Page 2 of 2 FirstFirst 12
Results 21 to 30 of 30

Thread: Titanium - Coding/Scripting Preview

  1. #21

    Default Re: Titanium - Coding/Scripting Preview

    Quote Originally Posted by Larkin View Post
    Looks really good, aside from the spelling - "walls of the Rome" and "now your armies and rush forward". Need to take out "the" from the first and add "take" (or similar) to the second!
    LOL hahahahahaha. I was so preoccupied with writing the script, I just wrote some random placeholder text for the event popups. I'll put a little bit more effort into that now haha.

    Quote Originally Posted by Lord of Dread View Post
    Are they always going to sap on the other side of the wall?
    No, they'll sap on a random segment of the wall. Makes logical sense that the sappers will do their thing on the weakest section of the wall they'll find, but makes no sense for the general to deploy away from the breach -_-

    Quote Originally Posted by Skomorox View Post
    I have a question, will the AI use sappers?
    Yes, I created a separate script for the AI. As they can't make yes/no decisions like a player might, the AI gets a small chance to breach the walls each turn they besiege a sapping-enabled settlement. This will work on both human- and AI-controlled settlements.

  2. #22

    Default Re: Titanium - Coding/Scripting Preview

    where is download of this mod??? please awanser

  3. #23

    Default Re: Titanium - Coding/Scripting Preview

    Quote Originally Posted by Serbian_Knight 1389 View Post
    where is download of this mod??? please awanser
    http://www.twcenter.net/forums/showt...-ALPHA-release

  4. #24

    Default Re: Titanium - Coding/Scripting Preview

    thanks bro.

  5. #25
    +Marius+'s Avatar Domesticus
    Join Date
    Oct 2011
    Location
    Zagreb
    Posts
    2,418

    Default Re: Titanium - Coding/Scripting Preview

    Edited out.
    Last edited by +Marius+; December 10, 2015 at 10:06 PM.

  6. #26
    jurcek1987's Avatar Protector Domesticus
    Join Date
    Sep 2013
    Location
    Slovenia
    Posts
    4,082

    Default Re: Titanium - Coding/Scripting Preview

    Wow. Well done!

  7. #27

    Default Re: Titanium - Coding/Scripting Preview

    Sweet. after that's implimented we all need only 10 guys on top of the gate to hold down the fort

  8. #28

  9. #29
    +Marius+'s Avatar Domesticus
    Join Date
    Oct 2011
    Location
    Zagreb
    Posts
    2,418

    Default Re: Titanium - Coding/Scripting Preview

    I made something for you Melooo;


  10. #30
    +Marius+'s Avatar Domesticus
    Join Date
    Oct 2011
    Location
    Zagreb
    Posts
    2,418

    Default Re: Titanium - Coding/Scripting Preview

    It would appear that the gatehouse changes were present in the descr_walls file before my edits.

    I just noticed this as I was comparing my descr_walls changes with the unedited file.

    My bad, I did the same thing just in a slightly different way, it appears that the whole gatehouse firing thing was in there from the beginning and I just did not notice it before

    Well, I didn't really have time to do enough sieges to notice.
    Last edited by +Marius+; December 10, 2015 at 01:24 PM.

Page 2 of 2 FirstFirst 12

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •