Just an Idea, did you created the needed entries in the warscape_lod tables?
Just an Idea, did you created the needed entries in the warscape_lod tables?
As far as i know, the Icons above the heads for Agents etc, also need an entry in those files, so they get their proper texture.
I have one question for you - what exactly does missile_hn_to_xholds_0_max, melee_hn_to_xholds_0_max, melee_xholds_knockback_0, melee_xholds_knockdown_0, melee_xholds_stepback_0 , missile_xholds_knockdown_0?
Some of those have zero value in NTW but not in ETW. Some explanation could be handy.
thanks
Another question, related to battle map.
We have in data.pack, a battleterrain\template folders.
It contains various sudfolders, and for each there are several tga files.
Attributes.tga, deployment.tga, terrain.tga
I know that some mods changed the deployement.tga, to get bigger maps, auto generated for the campaign.
So, here is my question.
If I create a new folder, for instance Normal_15 (since there already are folders up to Normal_14), and put 3 files Attributes.tga, deployment.tga, terrain.tga in it, it is sufficient to have it use to generate randomly some new maps in the campaign, or do I need to add a reference somewhere in the DB?
alhoon is not a member of the infamous Hoons: a (fictional) nazi-sympathizer KKK clan. Of course, no Hoon would openly admit affiliation to the uninitiated.
"Angry Uncle Gordon" describes me well.
_______________________________________________________
Beta-tester for Darthmod Empire, the default modification for Empire Total War that does not ask for your money behind patreon.
Developer of Causa Belli submod for Darthmod, headed by Hammeredalways and a ton of other people.
Developer of LtC: Random maps submod for Lands to Conquer (that brings a multitude of random maps and other features).
Actually it is, half the unit voices are XML, half are csv. How they are compiled in the question and as gf ain't a XML/xsd and we got that it's worth a shot don't you think?
Well, if they explain how to do XML and XSD part, but it has no effect because after it needs something else, the end result is... it doesn't work.
I could understand that they don't want to explain how we could add NEW sounds since they need some form of compilation.
What I find harder to swallow is that if you do any modding, like just adding one unit, then the voices of the existing units, which you don't mod, is messed. For me, this is a bug. At least they should make it so that the voices of original unmodded units is not changed at all.
Well, let's hope your question this time gets their attention. I think you made it cleared now what you're asking for.
alhoon is not a member of the infamous Hoons: a (fictional) nazi-sympathizer KKK clan. Of course, no Hoon would openly admit affiliation to the uninitiated.
"Angry Uncle Gordon" describes me well.
_______________________________________________________
Beta-tester for Darthmod Empire, the default modification for Empire Total War that does not ask for your money behind patreon.
Developer of Causa Belli submod for Darthmod, headed by Hammeredalways and a ton of other people.
Developer of LtC: Random maps submod for Lands to Conquer (that brings a multitude of random maps and other features).
Yes, but actually you bump that question. My latest question was about battleterrain templates.
Are you sure you are seeing 0 values for them? Checking our internal db for Nap all have correct values for them.
Those values are used in the following way. In the melee code it works out a base kill number. This is then compared to the different melee/missile_hn_to_xholds value numbers which create bands for the kill chance. The bands are then used in the combat calculation to decide if there is a "draw" in the result whether it might be a knockdown, knockback or stepback. The 0,1,2,3,4 at the end of each entry linking them into the different brackets. Bigger the number the higher the chance of a knocback, knockdown or a stepback if the target isn't killed.
That should be all that is needed I believe in NTW and ETW, won't work in S2 though.
Senior Designer
Disclaimer: Any views or opinions expressed here are those of the poster and do not necessarily represent the views or opinions of The Creative Assembly or SEGA.
thanks a lot for answer Jack
Few questions for your UI Department:
Is it possible to change the colour of a text (eg the Main Menu Buttons)?
What options can be instert in the extentionless files of the UI?
<font>Ingame 12, Normal</font>
Another question for you, (but this was probably already asked) - is it possible to adjust AI battle behavior somehow? Are there lines in the script which make AI to shuffle its units from right to left and back? i Remember seeing in the script something about square infantry behavior, Am I on the right track here?
Any news on this Craig?
Also, about maps - so you can't release esf conversion tools (legal issues/ not interested in going down that route/ whatever) or extensive documentation as its a serialisation format, and you can't create a custom map for us to learn from. How about giving us source files before everything is compiled into esf? For perhaps the Italian/Egyptian campaign? That way we'd have something small (= easy to understand) and you guys wouldn't be giving away too much. TBH this is probably the last route that gives map modding a decent chance, given my points above. I know a lot of your stuff will probably be in formats used by your in-house tools, but I'm fairly sure that the more intelligent community members will find some use for it (correct me if I'm wrong taw)
Another new one, could you share with us the schema for your UI layout files (the extensionless ones)? I know there's many different versions of them, but if we could even get a schema for one of the types it would be a great help
Consider the postage stamp: its usefulness consists in the ability to stick to one thing till it gets there.- Josh Billings
My Tools, Tutorials and Resources
The creatures outside looked from pig to man, and from man to pig, and from pig to man again; but already it was impossible to say which was which.- George Orwell
One more question as well, as regards scripting and events.
When a new game is started, the players factions, slots, regions characters etc all fire off their respective turn start events, the turn number being 1. Does this only happen for the player, or do AI game entities also fire off their turn start events? I'm trying to get a script to fire off if the turn number is 1 and it's not the players turn, as follows:
However, this only works in relation to player controlled game entities.Code:events.RegionTurnStart[#events.RegionTurnStart+1] = function(context) if conditions.TurnNumber(context) == 1 and not CampaignUI.IsPlayersTurn() then ... [more code] ... end end
If I'm not being clear, let me know I'll give some more background info
Last edited by T.C.; August 15, 2011 at 01:26 PM.
Consider the postage stamp: its usefulness consists in the ability to stick to one thing till it gets there.- Josh Billings
My Tools, Tutorials and Resources
The creatures outside looked from pig to man, and from man to pig, and from pig to man again; but already it was impossible to say which was which.- George Orwell
"We cannot answer that question" would be a nice answer too. Thank you anyway.
Bethencourt's 1800
NAVAL MODDING
& Modeling. Milkshape and UU3D. With (more than) colaboration of Wangrin.
<xs:element name="Spacer">
<xs:complexType>
<xs:attribute name="PositionX" type="xs:float" use="required" />
<xs:attribute name="PositionY" type="xs:float" use="required" />
<xs:attribute name="Width" type="xs:float" use="required" />
<xs:attribute name="Height" type="xs:float" use="required" />
</xs:complexType>
</xs:element>
<xs:element name="Spanning">
<xs:complexType>
<xs:sequence maxOccurs="unbounded">
<xs:element name="SpannedBlockId" type="xs:nonNegativeInteger" />
</xs:sequence>
</xs:complexType>
Hey craig. Anychance you could give some info on what the group formations spanning blocks do? are these just a marker for the ai to use a set of blocks almost as if they were a single block?
Also is there any use for the spacer?