Page 9 of 302 FirstFirst 123456789101112131415161718193459109 ... LastLast
Results 161 to 180 of 6024

Thread: BGR-V 20150324. Byg's Grim Reality (Supply & Command Series): Guides, Updates & Optional Extras

  1. #161

    Default Re: Byg's Grim Reality 2 - Supply and Command (Updated Details)

    First I'll just say that I love these traits it really does make the game harder (no more can I hide my armies in the woods for 20 years ) but I do have one complaint. the battle hardened trait you give successful AI generals is a great idea however, I like to steal generals with my princesses and sometimes I get a general with the Battle hardened trait which as you might imagine in the hands of a human player essentially means I can fight from one end of spain to the other with no problems. Is there anyway to get rid of the trait after you charm a general? I love stealing generals but I'd hate to have to relegate them to construction foreman because that one trait makes them just too powerful for combat

  2. #162
    Byg's Avatar Read The Manual
    Patrician

    Join Date
    Nov 2005
    Posts
    4,569

    Default Re: Byg's Grim Reality 2 - Supply and Command (Updated Details)

    Quote Originally Posted by Goose_84 View Post
    First I'll just say that I love these traits it really does make the game harder (no more can I hide my armies in the woods for 20 years ) but I do have one complaint. the battle hardened trait you give successful AI generals is a great idea however, I like to steal generals with my princesses and sometimes I get a general with the Battle hardened trait which as you might imagine in the hands of a human player essentially means I can fight from one end of spain to the other with no problems. Is there anyway to get rid of the trait after you charm a general? I love stealing generals but I'd hate to have to relegate them to construction foreman because that one trait makes them just too powerful for combat
    Hi,
    I discussed this in another thread, but should really put something here too.
    I realised this trait could be captured by a human player, but didn't think it would happen often enough to be a problem, rather it would add an interesting element to bribing or marrying a foreign general. So I left it in.
    The guy on the other thread was really quite pleased that he had this one uber general.
    So I have one for and one against and I'm not too bothered for my own campaign, however I think on balance your argument has the edge as the whole purpose of my traits was to make the game harder for humans. I will try to incorporate a removal of this trait once owned by the human player. It wont be difficult, but will have to wait for my next version.

    I'm taking a little modding break at the mo because I may wish the next version to take 'Kingdoms' into account.

    Meanwhile, if you are familiar with what to do, then add the following trigger to the end of your character traits file:

    Code:
    Trigger AI_UnBoost
        WhenToTest CharacterTurnEnd
    
        Condition IsGeneral
              and CharacterIsLocal
              and Trait Healing = 1
    
        Affects Healing -1 Chance 100
    note: I don't like using minus 1 in a trigger because it may leave the effects, albeit unseen.
    As you will feel whether it has worked or not, I reckon it is safe to try it, particularly as you will not regain the trait in this instance.

    NEW BGR V 20150324! . . . . . . . .. . . .BGRIV_E

  3. #163

    Default Re: Byg's Grim Reality 2 - Supply and Command (Updated Details)

    i know this is a bit OT but ive just ordered the kingdoms expansion and was wonderin if these traits will work ok with it. can u see it causing any probs?

  4. #164
    Byg's Avatar Read The Manual
    Patrician

    Join Date
    Nov 2005
    Posts
    4,569

    Default Re: Byg's Grim Reality 2 - Supply and Command (Updated Details)

    Quote Originally Posted by tonedog View Post
    i know this is a bit OT but ive just ordered the kingdoms expansion and was wonderin if these traits will work ok with it. can u see it causing any probs?
    I see no good reason why not, it isn't likely that they will have added same named traits.

    Are you up to adding in the traits manually or do you intend to wait until I release it?

    If you d.i.y, out of interest, are you taking the traits from the download here (for ss3.2) or from SS4.1 directly?
    Last edited by Byg; August 30, 2007 at 12:46 PM.

    NEW BGR V 20150324! . . . . . . . .. . . .BGRIV_E

  5. #165

    Default Re: Byg's Grim Reality 2 - Supply and Command (Updated Details)

    i dont know, im not sure if id know how to do it manually as its been a while since i played or modded total war however this expansion has renewed my interest. i stopped playin just after u created these supply traits which in my opinion are one of the biggest steps forward in mods for total war!

    how close r u to moddin these traits into kingdoms? how would i do it myself?

  6. #166
    Byg's Avatar Read The Manual
    Patrician

    Join Date
    Nov 2005
    Posts
    4,569

    Default Re: Byg's Grim Reality 2 - Supply and Command (Updated Details)

    Quote Originally Posted by tonedog View Post
    i dont know, im not sure if id know how to do it manually as its been a while since i played or modded total war however this expansion has renewed my interest. i stopped playin just after u created these supply traits which in my opinion are one of the biggest steps forward in mods for total war!

    how close r u to moddin these traits into kingdoms? how would i do it myself?
    Thanks for the enthusiastic comment.

    Well I don't know yet whether kingdoms has the same or different traits.

    I also need to know if kingdoms will allow any enhancements to SS, the enhancements in kingdoms may only be for the new campaigns, perhaps someone else can answer that.

    Either way if all goes well you will be able to install BGR2, or BGR3 (when ready) into any mod...I can't say about a release date because sometimes real life gets in the way. It was virtually ready weeks ago, but is not completed.

    To do the work yourself without experience would would be long and tedious work. Hang in there!

    NEW BGR V 20150324! . . . . . . . .. . . .BGRIV_E

  7. #167

    Default Re: Byg's Grim Reality 2 - Supply and Command (Updated Details)

    hae u bought kingdoms yet? i suggest u do cos its awesome, was playin it most of last night and it really briings a lot to total war. ive read elsewhere that no new improvements were made to the grand campaign itself but thats not official.

    maybe lusted could answer that

  8. #168

    Default Re: Byg's Grim Reality 2 - Supply and Command (Updated Details)

    i like the higher morale.
    once i attacked a unit of spearmen from four sides, one attacker being soldiers on horses. it didnt rout. (the enemy had a 6 star general though).

  9. #169
    Byg's Avatar Read The Manual
    Patrician

    Join Date
    Nov 2005
    Posts
    4,569

    Default Re: Byg's Grim Reality 2 - Supply and Command (Updated Details)

    Quote Originally Posted by tonedog View Post
    hae u bought kingdoms yet? i suggest u do cos its awesome, was playin it most of last night and it really briings a lot to total war. ive read elsewhere that no new improvements were made to the grand campaign itself but thats not official.

    maybe lusted could answer that
    I have the various character trait files for the new campaigns and I see that they are all different. The installer(thanks to Nerazzurri) will hopefully now cope with installing these traits into any mod or campaign and we hope to release a beta BGR2.1 (3 will have to wait), dare I say within 24 hrs? If not it will be because of further improvements.

    Quote Originally Posted by Bearhugger View Post
    i like the higher morale.
    once i attacked a unit of spearmen from four sides, one attacker being soldiers on horses. it didnt rout. (the enemy had a 6 star general though).
    Yes, I personally cannot play without morale increases (and the AI general booster trait in all versions of bgr). Without them I find the AI is simply too easily routed and I just love longer grittier battles. I'm glad you do too.

    NEW BGR V 20150324! . . . . . . . .. . . .BGRIV_E

  10. #170

    Default Re: Byg's Grim Reality 2 - Supply and Command (Updated Details)

    any word on this? in regards to the morale comments above r u guys using darths battle AI? as a kingdoms owner i have to say battles aint that great due to the low morale/units arout isssue.

    is this the main thread to comment on this mod?

  11. #171
    Byg's Avatar Read The Manual
    Patrician

    Join Date
    Nov 2005
    Posts
    4,569

    Default Re: Byg's Grim Reality 2 - Supply and Command (Updated Details)

    Quote Originally Posted by tonedog View Post
    any word on this? in regards to the morale comments above r u guys using darths battle AI? as a kingdoms owner i have to say battles aint that great due to the low morale/units arout isssue.

    is this the main thread to comment on this mod?
    This is currently the main thread for the Reality Traits mod, most of which is in Stainless Steel.

    We were refering to any added morale that Grim Reality or SS adds to all units.

    SS 4.1 doesn't go as far, e.g. a general in

    SS is 13 morale

    Bgr2.1 will be 23

    Vanilla is 11

    It is not the values alone though, but rather the relative values. In bgr2.1 the values of all units are relatively closer.

    RC mod may make battles last longer too because of attack and armour values. I don't know, I rarely get to play any more.

    I think there's another thread for battle ai.
    Last edited by Byg; September 18, 2007 at 01:09 PM.

    NEW BGR V 20150324! . . . . . . . .. . . .BGRIV_E

  12. #172

    Default Re: Byg's Grim Reality 2 - Supply and Command (Updated Details)

    is the latest version close to release and will it work with kingdoms?

  13. #173
    Byg's Avatar Read The Manual
    Patrician

    Join Date
    Nov 2005
    Posts
    4,569

    Default Re: Byg's Grim Reality 2 - Supply and Command (Updated Details)

    Quote Originally Posted by tonedog View Post
    is the latest version close to release and will it work with kingdoms?
    Hi, I have put some information about that in the first post in this thread.

    NEW BGR V 20150324! . . . . . . . .. . . .BGRIV_E

  14. #174
    Byg's Avatar Read The Manual
    Patrician

    Join Date
    Nov 2005
    Posts
    4,569

    Default Re: Byg's Grim Reality 2.1 - Supply and Command (now testing)

    Please see the first post in this thread for information on testing Byg's Grim Reality 2.1 - Supply and Command.

    NEW BGR V 20150324! . . . . . . . .. . . .BGRIV_E

  15. #175

    Default Re: Byg's Grim Reality 2 - Supply and Command (Updated Details)

    Quote Originally Posted by Byg View Post
    Hi,
    I discussed this in another thread, but should really put something here too.
    I realised this trait could be captured by a human player, but didn't think it would happen often enough to be a problem, rather it would add an interesting element to bribing or marrying a foreign general. So I left it in.
    The guy on the other thread was really quite pleased that he had this one uber general.
    So I have one for and one against and I'm not too bothered for my own campaign, however I think on balance your argument has the edge as the whole purpose of my traits was to make the game harder for humans. I will try to incorporate a removal of this trait once owned by the human player. It wont be difficult, but will have to wait for my next version.
    You could always have the battle hardened trait increase a general's loyalty, making it harder for the player to bribe or marry them. This would reduce how often a player could get this trait.
    Morning Sun (adds Korea and China to the Shogun 2 map)
    http://www.twcenter.net/forums/forum...28-Morning-Sun

    Expanded Japan mod (97 new regions and 101 new factions)
    http://www.twcenter.net/forums/showt...ew-factions%29

    How to split a region in TWS2
    http://www.twcenter.net/forums/showt...split-a-region

    Eras Total Conquest 2.3 (12 campaigns from 970-1547)

  16. #176
    Byg's Avatar Read The Manual
    Patrician

    Join Date
    Nov 2005
    Posts
    4,569

    Default Re: Byg's Grim Reality 2 - Supply and Command (Updated Details)

    I could indeed have done as you suggest uanime5, it's a good idea.

    This has however already been fixed in the new version (BGR2.1-now testing) by simply removing the trait when the player bribes an AI general.

    In fact I think almost every user comment has been addressed in some manner in the new version.

    NEW BGR V 20150324! . . . . . . . .. . . .BGRIV_E

  17. #177
    alpaca's Avatar Harbinger of saliva
    Join Date
    Sep 2005
    Location
    Germany
    Posts
    4,811

    Default Re: Byg's Grim Reality 2.1 - Supply and Command (now testing)

    Hey Byg, I could have a look at your traits (as long as you don't mind if I borrow some ideas ) if you want.

    No thing is everything. Every thing is nothing.

  18. #178

    Default Re: Byg's Grim Reality 2.1 - Supply and Command (now testing)

    Whenever a Crusade or Jihad is called I get a long list of these 2 error messages.

    Code:
    23:39:01.046 [game.script] [error] Trigger processing error in <DamnCrusaders> 
    : <target_faction> is unavailable from event <CharacterTurnEnd>
    when testing <IsCrusadeTargetFaction> condition
    23:39:01.046 [game.script] [error] Trigger processing error in <DamnJihadis> 
    : <target_faction> is unavailable from event <CharacterTurnEnd>
    when testing <IsCrusadeTargetFaction> condition
    If you've already fixed this what do I need to change.
    Morning Sun (adds Korea and China to the Shogun 2 map)
    http://www.twcenter.net/forums/forum...28-Morning-Sun

    Expanded Japan mod (97 new regions and 101 new factions)
    http://www.twcenter.net/forums/showt...ew-factions%29

    How to split a region in TWS2
    http://www.twcenter.net/forums/showt...split-a-region

    Eras Total Conquest 2.3 (12 campaigns from 970-1547)

  19. #179
    Byg's Avatar Read The Manual
    Patrician

    Join Date
    Nov 2005
    Posts
    4,569

    Default Re: Byg's Grim Reality 2.1 - Supply and Command (now testing)

    Quote Originally Posted by alpaca View Post
    Hey Byg, I could have a look at your traits (as long as you don't mind if I borrow some ideas ) if you want.
    Hello sir,
    I'll pm you the testing/download forum address.

    Quote Originally Posted by uanime5 View Post
    Whenever a Crusade or Jihad is called I get a long list of these 2 error messages.

    Code:
    23:39:01.046 [game.script] [error] Trigger processing error in <DamnCrusaders> 
    : <target_faction> is unavailable from event <CharacterTurnEnd>
    when testing <IsCrusadeTargetFaction> condition
    23:39:01.046 [game.script] [error] Trigger processing error in <DamnJihadis> 
    : <target_faction> is unavailable from event <CharacterTurnEnd>
    when testing <IsCrusadeTargetFaction> condition
    If you've already fixed this what do I need to change.
    Hi, what version are you using and is it with your own mod as described in your pm?

    Meanwhile, assuming you are using version 2 then I doubt it's connected with the errors you are getting. It has been in SS for quite some time and there has been no such error.

    My total guess is that you accidentally deleted or added too many triggers/traits when copying and pasting from version 2 to your mod.

    Damnjihadis, Damncrusades etc are not my triggers.

    Code:
    ;------------------------------------------
    Trigger DamnJihadis     
        WhenToTest CharacterTurnEnd
    
        Condition EndedInSettlement 
              and IsJihadTarget
              and not Religion islam
    
    	Affects Hatesislam  1  Chance  12
    
    ;------------------------------------------
    Got any more info?

    NEW BGR V 20150324! . . . . . . . .. . . .BGRIV_E

  20. #180

    Default Re: Byg's Grim Reality 2.1 - Supply and Command (now testing)

    Quote Originally Posted by Byg View Post
    Meanwhile, assuming you are using version 2 then I doubt it's connected with the errors you are getting. It has been in SS for quite some time and there has been no such error.

    My total guess is that you accidentally deleted or added too many triggers/traits when copying and pasting from version 2 to your mod.

    Damnjihadis, Damncrusades etc are not my triggers.

    Code:
    ;------------------------------------------
    Trigger DamnJihadis     
        WhenToTest CharacterTurnEnd
    
        Condition EndedInSettlement 
              and IsJihadTarget
              and not Religion islam
    
        Affects Hatesislam  1  Chance  12
    
    ;------------------------------------------
    Got any more info?
    I am using version 2 of your mod and both Damnjihadis and Damncrusades are in it (I checked by redownloading your mod from the first page of this thread). As I said in my post this error only occurs when a Jihad or Crusade is called, this error will not occur if there is no Jihand or Crusade while you are playing. Therefore it's possible to play SS for sometime and never notice this error.
    Morning Sun (adds Korea and China to the Shogun 2 map)
    http://www.twcenter.net/forums/forum...28-Morning-Sun

    Expanded Japan mod (97 new regions and 101 new factions)
    http://www.twcenter.net/forums/showt...ew-factions%29

    How to split a region in TWS2
    http://www.twcenter.net/forums/showt...split-a-region

    Eras Total Conquest 2.3 (12 campaigns from 970-1547)

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •