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#161 | |
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Colour Sergeant
Posts: 389
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go into your policies tab in the government window and make sure taxes/construction is unchecked
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#162 | |
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Light Infantryman
Posts: 4
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#163 | |
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Grenadier
Posts: 81
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Thnak so much,i will continue working in it.
Your Hibrid method is greatˇˇ |
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#164 | |
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Lieutenant Colonel
Posts: 2,819
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There is a problem with the hybrid method
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#165 | |
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Quartermaster Sergeant
Posts: 788
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That is normal and happens always un every saved game and so in hybrid. Before that you had not noticed so close save games.
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#166 | |
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Lieutenant Colonel
Posts: 2,819
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Ok - research update
Apparently in 1.5 you can move characters to other factions without having to edit the CAI. So basically the CAI entry for the character is unique but it doesn't tie the character to a faction (i.e. you can move the character to another faction but you cannot have 2 of the same characters - yet). Note: this is from my tests with moving agents to other factions - also, the AI doesn't seem to use these agents, or maybe I didn't play enough turns to find out.. |
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#167 | |
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Colour Sergeant
Posts: 389
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There seems to be contradictions of old beliefs in the diplomacy manager...
I also found that point 5 in CAMPAIGN_ENV\CAMPAIGN_MODEL\WORLD\FACTION_ARRAY\FACTION_ARRAY\FACTION\DIPLOMACY_MANAGER\DIPLOMACY_RELATIONSHIPS_ARRAY\DIPLOMACY_RELATIONSHIPS_ARRAY\DIPLOMACY_RELATIONSHIP is the ID to the faction that brought you into war or whatever... no idea if this has very much relevance edit: i also believe that the last value of: CAMPAIGN_ENV\CAMPAIGN_MODEL\WORLD\FACTION_ARRAY\FACTION_ARRAY\FACTION\DIPLOMACY_MANAGER\DIPLOMACY_RELATIONSHIPS_ARRAY\DIPLOMACY_RELATIONSHIPS_ARRAY\DIPLOMACY_RELATIONSHIP\DIPLOMACY_RELATIONSHIP_ATTITUDES_ARRAY\DIPLOMACY_RELATIONSHIP_ATTITUDES_ARRAY Odd, i changed it to true and it actually removed the effect... changed it back to false and it came back in the game... Last edited by Cursisanafou; October 23, 2009 at 05:23 PM. |
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#168 | ||
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Quartermaster Sergeant
Posts: 788
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Quote:
Gentleman: CAMPAIGN_STARTPOS/CAMPAIGN_ENV/CAMPAIGN_MODEL/CAI_INTERFACE/CAI_WORLD/CAI_WORLD_RESOURCE_MOBILES/215/CAI_RESOURCE_MOBILE/ CAMPAIGN_STARTPOS/CAMPAIGN_ENV/CAMPAIGN_MODEL/CAI_INTERFACE/CAI_WORLD/CAI_WORLD_CHARACTERS/611/ CAMPAIGN_STARTPOS/CAMPAIGN_ENV/CAMPAIGN_MODEL/CAMPAIGN_PATHFINDER/PATHFINDING_GRID/1/OBSTACLE_BASE_GRID_NODE/4420/MANAGED_OBSTACLE_BOUNDARY/0/ CAMPAIGN_STARTPOS/CAMPAIGN_ENV/CAMPAIGN_MODEL/CAMPAIGN_PATHFINDER/PATHFINDING_GRID/2/OBSTACLE_BASE_GRID_NODE/1369/MANAGED_OBSTACLE_BOUNDARY/1/ Army of gentleman (don't get frightened!): Spoiler Alert, click show to read: Impressive enough? |
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#169 | |
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Colour Sergeant
Posts: 389
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Alright so the last 2 entires in the attitudes have meaning to eachother.
So i figure the second last value is a cap... As long as the last value is True. So the last value is something along the lines of capped? True, or False. So basically what i was able to do is cap territorial expansion at any number really.. Although the value keeps going up, it's capped at whatever you want the cap to be. As for the other boolean (true/false entry) it is linked to the 3rd value... whether the increment is capped or not. The third value is the incremental cap (this was known already).. The other 2 values are known. increment and value. example: 1 - increment (value per turn) 30 - current relation value 50 - Incremental Cap True - Increment Capped 0 - total cap False - No cap on total relation value example 2 1 - increment (Per turn) -100 - Current relation Value 0 - incremental cap False - Increment not capped -30 - Total Cap True - Cap in place on total relation value Last edited by Cursisanafou; October 23, 2009 at 08:22 PM. |
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#170 | ||
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Lieutenant Colonel
Posts: 2,819
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Quote:
Last edited by A1_Unit; October 23, 2009 at 08:35 PM. |
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#171 | |
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Colour Sergeant
Posts: 389
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isn't the AI's use of the character vital to the whole gameplay? heh
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#172 | |
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Corporal
Posts: 245
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Is there any way I can change the town buildings on the campaign map using the ESF editor? I want to replace a classical university with a modern university, I can't do it ingame because the USA can't build them for some reason..
80% of the people on TWC would die today if reputation was removed. If you are one of the 20% that would be laughing, copy and paste this to your signature.
Last edited by GroupofSpearmen; October 23, 2009 at 11:24 PM. |
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#173 | ||
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Ensign
Posts: 1,272
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Quote:
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#174 | ||
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Quartermaster Sergeant
Posts: 788
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Quote:
My point is that if you don't change CAI entries (not so big deal just 2 entries per character), all these entries I had in previous post will remain in x-owner faction records. |
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#176 | ||
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Corporal
Posts: 245
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Quote:
80% of the people on TWC would die today if reputation was removed. If you are one of the 20% that would be laughing, copy and paste this to your signature.
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#177 | |
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Grenadier
Posts: 66
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Hi there i downloaded your scotland mod and would like to mod it so that all factions start with no Venilla Tech
Do you know how i would do this ? I am in CAMPAIGN_ENV/CAMPAIGN_MODEL/WORLD/FACTION_ARRAY/FACTION_ARRAY/FACTION/FACTION_TECHNOLOGY_MANAGER/techs/techs but dont have a clue what to change to make them like venilla ? |
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#178 | ||
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Quartermaster Sergeant
Posts: 788
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Quote:
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#179 | |
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Grenadier
Posts: 66
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Hi there again...
I have been playing about with your scotland starpos What i am stuck at is this... I want to play as scotland but want Ireland to be there. I have followed your instructions on how to unlock an Emergent Done all of Level 1 and Level 2 part 1 Then went and gave Ireland to Ireland went into the Regions manager and gave all ports farms ect to Ireland Problem is now when i play scotland Ireland is there but doesnt have a goverment no ministers and just sits there doing nothing. Do you know how i could change this ? I am trying to do this for a mod. |
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#180 | ||
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Quartermaster Sergeant
Posts: 788
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