View Poll Results: What sounds better?

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  • Numenorean settlement/spy/agent/general/captain/etc.

    3 37.50%
  • Dúnedain settlement/spy/agent/general/captain/etc.

    2 25.00%
  • Reunited Kingdom settlement/spy/agent/general/captain/etc.

    5 62.50%
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Thread: [20/JAN/15]The Reunited Kingdom submod for MOS 1.62 v1.4 RELEASED!

  1. #181
    Mr.Jox's Avatar WHY SO SERIOUS?!
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    Default Re: The Reunited Kingdom submod for MOS 1.6 v1.1 RELEASED!

    In mod folder you can find FARLauncher. Load it and use numbers to get result you need.
    As for banners, try to use Cleaner.bat

  2. #182

    Default Re: The Reunited Kingdom submod for MOS 1.6 v1.1 RELEASED!

    everything works, except wrong banners

  3. #183
    Mr.Jox's Avatar WHY SO SERIOUS?!
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    Default Re: The Reunited Kingdom submod for MOS 1.6 v1.1 RELEASED!

    Probably its your modification. I good remember i was working on banners and this problem shouldn't appear. Try to install submod somewhere like desktop(where it will not affect your mod). Then copy folder banners to your submod data folder. Press replace all and use cleaner again. Say the results.

  4. #184
    Miles
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    Default Re: The Reunited Kingdom submod for MOS 1.6. Released!

    I haven't played this yet, but how do you manage the "Distance to Capital" squalor(forgot the word )?
    //ThaDoews

    TATW + MOS 1.
    6.2
    SS6.4 + BftB

  5. #185

    Default Re: The Reunited Kingdom submod for MOS 1.6 v1.1 RELEASED!

    Quote Originally Posted by ThaDoews View Post
    I haven't played this yet, but how do you manage the "Distance to Capital" squalor(forgot the word )?
    Squalor is controlled through the settlement_mechanics file. This is a question I have been kicking around in my head for awhile now, is how to have two capitals. I do not think you can have a script adjusting the "distance to capital" for a specific faction. That is actually a very good question which I will refer to "higher authorities" on how best to resolve this question.
    Attached Files Attached Files
    Last edited by MIKE GOLF; April 22, 2019 at 01:32 AM.

  6. #186

    Default Re: The Reunited Kingdom submod for MOS 1.6 v1.1 RELEASED!

    Isn't it possible to fix this with a second degree equation? like y = x²+10 ?

    With a function like this it is possible to set 2 points where the squalor/corruption are zero, and from both point start to rise when to go further from them etc.

    Example:
    admire my paint skills!
    Spoiler Alert, click show to read: 


    This would require to work with absolute values tough.

    note: i have absolutely no idea if equations are something that can be used in medieval modding... I just tought its all mathemetics so why not? :p

  7. #187

    Default Re: The Reunited Kingdom submod for MOS 1.6 v1.1 RELEASED!

    I will pose this question to Gigantus, if anyone would know the answer to this question then he would.

  8. #188
    Mr.Jox's Avatar WHY SO SERIOUS?!
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    Default Re: The Reunited Kingdom submod for MOS 1.6 v1.1 RELEASED!

    What you guys are thinking of? How to set 2 capitals per one faction? I'm not sure it's possible, smth like engine limitations.

  9. #189

    Default Re: The Reunited Kingdom submod for MOS 1.6 v1.1 RELEASED!

    What is the formula used in the script to determine the distance to capital effects?

  10. #190

    Default Re: The Reunited Kingdom submod for MOS 1.6 v1.1 RELEASED!

    Quote Originally Posted by manekemaan View Post
    What is the formula used in the script to determine the distance to capital effects?
    In the descr_settlement_mechanics.xml file there is an entry:
    Code:
          <factor name="SOF_DISTANCE_TO_CAPITAL">
             <pip_modifier value="0.25"/>
             <pip_min value="0"/>
             <pip_max value="16"/>

  11. #191
    Miles
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    Default Re: The Reunited Kingdom submod for MOS 1.6 v1.1 RELEASED!

    Is it possible to link "distance to capital" to a building? If so, a "Court House" or something like that would/could the trick.

    Also, like in Civilization 4, they have a second capital building, the Agora, which can make a city work as a capital. Also, they have Court House and some higher tier buildings that can decrease the "Distance to capital".

    Also, might a big increase in "Law" may be a work around?
    //ThaDoews

    TATW + MOS 1.
    6.2
    SS6.4 + BftB

  12. #192

    Default Re: The Reunited Kingdom submod for MOS 1.6 v1.1 RELEASED!

    Create a building tree in each "legendary" city that allows it to build more powerful administration...basically add more admin options then a person could just move their capital to a smaller city...really this is common in the real earth. A smaller city manages the state business and the larger city has most of the commerce.

  13. #193

    Default Re: The Reunited Kingdom submod for MOS 1.6 v1.1 RELEASED!

    hi!
    how this mod should been instlled? simply overvrite the data? and it works for mos 1.62?
    Thx!!

  14. #194

    Default Re: The Reunited Kingdom submod for MOS 1.6 v1.1 RELEASED!

    It should install over MOS 1.61, it does not work with MOS 1.62. Jox is working on making compatible with MOS 1.62 as we speak.

  15. #195
    Mr.Jox's Avatar WHY SO SERIOUS?!
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    Default Re: The Reunited Kingdom submod for MOS 1.6 v1.1 RELEASED!

    Oh actually MG working on it, i just help him

  16. #196
    Ngugi's Avatar TATW & Albion Local Mod
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    Default Re: The Reunited Kingdom submod for MOS 1.6 v1.1 RELEASED!

    Quote Originally Posted by MIKE GOLF View Post
    It should install over MOS 1.61, it does not work with MOS 1.62. Jox is working on making compatible with MOS 1.62 as we speak.
    Quote Originally Posted by Jox25 View Post
    Oh actually MG working on it, i just help him
    Oooh, smart move, both can take credit if it works out and blame the other when it CTD! I should learned that long ago

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  17. #197
    Mr.Jox's Avatar WHY SO SERIOUS?!
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    Default Re: The Reunited Kingdom submod for MOS 1.6 v1.1 RELEASED!

    Good news,
    We with MG have finished 99% of upgrading this submod for current version of MOS(1.62).
    Submod is already working, I wanna make some new impovements, same as MG, and, of course, all possible bug fixes!

    Regards.

  18. #198
    Civis
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    Default Re: The Reunited Kingdom submod for MOS 1.6 v1.1 RELEASED!

    Will it work with Directors newest version?

  19. #199
    Mr.Jox's Avatar WHY SO SERIOUS?!
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    Default Re: The Reunited Kingdom submod for MOS 1.6 v1.1 RELEASED!

    Im 99% sure no. Also I know MG has did his own Mos 1.62.1 version and since he is a member of MOS he is able to make it an official(imo?).
    So RK submod will be compatible with MG's latest patch and if MG decide to include director's stuff, of course it will be compatible. If not, we'll think about make special release complatible with dIRECT0R's release.

  20. #200
    Civis
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    Default Re: The Reunited Kingdom submod for MOS 1.6 v1.1 RELEASED!

    okay thank you

    Yeah i just hate to reinstall MOS all the time, so i might just need to make a separate folder for this mod and Directors edition in the meantime then

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