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Thread: [Guide]Stainless Steel General Modding Topic

  1. #81

    Default Re: Stainless Steel 6.3 Modding thread

    Possible to mod the Vanilla arrow trails back in? I think I'm the only person here who likes them. Just the arrows, wanna keep the javs etc as they are now in SS.

  2. #82

    Default Re: Stainless Steel 6.3 Modding thread

    I'm not exactly sure how you would do that, Feldspar, but I am sure that it would be done
    in the descr_projectile file.

  3. #83

    Default Re: Stainless Steel 6.3 Modding thread

    if you want your arrow trails back delete descr_flaming_projectiles.txt
    #1
    in Crimson Tide 4.2 (blood,sand,dirt,snow) -Medieval combat isn't pretty

  4. #84

    Default Re: Stainless Steel 6.3 Modding thread

    Does anyone know of a EDU editor that works with M2TW EDU files?
    The Caligula unit editor messes up M2TW EDU files, so...

  5. #85

    Default Re: Stainless Steel 6.3 Modding thread

    Quote Originally Posted by Silver Legionary View Post
    Does anyone know of a EDU editor that works with M2TW EDU files?
    The Caligula unit editor messes up M2TW EDU files, so...
    There is only one and you already know how it works.
    Use notepad++ and do all the things manually it's a simple text file anyways.

  6. #86

    Default Re: Stainless Steel 6.3 Modding thread

    Yeah, I guess so...bleh. Takes me ages.

  7. #87
    Gorrrrrn's Avatar Citizen
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    Default Re: Stainless Steel 6.3 Modding thread

    a quick reminder for those who aren't aware of it, a few years ago Tornnight wrote a neat little prog (requires java) called name verifier.
    quite simply it checks for discrepancies in various name files,and descr_strat.

    if you want the name verifier follow the link here;
    http://www.twcenter.net/forums/showt...87#post3887087

    it's free to use and was (I believe distributed with previous versions of stainless steel but not SS6.3 so new peeps may not be aware of it.

  8. #88

    Default Animation help

    Sorry if this is the wrong spot, but does anyone know where the banner carrier deaths are in the descr-skeleton file? I need to know for a submod idea.

  9. #89
    Paladin94610's Avatar Senator
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    Default Re: Stainless Steel 6.3 General Modding Guide Topic

    Can I mod the siege time limits? That's forts need 3 turns to starve out. Castles need 6 turns to starve etc.? or is it hardcoded.
    Formerly Iberia Auxilia


  10. #90

    Default Re: Stainless Steel 6.3 General Modding Guide Topic

    Quote Originally Posted by Iberia Auxilia View Post
    Can I mod the siege time limits? That's forts need 3 turns to starve out. Castles need 6 turns to starve etc.? or is it hardcoded.
    Hardcoded.

  11. #91
    Paladin94610's Avatar Senator
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    Default Re: Stainless Steel 6.3 General Modding Guide Topic

    O o
    Formerly Iberia Auxilia


  12. #92
    Paladin94610's Avatar Senator
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    Default Re: Stainless Steel 6.3 General Modding Guide Topic

    In 6.3, we can build stone forts right? How can we revert back to wooden fort?
    Formerly Iberia Auxilia


  13. #93

  14. #94
    Paladin94610's Avatar Senator
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    Default Re: Stainless Steel 6.3 General Modding Guide Topic

    Informative threads. Well, one more question pop up on my mind. Can we know if the Campaign Script is broken at the very start of the game.
    Formerly Iberia Auxilia


  15. #95
    Meneth's Avatar I mod, therefore I am
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    Default Re: Stainless Steel 6.3 General Modding Guide Topic

    Yes. Ireland will be cut off on the mini-map, and the start-up events won't show.
    The log will usually show exactly what's breaking the CS, too.

  16. #96
    Paladin94610's Avatar Senator
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    Default Re: Stainless Steel 6.3 General Modding Guide Topic

    Haven't give you some rep for a time. I am eager to give. ++rep
    Just gonna play with emergent scripts.

    It is annoying to see Teutonic Knights emerging even Pagan lithuanians are gone. And Bulgar revolt should only happen if the settlements are owned by Romans.
    Formerly Iberia Auxilia


  17. #97
    Meneth's Avatar I mod, therefore I am
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    Default Re: Stainless Steel 6.3 General Modding Guide Topic

    Good luck.
    If it works well, make a sub-mod out of it. SS needs more sub-modders

  18. #98

    Default Re: Stainless Steel 6.3 General Modding Guide Topic

    Quote Originally Posted by Iberia Auxilia View Post
    It is annoying to see Teutonic Knights emerging even Pagan lithuanians are gone. And Bulgar revolt should only happen if the settlements are owned by Romans.
    Emergent script can blocked with a event counter which will not fire if Lithuania is destroyed prior to the emergence of Teutons.
    About the Bulgar script that can be blocked by the same if like 2-3 specific settlements are not owned by Byzantium.

  19. #99
    Gorrrrrn's Avatar Citizen
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    Default Re: [Guide]Stainless Steel 6.3 General Modding Topic

    For those who want to experiment with changing settlement buildings our own King Kong has written a tutorial on using wilddog and makanyane's IWTE = world editor prog.
    http://www.twcenter.net/forums/showt...81#post8500981

    (Prog itself from O/P of thread.)

    You'll need milkshape 3D (free 30 day trial after that you pay for a license) from these people: http://chumbalum.swissquake.ch/

    The tutorial has only just been released so early days yet.
    Last edited by Gorrrrrn; November 26, 2010 at 01:37 PM.

  20. #100

    Default Re: [Guide]Stainless Steel 6.3 General Modding Topic

    By changing you meant editing battle building structures or creating them from scratch(in MS3D and then IWTE), right?
    Coz for changing existing ones or swapping etc one only needs to fiddle with .pkg files which is fairly easy in comparison.

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