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  1. Re: Trying to understand how animation DB tables work!

    Here is a mod pack with that table.
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    Re: Realdivide Bug

    The best solution: make peace with the Shogunate:whistling
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    Re: Otomo and tweak

    http://www.twcenter.net/forums/showthread.php?635630-Assembly-Kit-s-Update-Pack-1-2
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    Re: Battle Realism mode no reinforcements?

    ai will decline the attack when the win chance isn't very high and they viewed you as a potential enemy

    the vassal system only prevent ai betraying but will not prevent ai estimating you as a...
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    Re: Battle Realism mode no reinforcements?

    when ai don't want reinforcement the human player, such things will happen. unfortunately, ca did not code this properly.
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    Re: Morning Sun 2.0 Bugs/Suggestions.

    In my experience, large zone_of_control_***_radius and reinforcement_radius is the main cause of crashing when AI&player moving army.
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    Sticky: Re: Master Of Strategy (2015/08/02)

    The percent of which admin_cost_mod reduced is based on the current administration value before tax efficiency penalties multiplier for having too many regions apply. Example: If 2 regions(so no tax...
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    [Tutorial] Re: How to split a region

    This is the right place.Fellow tutorial Bob Part 1&2(replace "sho_japan" with "bos_japan" as you are editing the Fall of the Samurai Map )

    Unless you don't need to tweak the map any more. No...
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    [Tutorial] Re: How to split a region

    Before you create new .rigid_spline files, test your modified map in the game first. Modified map not always working, it is possible you have to redo the change.
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    [Tutorial] Re: How to split a region

    Read the Rigid spline converter tutorial .

    Copy the rigid_splines files belonging to the region you split from the "working_data\campaign_maps\[campaign]\display\Borders" folder (replace...
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    [Tutorial] Re: How to split a region

    here is one

    329817
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    [Tutorial] Re: How to split a region

    Your problem can only be caused by some actions which is not suggested in the page 1 tutorial. If you had followed the tutorial word-for-word, there would not be such a problem.

    Try some easier...
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    [Tutorial] Re: How to split a region

    You have done something wrong between page 1 tutorial step 3) to 6) , most likely.

    Edit:Just noticed Tosa is 296, 210 may be an already used vanilla ID. How do you get the Material ID "210" ? You...
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    [Tutorial] Re: How to split a region

    Post your step by step screenshots with a step by step description of which button you have clicked from page 1 tutorial step
    7) Select the modify tab and use the "cut" tool on the region you wish ...
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    [Tutorial] Re: How to split a region

    You should watch this tutorial more carefully :laughter:

    After you select the Polygon of your new region, you are not going to select the color of the Polygon, you should enter the ID of your new...
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    [Tutorial] Re: How to split a region

    Connectivity errors found - open scratchconnect_low.tga and scratchconnect_high.tga (in the exe's working directory) to see
    ...
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    Re: ESF Editor for Shogun 2

    You should ask daniu .
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    Re: ESF Editor for Shogun 2

    http://www.twcenter.net/forums/showthread.php?623719
  19. Re: Edited Skills Retain Vanilla Effects With New Effects Tacked On Top: How To Stop This?

    The game overwrites value by entries, not by tables. Only entries with the same ID(as the one in building_level_armed_citizenry_junctions) will be recognized as "the same entry". So for mods it is...
  20. [Resource] Re: Editing Province Specialities and clan starting location

    Have you put the "campaign_map_towns_and_ports" table into your mod?
  21. [Resource] Re: Editing Province Specialities and clan starting location

    display the names

    local_en.pack\text\db\campaign_map_towns_and_ports.loc
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    [Tool] Re: PFM 3.2 - DB schema improvements

    The 'technology_nodes_tables' tables of Shogun II can not be accessed.

    Definitions in master_schema.xml of PFM:
    <table table_name='technology_nodes_tables'
    table_version='0'
    ...
  23. Re: How to make cavalry use nodachi properly? (historical)

    You have to create a new nodachi equipment which is acting as a katana.

    Have a look at this tutorial:
    ...
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    Re: How to mod .lua file

    Renaming the .lua file may crash the game.
    Once you've edited the file, you should create a new mod pack using the Pack File Manager then add it to your new mod pack.
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    Re: How to mod .lua file

    You can use Notepad++.

    I recommend reading this tutorial to start learning Lua

    http://www.lua.org/pil/contents.html
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    Re: GPT Economy?

    You mean you attack your vassal? You get 50% of your vassal's income as tribute, after you declare war you'll lost this income, maybe this is the reason:hmm:
  27. [Tutorial] Re: How to rebalance units stats aspect for Shogun 2

    I apologizes for the confusion which my unclear comments caused, I'm not good at creating long sentences in English:blushing:



    I didn't suggest to create new stats based one vs one custom...
  28. [Tutorial] Re: How to rebalance units stats aspect for Shogun 2

    explained??? You mean the following?



    You explained in your imagination what the formula should be.



    They will have the insight about how the charge system work in your imagination.
  29. [Tutorial] Re: How to rebalance units stats aspect for Shogun 2

    What is the base of your table and formula? Why it should be xyz : 2 x (xxx) not xyz : 2.1 x (xxx)? If you called it "scientific approach" you should be able to explain it.


    Of cause I have to...
  30. [Tutorial] Re: How to rebalance units stats aspect for Shogun 2

    It seems that you think there should be a predictable formula for unit stats. But the effectiveness of ATT&DEF.etc is not linearity.



    I think the only reliable method is a lot one unit VS one...
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    [Proposal] Re: Looking for a weaker garrision mod

    Reduced the garrison units to a quarter of the vanilla size.

    Movie format.

    Unzip and put into your Steam install data directory which by default is;

    C:\Program Files...
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    [WIP] Re: Shogun II Total Realism [Beta 14.07.07 released]

    Even with a modeller, there is not much can be done, as it is an animation.
    CA did not release plugins for animations which can export Maya&Motion Builder files to game format:no:
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    Re: Fire arrows in the rain?

    CA disabled fire arrows in the rain by hide the buttons. AI don't need to click a button to active an ability, so it is not affect by bad weather
  34. Re: How to change Faction Flag? (Campaign and floating one)

    models.pack
    "rigidmodels/flags/textures"

    Editing "banners*(The one contains the faction banner).dds" and "mon_stratbanner_(faction name)_diffuse.tga" (both save as "DXT1 ARBG 1 Bit Alpha" DDS...
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    Re: Any Sweet FX users on S2TW?

    There is a mod about SweetFX for S2TW"
    http://www.twcenter.net/forums/showthread.php?627723-S2-TW-GEM-Graphic-Enhancement-Mod-%28Version-2-0%29
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    [Tool] Re: How to import in Pack File Manager

    You shouldn't modify the CA packs, you create a new mod pack and modify that one.
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    Re: Rome 2 Horses

    The textures of warscape is in dds format and is very easy to edit. But the 3d models will be something like "mesh1_variant_part_mesh" which no one knows how to edit.
  38. Re: Removing Technology Requirements for Buildings

    For mods, it is impossible.
    What you suggested is not a mod, but an unofficial patch which will not be accepted by the steam workshop.
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    Re: Stop units routing off battle map

    I don't think 1. is possible. Maybe add your own *.lua scripts can achieve it. Have a look of Data\scripting_library\scripting_library_rout_manager.lua for example.
  40. Re: Question on character animations (clips) in event screens (ninja kills etcetera) (for a MOD I would like to try)

    When I said there would not be a cue, I mean there would not be an edit able file(i.e: "*.cue") which tell the game which video to be played, this information is very likely hard coded in the game...
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