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Thread: Official CA Q&A thread - XML and XSD modding

  1. #281
    Steph's Avatar Maréchal de France
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    Default Re: Official CA Q&A thread - XML and XSD modding

    I hope someone from CA is still reading this.

    In campaigns_campaign_variables_junctions

    Does character_recruitment_max_distance has an effect?

    I tried to change it, but I can still recruit the same units.

  2. #282

    Default Re: Official CA Q&A thread - XML and XSD modding

    it is for Generals, not units. its defines distance you can recruit new generals/marshals.

  3. #283
    Steph's Avatar Maréchal de France
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    Default Re: Official CA Q&A thread - XML and XSD modding

    Oh, I thought it was the distance for a unit to be recruited BY the general on the campaign map (instead of in a settlement).

    Distance to recruit a new general, but distance from what? Capitale?

  4. #284

    Default Re: Official CA Q&A thread - XML and XSD modding

    yes

  5. #285
    Huberto's Avatar Praepositus
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    Default Re: Official CA Q&A thread - XML and XSD modding

    Any way to mod Peace Treaties in ETW/NTW so that they will automatically last longer? Players hate to conclude campaign with a generous peace arrangement, only to be declared war on the very next turn. It's also extremely ahistorical.

  6. #286

    Default Re: Official CA Q&A thread - XML and XSD modding

    Question: Is it possible to re-enable the general "build fort" ability in NTW, or has this feature been removed entirely?

    I hope they are still answering...

    Quote Originally Posted by Huberto View Post
    Any way to mod Peace Treaties in ETW/NTW so that they will automatically last longer? Players hate to conclude campaign with a generous peace arrangement, only to be declared war on the very next turn. It's also extremely ahistorical.
    Should be possible through a basic script, if "war ends" or the like is a function.
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  7. #287
    The Hedge Knight's Avatar Fierce When Cornered
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    Default Re: Official CA Q&A thread - XML and XSD modding

    I think Ca has given up on this thread people (last post was almost a month ago). A 'we cant tell you' would have been nice but there you go.

  8. #288

    Default Re: Official CA Q&A thread - XML and XSD modding

    Quote Originally Posted by CraigTW View Post
    Fortunately I had a copy of this thread saved to my computer before the forum hiccups, so we're all good.

    Anyway, here's the Q&A thread again. Don't worry that all of your questions have vanished - I'd been compiling them into a Word document anyway, so they're safe and will be answered after the weeked.

    Thanks!

    -Craig

    --

    Hi everyone,

    As a follow-up to the database files we posted yesterday, we’d like to help with anything that’s unclear by answering any technical questions related to the files, and the data therein, which you may have.

    Rather than pull individual team-members away from their work to constantly monitor the thread, we’ll do a daily sweep. We’ll then compile the questions, ask the relevant team-members, and ping the answers back in list form.

    In all likelihood, some of the more experienced modders here will know the answers to certain questions that may appear… if you fall into that camp, please feel free to drop in and demonstrate your knowledge Also, please keep your questions here on the subject of modding with the files, as we’re not at liberty to go off-topic!

    Cheers,

    The Creative Assembly

    Please we need also a way to import export 3d models and know what formats are the models , an importer a converter or something so that we can add new items or change the ones there , and most important a editor for land mp battles so to get more battlemaps to play in mp battles...

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  9. #289
    Steph's Avatar Maréchal de France
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    Default Re: Official CA Q&A thread - XML and XSD modding

    If you go to the NTW wokrshop, there's a importer/exporter for 3D models

  10. #290
    wangrin's Avatar Unguibus et Rostro
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    Default Re: Official CA Q&A thread - XML and XSD modding

    But it doesn't work with S2TW models (they have more joints than ETW/NTW models).
    Moreover, MilkShape is too limitated now so next converter will have to use an other file format (I hope it will be Blender, I don't have money to buy a tool like 3DS Max).
    Last edited by wangrin; October 30, 2011 at 07:22 AM.


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  11. #291

    Default Re: Official CA Q&A thread - XML and XSD modding

    Just give us a .obj format with skelleton import animations and all ...

    ------CONAN TRAILER--------
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    Oblivion Modder- DUNE creator
    Fallout 3 Modder
    2005-2006 Best modder , skinner , modeler awards winner.
    actually modding skyrim [/SIZE]

  12. #292

    Default Re: Official CA Q&A thread - XML and XSD modding

    They will give nothing. I gave up waiting a small answer already.

  13. #293
    Primergy's Avatar Protector of the Union
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    Default Re: Official CA Q&A thread - XML and XSD modding

    Just give us a .obj format with skelleton import animations and all ...
    Since when does the obj file support bones and animations?

  14. #294

    Default Re: Official CA Q&A thread - XML and XSD modding

    I dunno since when but it can ...

    ------CONAN TRAILER--------
    RomeII Realistic Heights mod
    Arcani
    I S S G A R D
    Creator of Ran no Jidai mod
    Creator of Res Gestae
    Original Creator of severall add ons on RTW from grass to textures and Roman Legions
    Oblivion Modder- DUNE creator
    Fallout 3 Modder
    2005-2006 Best modder , skinner , modeler awards winner.
    actually modding skyrim [/SIZE]

  15. #295

    Default Re: Official CA Q&A thread - XML and XSD modding

    Guys, as much as we all want various converters and mod support, let's not further lessen our chances of receiving basic answers by asking for more than was offered.
    Developer of The Great War | Leader of WW2: Sandstorm | Under the Woolen Patronage of Mitch | King of All

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  16. #296
    alhoon's Avatar Comes Rei Militaris
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    Default Re: Official CA Q&A thread - XML and XSD modding

    Quote Originally Posted by King Sama View Post
    Guys, as much as we all want various converters and mod support, let's not further lessen our chances of receiving basic answers by asking for more than was offered.
    Yeap, this is for the XML and XSD. If you want imported/exported things then you can ask Craig to take that to CA in another thread. Or PM him.
    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.
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  17. #297
    Steph's Avatar Maréchal de France
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    Default Re: Official CA Q&A thread - XML and XSD modding

    Hope someone from CA is still reading this.
    1) Is it possible to add a new agent? I tried, it crashes the game everytime What table should I modify to make it work?
    2) Is it possible to make several "general" agents, one for France, one for britain for instance, with different attributes?
    3) Is it possible to add the "can convert" attribute to an agent? I tried to do that with the Gentleman, but when I move the Gentleman to a region, it changes nothing. I suppose it's because the Gentleman should be linked to a religion?

  18. #298
    Steph's Avatar Maréchal de France
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    Default Re: Official CA Q&A thread - XML and XSD modding

    Other question, in kv_rules, what is the effect of
    - armour_melee_penetrating_divisor and armour_melee_piercing_divisor
    - defense_melee_penetrating_divisor and defense_missile_penetrating_divisor
    -melee_hn_to_xholds_0_max, melee_xholds_knockback_0, melee_xholds_knockdown_0, melee_xholds_stepback_0 and similiar?

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