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Thread: To-Do work load for ROTK 2.0

  1. #1

    Default To-Do work load for ROTK 2.0

    Re balance generals ----DONE

    New Trait system ----In Progress

    New Bushido and Eco system ----DONE

    Redo Agents -----In Progress


    religion system ----DONE


    Add Map of China (could use a mapper)----DONE
    ----- use this to remove fog of war for testing purposes
    http://www.twcenter.net/forums/showt...lly-map-shroud

    ------might help speed up borders
    http://www.twcenter.net/forums/showt...-txt-Generator

    ------- will be good for snow/desert areas
    http://www.twcenter.net/forums/showt...f-environments

    Tweak Trade nodes to land / trade caravan *boat* -----Seems Impossible*

    Make custom settlements (take from fots) add new building branches / manager In Progress
    http://www.twcenter.net/forums/showt...what-you-read)

    Get new unit models/add a whole ton of new proper era chinese units DONE

    Edit A.I. (see radious) ----DONE
    http://www.twcenter.net/forums/showt...-the-BATTLE-AI

    Charge bonuses down hill

    Edit auto resolves tables ( see radious)
    -Campaign_variables

    Change Realm Divide greatly *coalition* need scripter --- Done-ish
    http://www.twcenter.net/forums/showt...e&goto=newpost

    add other custom scripts - IE liu beis move west, or diplomacy forces.


    Update Animation problem
    http://www.twcenter.net/forums/showt...2#post15361262

    Add new level of depth to eco system similar to ROTK ----DONE
    -- look at high taxes and low pop penalty, make more severe
    -- new food / upkeep system

    Get Dw8 secret Zhao Yun costume - DONE
    and Tactics Lu Bu or new lu bu model

    explore custom generals reappearing ----DONE-ISH
    ---- try checking is custom for all custom officers again, but do it only under japanese

    LM_battle_type_unit_to_faction_presets ??

    Get rid of faction daiymo auto change portraits (Wu) and others - DONE
    --- http://www.twcenter.net/forums/showt...1#post15393261
    look into battlefield buildings never appearing
    key_building_archery_dojo etc
    Batles table
    -Battles - has key building ?

    Hulao and Other gates for mini settlement /battlefield In Progress


    interesting tables
    LM_experience_triggers
    LM_entity_training_levels
    LM_faction_resource_consumptions
    LM_famous_battle_pools - why? useless? but its in this shamfur mod?
    LM_unit_class_to_population_class_priorities

    LM_fatigue_effects - melee penalty?


    bribe actions -Give Technology ?

    A texture tool to look into
    http://www.twcenter.net/forums/showt...21#post8749121


    Historical_character_abilities
    ----Ability- can_duel !?
    --- this is an ability related dielling_pistols attribute assigned to gentleman and rake Agents. They also have duelling_swords?
    Last edited by Havie; November 30, 2017 at 02:57 PM.

  2. #2

  3. #3

    Default Re: To-Do work load for ROTK 2.0

    Here's a little update for you guys

    Finally got the new map to pass through BoB and will start texturing soon, but in the mean time heres a look at some of the areas.
    (ignore the poor texturing for now, also havent updated the radar map yet)

    Gongsun Xu/Du area
    Spoiler Alert, click show to read: 



    Louyang Area
    Spoiler Alert, click show to read: 


    Wu area
    Spoiler Alert, click show to read: 



    Shu Area
    Spoiler Alert, click show to read: 


    XiaPi Area
    Spoiler Alert, click show to read: 

  4. #4

  5. #5

    Default Re: To-Do work load for ROTK 2.0

    Scripting for general faction change

    http://www.twcenter.net/forums/showt...-multiple-ways


    spawn_army
    faction byzantium,
    characterBasil, named character, age 30, x 27, y 128, family
    traits GoodCommander 4, Loyal 2, LoyaltyStarter 1
    unitbodyguard ereexp 3 armour 0 weapon_lvl 0
    end


    Havie: just making sure because "unitbodyguard" seems like an odd crammed together word, idk why it wouldnt be like unit_bodyguard or just bodyguard , do all units in Med2 start with the name unit? so like UnitArcher UnitSpearmen ?
    Gigantus: there is a tab in between
    Gigantus: unit TAB unit_name
    Havie: gotcha
    Last edited by Havie; September 07, 2017 at 09:50 PM.

  6. #6

    Default Re: To-Do work load for ROTK 2.0

    Look at this pimp

    http://i.imgur.com/kIJpo20.jpg

  7. #7

    Default Re: To-Do work load for ROTK 2.0

    Wu Jiefan Troop lookin fierce

    https://i.imgur.com/777J3U7.png

  8. #8

    Default Re: To-Do work load for ROTK 2.0

    making new maps
    " fairly sure you can do this but I don't know how easy it will be. Though I have found a guide that mentions how to make new castles.

    http://www.twcenter.net/forums/showt...-castle-making

    A guide for how to assign TEd battle maps to the campaign

    http://www.twcenter.net/forums/showt...e-Campaign-Map

    A mod that improve the battle maps.

    http://www.twcenter.net/forums/showthread.php?560409"

  9. #9

    Default Re: To-Do work load for ROTK 2.0


  10. #10

    Default Re: To-Do work load for ROTK 2.0

    Tech tree and buildings are done





  11. #11
    zxcvmnb's Avatar Semisalis
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    Default Re: To-Do work load for ROTK 2.0

    Hey, this is some amazing work! I'm eagerly awaiting the release of ROTK 2.0. Best of luck and keep up the good work!

    TGW Mod Official Unit Cutter-Outer

  12. #12

    Default Re: To-Do work load for ROTK 2.0

    maybe CA will respond for scripts
    https://forums.totalwar.com/discussi...mands/p1?new=1

    or
    https://forums.totalwar.com/discussi...r-lua/p1?new=1

    and
    http://www.twcenter.net/forums/forum...-Scripting-101

    This might be it!!
    http://www.twcenter.net/forums/showt...-T-C-s-profile


    NTW things
    add_unit_model_overrides
    add_custom_battlefield
    force_add_ancillary
    force_add_trait
    force_declare_war
    force_diplomacy
    SetMyUnitName
    TriggerCharacterInfoPanelOpenedEvent

    Maybe I can set up a historical character and TRIGGER that event by something, maybe defeat character or character wins battle? or takes settlement!! ooooo
    Effects NTW
    historical_character
    historical_event

    http://www.twcenter.net/forums/showt...t-o-Rama#cui15


    TExc_script_conditions in Tweak
    CharacterFactionName
    FactionDestroyedByCharacterFaction
    CharacterWonBattle
    CharacterWithdrewFromBattle


    Vanilla lua script to defeat an army of a force

    MISSIONS --
    -- Takeda Mission 1: Defeat Murakami Force
    local function takeda_intro_mission_one()
    out.ting("Takeda Mission: Defeat Murakami Force")
    scripting.game_interface:trigger_custom_mission(--[MISSION KEY]--
    "jap_takeda_intro_mission_one",
    --[MISSION ISSUER]--
    "CLAN_ELDERS",
    --[FACTION KEY]--
    "takeda",
    --[TURN LIMIT]--
    0,
    --[TARGET]--
    "faction:murakami,requires_victory:true,armies_only:true",
    --[REWARD]--
    "effect_bundle:p_dreaded_force#4")

    Save game file for a mission to defeat an enemy general in battle,
    problem is the damn entries for "character to kill" and everything else is all empty

    Spoiler Alert, click show to read: 


    Spoiler Alert, click show to read: 




    So in tweak,
    Missions table has m_worthy_adversary with the mission type key : ELIMINATE_CHARACTER_IN_BATTLE which links to mission.types table with all the supposed keys.

    The M_worth_adversary links to
    cdir_events_mission_option_junctions
    Where it seems to control the mission length, based on difficulty, and the campaign.
    Then it appears other conditions are you are region neighbours,
    GEN_CND_REGION_NEIGHBOURS
    youre at work, maybe the target general has to be a daimyo?
    GEN_CND_DAIMYO
    definitely says the target has to be a character, possibly general
    GEN_TARGET_CHARACTER

    the rounds till/# of turns till mission pops up again

    These keys link to Cdir_missions etc,
    looking for payload keys I found a mission that is:

    s_disloyalty_minor DEFECTION REMOVE_ME

    could possibly lead to a bribe, im seeing values for some lua commands like spawn_unit but not grant)unit which is odd, so its not a complete list



    Historic events:
    http://www.twcenter.net/forums/showt...istoric-events

    Custom missions:
    http://www.twcenter.net/forums/showt...ustom-missions

    dilemmas:
    http://www.twcenter.net/forums/showt...s-and-dilemmas

    paste bin link to rome commands?:
    get_character_from_faction_by_cqi function: 5C136BB0
    https://pastebin.com/GF4ubMMm

    http://www.twcenter.net/forums/showt...functions-list

    romeII scripting tool:
    http://www.twcenter.net/forums/showt...n-To-Scripting
    http://www.twcenter.net/forums/showt...ons-parameters

    thread about the differences in R2 commands, might be useful to convert backwards?:
    http://www.twcenter.net/forums/showt...ger-conditions

    my old S2 posts I lost/refound:
    http://www.twcenter.net/forums/showt...g-lua-commands
    http://www.twcenter.net/forums/showt...lua-commands-2
    Last edited by Havie; December 04, 2017 at 02:53 PM.

  13. #13

    Default Re: To-Do work load for ROTK 2.0

    I am actually quite interested in the scripting part for example historical events, unit replacements, etc...
    Thanks for the info Havie. If you progress with some scripts, can you share it or make an example tutorial?

  14. #14

    Default Re: To-Do work load for ROTK 2.0

    Quote Originally Posted by zxcvmnb View Post
    Hey, this is some amazing work! I'm eagerly awaiting the release of ROTK 2.0. Best of luck and keep up the good work!
    Thanks buddy,
    Will do, I told myself Id like to have it wrapped up by new years but thats just for me and my buddy, were gonna have to play test alot of things before the official release!
    Im sure you understand . Trust me though, Im working day and night on this project, and its getting pretty damn close!

    Heres a little sneak peak of how ballin I made Lu Meng, look at how close I got him to his ROTK picture:




    Heres one for the weebs too:

  15. #15

    Default Re: To-Do work load for ROTK 2.0

    Quote Originally Posted by izzi View Post
    I am actually quite interested in the scripting part for example historical events, unit replacements, etc...
    Thanks for the info Havie. If you progress with some scripts, can you share it or make an example tutorial?

    Yeah I will for sure,
    Im finishing up the generals, their models/unit stats, then custom traits/anc first,
    after that ill be moving onto the scripting,
    hopefully i heard back from T.C in the mean time as I feel like he will have a simple answer for me, instead of me digging. I read almost all of his posts this afternoon (while in class >.<) and I think I understand the LUA language alot better now, having a command list helps alot

  16. #16

    Default Re: To-Do work load for ROTK 2.0

    I am absolutely freaking out about this ma chao model i got from Hi1, whos the author of a similar ROTK warcraft mod over at the hiveworkshop

    Big shout out to him!


    Spoiler Alert, click show to read: 

  17. #17

    Default Re: To-Do work load for ROTK 2.0

    finally got this ghetto version of ma teng working, it was a mess so its not perfect


    Spoiler Alert, click show to read: 
    Last edited by Havie; December 03, 2017 at 10:17 PM.

  18. #18

    Default Re: To-Do work load for ROTK 2.0

    Might add this
    http://www.twcenter.net/forums/showt...-for-beginners

    or this
    http://www.twcenter.net/forums/showt...al-Here-is-how!

    Something I should double check for my A.I

    "Now after turn the CAI faction into faction that gear toward war,you must do one FINAL things, that is edit MINIMUM_CHANCE_OF_SUCCESS to more then 50 like 60 or whatever number you wish to put, since this control the percentage CAI to invading a region, its also explain why the vanilla tend to make suicidal decision by sending small number of army to invade human city, last time i check i found 35 or you can say 35 %, which is very suicidal.No wonder CAI just send small stack to invade the city.Many mod forget to edit this, which can turn to worsen the gameplay."

    removing tennshu capture points could be interesting for some sieges?
    http://www.twcenter.net/forums/showt...e-Points-Flags


    --left off pg 9
    Last edited by Havie; December 04, 2017 at 02:58 PM.

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