Search:

Type: Posts; User: Withwnar; Keyword(s):

Page 1 of 13 1 2 3 4

Search: Search took 0.12 seconds.

  1. Replies
    6
    Views
    150

    Re: A question bout command "control"

    "control" only works in hotseat campaigns.
  2. Re: Destroying indestructible structures, is it possible?

    You can't make a settlement go down in size, unfortunately, only up. You could destroy the walls building but the settlement will remain at its current level and the walls will still be present in...
  3. Re: Construct building based on Governor's traits

    There might be a problem with that approach, KEA. If you select a settlement whose governor meets the requirements, put the farms building in the queue, select a different settlement whose governor...
  4. Replies
    12
    Views
    184

    Re: Ancillary trigger question

    And always check the log, even when things seem to be working and especially when they're not.



    The log should have been reporting an error on that one, along the lines of "PostBattle does not...
  5. [Tool] Re: TWTECV: TW Text Editor, Cleaner & Validator v1.14 [new portrait tools] [v1.9 was a CRITICAL UPDATE!]

    Glad to hear it.

    Your closing bracket is a ) instead of a }.
  6. Replies
    6
    Views
    179

    Re: Make it random

    Yes, that. It's in the docudemons.
  7. Replies
    6
    Views
    179

    Re: Make it random

    Yes, it is.

    I don't know about this though...


    set_counter spwn 1.0

    Pretty sure counters must be whole numbers. Not that I've tried using decimals.

    Another way to randomise the faction...
  8. Thread: how too fix

    by Withwnar
    Replies
    3
    Views
    111

    Re: how too fix

    Maybe this http://www.twcenter.net/forums/showthread.php?660424-Finding-fixing-EOL-amp-Encoding-problems-in-Notepad&p=13984052#post13984052
  9. Re: How siege and plague kill units in the army?

    A hardcoded function. There is a command to replenish soldiers on the campaign map (replenish_units) and one to reduce soldiers on the battle map (reduce_unit_strength - battle script only, if it...
  10. Re: Modifying campaign year through shared.txt

    Virtual Store? http://www.twcenter.net/forums/showthread.php?641468-Begin-Modding-quot-Where-are-the-files-quot-and-quot-Why-can-t-I-see-my-changes-quot&p=13638666#post13638666
  11. Replies
    20
    Views
    328

    Re: Conquer settlement script

    Because at the time that GeneralCaptureSettlement fires the capturer has not yet taken ownership of the settlement, so I_SettlementOwner will be false for that faction and true for the faction that...
  12. Replies
    6
    Views
    172

    Re: Complex attrition features

    You're welcome. I believe that there is a submod (for Stainless Steel?) named "Supply Chain", or something like that, which is along the lines of what you're after. I have never used it myself,...
  13. Replies
    6
    Views
    172

    Re: Complex attrition features

    1) Not possible.

    2) Possible via traits, which only named characters ("generals") can have, not generals ("captains"). i.e. Your armies will not have supply counts, only your commanders will,...
  14. Replies
    10
    Views
    267

    Re: Scripted Marriages?

    Nice one Kilic.



    According to Kilic's image it does, marrying leader/heir at least.



    They can be given some diplomacy missions, though marriage isn't one of them:...
  15. Replies
    10
    Views
    267

    Re: Scripted Marriages?

    1) Not possible apparently: http://www.twcenter.net/forums/showthread.php?313694-Is-possible-having-married-two-characters-from-diferent-factions-from-beginning

    2) No way I can think of. There's...
  16. Replies
    6
    Views
    673

    Re: Corruption (and other)

    What Ngugi said.

    Corruption is a hardcoded calculation based entirely on straight-line distance from the capital. But it can be modded, if desired, to change the global factor.

    Corruption is a...
  17. Replies
    9
    Views
    583

    Re: How to get the region_id?

    Yup. The real trick for me will be remembering that I need to re-check all of my IsRegionOneOf conditions whenever I make map changes.
  18. Replies
    58
    Views
    25,983

    Re: Script & Barracks event removal

    You will need to ask that in the DaC thread.
  19. Replies
    9
    Views
    583

    Re: How to get the region_id?

    Apparently not. While either the id or region name works in script, only the id works in export_descr_ancillaries.txt and export_descr_character_traits.txt. Using region name in those files silently...
  20. Re: Set Building Damage, make it appear on strat map

    http://www.twcenter.net/forums/showthread.php?13660-Descr_Strat-tutorial&p=3833709&viewfull=1#post3833709
  21. Re: How to change the unit time for building them

    I think it's more like a question of recruitment pool replenishment rates, given the "50 turns" example. A tutorial on export_descr_buildings.txt will explain that, Nurgel.
  22. Replies
    4
    Views
    147

    Re: EDB Crash Theories.

    Yep, formatting would be my guess: http://www.twcenter.net/forums/showthread.php?660424-Finding-fixing-EOL-amp-Encoding-problems-in-Notepad
  23. Replies
    5
    Views
    153

    Re: adding faction help

    There are tutorials on that: http://www.twcenter.net/forums/forumdisplay.php?1015-Text-Editing-amp-Scripting
  24. Replies
    141
    Views
    2,555

    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.
    ...
  25. Replies
    78
    Views
    1,392

    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.
  26. Replies
    2
    Views
    359

    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:...
  27. Replies
    78
    Views
    1,392

    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.
    ...
  28. 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...
  29. Replies
    78
    Views
    1,392

    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...
  30. Replies
    14
    Views
    326

    [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...
  31. Replies
    78
    Views
    1,392

    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...
  32. Replies
    127
    Views
    8,165

    [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.
  33. Replies
    9
    Views
    254

    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.
  34. Re: Help! Allied reinforcements stay idle in battles!

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

    by Withwnar
    Replies
    9
    Views
    238

    Re: some script

    That's right.

    http://www.twcenter.net/forums/showthread.php?415294-FactionIsLocal-vs-IsFactionAIControlled&p=8710649&viewfull=1#post8710649
  36. Replies
    9
    Views
    254

    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...
  37. Re: Help! Allied reinforcements stay idle in battles!

    Pretty sure I did try that, yes. They ignored me if I did.
  38. Replies
    9
    Views
    254

    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?
  39. 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.
  40. Replies
    78
    Views
    1,392

    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...
Results 1 to 40 of 500
Page 1 of 13 1 2 3 4