Haha good one.
Haha good one.
I have a question of my own:
Somewhere on my travels through the various M2TW/Kingdoms mods I found that someone had come up with the idea of using the old stone castle .cas files from M2TW to replace the fort .cas models on the start map.
(This is when you've changed the proper castles files with Agart's new and much improved models.)
I don't have any way of looking at .cas files so can someone let me know which are the relevant files to move from an unpacked M2TW models_strat/residences file.
I'm not sure which level of castle would look best for forts.
tx
- northern_european_castle.cas (Castle)
- northern_european_fortress.cas (Citadel)
- northern_european_large_castle.cas (Fortress)
- northern_european_stone_keep.cas (wooden castle)
Then there are variants for the same things as per culture.
Cheers Ishan
I'll see if the castle ones look the best.
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Found what I was refering to:
http://www.twcenter.net/forums/showt...73#post7903073
will try that as simply using the M2TW .cas didn't make any difference on strat map, even when re-named.
Last edited by Gorrrrrn; February 21, 2011 at 06:00 PM.
Hallo to all and thanks in advance.
In the following line
"recruit_pool "Papal Guard" 1 0.25 2 0 requires factions { papal_states, }"
I understand that:
number "0.25" states the rate of replenishment,
number "2" states the size of recruitment pool and
number "0" states the experience of the unit straight out of the barracks.
The first number "1", what does it stand for?
Thanks again, waiting for answer.
Last edited by Ishan; February 23, 2011 at 10:50 AM.
I would like to make a huge revamp in the EDU. If I remove an entry of a unit and the ownership of the unit has "slave". Does the script will spawn that unit for rebels and then it CTD? I know most of the files where is to remove a unit but could someone gives me the entire list of files to remove a unit under any circumstance? ANd I would like to know hoe the rebels stack appears and which units goes inside the army? Thank you
If you remove the unit from the EDU then you have to remove all references say in CS, descr_mercenaries.txt etc for that unit and it won't cause a problem for you anymore. And rebels are spawned in game on the campaign map from the descr_rebels... txt file it has a set of list of type of rebels so if you have to delete that unit from there also.
You can assign only one battle model to a particular captain or general they stay permanent there is no upgrade.
The files go in any directory as per mentioned in the BMDB. The model name itself is assigned in the descr_character.txt.
Well you can do that for kingdoms based mods only luckily SS is based on that.
Say for Lithuania the entry is:-
^That's the name of the battle model for all the generals for Lithuania referenced from BMDB.Code:faction lithuania dictionary 2 strat_model eastern_general strat_model eastern_general ; heir strat_model middle_eastern_sultan ; leader battle_model East_Euro_General
For Heir and Leader you have to do it from the Campaign_script.txt file by using the special command only supported in kingdoms:-
The first para changes the model for the strat of the game the next one applies whenever a new king is madeCode:monitor_conditions I_TurnNumber = 0 change_battle_model sicily leader Northern_king terminate_monitor monitor_event BecomesFactionLeader FactionType sicily change_battle_model sicily leader Northern_king end_monitor
For heir just replace the leader from command to heir.
Hope that helps.
gracul has released a very useful tool here, battle_models.modeldb sweeper
http://www.twcenter.net/forums/showt...86#post9097686it sweeps the modeldb code and sorts it out in a nice 'human way'. It accepts any kind of .modeldb file, so it doesn't matter if you are using the formatted files or un-formatted ones.:
Is there a limit to the grass distance? I set mine to 40000 and it doesnt look any farther then regular.
Is there a mod that can unlock all chapter houses for all catoilic facitons?
Or can someone at least show me what to edit it order to alow?
How copyrights work with pictures used for UI buildings? It is as long s is not for commercial use? If they are available in google, do I have the permission? Middle Age Tapestries are the image I would take for new buildings like this one:
Also, I only hope this's possible but do we are able to make two buildings to be build at the same time or it's hardcoded? It might be possible as the recruitment of units but not sure
Forgot the link about it but where I can find the thread that were talking about fixing the tax_income code?
If you find the original source, that will likely have info about the copyright.
Some images are free for non-commercial use, others aren't.