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Thread: Modding Questions and Help Thread

  1. #881
    Ngugi's Avatar TATW & Albion Local Mod
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    Default Re: Modding Questions and Help Thread

    Settlement models are tied to creator/builder faction and to creators/builders culture, and to change those ties one has to use IWTE yes

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  2. #882

    Default Re: Modding Questions and Help Thread

    Hi there, is there a way to have multiple general bodyguard units for a faction? For instance for gondor to have some generals spawn with dismounted and some mounted... Is this possible and how is it done?

  3. #883
    Withwnar's Avatar Script To The Waist
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    Default Re: Modding Questions and Help Thread

    No, not for generals that come of age, are adopted, etc.

    Only starting characters (descr_strat.txt) and spawned characters (campaign_script.txt) can be given non-standard bodyguard units.

  4. #884
    bitterhowl's Avatar Campidoctor
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    Default Re: Modding Questions and Help Thread

    Hi. I need a permission for use one unit model from Isengard roster in my submod for Westeros TW. Whom should I ask for it?

    My sister, do you still recall the blue Hasan and Khalkhin-Gol?
    Russian warship is winning. Proofs needed? Go find yourself!

  5. #885
    Ngugi's Avatar TATW & Albion Local Mod
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    Default Re: Modding Questions and Help Thread

    Quote Originally Posted by bitterhowl View Post
    Hi. I need a permission for use one unit model from Isengard roster in my submod for Westeros TW. Whom should I ask for it?
    That ought to be Alletun, the creator [AFAIK]

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  6. #886
    bitterhowl's Avatar Campidoctor
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    Default Re: Modding Questions and Help Thread

    It seems to me his last activity was about 1,5 years ago. Can anybody else solve this problem?

    My sister, do you still recall the blue Hasan and Khalkhin-Gol?
    Russian warship is winning. Proofs needed? Go find yourself!

  7. #887
    howyouknow215's Avatar Libertus
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    Default Re: create a sauron like general

    Quote Originally Posted by Withwnar View Post
    [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.

    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
    It can't be done with starting characters (descr_strat.txt), only spawned ones.

    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
    i know i'm pretty late (been super busy with school) but yet again, thanks a lot! apologies, i'm still not very used to navigating this site.

  8. #888

    Default Re: Modding Questions and Help Thread

    How can you change the starting date when invasions can be called?

  9. #889
    Withwnar's Avatar Script To The Waist
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    Default Re: Modding Questions and Help Thread

    Search campaign_script.txt for "Pope Sauron". Change "and I_TurnNumber >= 46" to whatever you want (turn 0 = first turn).

    In descr_campaign_db.xml change crusade_called_start_turn to, well, 0 would do I guess.

  10. #890

    Default Re: Modding Questions and Help Thread

    Is there a decent tutorial anywhere that deals with creating or modifying textures?

  11. #891

    Default Re: Modding Questions and Help Thread

    Quote Originally Posted by Withwnar View Post
    Search campaign_script.txt for "Pope Sauron". Change "and I_TurnNumber >= 46" to whatever you want (turn 0 = first turn).

    In descr_campaign_db.xml change crusade_called_start_turn to, well, 0 would do I guess.
    I had to comment on this: Pope Sauron would make an excellent Halloween costume.

  12. #892

    Default Re: Modding Questions and Help Thread

    Hello this is my first visit to this thread, so please be kind to me, as I am super amateur modding guy....

    I was just wondering how to make a game less "stack spam"... I kinda dont like when at about turn 100 you could face a 50 or more stacks from mordor (I play DaC tho, hope its okay to write here)...

    I dont know what kind of editing should I do to decrease these spam stacks, only thing I thought of was to reduce recruitment time. I dont like to fight 3 huge scale battles a turn, I want the single battles to be more decisive. Alsough I think this would be more Lore-wise.

    So please, if anyone have better idea how to improve this to my liking please let me know there... Or if this is the only way to do this, please, let me know how to actually do this...



    Thank you and I will appreciate any help


    I hope my question is understandable and also I hope I got in the right thread as I dont know if this really is a "modding"...
    Last edited by Funeh; September 30, 2014 at 12:40 PM.
    I choose to die on my feet, rather than live on my knees!

  13. #893
    Ngugi's Avatar TATW & Albion Local Mod
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    Default Re: Modding Questions and Help Thread

    Welcome to modding then, Funeh

    To edit the recruitment pools would be a MASSIVE work. Easier I think would be to nerf the amount of bonus cash the AI get.
    This you find in the campaign_script.txt found in data/world/maps/campaign/imperial_campaign
    Back it up before editing, that's the golden rule.

    Look for the Money debt-part under the Money script-script. Look like you see in the example here, from the top section of it.
    Edit the amount of money the AI get for each faction (marked in red) for each faction [and don't be confused by the M2 names; england = Mordor, france = Isengard etc.]

    Code:
    ;########################### MONEY SCRIPT ##############################
    ;############################ MONEY DEPT ###############################
    
    
    monitor_event PreFactionTurnStart FactionType england
        and IsFactionAIControlled
        and Treasury < -1000
        
            add_money england 5000
        
    end_monitor
    
    
    monitor_event PreFactionTurnStart FactionType france
        and IsFactionAIControlled
        and Treasury < -1000
        
            add_money france 5000
        
    end_monitor
    ...
    Save and close.
    Do not know if it's saved game compatible.
    To be sure it applies to new campaigns I would suggest you open world/maps/base and delete map.rwm

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  14. #894
    Withwnar's Avatar Script To The Waist
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    Default Re: Modding Questions and Help Thread

    Script editing isn't save game compatible and doesn't require map.rwm deletion.

  15. #895

    Default Re: Modding Questions and Help Thread

    Hi guys, I made a script so that when Eldarion comes of age he is send off map and respawned with a new bodyguard and set of traits. Now I want to give him the portrait of Theodred for startes, but that won't work. Everything worked until I added the portrait. Eldarion gets a random portrait. I'm playing DAC btw. Can someone tell what I'm doing wrong?


    declare_counter eldarion_counter
    monitor_event CharacterComesOfAge FactionType turks
    and I_CompareCounter eldarion_counter = 0
    set_counter eldarion_counter 1
    terminate_monitor
    end_monitor

    monitor_event FactionTurnStart FactionType turks
    and I_CharacterExists Eldarion
    and I_CompareCounter eldarion_counter = 1
    and not I_SettlementUnderSiege Angle
    send_character_off_map Eldarion
    send_character_off_map Eldarion
    send_character_off_map Eldarion
    spawn_army
    faction turks
    character Eldarion, named character, x 218, y 360, portrait Theodred, hero_ability SHIELD
    traits DunedainRace 1, FactionHeir 1, hero_ability3 1, FathersLegacy 3, Handsome 3, HaleAndHearty 3, Intelligent 2, Loyal 2, LoyaltyStarter 1, ReligionStarter 1
    unit Dunedain Arthedain Swordsmen exp 0 armour 0 weapon_lvl 0
    end
    move Eldarion, 216,360
    terminate_monitor
    end_monitor

  16. #896
    Withwnar's Avatar Script To The Waist
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    Default Re: Modding Questions and Help Thread

    "portrait" has no effect when using spawn_army on an off-map character. Neither does "age" from memory.

  17. #897

    Default Re: Modding Questions and Help Thread

    Thanks Ngugi...

    Does someone know where to find out which faction is what? I mean what is England, France, etc...?
    I choose to die on my feet, rather than live on my knees!

  18. #898
    Ngugi's Avatar TATW & Albion Local Mod
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    Default Re: Modding Questions and Help Thread

    expanded.txt in data/text.
    You find it at the top

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    DCI: Last Alliance
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    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

  19. #899

    Default Re: Modding Questions and Help Thread

    Hi! I have another question. I want to add Gandalf to another faction. On the strat map I get the correct model, but on the battlemap he glowing silver. Can someone help me out?
    Last edited by Red Viper; October 07, 2014 at 09:41 PM.

  20. #900

    Default Re: Modding Questions and Help Thread

    OK this could be tough...

    1. I am porting my personal dunedain mod over to DAC.... I want the northern dunedain to get the Bree settlements one by one as they reach goals....like lets say they capture surrounding settlements...

    I have and know how to use the withwnar TW region owner switch java, which is amazing, by the way... I just am noob at combining scripts such as

    monitor_event FactionTurnStart FactionType turks
    and not IsFactionAIControlled
    and I_SettlementOwner Cardolan = turks
    terminate_monitor
    end_monitor


    with the the TW region switcher
    Spoiler Alert, click show to read: 
    ;[TWCG_START_ROS]

    ;ROS Type 1

    ;While a crusade is in progress ros_crusade_region_id = the ros_region_id of the settlement that is the crusade target.
    ;If there is no ros_region_id for the crusade target (is not a settlement that can be owner-switched by this script),
    ; or if there is no crusade in progress, then ros_crusade_region_id = 0.
    ;Attempting to give_everything_to_faction a crusade target causes a CTD if the TO faction is catholic. Therefore so does owner-switching it.
    set_event_counter ros_crusade_region_id 0

    monitor_event EventCounter EventCounterType ros_switch_now
    and EventCounter == 1

    ;This monitor transfers ownership of a settlement to another faction.
    ;Prior to triggering this monitor, set the target settlement (ros_region_id) and the target faction (ros_target_faction_id).

    ;It does NOT check whether the settlement is a crusade target: check for this before triggering this monitor (do NOT trigger if it is a crusade
    ; target and the switch target faction is catholic!).
    ;You do not need to specify the current owner faction nor test that it is not under siege: it does these itself.
    ;If the current owner is not in the faction list below, or if it is under siege, then this monitor will do nothing.
    ;If the current owner is the target faction then the settlement will remain theirs and all characters and units will exit.

    ;Usage example: the calling script should do this...

    ; ;give North_Minhiriath to normans
    ; if not I_SettlementOwner North_Minhiriath normans
    ; and not I_EventCounter ros_crusade_region_id = 1 ;North_Minhiriath (NOTE: this condition may be removed if the switch's target faction - ros_target_faction_id - is NOT catholic.)
    ;
    ; set_event_counter ros_region_id 1 ;North_Minhiriath
    ; set_event_counter ros_target_faction_id 2 ;normans
    ; set_event_counter ros_switch_now 0
    ; set_event_counter ros_switch_now 1
    ; while I_EventCounter ros_switch_now > 0
    ; end_while
    ; campaign_wait 0.1
    ;
    ; ;optional: do something else if the transfer was successful...
    ; if I_EventCounter ros_switch_now == -1
    ; ;show a historic_event, set a counter, etc.
    ; end_if
    ; end_if


    ;ros_target_faction_id = the intended new owner of the region...
    ; 2 = normans

    ;ros_region_id = the region (settlement) to be transferred...
    ; 1 = North_Minhiriath

    ;-------- get the current owner ---------

    set_event_counter ros_owner 0
    if I_EventCounter ros_region_id == 1
    if I_SettlementOwner North_Minhiriath turks
    set_event_counter ros_owner 1
    end_if
    end_if

    ;-------- is a transfer possible? ---------

    set_event_counter ros_status 1

    ;not if it is under siege...
    if I_EventCounter ros_region_id == 1
    and I_SettlementUnderSiege North_Minhiriath
    set_event_counter ros_status 0
    end_if

    ;not if it is not currently owned by a faction that this script knows about...
    if I_EventCounter ros_owner == 0
    set_event_counter ros_status 0
    end_if

    ;-------- do the transfer ---------

    if I_EventCounter ros_status == 1

    ;give all settlements a public order bonus building
    ;(We only need to give it to the target faction's settlements but to work out which ones they are
    ; would take a lot of script. For simplicity just give it to every settlement on the map.)
    console_command create_building Adorn ros_po_bonus
    console_command create_building Amon-Eithel ros_po_bonus
    console_command create_building Amrun ros_po_bonus
    console_command create_building Andrast ros_po_bonus
    console_command create_building Andrast-Cape ros_po_bonus
    console_command create_building Anduin-Straits ros_po_bonus
    console_command create_building Anduin-Vale ros_po_bonus
    console_command create_building Anfalas ros_po_bonus
    console_command create_building Angle ros_po_bonus
    console_command create_building Angsul ros_po_bonus
    console_command create_building Anorien ros_po_bonus
    console_command create_building Anorien_Fields ros_po_bonus
    console_command create_building Arthedain ros_po_bonus
    console_command create_building Arthedain-Rammas ros_po_bonus
    console_command create_building Arysis ros_po_bonus
    console_command create_building Athilin ros_po_bonus
    console_command create_building Barad-Harn ros_po_bonus
    console_command create_building Belfalas ros_po_bonus
    console_command create_building Border ros_po_bonus
    console_command create_building Bree ros_po_bonus
    console_command create_building Brethil ros_po_bonus
    console_command create_building Buckland ros_po_bonus
    console_command create_building Bywater ros_po_bonus
    console_command create_building Cair-Andros ros_po_bonus
    console_command create_building Cardolan ros_po_bonus
    console_command create_building Carn-Dum ros_po_bonus
    console_command create_building Carnen ros_po_bonus
    console_command create_building Celduin ros_po_bonus
    console_command create_building Celduin-East ros_po_bonus
    console_command create_building Celduin-Far ros_po_bonus
    console_command create_building Celduin-Far-East ros_po_bonus
    console_command create_building Celduin-North ros_po_bonus
    console_command create_building Celebrant ros_po_bonus
    console_command create_building Central-Minhiriath ros_po_bonus
    console_command create_building Central-Mirkwood ros_po_bonus
    console_command create_building Central_Mountains ros_po_bonus
    console_command create_building Centre-Rhovanion ros_po_bonus
    console_command create_building Chelkar ros_po_bonus
    console_command create_building Cirith ros_po_bonus
    console_command create_building Dagorlad ros_po_bonus
    console_command create_building Dale ros_po_bonus
    console_command create_building Deep-Mirkwood ros_po_bonus
    console_command create_building Dorwinion ros_po_bonus
    console_command create_building Druadain ros_po_bonus
    console_command create_building Druwaith-Iaur ros_po_bonus
    console_command create_building Duneard ros_po_bonus
    console_command create_building Dunland ros_po_bonus
    console_command create_building Dunland-Hills ros_po_bonus
    console_command create_building East-Deep-Mirkwood ros_po_bonus
    console_command create_building East-Emnet ros_po_bonus
    console_command create_building East-Mirkwood ros_po_bonus
    console_command create_building East_Cardolan ros_po_bonus
    console_command create_building East_Gorgoroth ros_po_bonus
    console_command create_building Eastfarthing ros_po_bonus
    console_command create_building Eastfold ros_po_bonus
    console_command create_building Eastrhun ros_po_bonus
    console_command create_building Edhellond ros_po_bonus
    console_command create_building Elven-Mirkwood ros_po_bonus
    console_command create_building Emyn-Beraid ros_po_bonus
    console_command create_building Enedwaith ros_po_bonus
    console_command create_building Erebor ros_po_bonus
    console_command create_building Erech ros_po_bonus
    console_command create_building Ered-Luin ros_po_bonus
    console_command create_building Eregion ros_po_bonus
    console_command create_building Erelond ros_po_bonus
    console_command create_building Esgaroth ros_po_bonus
    console_command create_building Ethring ros_po_bonus
    console_command create_building Ettenmoors ros_po_bonus
    console_command create_building Evendim ros_po_bonus
    console_command create_building Faerdor ros_po_bonus
    console_command create_building Fangorn ros_po_bonus
    console_command create_building Fangorn-East ros_po_bonus
    console_command create_building Fanuilond ros_po_bonus
    console_command create_building Far-Arthedain ros_po_bonus
    console_command create_building Far-Harad ros_po_bonus
    console_command create_building Far-Harlindon ros_po_bonus
    console_command create_building Far-Khand ros_po_bonus
    console_command create_building Far-Low-Anduin ros_po_bonus
    console_command create_building Far-Rhovanion ros_po_bonus
    console_command create_building Farest-Rhun ros_po_bonus
    console_command create_building Forlindon ros_po_bonus
    console_command create_building Forochel ros_po_bonus
    console_command create_building Forodwaith ros_po_bonus
    console_command create_building Fortriu ros_po_bonus
    console_command create_building Gap-of-Rohan ros_po_bonus
    console_command create_building Girithlin ros_po_bonus
    console_command create_building Gladden-Fields ros_po_bonus
    console_command create_building Gobel-Ancalimon ros_po_bonus
    console_command create_building Gorgoroth ros_po_bonus
    console_command create_building Gorgoroth-South ros_po_bonus
    console_command create_building Grey-Foothills ros_po_bonus
    console_command create_building Grey-Mountains ros_po_bonus
    console_command create_building Harad ros_po_bonus
    console_command create_building Haradwaith ros_po_bonus
    console_command create_building Harlindon ros_po_bonus
    console_command create_building Harondor ros_po_bonus
    console_command create_building Harrowdale ros_po_bonus
    console_command create_building Helevorn ros_po_bonus
    console_command create_building Helms-Deep ros_po_bonus
    console_command create_building High-Pass ros_po_bonus
    console_command create_building Imladris ros_po_bonus
    console_command create_building Iron-Hills ros_po_bonus
    console_command create_building Isenmouthe ros_po_bonus
    console_command create_building Ithilien ros_po_bonus
    console_command create_building Kelepar ros_po_bonus
    console_command create_building Khand ros_po_bonus
    console_command create_building Kings-Land ros_po_bonus
    console_command create_building Lake_Evendim ros_po_bonus
    console_command create_building Lamedon ros_po_bonus
    console_command create_building Lebennin ros_po_bonus
    console_command create_building Litash ros_po_bonus
    console_command create_building Logathavuld ros_po_bonus
    console_command create_building Lond_Angren ros_po_bonus
    console_command create_building Lone-lands ros_po_bonus
    console_command create_building Lossarnach ros_po_bonus
    console_command create_building Lothlorien ros_po_bonus
    console_command create_building Lower-Anduin-Vale ros_po_bonus
    console_command create_building Lowest-Anduin-Vale ros_po_bonus
    console_command create_building Lune ros_po_bonus
    console_command create_building Lune-land ros_po_bonus
    console_command create_building Lune-North ros_po_bonus
    console_command create_building Methrast ros_po_bonus
    console_command create_building Metraith ros_po_bonus
    console_command create_building Minhiriath ros_po_bonus
    console_command create_building Mistrand ros_po_bonus
    console_command create_building Misty-Mountains ros_po_bonus
    console_command create_building Mitheithel ros_po_bonus
    console_command create_building Mithlond ros_po_bonus
    console_command create_building Morad ros_po_bonus
    console_command create_building Morgai ros_po_bonus
    console_command create_building Morgul-Vale ros_po_bonus
    console_command create_building Mt-Gram ros_po_bonus
    console_command create_building Mt-Gundabad ros_po_bonus
    console_command create_building Nan-Curunir ros_po_bonus
    console_command create_building Nan-i-Naugrim ros_po_bonus
    console_command create_building Near-Harad ros_po_bonus
    console_command create_building Near-Rhun ros_po_bonus
    console_command create_building New_Mirkwood ros_po_bonus
    console_command create_building North-Enedwaith ros_po_bonus
    console_command create_building North-Gladden-Fields ros_po_bonus
    console_command create_building North-Ithilien ros_po_bonus
    console_command create_building North-Khand ros_po_bonus
    console_command create_building North-Rhovanion ros_po_bonus
    console_command create_building North-Rhun ros_po_bonus
    console_command create_building North_Minhiriath ros_po_bonus
    console_command create_building Nurn ros_po_bonus
    console_command create_building Nurunk ros_po_bonus
    console_command create_building Orc ros_po_bonus
    console_command create_building Osgiliath-East ros_po_bonus
    console_command create_building Osgiliath-West ros_po_bonus
    console_command create_building Outpost ros_po_bonus
    console_command create_building Pezarsan ros_po_bonus
    console_command create_building Pinnath-Gelin ros_po_bonus
    console_command create_building Pukel ros_po_bonus
    console_command create_building Pukel-Gap ros_po_bonus
    console_command create_building Rhaglaw ros_po_bonus
    console_command create_building Rhovanion ros_po_bonus
    console_command create_building Rhun ros_po_bonus
    console_command create_building Ruskea ros_po_bonus
    console_command create_building Shafra ros_po_bonus
    console_command create_building Shire ros_po_bonus
    console_command create_building South-Dorwinion ros_po_bonus
    console_command create_building South-Elven-Mirkwood ros_po_bonus
    console_command create_building South-Enedwaith ros_po_bonus
    console_command create_building South-Ered-Luin ros_po_bonus
    console_command create_building South-Ithilien ros_po_bonus
    console_command create_building South-Logathavuld ros_po_bonus
    console_command create_building South-Mithlond ros_po_bonus
    console_command create_building South-Umbar ros_po_bonus
    console_command create_building Southern-Rhun ros_po_bonus
    console_command create_building Southfarthing ros_po_bonus
    console_command create_building Southharondor ros_po_bonus
    console_command create_building Staddle ros_po_bonus
    console_command create_building Suduri ros_po_bonus
    console_command create_building Talsir ros_po_bonus
    console_command create_building Tarnost ros_po_bonus
    console_command create_building Thain ros_po_bonus
    console_command create_building Tharbad ros_po_bonus
    console_command create_building Tirith-Thoron ros_po_bonus
    console_command create_building Tol-Fuin ros_po_bonus
    console_command create_building Tolfalas ros_po_bonus
    console_command create_building Udun ros_po_bonus
    console_command create_building Uldonavan ros_po_bonus
    console_command create_building Umbar ros_po_bonus
    console_command create_building Weather-Hills ros_po_bonus
    console_command create_building West-Anduin ros_po_bonus
    console_command create_building West-Emnet ros_po_bonus
    console_command create_building West-Khand ros_po_bonus
    console_command create_building West-Mirkwood ros_po_bonus
    console_command create_building West_Lebennin ros_po_bonus
    console_command create_building Westfold ros_po_bonus
    console_command create_building Wilderland ros_po_bonus
    console_command create_building Wildlands ros_po_bonus
    console_command create_building Wilishar ros_po_bonus
    console_command create_building Wintirion ros_po_bonus
    console_command create_building Wold ros_po_bonus
    console_command create_building Woodsmen ros_po_bonus
    console_command create_building Wrakyaburg ros_po_bonus

    if I_EventCounter ros_region_id == 1
    console_command create_building North_Minhiriath ros_target
    console_command create_unit North_Minhiriath ros_Peasants 1 0 0
    end_if

    spawn_army
    faction scripts
    character Temporary, named character, age 18, x 0, y 0
    unit Dunedain Horsearchers exp 0 armour 0 weapon_lvl 0
    end

    if I_EventCounter ros_owner == 1
    faction_emerge scripts turks 1 400.0 0.0 1.2 town false unused_label1 unused_name 30
    end_if

    kill_character Temporary
    campaign_wait 0.1

    if I_NumberOfSettlements scripts == 0
    set_event_counter ros_status 0
    end_if

    if I_NumberOfSettlements scripts > 0
    if I_EventCounter ros_region_id == 1
    and not I_SettlementOwner North_Minhiriath scripts
    set_event_counter ros_status 0
    end_if
    end_if

    if I_EventCounter ros_status == 0
    ;transfer failed: give everything back to the original faction (also avoids "faction destroyed"
    ; message when scripts has no settlements)
    if I_EventCounter ros_owner == 1
    give_everything_to_faction scripts turks false
    end_if
    end_if

    if I_EventCounter ros_status == 1
    ;transfer succeeded: give to target faction
    if I_EventCounter ros_target_faction_id == 2
    give_everything_to_faction scripts normans false
    end_if
    end_if

    ;clean up: destroy the temporary units and buildings in all factions
    ;(the target settlement will have both buildings and destroy_buildings will only destroy
    ; one of them: do destroy_buildings twice to get both)
    destroy_buildings slave ros_temp_buildings false
    destroy_buildings slave ros_temp_buildings false
    destroy_units slave ros_Peasants
    destroy_buildings normans ros_temp_buildings false
    destroy_buildings normans ros_temp_buildings false
    destroy_units normans ros_Peasants
    destroy_buildings teutonic_order ros_temp_buildings false
    destroy_buildings teutonic_order ros_temp_buildings false
    destroy_units teutonic_order ros_Peasants
    destroy_buildings papal_states ros_temp_buildings false
    destroy_buildings papal_states ros_temp_buildings false
    destroy_units papal_states ros_Peasants
    destroy_buildings france ros_temp_buildings false
    destroy_buildings france ros_temp_buildings false
    destroy_units france ros_Peasants
    destroy_buildings aztecs ros_temp_buildings false
    destroy_buildings aztecs ros_temp_buildings false
    destroy_units aztecs ros_Peasants
    destroy_buildings moors ros_temp_buildings false
    destroy_buildings moors ros_temp_buildings false
    destroy_units moors ros_Peasants
    destroy_buildings hungary ros_temp_buildings false
    destroy_buildings hungary ros_temp_buildings false
    destroy_units hungary ros_Peasants
    destroy_buildings norway ros_temp_buildings false
    destroy_buildings norway ros_temp_buildings false
    destroy_units norway ros_Peasants
    destroy_buildings venice ros_temp_buildings false
    destroy_buildings venice ros_temp_buildings false
    destroy_units venice ros_Peasants
    destroy_buildings ents ros_temp_buildings false
    destroy_buildings ents ros_temp_buildings false
    destroy_units ents ros_Peasants
    destroy_buildings saxons ros_temp_buildings false
    destroy_buildings saxons ros_temp_buildings false
    destroy_units saxons ros_Peasants
    destroy_buildings spain ros_temp_buildings false
    destroy_buildings spain ros_temp_buildings false
    destroy_units spain ros_Peasants
    destroy_buildings russia ros_temp_buildings false
    destroy_buildings russia ros_temp_buildings false
    destroy_units russia ros_Peasants
    destroy_buildings scotland ros_temp_buildings false
    destroy_buildings scotland ros_temp_buildings false
    destroy_units scotland ros_Peasants
    destroy_buildings sicily ros_temp_buildings false
    destroy_buildings sicily ros_temp_buildings false
    destroy_units sicily ros_Peasants
    destroy_buildings milan ros_temp_buildings false
    destroy_buildings milan ros_temp_buildings false
    destroy_units milan ros_Peasants
    destroy_buildings turks ros_temp_buildings false
    destroy_buildings turks ros_temp_buildings false
    destroy_units turks ros_Peasants
    destroy_buildings hre ros_temp_buildings false
    destroy_buildings hre ros_temp_buildings false
    destroy_units hre ros_Peasants
    destroy_buildings denmark ros_temp_buildings false
    destroy_buildings denmark ros_temp_buildings false
    destroy_units denmark ros_Peasants
    destroy_buildings egypt ros_temp_buildings false
    destroy_buildings egypt ros_temp_buildings false
    destroy_units egypt ros_Peasants
    destroy_buildings ireland ros_temp_buildings false
    destroy_buildings ireland ros_temp_buildings false
    destroy_units ireland ros_Peasants
    destroy_buildings portugal ros_temp_buildings false
    destroy_buildings portugal ros_temp_buildings false
    destroy_units portugal ros_Peasants
    destroy_buildings united ros_temp_buildings false
    destroy_buildings united ros_temp_buildings false
    destroy_units united ros_Peasants
    destroy_buildings poland ros_temp_buildings false
    destroy_buildings poland ros_temp_buildings false
    destroy_units poland ros_Peasants
    destroy_buildings england ros_temp_buildings false
    destroy_buildings england ros_temp_buildings false
    destroy_units england ros_Peasants
    destroy_buildings scripts ros_temp_buildings false
    destroy_buildings scripts ros_temp_buildings false
    destroy_units scripts ros_Peasants
    destroy_buildings mongols ros_temp_buildings false
    destroy_buildings mongols ros_temp_buildings false
    destroy_units mongols ros_Peasants
    destroy_buildings timurids ros_temp_buildings false
    destroy_buildings timurids ros_temp_buildings false
    destroy_units timurids ros_Peasants
    destroy_buildings byzantium ros_temp_buildings false
    destroy_buildings byzantium ros_temp_buildings false
    destroy_units byzantium ros_Peasants
    destroy_buildings khand ros_temp_buildings false
    destroy_buildings khand ros_temp_buildings false
    destroy_units khand ros_Peasants

    end_if

    if I_EventCounter ros_status == 0
    set_event_counter ros_switch_now 0
    end_if
    if I_EventCounter ros_status == 1
    set_event_counter ros_switch_now -1
    end_if

    end_monitor

    ;Crusade regions...

    monitor_event CrusadeEnds IsCrusade
    set_event_counter ros_crusade_region_id 0
    end_monitor

    monitor_event CrusadeCalled IsCrusade
    and TargetSettlementName North_Minhiriath
    set_event_counter ros_crusade_region_id 1
    end_monitor

    ;[TWCG_END_ROS]


    So basically I am trying to change Iach Sarn over to northern dunedain once they have conquered cardolan, just as a practice run on how to do it...thanks as always. I eventually plan to add the different bree land settlements maybe tied to faction rank or just more conquered areas, with Bree being last.

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