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  1. Replies
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    [Resource] Re: Creating a World - Bare Geomod

    There are several map tutorials linked in my signature which mostly work the same a s in M2TW. I am not aware that there is a tool similar to Geomod for RTW.


    That's where your log will be...
  2. [Tutorial] Re: Creating a World - Disasters and the add_events command

    I think the fire effect would have to be a repetitive script, and the effect only lasts for a minute or two.

    No idea how to do that on the battle map.
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    Sticky: Re: DaC - Bugs, Crashes and FAQ

    Ladders could be an option - you can rush them up to the wall and they can't be destroyed.
  4. Re: Adding Faction Mod Crash When Loading Campaign

    You are lacking the model's entry in descr_model_strat.txt - the link is from descr_characters where you define the model.
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    Sticky: Re: DaC - Bugs, Crashes and FAQ

    Ah, one of those weird 'need full path' occasions. CAS models for banners have the same issue.
  6. Re: Bonus when army reaches a specific location

    Another rebel faction will create problems because of the special faction entry in descr_sm_faction. Using a 'regular' faction however should not be a problem. In fact you could use as 'script'...
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    Sticky: Re: DaC - Bugs, Crashes and FAQ

    Usually a problem with the 'projectile' (the flying axe) model. Changing the unit's projectile in the EDU file to another valid one will fix that, the stats and appearance for the projectile however...
  8. Re: Renaissance Total War 3.0 - Kingdoms and Steam compatible

    Without a log it's impossible to say what went wrong.
  9. Re: Bonus when army reaches a specific location

    A fort on top of a resource is actually the old resource fort exploit :tongue:

    And you are right, IsPositionInRect is unsuitable as it will only define in which area a tile can be when it is seen,...
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    Re: Question about export_desc_buildings

    One is glad to be of service :buba:
  11. Re: Bonus when army reaches a specific location

    The general can only be in the square after he won the battle. The trigger however will remain active so you may have to use an event_counter condition as well. Switch it on with your event...
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    Sticky: Re: Bugs Reports & Technical Help

    The normal mechanics is that the assignment makes him the heir.



    That would be the normal circumstances but it is an assumption not borne out by facts.



    Spawn him via script with the...
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    Re: Settlement requirements

    'this' only works in a script after the character is selected. You need to use the name of the character.
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    Sticky: Re: DaC - Bugs, Crashes and FAQ

    Grasping at straws. Might sound silly (pun intended), but updating sound drivers does occasionally help.
  15. Re: Combining Fleets With Established Admirals

    One is glad to be of service :buba:
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    Re: Traits conditions

    You could use the I_NumberOfSettlements condition, keeping the initial number in mind. That should make life easier :tongue:

    My money for SettlementsTaken would be on 'conquered' without any...
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    Sticky: Re: Bugs Reports & Technical Help

    Where the game is concerned he is the properly assigned FH (I am assuming it was via the character line, see Rufus' example) - hence the title. It is not bound to any other circumstances, eg presence...
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    Sticky: Re: Bugs Reports & Technical Help

    Prince=heir

    Not designating a heir in descr_strat will elevate the second named character in descr_strat automatically to heir (and result into an error message about it), the first character will...
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    Sticky: Re: Bugs Reports & Technical Help

    How did the prince get adopted, and by whom?
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    Re: The question is how to modify setup.exe?

    Well, you are not supposed the change the setup file (nor should there be a need). What exactly are you trying to do?
  21. Re: Combining Fleets With Established Admirals

    Most mods have removed the triggers that give traits on creating a fleet, in fact you can do that easily yourself. Look for 'NewAdmiralCreated' and delete those triggers. then look for 'AgentCreated'...
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    Sticky: Re: Bugs Reports & Technical Help

    Don't know about that one, but the EDCT parsing errors (not critical) are most likely missing the 'trait' condition before the tokens.
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    Re: Ladders and siege towers too small

    descr_walls is slightly modified, comparing it with one from the campaigns will show what has been changed. Not sure what the issue is with the tower upgrading because I can't recall having changed...
  24. Re: Combining Fleets With Established Admirals

    You cannot merge fleets were both admirals have a trait\ancillary. It's a known bug. The best way to increase fleet numbers is to leave them in the port until you finish recruiting the required...
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    [Tutorial] Re: How to Edit Settlements

    EBII has 100 building trees, which means you got spare slots (128 limit). Simply clone the building as I suggested earlier.
  26. Re: Bonus when army reaches a specific location

    Positioning in descr_strat (never referred to as spawning) will always work. Spawning is creating an army\character\agent via script, and there you can't spawn into a settlement\fort directly.
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    [Tutorial] Re: How to Edit Settlements

    Unlikely to work - the default building pic exists in the faction's culture folder. Only if the required picture is not in the default folder will the lookup\redirect be used. Like you enable...
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    [Tutorial] Re: How to Edit Settlements

    Well, the building pics are all defined by culture and 'faction_variations' like for the blockset texture folders do not work.

    I did a quick BG test by cleaning out the file and only used 'england...
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    Sticky: Re: Bugs Reports & Technical Help

    When you select the garrison\army in those settlements, do you get a large\regular green movement range or is it restricted around the settlement? If it is the latter then it is most likely a double...
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    Re: Darthmod installation help?

    One is glad to be of service :buba:
  31. Re: Bonus when army reaches a specific location

    Spawning an army on top of another does not merge them - it simply 'slides' off into one of the available spots next to the other army.
    Adding units to an army is done via the 'create_unit' command...
  32. Re: Bonus when army reaches a specific location

    See my tutorial. This is the basic command: kill_character [name\label]. His location is only a condition.



    There is no problem to spawn a separate army with those bonus units, directly adding...
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    [Resource] Re: Working economic script from me

    It will work, and has the short comings I pointed out. To avoid conflict with the first monitor you should use the simple 'FactionTurnStart' event for the second monitor.
  34. Re: Kingdoms Grand Campaign Mod 5.0 - Steam compatible

    The recruitment in general appears to be inconsistent if you look at the list in post #2. Would be great if you found time to address this issue.
  35. Re: Bonus when army reaches a specific location

    1) That would be your regular 'EndedInSettlement' condition together with a building present test.

    Trigger [trait name]_trigger
    WhenToTest CharacterTurnEndInSettlement
    Condition...
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    [Resource] Re: Working economic script from me

    You are setting a counter that isn't checked: destroyinactive - is it used somewhere else?
    The destroy_units command requires a faction to be specified.
    You are using 23 monitors per faction which...
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    Re: Destroying Enemy Faction - Runtime error

    A temporary fix (hopefully) would be to 'suspend' the traits while that battle takes place. In other words make a back up of the ata\export_descr_character_traits file, then search for the first...
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    Re: Darthmod installation help?

    It will never ask for the second (part 2) file if it is present in the same directory, the 1.86GB installer on it's own will be an incomplete installation. There is also a 'one part only' installer...
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    Re: Darthmod installation help?

    The problem here was that the download from your link was only part 1 (no part 2 there). After I downloaded part 2 from modDB and restarted the installation everything went smooth without any asking...
  40. Re: Kingdoms Grand Campaign Mod 5.0 - Steam compatible

    No, this is a completely new\fresh Installation - it also installs into a different mod folder, meaning it will not interfere with a previous installation.
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