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    Re: FactionIsLocal vs IsFactionAIControlled

    Ah, thank you. :thumbsup2

    That makes sense and means that LocalFaction does not take on different meanings in single player and hotseat. It always means "the most recent faction that was human...
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    Re: a really strange issue...

    Checking the VNV one using this I found some problem lines. EA looks okay though so I don't think it is that.
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    Re: Unit limitation for buildings ?

    The log should be in the "logs" folder of your M2TW installation.
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    Re: a really strange issue...

    File encoding (should be UCS-2 Little Endian) or end of line problems? All problems shown are at a line break, or maybe the problem is making those line breaks - hard to know without seeing the...
  5. Re: How to test number of current units per faction in a strat mode .

    FactionType instead of TargetFactionType?
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    Re: Modding Questions and Help Thread

    Yeah. Not until you take back control of the faction.
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    Re: Modding Questions and Help Thread

    Oh good! I didn't expect it to work as-is in TATW.

    Check out the link that Araval posted. I have tried it myself and it's very good. The advantage is that you don't need to keep hitting the turn...
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    Re: Modding Questions and Help Thread

    Which one?

    @Araval
    Thanks for that. I didn't know it was possible.
  9. Re: Is it possible to script the deterioration of roads?

    I tried a similar thing once and got nowhere. Script can destroy the road building but it doesn't affect the road itself, even if a lesser road building is then built there.

    Walls work the same...
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    Re: Modding Questions and Help Thread

    http://forums.totalwar.org/vb/showthread.php?76730-Tut-How-to-create-a-new-faction-(using-the-Normans-Saxons)

    Don't forget the two important points it mentions: remove Forodwaith from the slave...
  11. Re: a building that generate income (3000), but after 2 turns (my mood is 4 years turn) constructed it will desapear

    :salute:

    If money is added to the building as a capability then I'm not sure if it would give two or three turns' worth. Two, I think.

    If money is added by script upon construction then the...
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    Re: Modding Questions and Help Thread

    12tpy: I suspect that was the reason then.

    Neighbours: no, afraid not. The only way would be to work it out itself using I_SettlementOwner on every region that borders the region in question.
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    Re: Modding Questions and Help Thread

    I can't remember all of the steps. There are tutorials on adding a new faction - or better yet: reusing an existing one like saxons or normans - which is all it is. Check the workshop's tutorials.
  14. Re: a building that generate income (3000), but after 2 turns (my mood is 4 years turn) constructed it will desapear

    There is only one way to make it disappear: scripted destroy_buildings. That destroys the entire building tree in the entire faction; you can't destroy it just one settlement. So either you'll need...
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    Re: Modding Questions and Help Thread

    In DCILA we're using Ireland as an observer faction. It was made playable and given Forodwaith as its only region.
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    Re: Faction adding

    Thank you EoH!

    I added a new faction and started getting this bizarre CTD.

    I could go into Custom Battles just fine and I could go into the Grand Campaign faction selection menu just fine. But...
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    Re: Modding Questions and Help Thread

    You're welcome. Always happy to help a fellow scripter in trouble. ;)

    For the record: were you using 12tpy?
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    Re: Modding Questions and Help Thread

    Hmm. I'm not sure if this...


    add_events
    event counter trade_elves_accepted
    event counter trade_elves_declined
    date 0
    end_add_events

    ...resets those events counters back to zero. If not...
  19. Thread: New Scripts

    by Withwnar
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    Re: New Scripts

    There is a problem with this line...


    monitor_event EventCounter I_EventCounter edinburgh_sappers_accepted = 1

    Once edinburgh_sappers_accepted becomes 1 then every time any event counter...
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    [Tutorial] Re: Sapping on the Campaign map

    Replacing "and I_SettlementUnderSiege Edinburgh" with "and IsRegionOneOf Edinburgh_Province" would do it. Now it would be saying "if he's besieging and he's in Edinburgh" which implies that he must...
  21. Re: Forgotten Realms of Gathered Submods (FRoGS) v2.5.1 RELEASED!!!

    I don't know about FROGS but this is for vanilla TATW 3.2: http://www.twcenter.net/forums/showthread.php?629660-Could-guilds-be-more-diverse&p=13559477#post13559477

    EDIT: by the way, Araval said...
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    Re: Changin a Factions Accents

    http://www.twcenter.net/forums/showthread.php?460777-How-to-change-a-factions-accent-to-an-already-existing-accent-on-the-campaign-map

    It's currently the first thread in the tutorials.
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    Re: Faction Destroyed Condition

    If there's a definitive list somewhere I haven't found it. From combined sources...

    http://medieval2.heavengames.com/m2tw/mod_portal/tutorials/edb_guide/index.shtml...
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    Re: Unit Info Pics not appearing [CLOSED]

    "mercs" in the unit_info folder but "merc" in the unit folder. I'm sure that there is an excellent reason for that. :P
  25. [Tutorial] Re: Increased Movement Points(Cavalry, Infantry and/or Siege)

    I don't know but what Gigantus said in post 27 suggests that there is no such thing as infantry_movement_points_modifier, which would explain it. Although the OP implies that there is.
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    Re: Palantiri Revision v1.2.8 [3.2 compatible]

    I'm not sure that I quite understand what you're saying there.

    This is the TATW 3.2 map showing where the viewing selectors are...

    310287

    Here they are on FireFreak's map...

    310288
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    Re: stat_health in EDU & autoresolve

    Good one Mak. :thumbsup2

    This technique has been mentioned a few times over the years in the TATW forum as a solution to fix the inherent autoresolve imbalance: that Orc units tend to have high...
  28. Re: Total Diplomacy v1.8.3 (Forced Diplomacy, Taking Allied Forts, Allied Allies, Osgiliath Ferry, Ally Invade) [3.2 compatible] - 11-Dec: minor update

    You're welcome.

    You can't just drop it into that submod if that's what you mean. With any two submods have a look at what files they contain; if any file is in both then dropping one submod over...
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    Re: New spawn generals having no name.

    I meant by you using a name in descr_strat or campaign_script that either does not exist at all in descr_names or does but not for the faction in question.

    For the record: random_name is perfectly...
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    Re: Making factions unlock able problem

    This expression will find all occurrences of LF end of lines (and won't find correct CRLF ones)...

    [^\r]\n

    Use that in a Notepad++ search with the Regular Expression option. (NOTE: it didn't...
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    Re: Palantiri Revision v1.2.8 [3.2 compatible]

    I'm only going on what the MOS thread says, that it is using this:...
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    Re: Making factions unlock able problem

    Indeed. I usually only check that the Edit > EOL Conversion indicates "Windows" but it did in this case despite the incorrect EOLs.
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    Re: Palantiri Revision v1.2.8 [3.2 compatible]

    Then perhaps this will not sound like another language to you.

    Basically, the procedure is to compare this submod against vanilla 3.2 to find the differences. Then apply those differences to the...
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    Re: CTD with Traits

    Surely it must mean that either they were spawned using a name that does not belong to that faction (descr_names.txt) or the name isn't in names.txt.
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    Re: Making factions unlock able problem

    descr_strat_crash.txt has some bad EOL characters. These lines end with LF instead of CRLF:

    spain

    unlockable
    moors
    egypt
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    Re: Modding Questions and Help Thread

    There is a topic in the Workshop at the moment on the implications of changing from 1 to 4. Might be worth a read:...
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    Re: Palantiri Revision v1.2.8 [3.2 compatible] - 21-Nov: minor update

    Sorry Shimrhod, I have neither the time nor enthusiasm to explain how to merge. It can be difficult, especially if you're not already familiar with the files. There might be a tutorial somewhere. If...
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    Re: Making factions unlock able problem

    It's also the line with a blank line before it. Did you fix that?
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    Re: Weird Rebels Spawning

    Interesting! :thumbsup2
  40. Re: Multiple temples done realistically in a settlement

    ...or if it's a building type that only applies to a castle situation, for example. No idea what, just sayin'. :)

    It also means that many effectively-duplicate buildings can be scrapped, giving...
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