Search:

Type: Posts; User: bitterhowl; Keyword(s):

Page 1 of 13 1 2 3 4

Search: Search took 0.12 seconds.

  1. Re: [Submod] The King of Rivers and Hills. A complete overhaul of Westeros TW.

    Sand and stone dornishmen in action. Skirmishing warfare style.
    mJNcegnX9ZI
  2. Replies
    64
    Views
    7,488

    Re: Faction specific formations is possible!!

    I'm done with the code. Need testers now, feel free to PM me.
  3. Replies
    75
    Views
    7,648

    Re: TrueGeneral: Aimless Steel

    I'm finished the code, brand new method for labelling armies for any battle type. Need 1-2 testers to see how it goes before releasing.
  4. Replies
    159
    Views
    54,559

    [Tutorial] Re: A Guide for Missions

    I'm going to give some notorious missions directly by console command.

    Also - I had an Idea for Stark/Bolton struggling, made an event if Boltons kill particular Stark FL, but if player doesn't...
  5. Replies
    159
    Views
    54,559

    [Tutorial] Re: A Guide for Missions

    I haven't finished this part of code yet, I'm finishing CAI for DaC 4.6 by local forum request (and made it too much variable, so elves started to fight dwarfs after relationships decreased, so...
  6. Replies
    159
    Views
    54,559

    [Tutorial] Re: A Guide for Missions

    I think I will give sensitive advantage for guild owners so player will have a hard decision to make.

    Merchants guild will dramatically increase the income. But will have some similar effects on...
  7. Replies
    159
    Views
    54,559

    [Tutorial] Re: A Guide for Missions

    Thanks for the answer.

    My idea is to show that it's not so easy to rule the kingdom. If Mercenaries Guild is strong enough, had 3 tier building, and FL lost his authority, then Guild force him to...
  8. Replies
    76
    Views
    17,314

    [Tutorial] Re: How to add an animal handler unit (Wardogs)

    This is a link to 7zip with wardogs animations set and skeleton. It should be placed into data/animations/ folder, this way was written in skeleton file.

    This is a link to dogs animation set
  9. Replies
    76
    Views
    17,314

    [Tutorial] Re: How to add an animal handler unit (Wardogs)

    I'll upload my anomations a bit later today.
  10. Replies
    76
    Views
    17,314

    [Tutorial] Re: How to add an animal handler unit (Wardogs)

    In my experience all my crashes now occured when handler died before number of dogs decreased so some internal engine parameters are broken. I'd advise to increase handler's stats to prevent them...
  11. Replies
    76
    Views
    17,314

    [Tutorial] Re: How to add an animal handler unit (Wardogs)

    This is a link to dogs model
  12. Replies
    76
    Views
    17,314

    [Tutorial] Re: How to add an animal handler unit (Wardogs)

    My wardogs are from Banzai's models pack.
  13. Replies
    76
    Views
    17,314

    [Tutorial] Re: How to add an animal handler unit (Wardogs)

    type Norvos Wardogs
    dictionary norvos_wardogs
    category handler
    class heavy
    voice_type Heavy
    banner faction main_infantry
    banner holy crusade
    soldier norvos_shieldbearers, 10, 30, 1.0
    animal...
  14. Replies
    4
    Views
    2,760

    Re: request permission materials

    Hi, I'd like to use some unit models for Westeros King of Rivers and Hills 2.0 submod. Whom should I ask for this?
  15. Re: Building only buildable when character with a specific trait is in settlement

    Well, ScrollClosed TrueCondition event leads to building persistence in building browser not being built at all. SettlementTurnEnd event changing event_counter capital to 1 does not work. But...
  16. [Tutorial] Re: Creating a World - Disasters and the add_events command

    Seems like this way you disabled it at all, since you say flood didn't happen in game.
  17. [Tutorial] Re: Creating a World - Disasters and the add_events command

    winter false
    summer false

    You should choose summer or winter to be true.
  18. Re: In which descr_ file is the trigger for when the general dies?

    About first question - there's an event BattleGeneralKilled for battle scripts, but it's somehow unselective so in script we can't match which side general dies. It's the only one way to manually...
  19. Re: Building only buildable when character with a specific trait is in settlement

    First of all - sorry for my emotional response, you're right. Yes, I hope we'll finish this script here by brainstorming. You was right about second character selected case - if another character is...
  20. [Tutorial] Re: Creating a World - Disasters and the add_events command

    Sorry for late reply, I didn't implement this into my mod as a complete script, just studied it for next versions of mod. I find this part of drafts and will test it in my mod again for complete part...
  21. Re: Building only buildable when character with a specific trait is in settlement

    74MPURxDBj4 Two attempts for showing different ways to select settlement/character does not allow build building twice at one turn and nowhere else than in capital city. Message with GRRM appears...
  22. Re: Building only buildable when character with a specific trait is in settlement

    I've just repeated test and make video, 2 attempts with selecting another settlement and with only sending FL there without selecting settlement itself - same result, construction in second...
  23. Re: Building only buildable when character with a specific trait is in settlement

    Well, in my case with only one building it works as should be - only one building in one settlement even if FL could reach two settlements in one turn.

    When FL dies (it was multiple times during...
  24. Re: Building only buildable when character with a specific trait is in settlement

    Here is the code. I added Inluence attribute 1 threshold to Factionleader trait. I'm using Artist's Gallery building as a template.
    EDB entry, this building has some factionwide effects depend...
  25. Replies
    159
    Views
    54,559

    [Tutorial] Re: A Guide for Missions

    As for assassination_chance as a penalty I decided to rename muslim_assassins_guild to mercenary_gulid so if this penalty is hardcoded to thst guild I think I still will be able to use it for their...
  26. Replies
    159
    Views
    54,559

    [Tutorial] Re: A Guide for Missions

    Great idea! I suppose we don't need assassin's presence check if we'll set kill_by_any_means parameter.
  27. Replies
    38
    Views
    14,893

    Re: Piter AI (new CAI)

    If you're interested my CAI used here.
  28. Re: Building only buildable when character with a specific trait is in settlement

    Ok, so I've dealt with it in my Westeros submod, my task was even more complicated - I made a building "King's Court" which could be built only in capital by faction leader. I'll post the code here...
  29. Replies
    1,228
    Views
    274,545

    Re: Myth The Fallen Lords-total war

    I've found a detailed map of Myth lands in the Web, and looks like my teammate is working on first draft of the campaign map. I asked him to make a map with 4-5 regions and then I'll go by myself.
  30. Replies
    159
    Views
    54,559

    [Tutorial] Re: A Guide for Missions

    By the way - I didn't find triggers in faction standings file for that, but relations are changed after mission result. Looks like it's hardcoded in engine.

    Also, in post #105 I didn't find...
  31. Re: AI pike/spearwall formation reforming to 20 men wide when attacking

    As I understood from my work on formations project descr_formations is for unit group/selected group cases - such as single_line, triple_line etc.

    Descr_formations_ai is for whole army. So I...
  32. Replies
    159
    Views
    54,559

    [Tutorial] Re: A Guide for Missions

    Ok, I got assassination mission working for general

    mission assassinate_general
    {
    COUNCIL_MISSION
    duration 10
    exclude_duration 25
    score_modifier 1.2
    ...
  33. Replies
    159
    Views
    54,559

    [Tutorial] Re: A Guide for Missions

    I could create mission for take_settlement for another script and it works fine with console_command.

    I want to script enemy general assassination mission for devastating tile event when it...
  34. Replies
    159
    Views
    54,559

    [Tutorial] Re: A Guide for Missions

    Can't make assassination mission working.


    mission assassinate_general
    {
    COUNCIL_MISSION
    duration 10
    exclude_duration 25
    score_modifier 1.2
    ;difficulty_threshold 0.4...
  35. Replies
    159
    Views
    54,559

    [Tutorial] Re: A Guide for Missions

    <decision_entry>
    <min_entry target_human="true" is_faction_to_outlive_target="true" />
    <max_entry stance="Neutral" military_balance_plus_enemies="0.55"...
  36. Replies
    159
    Views
    54,559

    [Tutorial] Re: A Guide for Missions

    Well, yes, I'm using outlive parameters in my CAI TrueGeneral and give some instructions such as restricted peace, alliance and protectorates treatment between this factions. I also add...
  37. Replies
    159
    Views
    54,559

    [Tutorial] Re: A Guide for Missions

    I saw mention about "AI chance to mission modifier" or something like that, so I decided that AI use missions too.

    As for victory conditions - first is target_faction_to_outlive in CAI config...
  38. Replies
    159
    Views
    54,559

    [Tutorial] Re: A Guide for Missions

    Hmmm, can we use reinforce_region mission for AI to avoid garrison script using?
  39. Replies
    38
    Views
    14,893

    Re: Piter AI (new CAI)

    Great to see you still moding AI! I've got my own release too
  40. Replies
    8
    Views
    482

    Re: Unit Recruitment Pool Limit - Crashing

    Correct me if I'm wrong, but also there's a limit for 64 active pools per region at all?
Results 1 to 40 of 500
Page 1 of 13 1 2 3 4