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    Re: corresponding fe_buttons_48 file?

    To clarify: there is no text file where you need to define mappings between factions and those TGAs. It is implicitly defined by the file names.
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    Re: corresponding fe_buttons_48 file?

    Those ones - faction selection buttons - have the faction name in the TGA file names. That is all you need to do.

    The _LOGO_ definitions are for symbols within the campaign/battle itself, not for...
  3. Re: Spawning Additional Units Submod (SAUS) v1.4.2 (25-Sep) [3.2 compatible]

    It would be, yes. It is a compilation's responsibility to ensure that its submods are compatible and working together; that's the very point of a compilation.

    The cavern upgrades need only Dwarven...
  4. Re: Spawning Additional Units Submod (SAUS) v1.4.2 (25-Sep) [3.2 compatible]

    Do you mean the second level or the second upgrade? "Dwarven Caverns of Helm's Deep" or "Glittering Caves"?

    SAUS uses a lot of specific tile location stuff in its script. I have no idea if anybody...
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    Re: nOOb Questions

    Most of those are unit questions. Somebody else can field those. :)

    1 & 2) The text files have a variety of custom formats/syntaxes and the scripting language is their own. Only the XML files are...
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    Re: 3rd turn + ctd on campaign exit

    It does (can?) if it gives an epithet. It seems unlikely to be triggered by a "quit confirmed" action though.
  7. Re: Where does the engine find its pictures for buildings and can it be changed?

    ...and is the only one that lets you tell the game to use images of culture B as the default choice for a culture A. Maybe this is what you remember reading somewhere, Gebilde. Or perhaps you are...
  8. Thread: Oh GOD Why?

    by Withwnar
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    Re: Oh GOD Why?

    Military Access should be fine though, yes.

    TATW also has an inbuilt rule that Dwarves dislike Elves. Their faction standings are decreased a tiny bit each turn. Faction standing is one of the...
  9. Re: Swapping units from faction to faction in Third Age/MOS

    Has it reached the 500 unit limit?
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    Re: 3rd turn + ctd on campaign exit

    No log errors? If not then try turning on tracing then check the log.
  11. Re: First Cao Cao's mission impossible to fulfill

    No worries.

    Two problems with the new script though:

    1) It doesn't terminate when the mission is completed, so will continue spawning, firing the false_emperor HE, etc. every turn that those...
  12. Re: First Cao Cao's mission impossible to fulfill

    Yes, but that historic event fires only in the first turn and therefore your monitor is only triggered in the first turn. The "broken" monitor is checking settlement ownerships and venice death -...
  13. Re: Where does the engine find its pictures for buildings and can it be changed?

    data\descr_ui_buildings.txt?
  14. Re: First Cao Cao's mission impossible to fulfill

    P.S. Or, instead, just change your monitor to a FactionTurnStart one instead of an EventCounter one. It will need terminating once the mission is done - or was never accepted.

    e.g.


    ...
  15. Re: Where does the engine find its pictures for buildings and can it be changed?

    Are you asking where this placeholder picture is? In the data\ui\generic folder.
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    Re: Sieges death toll - where to modify?

    Medieval TW 1? I never modded that one but it would not be surprising at all if M1TW let you do that and M2TW does not; they are wildly different games. M2TW is very similar to RTW and even then...
  17. [Tutorial] Re: Test that a faction is dead/alive including hordes

    Good, thanks for the update.
  18. Re: First Cao Cao's mission impossible to fulfill

    I did read the OP but I'm not familiar with mod so can't easily map player descriptions to script names. I'm downloading the mod now but meanwhile I looked at patch 3's campaign script...

    Maybe...
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    Re: Issue with SpawnPool and stratmap models.

    I give up. I'm now starting to wonder how I tested that battle_model ever worked in the first place. Either I screwed up the tests and got a false positive or there's something - or somethings - that...
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    Re: 3rd turn + ctd on campaign exit

    Never seen it myself and I'm exiting campaigns all of the time in testing.

    So far as CTD's go that's about as uncritical as you can get. As they're exiting anyway I mean.
  21. Re: First Cao Cao's mission impossible to fulfill

    This is very strange. What is the actual problem? That the false_emperor historic event is not being shown? Are there any log errors from the time that this monitor (third in previous post) is or...
  22. [Tutorial] Re: Test that a faction is dead/alive including hordes

    :hmm: I don't think that this is any more "riskier" than the current best solution(s) in that other thread because they both yield execution as well (while loop and monitor_conditions). This would be...
  23. Re: First Cao Cao's mission impossible to fulfill

    Can you show the script that fires off that historic_event?
  24. Re: First Cao Cao's mission impossible to fulfill

    That doesn't sound right to me. If this is supposed to be triggering ONLY by the player clicking an Accept button then it should be using the _accepted counter. Otherwise it will be triggered by the...
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    Re: Testing for faction defeat fails

    When does this monitor fire? If it is in response to a settlement being captured - e.g. GeneralCaptureSettlement - then it might be that the ownership change has not yet taken place so venice still...
  26. Re: Total Diplomacy v1.8.4 (Forced Diplomacy, Taking Allied Forts, Allied Allies, Osgiliath Ferry, Ally Invade) [3.2 compatible]

    Not by me, no, as I said four posts ago.
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    Re: How to start countries as vassles?

    That should work but it doesn't.

    One solution I've seen is to alter descr_campaign_ai_db.xml (good luck with that :P) such that one wants to be the vassal of the other, and the other wants to be...
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    Re: Testing for faction defeat fails

    Your script is actually testing if < 0 which can never be true.

    I_NumberOfSettlements isn't necessarily a valid test for horde factions. This is:...
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    Re: Issue with SpawnPool and stratmap models.

    Originally it did. I can't remember whether battle_model had been tested before or after the faction emerge was removed.



    Yes, if the other character is in the same faction or in the player's...
  30. Re: [error] Insufficient video memory to load requested texture set.

    Open that .cas file in a text editor. The last line mentions a .tga texture file - this file must exist.
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    Re: Issue with SpawnPool and stratmap models.

    "Age = 20". Yes, I found that too. I guess that the age is hardcoded and the developers had to choose some number.



    Definitely alive then. That's something.

    Yep, "worldwide" doesn't include...
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    Re: Issue with SpawnPool and stratmap models.

    Yeah, that's as far as I got while trying some things yesterday.

    I don't know about upkeep; possibly he still gets a wage but I'd be a little surprised if you were still paying upkeep for his...
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    Re: Changing names (factions/characters)

    One way is to search for the text that you know to be in the game using something like Notepad++'s Find In Files function. It searches all of the files under some starting point folder (e.g. a mod...
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    Re: "move" command yields execution

    In the OP's script the first monitor's next command after the move - terminate_monitor - will not be reached until that test1 character has finished his movement. In that respect a movement action...
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    Re: Changing names (factions/characters)

    Looks to be data\text\campaign_descriptions.txt.
  36. Re: How to prevent "Retinue Expands" messages from poping up?

    EDA doesn't have gain_message entries. :)
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    Re: Issue with SpawnPool and stratmap models.

    I get that. I was questioning why you're sending off map and bringing back each time but now I see what I missed before: you're using that to change his bodyguard. (And battle_model.)


    ...
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    Re: Crusades and Cardinals?

    1) Can we script the calling of a crusade/jihad? No, afraid not.

    2) I don't know. Elections aren't something I'm familiar with.
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    Re: Issue with SpawnPool and stratmap models.

    Ah yes, I ran into the same problem recently(ish): it seems that a "unique name" character (one from another faction) can't be sent off map more than once. Or at least not brought back from off map...
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    Re: My expanded isn't working?

    Did you see the part about file_first in that link?
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