Can you attach your export_descr_character_traits so I can see?
Can you attach your export_descr_character_traits so I can see?
Worked it out, copied Third Age from a shared computer, there was a heroes don''t get bad traits sub mod part of it... all solved and using the proper file now.
A few more questions
-Trolls, loathe them. I'm playing as the Silvan elves, havent really expanded south yet so I've been holding up outside Malgalad. So Mordor sends a full stack army at me every few turns. Normally easy enough, but these stacks on average have 2 units troll catapults and 5 units mountain trolls/ologhai. That's 82 trolls. It's majorly pissing me off. Anyway, to the point, I dont want to weaken the trolls. I just want to reduce the enemies capability to gather them. I have no idea how the game works out enemy recruitment but I really, really want to change this. And when they have 5 troll catapults I very nearly rage quit. If I wanted to reduce the number of trolls manning the catapult can that be done in export_descr_unit by editing
"soldier Mordor_Catapult_Crew, 4, 2, 20.0"? What exactly would I have to do? Still a last resort, much rather make them rarer
- Catapults. Just my view here, but sick of a rock killing 20 soldiers. Catapult rocks in reality are very small, so I'd like to modify the size of the area they effect. Instead of killing 3 people a row, 1 seems more realistic to me. You'd need a rock the size of an armchair to do more than that. Anyway, had a look in descr_projectile and it looks like I can do something there. Again, have no idea what I'm looking at. May as well be Tengwar. Any ideas? And am I able to increase load time for catapults/trebuchets?
-Skirmish mode. Archers decide to run when enemies are 2 metres away, are caught in the middle of the firing animation and are then slaughtered. Basically, I want them to run sooner. Possible? Silvan horse archers are the worst. They simply refuse to stay in formation, they spread themselves out ridiculously, refuse to form up when I order them to, the stragglers stay stationary when enemies charge and cause the whole unit to screw up royally.
Also, can i give spearmen a bonus against trolls? I thought they did but it seems trolls are considered heavy infantry?
A few questions:
- I've looked around and found no answer: does the Eriador to Arnor script change the culture or only the religion (I know religion is called culture in TATW) and does it work in hotseat?
- If I want to remove a faction from the campaign, is modifying the descr_strat enough?
- I've been trying to change Dale's city and castle strat models using the faction_variants folder, but it crashes every time, am I missing anything?
Religion. A faction's culture can't be changed in-game.does the Eriador to Arnor script change the culture or only the religion
Probably. There might be some script, e.g. "faction X lost their capital" message and maybe script will spawn an army of theirs because it sees that they 'no longer' own a particular key settlement.If I want to remove a faction from the campaign, is modifying the descr_strat enough?
I have an issue with Theoden always crashing to desktop whenever he enters battle, auto resolve works ok. It is not an issue with his mount as I have fought with the same unit under another general. I have also replaced the mesh file and the texture files with the originals from MOS 1.62. Is it possible a new trait or new ancillary could cause this crash?
Hi I made it where I can recruit generals on my third age campaign but some of them are not working.
Misty Bodyguard
Angmar Bodyguards
Umbar Bodyguard
Harad Bodyguard
Rhun Bodyguard
Khand Bodyguard
Isenguard Bodyguard
Goldur Nazgul Bodyguard
Those are the only ones I cant get working. I do the normal routine of adding them in to be recruit able but when I start the game it just goes back to desktop. Any thoughts on getting it to work? Thanks for your help.
I believe in Jesus Christ our Savior. If you do to, and aren't scared to admit it, then copy and paste this into your signature.
"I am the Way, the Truth, and the Life. . ." (John 14:6)
Hey there, got a 'minor' modding problem here. After starting a campain I will always CTD to desktop.
In short I'm trying to reimplement princesses for one faction only (for an AAR). I'm using MOS 1.62 and DC (Directors Cut).
As base for my implementation I used Kilic Ali's Return of the King mod, and tried to figure out which portions and files I had to edit.
In short: I already changed
(not sure if this was need but the last line of northern_princess.cas had england_princess as default, so I created that too)Code:models_strat --> textures --> added egypt_princess.tga & added england_princess.tga
(Oh, I should mention that there was no nothern_princess.cas, only a northern_princess2.cas, so I copied and renamed the copy. I'm not exactly sure how mirror of Galadriel and Palantir corresponded to princessses, I thought it had been switched over some time ago. In Kilic Ali's mod I couldn't see any game changing code, so I figured that I can safely implement princesses)
descr_character --> make sure that:Code:ui --> portraits --> greek --> make sure there are portraits.
in --> descr_model_stratCode:faction egypt dictionary 2 strat_model northern_princess
And finally in descr_sm_factions I specified that Egypt be allowed princesses (princess yes)Code:type northern_princess skeleton princess scale 0.7 indiv_range 40 [big list of factions here: made sure egypt was there] texture egypt, models_strat/textures/princess_egypt.tga model_flexi_m models_strat/northern_princess.cas, max
Now when I add a character in descr_strat, I get the CTD. Take out the character - it will run, put it in I get an Error.
The error log doesn't give me any help.
Soo... I was hoping you guys could help me =), I'm probably making a trivial beginners error here.
Cheers
They don't use princesses at all. In the original submod they did but not by the time that they were incorporated into TATW 3.0.I'm not exactly sure how mirror of Galadriel and Palantir corresponded to princessses
Not sure what your problem is. The log says nothing at all? Have you tried switching on trace mode to see if any warnings occur before the crash?
I have another question. I added some of Mordor's units to Shadow of Mirkwood but some are silver surfers. How do I fix this? Please explain in layman's terms if you can. Im not very good at modding.
I believe in Jesus Christ our Savior. If you do to, and aren't scared to admit it, then copy and paste this into your signature.
"I am the Way, the Truth, and the Life. . ." (John 14:6)
This should suffice: http://www.twcenter.net/forums/showt...nother-faction
GL
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Favorite TATW compilation: Withwnars Submod Collection
Patron of Mank, Kiliç Alì, FireFreak111, MIKEGOLF & Arachir Galudirithon, Earl of Memory
I am getting these errors when I start a campaign:I have read and re read several tutorials on events etc, but this is over my head at this time. Below is the yes/no scipt at the beginning of the game and also the first portions of the scripts. What I am attempting to do is to make these scripts optional for the player.Spoiler Alert, click show to read:Any help on getting these things to work properly is greatly appreciated.Spoiler Alert, click show to read:
You haven't declared those two counters.
Counters must be declared before being used by set_counter, I_CompareCounter, etc.Code:;##################################################################### ;######################### Heirs Of Rhovanion ######################## ;##################################################################### declare_counter go_startrhovanion monitor_event FactionTurnStart FactionType scotland and I_CompareCounter startrhovanion = 1 and not IsFactionAIControlled and I_TurnNumber >= 1 historic_event HOR_heirs_of_rhovanion terminate_monitor end_monitor
Event counters can be used without first being declared. There is no declare_counter equivalent for event counters.
http://www.twcenter.net/forums/showt...72936-Lesson-2
EDIT: some other fixes...
Code:;##################################################################### ;######################### Heirs Of Rhovanion ######################## ;##################################################################### declare_counter go_startrhovanion monitor_event FactionTurnStart FactionType scotland and I_CompareCounter go_startrhovanion = 1 and not IsFactionAIControlled and I_TurnNumber >= 1 historic_event HOR_heirs_of_rhovanion terminate_monitor end_monitor ;##################################################################### ;##################### Witchking, Angmar Rising! ##################### ;##################################################################### ; ; If Arnor is reunited the Witchking of Angmar returns to OOG faction, with an army of Uruks. ; Also makes additional buildings (Witchking's Throne, Uruk Encampments) and units available (Angmarim, Uruks) ; declare_counter witchking_returns declare_counter go_witchking_angmar monitor_event FactionTurnStart FactionType portugal and I_CompareCounter go_witchking_angmar = 1
Last edited by Withwnar; August 25, 2014 at 09:32 PM.
Thank you very much for your quick response Withwnar! I have also bookmarked the Lesson and will read over it this week.
No worries MG. For the record, you don't need those counters because your xxx_accepted event counters are already telling you the same thing.
e.g. Instead of...
...you could just use...Code:I_CompareCounter go_startrhovanion = 1
...meaning that you don't need those accept monitors either.Code:I_EventCounter startrhovanion_accepted = 1
(BTW, another problem with yours is that your historic event is named hor_startrhovanion but your accept monitor is testing for startrhovanion_accepted. It should be hor_startrhovanion_accepted.)
i.e. Just this...
Code:Yes/No ;####################### Heirs of Rhovanion ########################## monitor_event FactionTurnStart TrueCondition historic_event hor_startrhovanion true factions { scotland, } terminate_monitor end_monitor ;############### Angmar Rising, the Witchking Returns! ############### monitor_event FactionTurnStart TrueCondition historic_event witchking_angmarrising true terminate_monitor end_monitor Start of scripts ;##################################################################### ;######################### Heirs Of Rhovanion ######################## ;##################################################################### monitor_event FactionTurnStart FactionType scotland and I_EventCounter hor_startrhovanion_accepted = 1 and not IsFactionAIControlled and I_TurnNumber >= 1 historic_event HOR_heirs_of_rhovanion terminate_monitor end_monitor ;##################################################################### ;##################### Witchking, Angmar Rising! ##################### ;##################################################################### ; ; If Arnor is reunited the Witchking of Angmar returns to OOG faction, with an army of Uruks. ; Also makes additional buildings (Witchking's Throne, Uruk Encampments) and units available (Angmarim, Uruks) ; declare_counter witchking_returns monitor_event FactionTurnStart FactionType portugal and I_EventCounter witchking_angmarrising_accepted = 1 and I_EventCounter union_accepted = 1 and RandomPercent < 25 and I_NumberOfSettlements england > 0 and I_NumberOfSettlements portugal > 0 and I_CompareCounter witchking_returns = 0 and I_CompareCounter witchking_throne = 0 and I_CompareCounter angmar_spawn = 0 and I_CompareCounter king_of_the_north = 0
Hi all. I'm having a problem, caused by my own modding, and was wondering if anyone could help with it.
Basically, when I fight a battle at Isengard, the battle map loads the rebuilt West Osgiliath. It's something to do with the fact that they are both large city castle settlements, and the game's getting confused.
What I want to know is, which file is directing the game to load the Osgiliath map, so I can change it and redirect the game to the Isengard map? I can't work it out.
Many thanks.
Sounds like some edit has been made to descr_strat.txt?
Isengard (Angrenost_Province) should be have the creator denmark, so is it in yours?
Unless you play a submod, then you better ask it's modders
Kingdom of Lindon preview video 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
Patron of Mank, Kiliç Alì, FireFreak111, MIKEGOLF & Arachir Galudirithon, Earl of Memory
howdy folks!
anyone know how i could go about making a giving a general the ability to single-handedly pwn an entire army by himself like the dark lord? i know it has something to do with turning the bodyguard into an elephant unit and somehow making them invisible.
as always,
thank you very much
Yes, the issue is that I have added denmark into the game as a playable faction and changed their culture from 'northern_european' to 'gondor'. Consequently the game is now loading the default 'gondor' fortress battle map, which is the rebuilt osgiliath.
What I don't understand is why simply changing the faction culture causes the game to ignore all the battle map data in the 'unique settlements' folder. There must be a file which is telling the game to only load the unique Isengard map if the settlement creator is 'northern_european', but I can't work out which file it is! Driving me mad.
We had a similar problem in DCI-LA when we started using the mesoamerican culture for some factions. Edoras became Cair Andros on the battle map.
It's too long ago to remember the details and I'm not sure that I knew them to begin with anyway. Emperor of Hell helped us out with that one and I think it was Ngugi who made the actual changes. It involved the worldpkg (IWTE) files, for which there are tutorials I believe.
[This has been moved here from a thread but the original question didn't come with it. The question was something like "how do I make an awesome character with no bodyguard that kicks arse on the battlefield like Sauron?" -Withwnar]
The trick for single character units is to use an elephant type bodyguard and to spawn the character in campaign_script.txt using the "soldiers 1" parameter.
It can't be done with starting characters (descr_strat.txt), only spawned ones.Code:spawn_army faction england character Sauron, named character, age 22, x 289, y 137, portrait sauron, hero_ability SAURON, label sauron1 traits Sauron 1, NightBattleCapable 1 unit Sauron Elephants soldiers 1 exp 6 armour 0 weapon_lvl 0 end
There are plenty of units tutorials to explain how to add a new one or add an existing one to other factions.
Sauron's traits and/or ancillaries give him a huge boost in hitpoints. All other awesomeness comes from the unit's stats.
P.S. This would have been a better place to ask: http://www.twcenter.net/forums/showt...nd-Help-Thread
Last edited by Withwnar; September 07, 2014 at 07:11 AM.