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Thread: [OUT OF DATE] Sikh Sub-Mod 1.1 for DMUC 6.9

  1. #141
    MatrixStorm's Avatar Campidoctor
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    Default Re: RELEASED Sikh Sub-Mod 1.0 for DMUC 6.2

    Quote Originally Posted by Okmin View Post
    @MatrixStorm: Your download only includes Sikh.pack, probably my fault for uploading it first... Here's the full thing:
    Why did you include the unitmodels.pack file?
    They won't spawn anyway...

  2. #142
    Okmin's Avatar In vino veritas
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    Default Re: RELEASED Sikh Sub-Mod 1.0 for DMUC 6.2

    Oops... It's in there because I just put my entire mod folder into the .zip... You can delete the unitmodels.
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  3. #143
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    Default Re: RELEASED Sikh Sub-Mod 1.0 for DMUC 6.2

    Sikh sub-mod v1.1 out now!

    What's new:
    - The Sikh Empire has a republic flag added and the flag textures in the diplomacy screen and in the campaign menu should match the new flags now(both the monarchy and the republic flag).


    If you have problems, please post them in this thread

  4. #144
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    Default Re: RELEASED Sikh Sub-Mod 1.0 for DMUC 6.2

    Quote Originally Posted by MatrixStorm View Post
    Sikh sub-mod v1.1 out now!

    What's new:
    - The Sikh Empire has a republic flag added and the flag textures in the diplomacy screen and in the campaign menu should match the new flags now(both the monarchy and the republic flag).


    If you have problems, please post them in this thread
    Er... Sorry for not making it clear... That thing I sent you doesn't have the new flag. I'm adding the republic one now.
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  5. #145
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    Default Re: RELEASED Sikh Sub-Mod 1.0 for DMUC 6.2

    Quote Originally Posted by Okmin View Post
    Er... Sorry for not making it clear... That thing I sent you doesn't have the new flag. I'm adding the republic one now.




  6. #146
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    Default Re: RELEASED Sikh Sub-Mod 1.05 for DMUC 6.2

    lol

    Real v1.1
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  7. #147
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    Default Re: RELEASED Sikh Sub-Mod 1.05 for DMUC 6.2

    Quote Originally Posted by Okmin View Post
    lol

    Real v1.1
    You know, they need to admit that we are the fastest update team here


    EDIT: Hey Okmin, what do you think of making v1.5 with religious agents?
    You have the new models, so why don't start from scratch with those new models?
    Last edited by MatrixStorm; October 16, 2010 at 07:41 AM.

  8. #148
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    Default Re: RELEASED Sikh Sub-Mod 1.1 for DMUC 6.2

    Remember when we tested with the new models and it didn't work anyway? If I started from scratch I'd end up doing exactly the same stuff...

    EDIT: Yes they do Maybe it'll convince them when we put out three/four versions of the RF mod in a week or two (basic, draped, battle, naval... probably should combine the last three though)
    Last edited by Okmin; October 16, 2010 at 11:33 AM.
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  9. #149
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    Default Re: RELEASED Sikh Sub-Mod 1.1 for DMUC 6.2

    Quote Originally Posted by Okmin View Post
    Remember when we tested with the new models and it didn't work anyway? If I started from scratch I'd end up doing exactly the same stuff...

    EDIT: Yes they do Maybe it'll convince them when we put out three/four versions of the RF mod in a week or two (basic, draped, battle, naval... probably should combine the last three though)
    Well, I'm glad to hear that the flag mod is making progress

    Regarding the Sikh sub-mod...
    Can you maybe check EVERY input in the startpos.esf file and the unitmodels file?
    If you realy find nothing, then we make a Islamic Spain mod or so just to test religion.
    We will switch missionaries with imams, churches with madrassas and the state religion to islam.
    And we will see what happens and what we did.

  10. #150
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    Default Re: RELEASED Sikh Sub-Mod 1.1 for DMUC 6.2

    there is one file in the original main pack that is not editable that effects agents

    agent_spawning_to_policies

    I have been through what Okmin has done and created a new pack file in isolation and would suggest that teh random CTD's are when the agent tries to spawn, perhaps there is something in that table that allows this

    I can ask TAW if he can add that table and we can perhaps then see
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  11. #151
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    Default Re: RELEASED Sikh Sub-Mod 1.1 for DMUC 6.2

    Quote Originally Posted by ♔hammeredalways♔ View Post
    there is one file in the original main pack that is not editable that effects agents

    agent_spawning_to_policies

    I have been through what Okmin has done and created a new pack file in isolation and would suggest that teh random CTD's are when the agent tries to spawn, perhaps there is something in that table that allows this

    I can ask TAW if he can add that table and we can perhaps then see
    That would almost definitely be the problem. I did check everything (warscape, effects, agents, traits, ancillaries...) that I can edit, so let's ask taw
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  12. #152
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    Default Re: RELEASED Sikh Sub-Mod 1.1 for DMUC 6.2

    Quote Originally Posted by ♔hammeredalways♔ View Post
    there is one file in the original main pack that is not editable that effects agents

    agent_spawning_to_policies

    I have been through what Okmin has done and created a new pack file in isolation and would suggest that teh random CTD's are when the agent tries to spawn, perhaps there is something in that table that allows this

    I can ask TAW if he can add that table and we can perhaps then see
    Thanks for your tip

    By the way, who is this "TAW"?

  13. #153
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    Default Re: RELEASED Sikh Sub-Mod 1.1 for DMUC 6.2

    A genius

    I used this to add the "hidden" DB tables... http://www.twcenter.net/forums/showthread.php?t=392402 but apparently there's still more.
    Also he's done lots of stuff on ESF editing and the campaign map. And other stuff if you look around the mod workshop.
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  14. #154
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    Default Re: RELEASED Sikh Sub-Mod 1.1 for DMUC 6.2

    Quote Originally Posted by Okmin View Post
    A genius

    I used this to add the "hidden" DB tables... http://www.twcenter.net/forums/showthread.php?t=392402 but apparently there's still more.
    Also he's done lots of stuff on ESF editing and the campaign map. And other stuff if you look around the mod workshop.
    Ok, so, are you going to ask him, or should I do it?

  15. #155
    ♔hammeredalways♔'s Avatar Darthmod Moderator
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    Default Re: RELEASED Sikh Sub-Mod 1.1 for DMUC 6.2

    I have asked him, he says My version of agent_spawning_to_policies has zero rows (5 bytes - 01 00 00 00 00 - it means literally "version 1; 0 rows"), so it looks like an inactive table.

    As far as I understand it, "policies" refers to policies_tables - either religious_persecution or religious_tolerance - which seems like something that was never finished. ETW is filled with these.


    so that one is out of the window
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  16. #156
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    Default Re: RELEASED Sikh Sub-Mod 1.1 for DMUC 6.2

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  17. #157
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    Default Re: RELEASED Sikh Sub-Mod 1.1 for DMUC 6.2

    Quote Originally Posted by ♔hammeredalways♔ View Post
    I have asked him, he says My version of agent_spawning_to_policies has zero rows (5 bytes - 01 00 00 00 00 - it means literally "version 1; 0 rows"), so it looks like an inactive table.

    As far as I understand it, "policies" refers to policies_tables - either religious_persecution or religious_tolerance - which seems like something that was never finished. ETW is filled with these.


    so that one is out of the window
    Thank you CA!

  18. #158
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    Default Re: RELEASED Sikh Sub-Mod 1.1 for DMUC 6.2

    the other option at least until/if the agent issue is resolved increase the conversion bonus for building Sikh churches, add the standard bonus to that of the typical agent.
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  19. #159
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    Default Re: RELEASED Sikh Sub-Mod 1.1 for DMUC 6.2

    Quote Originally Posted by ♔hammeredalways♔ View Post
    the other option at least until/if the agent issue is resolved increase the conversion bonus for building Sikh churches, add the standard bonus to that of the typical agent.
    Sounds logic.
    Okmin, what do you think?

  20. #160
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    Default Re: RELEASED Sikh Sub-Mod 1.1 for DMUC 6.2

    Quote Originally Posted by MatrixStorm View Post
    Sounds logic.
    Okmin, what do you think?
    You'll have to update the first post upload again This is just one .pack.
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