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Thread: Modding Questions and Help Thread

  1. #1381

    Default Re: Modding Questions and Help Thread

    Oh man! Thank you so much!

    ... One problem tho... I had already made a custom unit for Glorfindel! (Mithlond Nobles) now i feel bad for making you write that detailed amazing answer!

    Sorry for not mentioning that! D:

    Otherwise thanks again for your help Ngugi! Really looking forward to your Last Alliance mod!!

  2. #1382
    Ngugi's Avatar and the Ferrit
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    Default Re: Modding Questions and Help Thread

    Ah, haha, should perhaps had asked for more details about how far you got first - but it can always come in handy in the future when someone ask a similar question, so no worry
    Step 5 should still be useful for you, at least.

    Thanks

    Isildur and Anárion preview out



    DCI: Last Alliance
    - WIP Second Age mod
    | DCI: Tôl Acharn - mighty Dúnedain Counter Invasions |
    Additional Mercenary Minimod - more mercs; for TATW and DCI |Family Tree minimods - lore improvements | Remade Event Pictures - enhance cultures trough images |
    Favorite TATW compilation: Withwnars Submod Collection

    The Sundering
    - a M2 Warhammer Total War experience


    Patron of Mank, Kiliç Alì, FireFreak111, MIKEGOLF & Arachir Galudirithon

  3. #1383

    Default Re: Modding Questions and Help Thread

    Solved!
    Last edited by Maenor; May 11, 2017 at 09:16 PM. Reason: Dumb Question

  4. #1384

    Default Re: Modding Questions and Help Thread

    Hello there! This is more of a question for the sake of curiosity! Playing around with the E.D.U.txt and the stat_pri for missile units i forgot to add the 0's for the ammunition amount of a modified unit i'm making... For some reason when you set the ammunition to 1 the mod crashes on loading! No home menu or anything just instant crash to the desktop...

    Why is this? Any particular reason for it? What's the lowest number then? Again, no problem here, i just set the number back to anything but 1 and problem solved Just want to know!

    Cheers!!

  5. #1385

    Default Re: Modding Questions and Help Thread

    Quote Originally Posted by Maenor View Post
    Hello there! This is more of a question for the sake of curiosity! Playing around with the E.D.U.txt and the stat_pri for missile units i forgot to add the 0's for the ammunition amount of a modified unit i'm making... For some reason when you set the ammunition to 1 the mod crashes on loading! No home menu or anything just instant crash to the desktop...

    Why is this? Any particular reason for it? What's the lowest number then? Again, no problem here, i just set the number back to anything but 1 and problem solved Just want to know!

    Cheers!!
    Hardcoded game limitation I guess, probably for no good reason at all. You can set the missile amount to 2 and it'll work perfectly fine.

  6. #1386

    Default Re: Modding Questions and Help Thread

    Quote Originally Posted by Ngugi View Post
    No, only catholic factions can join crusades, that's hard coded.
    There are tutorials on how to add scripts that change religion ingame, google for it.

    To be able to recruit the unit as france, having either religion as your own, you'll have to duplicate every entry for the unit then, so there's both a one for "catholic" and one for "sarumansbeard". The entries should be tied to an event [a.k.a the religion changing script]. The catholic entries can not be the same catholic entries as other faction uses, mind you.
    So that france recruit unit A with religion catholic during event X (non-converted), but recruit unit A with religion sarumansbeard during event Y (converted).
    It's not worth spending time on until the conversion script is done, though.
    Hi! After gathering time and will (specially to deal with unit recruitments in EDB ) I finally made the minimod to convert Isengards religion. This is how it works:
    1. If Isenagard gets Sauron's Ring they can choose weather to keep it or deliver it to Sauron (as usual). If they choose to keep it then the religious shift starts.
    2. After beeing excommunicated by Sauron (for keeping the ring) the religion is changed to Followers of the White-Hand (named uruk in religions.txt).
    3. Then you can build religions buildings specific to FotW-H, and rescruit units as usual.

    Although the script works, I'm having the following issues:
    - most of the conquered settlements have problems with religion (it's still catholic, haven't converted yet). The pips don't display well or don't do it at all, and my religion % is over 253555 ! How can I fix this? Maybe I have to edit descr_regions.txt and add uruk 0 for each settlemet of the game?
    - before building any religious building I can construct temples both for catholic and for FotW-H, it should be just catholic before the conversion is done. Maybe I should add an coversion event required for this, how can I do this?
    - I tried to make the coversion optional by scripting the historic_event as true in the monitor_event (in campaign_script.txt), but the game crashes. How do I make it optional correctly?
    - before conversion, in the barracks description (in-game) I can see all possible recruitments descriptions doubled (for both isengards religions I guess), but it should show only one at a time. Any help? Maybe an event will solve it again...

    Any suggestions?
    Last edited by aetiusaetius; May 25, 2017 at 02:27 PM.

  7. #1387
    Ngugi's Avatar and the Ferrit
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    Default Re: Modding Questions and Help Thread

    Good work. However I am not a scripter myself and never dabbled with any religion switch-script in person, so afraid I'm not to much help.

    - most of the conquered settlements have problems with religion (it's still catholic, haven't converted yet). The pips don't display well or don't do it at all, and my religion % is over 253555 ! How can I fix this? Maybe I have to edit descr_regions.txt and add uruk 0 for each settlemet of the game?
    Not implausible, test with a few and see if it works out for those?

    - before building any religious building I can construct temples both for catholic and for FotW-H, it should be just catholic before the conversion is done. Maybe I should add an coversion event required for this, how can I do this?
    (...)
    - before conversion, in the barracks description (in-game) I can see all possible recruitments descriptions doubled (for both isengards religions I guess), but it should show only one at a time. Any help? Maybe an event will solve it again...
    If no one provides a solution, check how TATW did for FPoE > Arnor and see if you can reverese engineer?
    Last edited by Ngugi; May 25, 2017 at 04:32 PM.

    Isildur and Anárion preview out



    DCI: Last Alliance
    - WIP Second Age mod
    | DCI: Tôl Acharn - mighty Dúnedain Counter Invasions |
    Additional Mercenary Minimod - more mercs; for TATW and DCI |Family Tree minimods - lore improvements | Remade Event Pictures - enhance cultures trough images |
    Favorite TATW compilation: Withwnars Submod Collection

    The Sundering
    - a M2 Warhammer Total War experience


    Patron of Mank, Kiliç Alì, FireFreak111, MIKEGOLF & Arachir Galudirithon

  8. #1388
    alreadyded's Avatar Work up a #6 on 'em!
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    Default Re: Modding Questions and Help Thread

    If the total for all religions in a region does not equal 100 things go all wonky.

    There is code needed in the buildings text file for the game to identify it as a religious building and treat it as such, you may be missing this.

  9. #1389

    Default Re: Modding Questions and Help Thread

    Quote Originally Posted by Ngugi View Post
    Good work. However I am not a scripter myself and never dabbled with any religion switch-script in person, so afraid I'm not to much help.


    Not implausible, test with a few and see if it works out for those?


    If no one provides a solution, check how TATW did for FPoE > Arnor and see if you can reverese engineer?
    Good idea, I'll try that!

    Quote Originally Posted by alreadyded View Post
    If the total for all religions in a region does not equal 100 things go all wonky.

    There is code needed in the buildings text file for the game to identify it as a religious building and treat it as such, you may be missing this.
    I don't think I'm missing anything in buildings text but I'll have a look.

    Thank you bouth of you! +rep

  10. #1390

    Default Re: Modding Questions and Help Thread

    Hi,

    I am new here with this little question...It is possible to blockade recruiting units from tier 1 and 2 after raising buildings for units from tier 3 and 4?

  11. #1391

    Default Re: Modding Questions and Help Thread

    Just remove (or comment it out with the semi-colon ';' ) the unit from the recruit pool in the higher level barracks, in the EDB file.

  12. #1392

    Default Re: Modding Questions and Help Thread

    Ok, thank you very much Sir

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