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Thread: Disable RR Update for 6.4 (Now with AoR option!!!) March 16 minifix

  1. #1
    newt's Avatar Baitai kihei
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    Default Disable RR Update for 6.4 (Now with AoR option!!!) March 16 minifix

    This is an update for the 6.4 version. All bugs should be fixed (I hope)

    Includes my archer guild fix as well, so you will only need that file if you use RR.

    Byzantine nerfed a little bit, so stop complaining about them

    All units are in the same order now in all buildings, making the building browser a much nicer place.

    Update! Ported the AoR version, this isn't optimized like the no AoR version, so please report any bugs/inconsistencies you may find.
    Things to look for: A unit skips a building. If it disappears altogether, it was probably intended.


    small fix uploaded. adds dismounted ghulams to the no aor version for fatimids

    __________________________________________________________
    extract to SS\data and overwrite all files, then run SS_setup.exe

    You will need 7-Zip to extract the files.


    **If you want cannon and guns at the start of your game, see here
    Attached Files Attached Files
    Last edited by newt; February 22, 2012 at 02:50 AM. Reason: small fix
    Hey, careful, man, there's a beverage here!
    Disable RR Update
    Archer Guild fix for SS 6.4


  2. #2
    strife1013's Avatar Senshi
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    Default Re: No Waiting for 6.3

    Sweet! I'm the first post....this looks great, going to test it out right now! I don't have enough patience to wait 300 turns...the game starts to get dull for me at that point.
    Plus Rep....if I can


  3. #3
    newt's Avatar Baitai kihei
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    Default Re: No Waiting for 6.3

    Mercenaries added. Will see about adding these to the sub mod manager in the near future, to make things simple.

    (I know it's easy to implement, but I'm tired of seeing text for now)
    Last edited by newt; August 25, 2010 at 07:49 PM.
    Hey, careful, man, there's a beverage here!
    Disable RR Update
    Archer Guild fix for SS 6.4


  4. #4
    Alpha Zeke's Avatar Baitai kihei
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    Default Re: No Waiting for 6.3

    Quote Originally Posted by newt View Post
    Mercenaries added. Will see about adding these to the sub mod manager in the near future, to make things simple.

    (I know it's easy to implement, but I'm tired of seeing text for now)
    I know how you feel

    Good job! But wasn't there a sub mod out for this already? Or something of the likes.

  5. #5
    Huene's Avatar Aimless Wanderer
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    Default Re: No Waiting for 6.3

    does this take care of the multiple entries of unit per building?
    @Historydude yes that would be my building based recruitment

  6. #6
    newt's Avatar Baitai kihei
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    Default Re: No Waiting for 6.3

    Quote Originally Posted by Historydude View Post
    I know how you feel

    Good job! But wasn't there a sub mod out for this already? Or something of the likes.

    It was broken. It made it so that certain units never appeared, and the recruitment pools were jacked. It also didn't touch the mercs, which are tied to years, not events (except gunpowder mercs)
    Hey, careful, man, there's a beverage here!
    Disable RR Update
    Archer Guild fix for SS 6.4


  7. #7
    newt's Avatar Baitai kihei
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    Default Re: No Waiting for 6.3

    Quote Originally Posted by Huene View Post
    does this take care of the multiple entries of unit per building?
    @Historydude yes that would be my building based recruitment

    Yup, after a week of nonstop editing I got it figured out

    Edit: Take England for example. At heavy mail, they get longbows and can recruit 2. I made the practice range the "heavy mail building" with the same pool. Archery range is my "half-plate/ new era building" so they get 2 yeomen archers and 4 longbows and only 1 levy archer. Marksmen range is full plate and they get 4 longbow, 3 yeomen and 2 retinue and no levy archers.
    Last edited by newt; August 25, 2010 at 08:36 PM.
    Hey, careful, man, there's a beverage here!
    Disable RR Update
    Archer Guild fix for SS 6.4


  8. #8
    Huene's Avatar Aimless Wanderer
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    Default Re: No Waiting for 6.3

    well done. im glad (and a little annoyed that i did so much for naught) that you got this out +rep

  9. #9
    Caesar Clivus's Avatar SS Forum Moderator
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    Default Re: No Waiting for 6.3

    Quote Originally Posted by newt View Post
    UPDATE: mercenaries updated so you can recruit anything at the start, assuming the pool is filled
    Wait, are you saying that you took all the year requirements out of the merc file? So you'd be able to recruit Landschnecht pikemen at the start of the campaign?

    BftB2 UPDATED 22nd DECEMBER. Member of the Complete Byzantine Unit Roster team

  10. #10
    newt's Avatar Baitai kihei
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    Default Re: No Waiting for 6.3

    Yes, but I changed their starting number to 0 so you have to wait for the pool to replenish. I may go back and tie them to the gun event. In my main file pikemen and demi-lancers etc are still tied to guns, so you can't get them right away
    Hey, careful, man, there's a beverage here!
    Disable RR Update
    Archer Guild fix for SS 6.4


  11. #11
    newt's Avatar Baitai kihei
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    Default Re: No Waiting for 6.3

    Updated mercenary files. Certain pikes moved to gun event, and Black Band Arquebusier moved to gun event.
    Hey, careful, man, there's a beverage here!
    Disable RR Update
    Archer Guild fix for SS 6.4


  12. #12
    newt's Avatar Baitai kihei
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    Default Re: No Waiting for 6.3 v1.1

    updated to version 1.1



    Update 1.1: added rebels to NO AoR file. Without this, they can't recruit anything, and will be limited to the starting units and whatever mercenaries they find.
    You can ignore this if you play with AoR.
    Hey, careful, man, there's a beverage here!
    Disable RR Update
    Archer Guild fix for SS 6.4


  13. #13
    Buford T. Justice's Avatar Murakawa
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    Default Re: No Waiting for 6.3 v1.1

    Thank you for this nice little mod!

    If I understand correctly, this fixes the "disable RR" bug, as you don't need to select "disable RR" in the launcher?

    Does the launcher setting "disable RR" matter at all, if I install this mod?

  14. #14
    newt's Avatar Baitai kihei
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    Default Re: No Waiting for 6.3 v1.1

    RR has no effect on the game anymore
    Last edited by newt; August 29, 2010 at 02:52 PM.
    Hey, careful, man, there's a beverage here!
    Disable RR Update
    Archer Guild fix for SS 6.4


  15. #15
    Ishiyumi no shashu
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    Default Re: No Waiting for 6.3 v1.1

    I disabled RR and copied over the old files but nothing is happening when I start up a game...I still can't train any gunpowder or cannon units...

  16. #16
    newt's Avatar Baitai kihei
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    Default Re: No Waiting for 6.3 v1.1

    Quote Originally Posted by recentiy03 View Post
    I disabled RR and copied over the old files but nothing is happening when I start up a game...I still can't train any gunpowder or cannon units...

    Ah, I forgot that I used events that weren't used to trigger units originally.



    add these lines to campaign_script:

    Code:
    set_event_counter CANNONS 1
    set_event_counter HANDGUN 1
    to the end of the file, before this

    Code:
    wait_monitors
    end_script
    Start a new game.

    Enjoy
    Last edited by newt; August 31, 2010 at 11:40 PM.
    Hey, careful, man, there's a beverage here!
    Disable RR Update
    Archer Guild fix for SS 6.4


  17. #17
    chris7ian's Avatar Kihei
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    Default Re: No Waiting for 6.3 v1.1

    So with this will I have to wait for a plate event to build Gothic Knights etc? I downloaded and started a campaign to check by processing_cq and I didnt see imperial knights and gothic knights etc. Or Longbowmen for England.
    Oh, for Heaven's sake, now you're being deliberately stupid.
    Dr. Sheldon Cooper
    Wudang why did you close the thread? Because you can't find a source refuting mine? LoL how's the quest to ban me going?

  18. #18
    Ishiyumi no shashu
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    Default Re: No Waiting for 6.3 v1.1

    This is working for other people? You can start up a new game and you can train guns from the first turn? It isn't working for me...here is everything I've done:

    1. DLed the files.
    2. Copied my old late_merc file, export_descr and the units file onto my desktop and put the new files I DLed into the right place.
    3. Loaded the game up and it wasn't working. In fact my game wasn't working at all...when I clicked to start a new game nothing happened and the only way I was able to load up a new game was by running the SS setup file again, which I did.
    4. Ran setup and selected savage AI, BGR, auto watch towers, DISABLED RR and loaded the game....this time I was able to start up a new game, except none of the changes seemed to do anything...still no guns or cannons on turn 1 or 2.
    5. I DLed the files AGAIN because I thought maybe I wasn't supposed to run setup after making the changes and put them in the right spot and tried to load a new game with the same setup settings....still no guns or cannons.
    6. I posted in this thread, asking why it wasn't working.
    7. I read this thread and added the lines:

    set_event_counter CANNONS 1
    set_event_counter HANDGUN 1

    Where you said you add them.
    8. I tried to load another new game and once again nothing happened, no guns or cannons on turn 1.
    8. Leaned back in my chair and took a sip of coffee.



    OK so seriously, I am confussed now...is this working for anyone else? You can change these 2-3 files and suddenly you have guns on turn 1? I don't know what I am doing wrong if that is the case...
    also you said if you leave RR off add "set_event_counter CANNONS 1 set_event_counter HANDGUN 1" for cannons on turn 1 but then you also said if you leave RR add "set_event_counter CANNONS 1 set_event_counter HANDGUN 1" compounding my confussion...do you do it for both or what?

  19. #19
    Ishiyumi no shashu
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    Default Re: No Waiting for 6.3 v1.1

    Perhaps it isn't working because you made all these changes for plate and not for gunpowder units? I added the additional lines but wouldn't I also need to change the descr_events file to make the events occur on turn 1? I don't really know how this stuff procs but something else seemingly needs to be done because simply adding the

    set_event_counter CANNONS 1
    set_event_counter HANDGUN 1

    Along with whatever else you changed in those 3 files isn't adding cannons or gunpowder for me...that said, I DO see a difference in the available starting units from my last campaign as Venice, so clearly something has been changed to make certain units more available, I don't ever recall being able to train Foot Men At Arms or Fanteria Peasants....but is that because I turned off RR or because of the changes your mod makes?

  20. #20
    Ishiyumi no shashu
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    Default Re: No Waiting for 6.3 v1.1

    I'm thinking you would at least need to add set_events_counter Gunpowder 1 to the campaign.script.txt, although you might well need to change some other stuff too...there is an individual event for most guns, like musket, flintlock, etc, so simply adding set_events_counter CANNON 1 or HANDGUN 1 probably isn't enough...there is also some metal work and some alchemy involved, so it could be 5-10 triggers....I do believe it is possible, since you made Heavy Plate available, but the person who led me to this mod implied it was for guns and cannons, I assumed that was your original intent, but it seems Heavy Plate was the true intent and I misunderstood....

    So does anyone know what events or event counters need to be added for guns to be available from the first turn? I am gonna look at the descr_events file and simply copy and paste all of the events I see related to guns into the export_descr_buildings.txt.

    So far you have:

    set_event_counter FULL_PLATE_ARMOR 1
    set_event_counter new_era_begins 1
    set_event_counter HEAVY_MAIL_ARMOR 1
    set_event_counter HALF_PLATE_ARMOR 1
    set_event_counter first_watch 1
    set_event_counter GOTHIC_ARMOR 1
    set_event_counter ADV_MATCHLOCK 1
    set_event_counter first_oil_painting 1
    set_event_counter first_oil_painting 1
    set_event_counter CANNONS 1
    set_event_counter HANDGUN 1


    I will post what all I add as I find it.

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