This sounds great, the only comment I would have is that it needs to be very clear what the implications of each choice are for building construction in the region! One problem I think a lot of...
Type: Posts; User: Aodh Mor; Keyword(s):
This sounds great, the only comment I would have is that it needs to be very clear what the implications of each choice are for building construction in the region! One problem I think a lot of...
no, you load after, the mod loaded after overwrites the other one, for convenience's sake, .mitch's MM list them in reverse order, so the one higher up the list will load later,
IIRC the Official...
which all in one? toons? Extremely informative reply there
If it is Toon's, that has its own scripting.lua, so you'll have to load my mod after his (using the community mod manager, load order is...
Looking at your screenshots, it seems to me you may have another mod that changes scripting.lua (either that or patch 8.1 broke the script), cos the regions you own shouldn't trigger any reform at...
hey, i cant access this site from home, so while i wasn't in college or work, i was basically out of action.
Okay, so when i get home, i'll find out exactly how patch 8 broke the mod
First...
well, given what we were talking about last night with the punic war, there may be a possibility of tieing the second reforms into that script in someway
doing a good representation of greece is going to be so difficult, because the map is so lacking in that area, like I cant think of any way to include either of those leagues on the current map
okay so, just for my sake really, what are the reforms/evolutions that the carthagian army undergoes, and what are the conditions that cause them (speculatively, of course)?
cool, i'll contact you on steam, cos DansGuardian is a mother:wub:er, we have a few things to work on right away, not rly complex stuff yet, just basic :wub: really
hmm, interesting. I haven't really had time to test it.
It isn't the variables, as those are the same ones printed out by the end turn summariser, and that is getting the right values, so that...
i've thought about that problem, and I think having a line of high priority buildings that are only available to AI that as the first slot in province capitals that train units would allow the AI to...
www.twcenter.net/forums/showthread.php?618536
it seems to be that the AddEventCallBack for RRR_MarianReform is using the wrong event, because it used to be calculated using the faction leader,...
well, if you want to help me and us at Magnar Mod, I'm currently trying to work out two things:why using the effect.advice() function crashes the gameand a way to perpetuate data stored in lua tables...
hmm i don't see why the reform wouldn't fire, i need that save game, upload it to mediafire or dropboxedit:I think I found the problem, i'll need the save to check if its save game compatible, but i...
upload it to dropbox or mediafire
oh, I get what you mean, I thought you meant modding in the rosters, not the factions, well, in that case, maybe do use all factions playable, though remember you will have to change the politics...
can you please upload log.txt (its in the Logs folder in the data folder) and your save (its in save games in the appdata/roaming folder on your pc)
okay as for first point, okay lets look at the excellent games released on UE3:
SAW
SAW II
Fable:The Journey
Doctor Who: The Eternity Clock
Black College Football: BCFX: The Xperience (No...
said it when it was first started, still think so now, best mini-mod (not so mini now) out there
saying the Warscape Engine is to blame is like saying that the Unreal Engine is to blame for any bad games made in it. Combat Calculations are not physical collision based, so they are not hampered...
btw, the problem with leaving scripting until last is that it wont be save-game compatible, though you might be able to jury-rig a save game compatible version
can you get permission to use those rosters and then make em more historical later?
personally, i think including minors who aren't overhauled yet is a bit pointless as the vanilla minors are not exactly equipped with exciting rosters
Hmm, does the advisor say you've passed that lvl of industrialisation?
Also what mods are you running?
And, can you upload your save and log.txt file
I need more info than this. How is...
you need to change the unit's animation set in land_units_tables (its either in there or main_units_tables), my mod has camillan principes, you just have to change the animation from...
the problem with trade agreements is the way they effect diplomacy, I cant remember, but have you decreased the diplomatic impact of TAs?, as in vanilla R2, best practice as carthage was to trade...
I don't know what you mean by events?
If you mean event hooks, eg. how the game knows when to fire any specific piece of script, we have only the predefined set of event hooks to play with, we'd...
yeah, north africans get 800 gp/turn iirc
and Magnar,
I think a region trait would be better, as making the punic capitals give bonus income would make carthage imba in late game, as the effect...
removing stuff this late would be a little odd, but it wouldn't be unusual, I think there has been a change of policies with Rome 2, as all incomplete scripts seem to have been completely deleted...
it would be compatible yes, but you will immediately achieve the Socii Reform, as that only asks that you hold italia, which rome does in turn 1 on that mod
yeah I have, but going through the unit stats is so time consuming that i want to wait until I have the augustan skins done, which are in a very early stage atm (i'm remastering the textures from...
when you start your campaign you should get 'Welcome to RRR' come up in the advisor text box in the left corner, as this is the last thing the mod startup script does, if it does that it has...
sorry, but i couldn't find a way to make that work without breaking the mod, because restricting the unit from recruitment does not restrict it from being retrained into, if I could work out how to...
yeah, I guess the problem though is balance, the game doesn't have the region density really necessary to show control individual cities, they tend to come with huge swathes of land attached,I...
i will start on them this weekend
in custom battle it should make no difference. AOR has no effect in custom battle, if it is caused by above max number of cavalry units, it may be a problem when the game tries to automatically...
Okay,
1) At no point did I ever say CC was objectively better than your mod. None. Never. Don't put words into my mouth that were never there, that is not the way to have an argument.
2) Don't get...
I don't think its the melee roster, as my mod adds like 72 units to that category, very weird bug we have here
hmm no one has reported this crash in my mod, and it adds 4 entries to the cavalry section, it doesn't seem to affect everyone
it's also his opinion, and considering what OP complained about, chances are CC is more of what he is looking for, long battles where units fight to the last man, not everyone wants realism in every...