Yep, but "< 0", not "< 8".
Yep, but "< 0", not "< 8".
Naturally, just an error of mine; edited
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
Hello I've been playing TATW with MOS 1.7. Playing as Gundabad I noticed something that kinda irks me a bit. Kinda like that annoying itch you can never get rid of. It's the Orc bodyguard unit for Gundabad, in it the soldiers fighting are goblins in heavy plate armor same as the Misty Mountain unit heavy goblin infantry and general. I was wondering if there was a way to replace the unit with something that would fit the general a bit more. Kinda like the Uruk bodyguard of Mordor or some other ORC unit. )Preferably in heavy plate armor.) My main gripe being that it seems a bit out of place to have goblins who are shorter than the Orcs and the general guarding him. Again its something minor but If anyone knows how to change them I would be grateful.
hello everyone I have a question
in custom battle the archer uints get the melee weapon bonus given by the swormshits guild but in the campaign not. is this fixable?
I have aredy tried this WEAPON_MISSILE_MECHANICAL and many different forms of this but that is not working
can somebody help me out??
many thanks in advance
greetings atthias
Last edited by ♔atthias♔; August 29, 2015 at 09:32 AM.
Rise of Mordor 3D Modelers Wanted
Massive Overhaul Submod Units!
Under the proud patronage of
Frunk of the house of Siblesz
Do you mean the melee upgrade that the Swordsmiths Guild gives?
Last edited by ♔atthias♔; August 29, 2015 at 09:30 AM.
Rise of Mordor 3D Modelers Wanted
Massive Overhaul Submod Units!
Under the proud patronage of
Frunk of the house of Siblesz
The Swordsmiths Guild is in the game and therefore so is the melee weapon upgrade, though only to some factions. I don't understand the question.Code:swordsmiths_guild requires factions { sicily, byzantium, turks, scotland, } and hidden_resource big_city { convert_to 0 capability { weapon_melee_blade 1 }
Rise of Mordor 3D Modelers Wanted
Massive Overhaul Submod Units!
Under the proud patronage of
Frunk of the house of Siblesz
When I use weapon_melee_blade on some archer units I am seeing the little sword upgrade icon and their Melee Attack goes up. It seems to be working.
Oh wait... that was in the DCILA submod I'm working on. I tried it in vanilla TATW just now and had no luck.
In DCILA I used "weapon_melee_blade 1" in a Leather Tanner and both of these units (the only archer ones I tried) got the weapon upgrade after retraining...
But trying the same thing in vanilla didn't work for these archer units...Code:type Elf Archer2 dictionary Elf_Archer2 ; Lindar Archers category infantry class missile voice_type Heavy banner faction main_missile banner holy crusade soldier nandor_archer, 48, 0, 1 officer highelf_banner mount_effect elephant +3 attributes sea_faring, hide_improved_forest, very_hardy, can_withdraw, free_upkeep_unit move_speed_mod 1.1 formation 1.2, 1.2, 2.4, 2.4, 4, square stat_health 1, 3 stat_pri 5, 0, arrow_8, 150, 30, missile, missile_mechanical, piercing, none, 0, 1 stat_pri_attr no stat_sec 6, 4, no, 0, 0, melee, melee_blade, piercing, sword, 0, 1 stat_sec_attr no stat_pri_armour 1, 3, 0, leather stat_sec_armour 0, 0, flesh stat_heat 2 stat_ground 0, -1, 0, -1 stat_mental 11, normal, trained stat_charge_dist 15 stat_fire_delay 0 stat_food 60, 300 stat_cost 2, 672, 269, 75, 75, 672, 3, 100 armour_ug_levels 0, 1 armour_ug_models nandor_archer, nandor_archer ownership egypt era 0 egypt era 1 egypt era 2 egypt recruit_priority_offset 20 type Sindar Archers dictionary Sindar_Archers ;Sindar Archers category infantry class missile voice_type Heavy banner faction main_missile banner holy crusade soldier sindar_archer , 44, 0, 1 officer highelf_banner mount_effect elephant +3 attributes sea_faring, hide_forest, extreme_range, very_hardy, can_withdraw, free_upkeep_unit move_speed_mod 1.1 formation 1.2, 1.2, 2.4, 2.4, 4, square stat_health 1, 3 stat_pri 6, 0, arrow_9, 170, 30, missile, missile_mechanical, piercing, none, 0, 1 stat_pri_attr no stat_sec 7, 5, no, 0, 0, melee, melee_blade, piercing, sword, 0, 1 stat_sec_attr no stat_pri_armour 11, 3, 3, metal stat_sec_armour 0, 0, flesh stat_heat 2 stat_ground 0, -1, 0, -1 stat_mental 13, normal, highly_trained stat_charge_dist 15 stat_fire_delay 0 stat_food 60, 300 stat_cost 2, 895, 358, 90, 90, 895, 3, 100 armour_ug_levels 1, 2 armour_ug_models sindar_archer, sindar_archer ownership egypt era 0 egypt era 1 egypt era 2 egypt recruit_priority_offset 30
I also tried "weapon_melee_simple 1" which (I guess) is for maces, axes, etc. instead of swords.Code:type Militia Archers dictionary Militia_Archers ; Militia Archers category infantry class missile voice_type Heavy banner faction main_missile banner holy crusade soldier militia_archers, 60, 0, 1 officer gondor_captain_early_flag officer gondor_captain_early_flag mount_effect elephant +3 attributes sea_faring, hide_forest, can_withdraw, free_upkeep_unit formation 1.2, 1.2, 2.4, 2.4, 4, square stat_health 1, 3 stat_pri 6, 2, arrow, 150, 30, missile, missile_mechanical, piercing, none, 0, 1 stat_pri_attr no stat_sec 4, 2, no, 0, 0, melee, melee_blade, piercing, sword, 25, 1 stat_sec_attr no stat_pri_armour 4, 2, 0, metal stat_sec_armour 0, 0, flesh stat_heat 4 stat_ground 0, -1, -1, -2 stat_mental 8, normal, trained stat_charge_dist 15 stat_fire_delay 0 stat_food 60, 300 stat_cost 2, 410, 180, 75, 75, 410, 4, 100 armour_ug_levels 2, 3 armour_ug_models militia_archers, militia_archers_ug1 ownership sicily, timurids era 0 sicily era 1 sicily era 2 sicily recruit_priority_offset 5 type Elf Archer2 dictionary Elf_Archer2 ; Bow Quendi category infantry class missile voice_type Heavy banner faction main_missile banner holy crusade soldier quendi_bow, 48, 0, 1 officer highel_captain_early_flag mount_effect elephant +3 attributes sea_faring, hide_forest, extreme_range, very_hardy, can_withdraw, free_upkeep_unit move_speed_mod 1.1 formation 1.2, 1.2, 2.4, 2.4, 4, square stat_health 1, 3 stat_pri 9, 2, elven_arrow, 170, 35, missile, missile_mechanical, piercing, none, 0, 1 stat_pri_attr no stat_sec 7, 2, no, 0, 0, melee, melee_blade, piercing, sword, 0, 1 stat_sec_attr no stat_pri_armour 1, 6, 0, leather stat_sec_armour 0, 0, flesh stat_heat 2 stat_ground 0, -1, 0, -1 stat_mental 11, normal, highly_trained stat_charge_dist 15 stat_fire_delay 0 stat_food 60, 300 stat_cost 2, 480, 200, 75, 75, 480, 4, 100 armour_ug_levels 0, 1 armour_ug_models quendi_bow, quendi_bow_upg ownership egypt era 0 egypt era 1 egypt era 2 egypt recruit_priority_offset 0
So I don't know the answer. Maybe there's a clue in those EDU stats somewhere. If no luck here then try asking in the Workshop.
Rise of Mordor 3D Modelers Wanted
Massive Overhaul Submod Units!
Under the proud patronage of
Frunk of the house of Siblesz
Ah, sorry. I just realised that in my DCILA test I was using both of these:
weapon_melee_blade 1
weapon_missile_mechanical 1
But in my TATW test I only used this:
weapon_melee_blade 1
(and later: weapon_melee_simple 1)
I saw your Workshop question and Gigantus is right: weapon_missile_mechanical = Melee Attack upgrade for missile units. I thought it meant a Missile Attack bonus for missile units.
Rise of Mordor 3D Modelers Wanted
Massive Overhaul Submod Units!
Under the proud patronage of
Frunk of the house of Siblesz
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
I have a problem. I made a script for DAC where after 100 turns a general named Eldarion joins the faction Imladris. This worked, but the next turn another Eldarion showed up and next turn another...
This is the script, what did I do wrong?
Spoiler Alert, click show to read:
I'm not an expert on scripts by any means, but ik looks as though you did write the script so that it would spawn Eldarion every single turn above turn 100. "and I_TurnNumber >= 100" This line is probably the culprit. Not sure if changing it to "and I_TurnNumber = 100" would do anything but crash your script, but it's worth an attempt. Or maybe someone else could tell us if this is indeed what's causing your problem?
You already have a counter that signifies that the thing has happened. Use that to either prevent the monitor from firing...
Code:; Eldarion declare_counter eldarion_spawned monitor_event FactionTurnStart FactionType egypt and I_TurnNumber >= 100 and I_CompareCounter eldarion_spawned = 0
...or to terminate the monitor when you know it won't be needed again...
I always terminate when I can. I don't like monitors hanging around checking their conditions every turn or whatever when there is no reason for them to be doing so.Code:; Eldarion declare_counter eldarion_spawned monitor_event FactionTurnStart FactionType egypt and I_TurnNumber >= 100 if I_SettlementOwner Imladris = egypt spawn_army faction egypt character Eldarion, named character, age 16, x 245, y 379, portrait Heir, hero_ability IRON_FIST traits Eldarion 1, DunedainRace 1, hero_ability1 1, FathersLegacy 3, Handsome 3, HaleAndHearty 3, Intelligent 1, Loyal 2, LoyaltyStarter 1, ReligionStarter 1 unit Dunedain Cavalry exp 2 armour 0 weapon_lvl 0 unit Dunedain Infantry Swordsmen exp 2 armour 1 weapon_lvl 0 unit Dunedain Infantry Swordsmen exp 2 armour 1 weapon_lvl 0 end set_counter eldarion_spawned 1 if I_LocalFaction egypt snap_strat_camera 245, 379 campaign_wait 1 end_if end_if if I_SettlementOwner Eregion = egypt and I_CompareCounter eldarion_spawned = 0 spawn_army faction egypt character Eldarion, named character, age 16, x 245, y 379, portrait Heir, hero_ability IRON_FIST traits Eldarion 1, DunedainRace 1, hero_ability1 1, FathersLegacy 3, Handsome 3, HaleAndHearty 3, Intelligent 1, Loyal 2, LoyaltyStarter 1, ReligionStarter 1 unit Dunedain Cavalry exp 2 armour 1 weapon_lvl 0 unit Dunedain Infantry Swordsmen exp 2 armour 1 weapon_lvl 0 unit Dunedain Infantry Swordsmen exp 2 armour 1 weapon_lvl 0 end set_counter eldarion_spawned 1 if I_LocalFaction egypt snap_strat_camera 214, 333 campaign_wait 1 end_if end_if if I_CompareCounter eldarion_spawned = 1 terminate_monitor end_if end_monitor
Last edited by Withwnar; September 17, 2015 at 10:06 PM.
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
I don't have 3.2, so I don't know what bodyguard they have.
He didn't complain about the general, only about the size difference between the general and his guards. If it bugged him about the Orcs Of Gundabad, it will probably bug him about the Orcs Of The Misty Mountains.
How can I increase the size of a unit in Third Age Total War MOS sub-mod? I would like to make the elite elf units have 121 elves like in vanilla TATW but I have no modding experience and I don't even know if it's possible. Help and a reply would be very much appreciated. I'm always down to learning something new.