This isn't quite correct. Nothing there is hardcoded into the game, and it can all be modified. Modders can generate new pathfinding files for the AI, but first the pathfinding file format needs to...
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This isn't quite correct. Nothing there is hardcoded into the game, and it can all be modified. Modders can generate new pathfinding files for the AI, but first the pathfinding file format needs to...
You don't need a condition that checks if an enemy faction is reduced to one settlement. You can rather trivially get a list of all settlements of a faction and check it's length, and it wouldn't be...
Try validating your game cache. That sounds like a weird bug.
I think we've got this fixed now, so we should see this resolved in AE's next patch.
Hey,
We believe that this is due to an oversight where we did not update the length of music tracks as the game sees them. However, recently DETrooper (from MK1212) was taking a look at music...
People seem to massively prefer 4tpy. It was at the stage where many bug reports and issues were reported with the 4TPY mod on. Ultimately when everyone is going to install that 4tpy mod and then...
Just a little. I moved onto Attila modding a long time ago, but haven't actively participated in months.
This question has been asked many times. I actually helped develop PoR2, and it's definitely cool to see in DEI - however, due to extra features (i.e hordes) and changes in the design of AE, it makes...
Hey,
Manpower is a planned feature however due to personal time constraints it was never completed. A prototype version of manpower code is actually included with AE, but isn't run or being used...
Should be theoretically possible, but a bit of work. Nobody has replaced video files for Attila/Rome2 though so it's relying on some testing I did working. Also - you shouldn't see hunnic cavalry?...
Thank you! I really appreciate it :)
The next update for AE will include Rome 1 music :)
http://www.twcenter.net/forums/showthread.php?783258-Preview-Update-1-01h&p=15596208#post15596208
Was glad to be of help! I'd like to say that the rest of the team has done a fantastic job in helping me here and in bringing music modding from a proof-of-concept to reality, so I've got to give a...
Generally lua script mods almost never work together. Warhammer scripters (given that there are a lot more of them) have created a system to ensure cross-compatibility for scripts, but nobody in...
There are plans for a manpower system, however it is half-implemented and currently in a hiatus.
Close, but this won't work. The -- is a commented out line.
To fix it, take Caligula's file here and replace the "--require("maga/init")" with "require("maga/init")". The ";" is entirely optional...
I'm part of the AE modding team :)
Anyways, it's being worked on. We might not get it too soon, but I know what needs to be done to get music in - it's just really very tricky technical stuff that...
The music .wem files are in the correct format however the templates to assign this music to ingame events is different, meaning the music is never triggered.
I've been looking at this a while. I...
Yeah, it's a fairly intense process but effectively you need to create a bink video file and then play it via script. Scripts also include a pay_sound function, but I've yet to make it work.
Sent...
You can, in Attila and Rome 2 both. Editing the sound that plays with that video is tougher, but it's possible - if a little convoluted - to replace existing videos. I experimented with that a bunch...
AE already has some added cities. There's more added unique cities, such as Carthage, which is a generic city map in the normal Attila campaign. Also, new settlement maps were created by UMC and are...
I helped develop PoR2, so I'm sure the other developers wouldn't have a huge problem with us adapting it. However, unfortunately, PoR2 suffers from some limitations which do not make it suitable for...
As a team member who's been pretty vocal about how often about how AE has failed to release, (never believing any of the previous release dates would be hit), for the first time I'm getting pretty...
Just cross-posting from another thread to update on the status of this:
Hey, I've seen some chat in here about scripts and got some private messages so would like to leave some thoughts and...
Releasing on September 30th 2016 everyone! :laughter:
Hey, I've seen some chat in here about scripts and got some private messages so would like to leave some thoughts and information.#
None of Hardballer's code is used in AE. They weren't ever...
Are you sure this is something that would require, or best be resolved via, scripting? The game includes a lot of CAI tables in the database that can modify things like a faction's aggressiveness.
...
I might be able to write some compatibility code to load in the region trading mod to AE if the user has the region trading pack file enabled, but I cannot promise anything.
Hardballer, this is...
I'm not sure if directly integrating it into AE by default is a good idea as there's a couple caveats:
* The region trading isn't complete and has no AI, which really breaks game balance right...
I'm the scripter for the team and have written a few programs to help the team. I offered to help here but I was told that it still requires a degree of creativity and design so using a program...
The coding part is the primary issue :)
A lot of the issues I raised fall under the "I hope scripting can touch this" realm of things.
I do like your suggestions, however! If they are possible...
On some level, yes. PoR2 (the first released full population system that was ported into DeI) was originally developed alongside AE's manpower, in fact, in collaboration.
They will.
Unique city maps will be present at launch due UMCs invaluable work in creating new maps and assigning them to cities. We had some minor issues with the tool I created to assign city maps (rotation...
People can be proud of their proof-of-concepts and want to show them even if they don't work. I don't want to devalue what Hardballer has done here - it's a great idea even if it hasn't yet (or maybe...
The feature almost definitely wouldn't be in the mod even if Hardballer stayed.
He only implemented the bare minimum required for the video, but the mechanic was completely unusable in-game....
The modder who was advertising those features (Hardballer) greatly exaggerated progress. The population system he was working on was purely mockup UI and wasn't functional whatsoever in-game, and the...
The issue mentioned here is not rank rotation. It's a bug.
Units that aren't given an attack order and defend normally tire much less quickly. It happens in vanilla too.
All the maps shown here should be. I developed a tool capable of replacing campaign maps which we're using to replace the maps.
I don't believe spite-driven mod development is the best strategy.
Accusing the entire team of being myopic or having extreme self-admiration is pointlessly insulting, especially when most of the mod developers have absolutely nothing to do with the faction naming....