very weak unit can still kill some of them.
    If...
  7. Attack/defense/kills how does it work ?

    Here is a little explanation on how the game calculates the fights.

    For every attack a single soldier does (not talking of the unit, just the single guy), the game takes values to calculate the...
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    Re: melee-hit-rate: how to calculate

    Yeah all these values are modifyers. It is counted in the success for all the calculations the CPU makes for fighting. These values are multipliers. You take the normal value and muliply it with the...
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    Re: recruitment via trait or ancillary

    Did you not forget to add the descriptions ? I mean for your trait Condottiere, did you think about adding to the file export_vnvs, located in your data/text, the following :
    ...
  10. Re: Ancillaries - how to count their number a general has?

    Yeah thanks for that, it might be useful to mee too !!!
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    Re: recruitment via trait or ancillary

    Yeah you just cannot do that, your script won't work. Let me explain.

    If you search in Docudemon (the bible of M2TW modding, made by the devs to explain), you will see a line Exports in the Event...
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    Re: recruitment via trait or ancillary

    Is there a counter for these ingame ? Or are they shown but unused in reality ?

    And are you sure some of these won't affect other parts of the game ? What is linked to Magic ? I mean if you set a...
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    Re: recruitment via trait or ancillary

    Yeah so in fact



    monitor_event SettlementTurnStart SettlementName Milan
    and GovernorInResidence ; maybe this line is unnecessasry because next line checks Governor Attribute which will...
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    Re: recruitment via trait or ancillary

    Ok now much better !



    monitor_event FactionTurnStart
    set_event_counter governor_present 0
    end_monitor

    monitor_event SettlementTurnStart
    and GovernorInResidence
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    Re: recruitment via trait or ancillary

    Yeah no worries, I'm not an expert as the 2 legends we have here !

    Do you want to use a certain building or a certain building tree ? It is not the same at all. And do you want to use Traits or...
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    Re: recruitment via trait or ancillary

    You mean that the game will not check the building level to allow recruitment or not ? If the monitors are all true, the recruitment will be enabled, no matter of any building level ?

    That makes...
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    Re: recruitment via trait or ancillary

    How about something like ?



    monitor_event FactionTurnStart
    set_event_counter governor_present 0
    end_monitor

    monitor_event SettlementTurnStart
    and GovernorInResidence
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    Re: recruitment via trait or ancillary

    Can't he add a "HasAncType" and set his Ancillary type to Recruitment ?



    monitor_event FactionTurnEnd FactionIsLocal
    set_event_counter governor_present 1
    end_monitor

    monitor_event...
  19. Re: How to Disable City/Castle Conversion

    Yeah, I did Gigantus's version and it works too
  20. Re: Ports and trade fleets are bugged it seems

    Nope, I have double checked ingame looking at the sea export lines in the trade pannel.

    Lvl 1, 2 and 3 ports -> 1 export line
    Lvl 4 ports -> 2 export lines

    Lvl 1 wharf -> 2 export lines
    Lvl 2...
  21. Re: Ports and trade fleets are bugged it seems

    I do have a disc version and the trade_fleet bonus does not work as it should.

    The hardcode limit is 1 fleet for the port (no matter the level) + 1 fleet per wharf level.
  22. Re: Ports and trade fleets are bugged it seems

    As far as I remember, wasn't it 1 export line for the port (no matter of its level) + 1 per wharf level ?
  23. Re: Ports and trade fleets are bugged it seems

    Nope, it is all bugged. It does not work as it should. I tried everything a while ago and had to revert back to the vanilla as nothing works ...
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    Re: descr_rebel_factions.txt

    Yep, but I found a way to have them different, thanks to Withwnar. I have set the descr_rebel to the units I want, so that the game picks up among these units when a settlement goes rebel and then I...
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    Re: add_money not working

    Increase the King's purse in the descr_strat for the factions you want to have more money ... That will give them more money every turn.
  26. Thread: Label

    by Titus le Chmakus
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    Re: Label

    It does nothing. It is just here if you want only the units/characters with label to be affected by some triggers. For example, if you have a label "Fool", then when you create a script, only the...
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    Re: Trading with enemies

    Oops you're right ! I was testing with factions only having very bad relations but not At War ...

    Is there a way to make that factions having standings below -0.1 not asking for trade rights and...
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    Trading with enemies

    Hi

    Is there a way of forbidding trade with enemies ? When your status is at war with another faction, they would refuse any trade rights and would not deal with any other enemy faction (even...
  29. Re: [data.transgression] [info] Applied transgression TC_UNDECLARED_ATTACK from transgressor faction... and oh so much more!

    Warcrafthero pointed out that it might be linked to my diplomacy. So I tried removing all my diplomatic section in my descr_strat and it worked, the problem solved. So I decided to triple check my...
  30. Re: What is the max quantity of an unit's damage???

    Nope. These are damages to buildings, not to troops.

    If you set units damages to 63 (the hared coded maximum limit), it will depend on how may HP the opponent has. It is impossible to set damages...
  31. Re: What is the max quantity of an unit's damage???

    You can't. 63 is the max. And it does not guarantee of having a super unit. What do you want to do exactly ?
  32. Re: What is the max quantity of an unit's damage???

    Well you have to understand how the system works. When you attack, you roll a random 1-max attack stat set in EDU. If you make it 63, it will roll 1-63. The defense rolls a 1-max defense stat set in...
  33. Re: my mod crashes on ai turn (byzantium) without apparent reason....when a captain is movin in the strat map

    Thanks Warcraft ! But I tought you would miraculously have a solution to my crash :crying::shothead:
  34. Re: [data.transgression] [info] Applied transgression TC_UNDECLARED_ATTACK from transgressor faction... and oh so much more!

    Well I'm not sure it is due to the battle terrain. My mod leader tried to remove all the height and the terrain to make the whole map flat and grassy, it still CTD at the very same moment ...

    And...
  35. Re: my mod crashes on ai turn (byzantium) without apparent reason....when a captain is movin in the strat map

    My conclusion came from the last two lines in the error log, it may however not involve a player. In that case it could have to do with triggers (check for the highlighted phrase to see) with a high...
  36. Re: Faerūn[Forgotten Realms]TW

    Thanks icenii, we try to do our best !
  37. Re: my mod crashes on ai turn (byzantium) without apparent reason....when a captain is movin in the strat map

    Thanks and sorry for my late reply, I was on holidays !

    I will pass this on to my graphic team as I have no clue of what you are talking about !
  38. Re: my mod crashes on ai turn (byzantium) without apparent reason....when a captain is movin in the strat map

    How do you know it is a battle crash ?
    It always crashes with other factions on the stratmap ... Mostly Russia & Byzantium, but I cannot determine why !?

    I have already done bovi's checker but I...
  39. Re: my mod crashes on ai turn (byzantium) without apparent reason....when a captain is movin in the strat map

    Hi

    Can you please have a look at mine ? I still haven't found any valid solution ... I don't even know what causes this crash ...

    359046

    Thanks
  40. Re: Faerūn[Forgotten Realms]TW

    Yeah well unfortunatly, we're only 3 people working on such a huge project ... So it is very long to see the end of the tunnel ... But same as this https://www.facebook.com/BaldursGateReloaded we...
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