Search:

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

Page 1 of 13 1 2 3 4

Search: Search took 0.41 seconds.

  1. Re: Giving a general a battle model from another mod

    In hindsight, you might have been better off asking this in the Skins/Models forum instead of Text Editing.
  2. Poll: Re: DCI: Last Alliance Total War - Menu music preview 17th Dec

    That it be, that it be.
  3. Sticky: Re: Official 'Third Age 1.0 - 3.2 Question & Answer' Thread

    A fair assumption but no, they're not; a character could have both at the same time, which is a bit odd. And there are no triggers to remove either of them.
  4. Re: Giving a general a battle model from another mod

    No. Somebody else might come along with an idea.
  5. Replies
    3,607
    Views
    484,505

    Re: 4.7 Alternative patch (READ THE DAMN FAQ PLEASE)

    Because to get a single balrog he must be a general and the garrison script can't spawn generals into a settlement, only units.

    The Balrog is also spawned as a general in different circumstances...
  6. Re: Giving a general a battle model from another mod

    I can't see any problem in there relating to this.
  7. Re: Giving a general a battle model from another mod

    Any errors in the log when it crashes?
  8. Re: Giving a general a battle model from another mod

    Did you increment the number at the top of the modeldb file?

    This is only for personal use, right? You'd need permission to release a submod with this model outside of TATW.
  9. Poll: Re: DCI: Last Alliance Total War - Menu music preview 17th Dec

    Four.
  10. Replies
    941
    Views
    34,407

    Sticky: Re: Modding Questions and Help Thread

    1) http://www.twcenter.net/forums/showthread.php?597038-Modding-Questions-and-Help-Thread&p=13126745&viewfull=1#post13126745
  11. Replies
    9
    Views
    196

    Re: Inactive backspace button medieval II

    My first suggestion in my first post.
  12. Replies
    9
    Views
    196

    Re: Inactive backspace button medieval II

    I don't know why that would happen.

    So you used the descr_shortcuts.txt solution did you? Did you also use the disable_shortcuts one?
  13. Sticky: Re: Official 'Third Age 1.0 - 3.2 Question & Answer' Thread

    Maybe those triggers are leftovers from an earlier version of TATW, where Elves did get that guild. That's just speculation on my part: I have no idea if Elves get offers for that guild in 3.2.
    ...
  14. Re: Implementing SettlementIsLocal or Equivalent

    Yep, I'd go with gsthoed's script and triggers. Just replace the trigger's IsRegionOneOf condition with an IsFactionAIControlled one.
  15. Re: Implementing SettlementIsLocal or Equivalent

    By "local" I think he meant "the priest's own faction", not "player".



    Sorry, ignore that. I missed your usage of I_SettlementOwner in your script.
  16. Replies
    6
    Views
    379

    Re: No Balrog appearing. :(

    Changing the script won't be save game compatible. Reloading an old save won't help; you'd need to start a new campaign.
  17. Replies
    2
    Views
    95

    Re: A losing army's step

    When an army loses a battle they retreat to some tiles away: maybe a settlement, maybe not. They have no movement points left when that happens. Is that what you are saying? You don't want them to...
  18. Re: Implementing SettlementIsLocal or Equivalent

    IsRegionOneOf: This would still require that the AI has a priest in the York region, if not the settlement, which is something that the AI can't be relied upon to do.

    Plus it is only working on...
  19. Re: Implementing SettlementIsLocal or Equivalent

    199 regions!? I thought it was just York. 4400 triggers ... no, probably not a great move.
  20. Re: Implementing SettlementIsLocal or Equivalent

    Ah. "Local" means player so an "xxxIsLocal" condition is not going to help you with doing it for AI factions.

    I don't think that there is a shorthand way of doing it. One trigger per faction will...
  21. Re: Implementing SettlementIsLocal or Equivalent

    FactionIsLocal should work too, as CharacterTurnEnd also exports faction.
  22. Replies
    153
    Views
    17,152

    [Tutorial] Re: How To: The Ancillary Guide

    {M2TW install folder}\logs
  23. Replies
    7
    Views
    201

    Re: AI and religions questions

    I believe that the 'ready' logic I mentioned before is more about the big picture: "am I strong enough to take on this other faction?" (as a whole) not "am I strong enough to take on this particular...
  24. [Tutorial] Re: Remove ancillary with script or the give_ancillary mission

    Good find. The comments at the top of descr_missions.txt put give_ancillary in the "Pope Missions:" list. I suppose, then, that despite any disguising as a council or guild mission, fundamentally it...
  25. Replies
    7
    Views
    201

    Re: AI and religions questions

    I'm no expert of descr_campaign_ai_db.xml so don't take this as gospel...

    Despite the rules, a faction might still not attack until it feels that it is 'ready' to do so. Some of those invade=""...
  26. Replies
    8
    Views
    491

    Re: How does trade work?

    ... and enemies standing on your roads. e.g. Rebels have a habit of standing for prolonged periods in one spot; if it's on a road that is a trade route with a neighbour then that trade is reduced.
    ...
  27. Re: A good tutorial about export_descr_advice, export_advice and preferences/advice file?

    This may help. It's for RTW.

    http://www.twcenter.net/forums/showthread.php?201721-Modding-RTW-How-to-Add-a-background-script-to-your-mod
  28. Replies
    8
    Views
    348

    [Tutorial] Re: Reload-safe Yes/No Events

    My dislike for hotseat just went up a couple of notches.

    That's good to know. :thumbsup2
  29. Replies
    13
    Views
    723

    Re: Help me to cheat :P

    descr_strat.txt is the file for starting armies.
  30. Replies
    8
    Views
    348

    [Tutorial] Re: Reload-safe Yes/No Events

    Good point.

    That also raises another important point: in either script (yours or mine) after the historic_event is executed in the GameReload monitor, the value of my_he will be 2 instead of 1....
  31. Re: message appears every time a army enter in enemy or neutral lands

    Yeah, pretty sure that being in the Astral Plane is not seen as invading it. :)
  32. Re: message appears every time a army enter in enemy or neutral lands

    I see. I tried it in the TATW submod I'm working on and got the same result: from turn 4 it works just fine. How strange. What is the TPY of the mod you tested it in, gsthoed? It's a longshot that...
  33. Re: message appears every time a army enter in enemy or neutral lands

    :hmm: Then I don't follow what you said here...



    I took from that that it doesn't trigger for the first 3 turns of being in a foreign region.
  34. Re: message appears every time a army enter in enemy or neutral lands

    Was this a campaign_script monitor?

    Sounds like there's a grace period, then, so that an army that accidentally wanders into foreign lands has time to get out again before it's seen as a bad...
  35. Replies
    5,061
    Views
    387,439

    Re: The Hobbit Trilogy 2012-2014

    Aragorn vs Lurtz, just off the top of my head. :D
  36. Replies
    2,998
    Views
    107,629

    Re: Tolkien General Discussion II

    Oh. :P



    Yes, I was just throwing in another reference. Tolkien's intermixing of the names is odd.

    Thingol was a non-Noldor "high elf", and (I believe) the only one outside of Aman. Wasn't...
  37. Replies
    2,998
    Views
    107,629

    Re: Tolkien General Discussion II

    It isn't saying "the last of the Eldar" necessarily. Perhaps it means the last of the Elf 'nobility' and with his passing the Dominion of Men was now technically in full swing.



    The table in...
  38. Re: How To Edit A SAVE Game File? And how to kill a character on campaign map?

    There is no way to kill him from the console, and no such thing as IDs for characters. kill_character takes a name or label as its argument - not an ID - and is only possible from script as Ron said....
  39. Replies
    13
    Views
    848

    Re: Struggling as Dale - first time player

    A faction will not come and attack another faction's region unless they are neighbours (or on crusade/jihad) or explicitly scripted to do so. That capture by the Dwarves was probably a scripted...
  40. Replies
    153
    Views
    17,152

    [Tutorial] Re: How To: The Ancillary Guide

    "Effect Hitpoints 2"

    Did you check the log for errors?
Results 1 to 40 of 500
Page 1 of 13 1 2 3 4