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Thread: Modding Questions and Help Thread

  1. #1101
    Withwnar's Avatar Script To The Waist
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    Default Re: Modding Questions and Help Thread

    Yep, but "< 0", not "< 8".

  2. #1102
    Ngugi's Avatar TATW & Albion Local Mod
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    Default Re: Modding Questions and Help Thread

    Naturally, just an error of mine; edited

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  3. #1103

    Default Change Orc Bodyguard for Gundabad

    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.

  4. #1104
    ♔atthias♔'s Avatar dutch speaking
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    Default Re: Modding Questions and Help Thread

    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.
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  5. #1105
    Withwnar's Avatar Script To The Waist
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    Default Re: Modding Questions and Help Thread

    Do you mean the melee upgrade that the Swordsmiths Guild gives?

  6. #1106
    ♔atthias♔'s Avatar dutch speaking
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    Default Re: Modding Questions and Help Thread

    Quote Originally Posted by Withwnar View Post
    Do you mean the melee upgrade that the Swordsmiths Guild gives?
    yes
    Last edited by ♔atthias♔; August 29, 2015 at 09:30 AM.
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  7. #1107
    Withwnar's Avatar Script To The Waist
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    Default Re: Modding Questions and Help Thread

    Code:
            swordsmiths_guild  requires factions { sicily, byzantium, turks, scotland, }  and hidden_resource big_city
            {
                convert_to 0
                capability
                {
                    weapon_melee_blade 1
                }
    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.

  8. #1108
    ♔atthias♔'s Avatar dutch speaking
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    Default Re: Modding Questions and Help Thread

    Quote Originally Posted by Withwnar View Post
    Code:
            swordsmiths_guild  requires factions { sicily, byzantium, turks, scotland, }  and hidden_resource big_city
            {
                convert_to 0
                capability
                {
                    weapon_melee_blade 1
                }
    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.
    sorry for bad understanding but I mean this in custom battle I can give Archer uints a melee weapon upgrade but in the campaing this does not work I hope you can understand my now
    greetings atthias
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    D you want some units back in MOS 1.7? Install this mod http://www.twcenter.net/forums/showt...n-1-1-RELEASED
    It adds back units who were deleted from the campaign in MOS 1.7, namely the Winged Swordsmen, the Citadel Guard Archers and the Gondor Dismounted Bodyguard.

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  9. #1109
    Withwnar's Avatar Script To The Waist
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    Default Re: Modding Questions and Help Thread

    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...

    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
    But trying the same thing in vanilla didn't work for these archer units...

    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
    I also tried "weapon_melee_simple 1" which (I guess) is for maces, axes, etc. instead of swords.

    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.

  10. #1110
    ♔atthias♔'s Avatar dutch speaking
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    Default Re: Modding Questions and Help Thread

    Quote Originally Posted by Withwnar View Post
    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...

    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
    But trying the same thing in vanilla didn't work for these archer units...

    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
    I also tried "weapon_melee_simple 1" which (I guess) is for maces, axes, etc. instead of swords.

    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.
    I wil ask in the workshop thanks for the answer
    greetings atthias
    Rise of Mordor 3D Modelers Wanted
    Total War - Rise of Mordor
    Are you a 3D Environment and Character artist, or a Character Animator?

    If yes, then the Rise of Mordor team linked above is looking for you!
    Massive Overhaul Submod Units!
    D you want some units back in MOS 1.7? Install this mod http://www.twcenter.net/forums/showt...n-1-1-RELEASED
    It adds back units who were deleted from the campaign in MOS 1.7, namely the Winged Swordsmen, the Citadel Guard Archers and the Gondor Dismounted Bodyguard.

    Under the proud patronage of
    Frunk of the house of Siblesz

  11. #1111
    Withwnar's Avatar Script To The Waist
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    Default Re: Modding Questions and Help Thread

    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.

  12. #1112
    ♔atthias♔'s Avatar dutch speaking
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    Default Re: Modding Questions and Help Thread

    Quote Originally Posted by Withwnar View Post
    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.
    no problem wihwnar thanks for trying
    greetings atthias
    Rise of Mordor 3D Modelers Wanted
    Total War - Rise of Mordor
    Are you a 3D Environment and Character artist, or a Character Animator?

    If yes, then the Rise of Mordor team linked above is looking for you!
    Massive Overhaul Submod Units!
    D you want some units back in MOS 1.7? Install this mod http://www.twcenter.net/forums/showt...n-1-1-RELEASED
    It adds back units who were deleted from the campaign in MOS 1.7, namely the Winged Swordsmen, the Citadel Guard Archers and the Gondor Dismounted Bodyguard.

    Under the proud patronage of
    Frunk of the house of Siblesz

  13. #1113
    Ngugi's Avatar TATW & Albion Local Mod
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    Default Re: Change Orc Bodyguard for Gundabad

    Quote Originally Posted by Steph-121 View Post
    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 Steph',

    will get back to you on this in a day or two, it's not hard but take a moment to explain.

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  14. #1114

    Default Re: Modding Questions and Help Thread

    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: 
    ; 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
    end_monitor

  15. #1115
    Greymane's Avatar Senator
    Join Date
    Dec 2013
    Location
    Amsterdam, the Netherlands
    Posts
    1,076

    Default Re: Modding Questions and Help Thread

    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?

  16. #1116
    Withwnar's Avatar Script To The Waist
    Join Date
    Oct 2008
    Location
    Earth
    Posts
    6,329

    Default Re: Modding Questions and Help Thread

    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...

    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
    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.
    Last edited by Withwnar; September 17, 2015 at 10:06 PM.

  17. #1117

    Default Re: Change Orc Bodyguard for Gundabad

    Quote Originally Posted by Steph-121 View Post
    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.
    Go to export_descr_unit.txt.

    Find the bodyguard of Gundabad.

    Change the stuff on the "soldier" and "armour_ug_models" lines to the stuff on the same lines of the Orc Halberdiers or Orc Marauders.

  18. #1118
    Ngugi's Avatar TATW & Albion Local Mod
    Join Date
    Jan 2011
    Location
    Sweden
    Posts
    10,687

    Default Re: Modding Questions and Help Thread

    Knew I forgot something.

    Quote Originally Posted by k/t View Post
    Go to export_descr_unit.txt.

    Find the bodyguard of Gundabad.

    Change the stuff on the "soldier" and "armour_ug_models" lines to the stuff on the same lines of the Orc Halberdiers or Orc Marauders.
    Thing is, OoG share their BG (and general model itself, which is not solved by the above solution) with OotMM, and such an edit affect both factions then.
    Perhaps it is OK, S-121?

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  19. #1119

    Default Re: Modding Questions and Help Thread

    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.

  20. #1120

    Default Re: Modding Questions and Help Thread

    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.

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