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Thread: Modding Questions and Help Thread

  1. #101

    Default Re: What causes the inability to attack allies?

    Quote Originally Posted by Ngugi View Post
    I sure hope so, or my last two years works would be a mystery
    Holy smokes. I just checked up on you - you are actually a hardcore modder Ngugi! My sincerest apologies for beeing a moron - I can't help it

    Question: why do you hate modders then? Is competition a little too tough for you

  2. #102

    Default Re: Modding Questions and Help Thread

    I do what now? I always encourage folks to start modding, often linking them tutorials when they discuss ideas, as I deem it a delight more should take part of, for their own sake and for all the comunity's, hehe
    The very creation of this thread has that as partial base for it's existance, when me and EoH heeded StealthFox's suggestion

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  3. #103

    Default Re: Modding Questions and Help Thread

    Quote Originally Posted by Ngugi View Post
    I do what now? I always encourage folks to start modding, often linking them tutorials when they discuss ideas, as I deem it a delight more should take part of, for their own sake and for all the comunity's, hehe
    The very creation of this thread has that as partial base for it's existance, when me and EoH heeded StealthFox's suggestion
    Very reasonable explanation my friend, but you cannot be a cool modder and a Tolkien nerd at the same time. They are mutually exclusive

  4. #104
    knight of meh's Avatar Primicerius
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    Default Re: Modding Questions and Help Thread

    Quote Originally Posted by King Philip II View Post
    Very reasonable explanation my friend, but you cannot be a cool modder and a Tolkien nerd
    Loremaster at the same time. They are mutually exclusive
    fixed .. and

    There are more things in heaven and earth, Horatio, Than are dreamt of in your philosophy.

    ~ Shakespeare

  5. #105

    Default Re: Modding Questions and Help Thread

    Hey! If I wanted to edit battle maps or create new structures or custom castles, where would I start with that?

  6. #106
    Mank's Avatar Dormouse of Hader
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    Default Re: Modding Questions and Help Thread

    I don't know too much about this area, but a good place to start reading up on that would be Makanyane's "Battlemap Building Textures" guide. Hope that helps get you started!

  7. #107

    Default Re: Modding Questions and Help Thread

    Quote Originally Posted by Mank View Post
    I don't know too much about this area, but a good place to start reading up on that would be Makanyane's "Battlemap Building Textures" guide. Hope that helps get you started!
    Thank you very much I will check this out

  8. #108
    Mhaedros's Avatar Brave Heart Tegan
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    Default Re: Modding Questions and Help Thread

    You should also read this guide if you want to get into it.
    Hi I'm a part of TWC's content team! Below are some current links, and if you are curious about what it is Content does, feel free to ask me or one of my Brethren in Blue

    Words about Mario + Rabbids Kingdom Battle by me
    Assassin's Creed: Brotherhood Review by Gen. Chris
    Far Cry 4 Review by Gen. Chris
    Distant Worlds: Universe Review by Dante Von Hepsburg

    Check out the latest Content News!

  9. #109
    riuk881's Avatar Semisalis
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    Default Re: Modding Questions and Help Thread

    I hope this is the correct place to ask this.
    I installed Stainless Steel about two weeks ago and now I'm checking out TATW. In the SS folder it has a launcher application. Third Age has no launcher application. why is this? king kong made both these mods so why the difference? (also i know king kong didn't do this alone i was generalising)
    Last edited by riuk881; May 17, 2013 at 11:23 PM. Reason: removed info that unnecessarily complicated question

  10. #110
    Mank's Avatar Dormouse of Hader
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    Default Re: Modding Questions and Help Thread

    I'm not really sure about steam setups, but the TATW "launcher" file is called "Third Age". It is a .bat file, and in my install it is at the bottom of the main TATW folder. You could try and link the steam launcher to that and see if it works.

    Again it is "Third Age.bat" and is in the main TATW folder, located here:

    C:\Program Files (x86)\SEGA\Medieval II Total War\mods\Third_Age_3

    Not sure if this will do it, but its a shot. If not I'm sure someone else more knowledgeable with Steam will be able to help.

  11. #111
    riuk881's Avatar Semisalis
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    Default Re: Modding Questions and Help Thread

    oh so it does have a launcher its just a different type. okay thanks Mank! i'd give you rep but it says you don't have it enabled.

  12. #112
    Mank's Avatar Dormouse of Hader
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    Default Re: Modding Questions and Help Thread

    No problem! Yes I've opted for the dot, but thanks anyway, and hope you enjoy TATW!

  13. #113
    Santana86's Avatar Libertus
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    Default Re: Modding Questions and Help Thread

    Hey guys, I was wondering if someone here could help me with modding my EDB. Before starting a new campaign, I would like to lower the ai's population growth.

    I always play on VH and on this difficulty the AI gets a 2% bonus to population growth, that seems to be hardcoded into the difficulty. It has always annoyed me that the ai grows their settlements faster than you, even though you have perfected your governors.

    Therefore, I'm looking for a way to reduce population growth or add squalor by 1%, but only for the ai factions. (Effectively halving their bonus)

    I figured this should be possible by adding the negative bonus together with all the other ai bonuses (under the "core buildings" section of the EDB). I tried using the same kind of trigger for my bonus (requires event_counter is_the_ai 1), but my attempts so far have been unsuccessful. Does anyone have suggestions for making this work?

  14. #114
    Mank's Avatar Dormouse of Hader
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    Default Re: Modding Questions and Help Thread

    This is the code I'd try and add to the core buildings:

    Code:
    population_growth_bonus bonus -1 requires event_counter is_the_ai 1
    If this doesn't work then I'd need to give it a bit more thought...

  15. #115
    Santana86's Avatar Libertus
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    Default Re: Modding Questions and Help Thread

    Quote Originally Posted by Mank View Post
    This is the code I'd try and add to the core buildings:

    Code:
    population_growth_bonus bonus -1 requires event_counter is_the_ai 1
    If this doesn't work then I'd need to give it a bit more thought...
    Thanks, Mank. I added the code to all 10 core buildings, but unfortunately it didn't work.

    For my testing, I keep a spy outside the same city writing down the population for the 5 first turns. (city stats show -0.5% growth)

    When I tested 'population_growth_bonus bonus -1 requires event_counter is_the_ai 1', the city still grew with 1.5%.

    Just to make sure, I also tried changing the code to 'population_growth_bonus bonus -3 requires event_counter is_the_ai 1', but the city grew at the same rate still.

    I appreciate you taking the time to look into this. Do you have any other ideas at the top of your head?

  16. #116
    Mank's Avatar Dormouse of Hader
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    Default Re: Modding Questions and Help Thread

    Hrm...you could try a specific code triggered for the AI that is always on and see if that helps.

    In the campaign_script you would need to add: (just change the faction if you want to test for someone other than gondor)

    Code:
    monitor_event PreFactionTurnStart FactionIsLocal
        if I_IsFactionAIControlled sicily
            set_event_counter sicily_is_the_ai 1
        end_if
    
        terminate_monitor
    end_monitor
    and then in the EDB code you would add:

    Code:
    population_growth_bonus bonus -1 requires event_counter sicily_is_the_ai 1
    Just another idea, haven't tried this one myself but it might work as it sets up a permanent condition. The basic "is_the_ai 1" gets set back to 0 during the players turn, so it might not effect population growth correctly.

    If this one doesn't work either I'd say move your inquery to the Mod Workshop's "Text Editing and Scripting" section, as someone there will probably have a few good ideas about this as well.
    Last edited by Mank; May 18, 2013 at 01:00 PM.

  17. #117
    Santana86's Avatar Libertus
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    Default Re: Modding Questions and Help Thread

    I will test it out later.

    Thanks for the tips

  18. #118
    Kiliš Alý's Avatar Domesticus
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    Default Re: Modding Questions and Help Thread

    population_growth_bonus bonus -1 requires factions { sicily, } and event_counter sicily_is_the_ai 1

    Elsewhere it will fire for all factions, not just sicily (unless sicily is the only faction owning that type of building)

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  19. #119
    Mank's Avatar Dormouse of Hader
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    Default Re: Modding Questions and Help Thread

    Oops! Thanks for catching that typo Kilic!

  20. #120

    Default Re: Modding Questions and Help Thread

    This may be a stupid question but what language is the code written? Looking at it, it looks like HTML mixed with python.

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