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  1. [Resource] Re: List of scripting effects for Ancillaries and Traits

    This also exist on the wiki for building effects:
    https://wiki.twcenter.net/index.php?title=Export_descr_buildings.txt_-_M2TW


    construction_cost_bonus_wooden
    YES
    NO
    reduces cost of 'material...
  2. [Text Editing and Scripting] Re: Which file to look up, to change population requirement for settlement upgrades?

    Look up descr_cultures
    There you can change it per culture
  3. [Tutorials] Re: How to implement a battle loot system in a simple way

    Thank you that looks usefull
  4. Re: Incentivizing faction to train lots of priests

    ad this to the
    descr_campaign_db
    in the religion part
    <founding_conversion_default_rate float="0.01"/> set how much a settlement will convert to its founding factions religion as set in the strat...
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    Re: New Patch 2.0.2

    So "extra_construction_points" substract building time as oposed "construction_time_bonus_other" witch uses percentage.
    Building needs 10 turns
    extra_construction_points 5 = reduced to 5 turns =...
  6. Re: Incentivizing faction to train lots of priests

    Why not activatet the regions religion influensing each other, and give the roman empire buildings a way higher convertion rates.
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    [Tutorial] Re: How to create a playable horde

    Hordes can only sack or occupie
  8. [Tutorial] Re: How piety works and how to activate the alternative piety mode

    You mean:
    amplify_religion_level
  9. Re: Effects of a building made conditional on the religion of population

    law_bonus bonus 1 requires factions { faction, } and region_religion (religion) 50
    law_bonus bonus 1 requires factions { denmark, } and region_religion catholic 50
    Like this?
  10. Replies
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    Sticky: Re: Fans suggestion thread for future releases

    If you donīt add a religion to the building it will convert to faction religion
  11. Thread: Minor Factions

    by Gebilde
    Replies
    5
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    1,346

    Re: Minor Factions

    Build happiness Buildings
    And keep rejecting keatons for that settlement
    There is also volvagian as guild npc for them you need to be, not being gorons, ad war with them or owning deathmountain
  12. Thread: Minor Factions

    by Gebilde
    Replies
    5
    Views
    1,346

    Re: Minor Factions

    Keatons and Minsh are Guildfactions.
    Haunts are down in the bottom left corner.
    Stormzora the Islands in the bottom middle.
    Crown Ridge Gorons in the bottom right corner.
    If you want to build a...
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    2,472

    Re: Campaign Map: previews, discussions

    https://www.twcenter.net/forums/showthread.php?806068-Getting-the-AI-to-Use-Forts&p=15935459&viewfull=1#post15935459
  14. Sticky: Re: What do you think is missing in MTW2? Here we make update plans.

    How about a unit limit dynamic or other wise?
  15. Sticky: Re: What do you think is missing in MTW2? Here we make update plans.

    A way to label troops
    for example many mods use garnission scripts when a settlement is under siege, wich spawns units with a defender attribute, wich then get auto destroyed when the siege ends....
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    [Resource] Re: Creating a World - Bare Geomod

    If you want expbonus
    simply adding a recrutepool for that
    recruit_pool "unit" 0 0.01 0 2 requires factions { faction, }
    to give units expbonus upon recut and retraining
    you would need to...
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    Re: Getting the AI to Use Forts

    maybe add large free upkeep bonus
  18. Re: Question about "recruits_morale_bonus bonus" in EDB

    it does work
    https://www.twcenter.net/forums/showthread.php?95018-Editing-Morale&p=15249037&viewfull=1#post15249037
    negative bonus ussally donīt work alone only reducing positive bonus
  19. Sticky: Re: What do you think is missing in MTW2? Here we make update plans.

    How about making, at the moment unrecrutable, agents recruitable?
    like the princess, the inquisitor, witches and heretic.
  20. Sticky: Re: What do you think is missing in MTW2? Here we make update plans.

    That would also be awesome
    But take your time :thumbsup2
  21. Sticky: Re: What do you think is missing in MTW2? Here we make update plans.

    Would it be possible to sack a city without taking that city, (giving it over to rebels) simliare how hordes do it?
    maybe adding or replacing one of the postsiegebattle decision?
  22. Sticky: Re: Discussion of plans for the development of the project and the implementation of things already selected for entering the game.

    Maybe reduce the level of the settlement downgrading the corebuildings
  23. Re: General discussion (use of already implemented functions, etc.)

    That sounds cool
    will there be away to chose betwen stone forts (for permanent as example) and wooden as temporea forts?
  24. Sticky: Re: What do you think is missing in MTW2? Here we make update plans.

    http://www.twcenter.net/forums/showthread.php?665782-Sap-and-swim-animations&p=15361572&highlight=#post15361572
  25. Sticky: Re: What do you think is missing in MTW2? Here we make update plans.

    you can change that by scripting the relationsship of factions to neutral with all other factions once their are defeated in the campaign script
  26. Sticky: Re: What do you think is missing in MTW2? Here we make update plans.

    There exesit a feature wicht let you hide the slavefaction religon indicator in forgein settlements
    would it be possible to expand that for other religions?
  27. Re: CTD when making islands independent regions

    https://www.twcenter.net/forums/showthread.php?568506-New-hardcoded-list&p=15918855&viewfull=1#post15918855
  28. Thread: List of Units

    by Gebilde
    Replies
    1
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    927

    Re: List of Units

    https://www.twcenter.net/forums/showthread.php?624259-TWTECV-TW-Text-Editor-Cleaner-amp-Validator-v1-20&highlight=TWTECV
    try this tool
  29. Sticky: Re: What do you think is missing in MTW2? Here we make update plans.

    Maybe displaying counter from the campaign_script in the game
  30. Sticky: Re: What do you think is missing in MTW2? Here we make update plans.

    This a pipedream i know but a dedicate culturemeter simliare to religionmeter so you could have both.
    A culture meter could be used similare effekt than religion but also for example for unit, wihle...
  31. Re: HotSeatTool(Expanding MTW2 Engine Features)and instructions for the program, in pictures

    Gratulations on getting your own forum subsection
  32. Re: HotSeatTool(Expanding MTW2 Engine Features)and instructions for the program, in pictures

    Also these in the descr_campaign_db?

    <founding_conversion_default_rate float="0.01"/>
    <neighbour_normalise_weight float="0.01"/>
    <governor_conversion_rate_offset float="0.01"/>...
  33. Re: HotSeatTool(Expanding MTW2 Engine Features)and instructions for the program, in pictures

    Did you give faction these religion and addet them to buildings?
  34. Re: HotSeatTool(Expanding MTW2 Engine Features)and instructions for the program, in pictures

    @youneuoy
    @Aura
    thank you both for working on this.
  35. Sticky: Re: HotSeatTool(Expanding MTW2 Engine Features)and instructions for the program, in pictures

    Would it be possible to reactivet Rome/BI features like: (recruit "unit" 0 requires factions { faction, } ), wich requers populations or giving back population when disbandet
    seperat walls and...
  36. Re: Modcrashes allways on the by the same faction turn

    Its my edit with the more religions
    it did work before with the religions
    I did asing them to diffrent faction but did not change the crashing faction
    afterwards i changed them back but the game...
  37. Modcrashes allways on the by the same faction turn

    Everytime i click endturn the mod crashes at the same faction turn.
    When i play the faction it crashes at the rebelfactionturn
    It doesnīt crash wehn i disable the ai
    end of the crashlog
    ...
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    Re: Breaking The Limits (First version RELEASED!)

    That would be awesome Aura.
    Will do then further testing
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    [Resource] Re: Creating a World - Bare Geomod

    Yeah in game but not in geomode
  40. Replies
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    [Resource] Re: Creating a World - Bare Geomod

    I tried it
    It doesnīt work if there are more than 10 religions
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