Lol... I can't duplicate it either. I only have 3 now because I use Gigantus' Bare Geomod. I suppose I could look for that old article on how to trick Steam into allowing the use of one of the...
Type: Posts; User: Nordlaender; Keyword(s):
Lol... I can't duplicate it either. I only have 3 now because I use Gigantus' Bare Geomod. I suppose I could look for that old article on how to trick Steam into allowing the use of one of the...
You're welcome, but it was actually someone else who brought this to my attention by putting up a link.
I noticed that 5 seems to be a common limit for many things such as happiness, law,...
That's very interesting and useful. I never thought that there might be hardcoded limits to such things as law_bonus or happiness_bonus. I'm just now learning that there are limits and I need to go...
"Yeah, quite a few lines have no information. But there are some very interesting comments below the table. Here is my current version of the Docudemons which contains a lot more verified information...
I read that file and yes, someone did refer me to that file, but not specifically. I found it in the main root of MTW2, and it clearly states that it shows what buildings are made of on the battle...
"Again, this is because taxable_income_bonus has a visible text effect in the building info scroll while construction_cost_bonus_stone(and wooden) does not. Someone modding Stainless Steel simply...
Au contraire! I am now one hundred percent sure it was you who told me that. :whistling
I have NO memory problems. None.
Hey! I did it, and it works!
Now, I just need to go back and search for epithet and remove the semi-colons from those. I kind of want a player to know when their general has gained a nickname...
Wow. That's an interesting guide, but it seems to leave out more than it answers. At least I can check up on some of those things.
I do seem to remember that if I removed the taxable income...
Actually, I discovered it by modding Stainless Steel. That line was there and I didn't understand why, so I removed it as well as the line for wooden bonus. Then, in the game, there was zero...
Yeah, that is what I was thinking about doing, but knowing me, it might have been the long way to do it. Now I know it's the only way to do it. Thanks!
Yeah, I know, but if you look at Stainless Steel, they have the stonemason set up like this. It took me a long time to figure out that the "tax" line was necessary to get the stone benefit to work. ...
Oh wow. I was really hoping I didn't need to mess with that file, but I guess I do. I will make a back-up first and then do what you said.
Will this prevent event messages that show a person has...
Hey!
I am trying to stop the endless event boxes that show a character has gained or lost a certain trait. I want to reduce the amount of clutter that happens on the left side of the screen. I...
This is a great find! Wow! I'll be using this in the future a lot!
I did happen to notice that a few from the buildings attributes were missing from this list. Here they are:
...
Hey thanks!
Where do I put this exactly? I keep getting an error report when I try to run the application. Do you know which folder it goes in?
I found the problem. I concentrated on the fact that the creation of a merchant would cause the game to crash no matter when I created it as England.
I went to my character traits file and eyed...
Well, it worked for my Sicilian campaign. I replaced the original file and also changed General Religion trait back to normal and made it to turn 21, so that seemed to fix the problem. Not sure how...
Hey Sullivanclan1!
Thanks for giving me that link. I didn't think it would be helpful until I stumbled on the part about the game crashing at turn 5 and then turn 20. It just so happens that I...
Hey everyone,
I was playing Sicily in my mod-in-progress and on turn 20 the game just crashed. First, I looked at my campaign.script.txt file, but nothing was happening on that turn. Then I...
Wow, that was really interesting, but also disappointing. I want to spawn agents like heretics via script that stay in the game until they die by some other means. I don't know if that is possible,...
Hey! Yeah, you're right. I tried it yesterday and it didn't work. Also, I initially put a comma behind the numbers before the "label idiot1" stuff, but I accidentally removed it and it didn't make...
Well, I learned something about the spawn command. It appears that there are only two that work: spawn_army or spawn_character. (I'm sure most scripters probably already knew that.) I was trying...
Oh wow! Thanks Callistonian! That's a lot of good information. I think, as Gigantus was saying, the script editor is maybe telling that certain lines like "region the sea" are not necessary, so I...
Allright!!!!
I got it to work with a simple Captain! That doesn't take up a place in the family tree like this does:
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Now I can spawn idiots without messing up someone's family tree:...
There is a big problem with Castillonian's script now. John somtimes surives.
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Here is the code I'm using:
monitor_event FactionTurnStart not IsFactionAIControlled ...
Well, I finally got the combined spawn/storm script to work using your script, but I had to add "terminate_monitor" after I remembered something Gigantus told me, and also the event spawns on turn 4,...
Well, thanks for letting me know about the "end" command. I'm new to scripting. I've never done computer coding, and I've always used other people's script examples in my mod and just made minor...
Well, this is the part that is not working:
And this is from the system.log:
The storm above will spawn at turn 7 in my game (each year is two turns), that's why I must have it at 1 so it will spawn on turn 3. I assume that the script "I_TurnNumber =" deals only with turns...
Well, I cannot seem to get the storm or spawn character to work. Can anyone tell me what's wrong with my script? Here it is:
Sorry. I cannot get the format to stay the same as it is in...
Hey! Thanks for giving me that link. I've been reading it and I will try to spawn a character in England and then hopefully kill him with a storm on turn 3. I hope I can figure it out. I plan to...
Here is something interesting as well:
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This storm happened over Milan while my Sicilian spy watched. If the storm affects only another faction, this is the storm message you get, if...
Hey! I'm glad you think I'm contributing something. I didn't really know that disasters had not been explored much.
I did find something interesting about the disasters we never see: there is...
Hey! Thanks so much for responding. Yes, I am really interested in disasters because it is a vital part of my particular mod that I'm working on. I will try your script and set an early start...
"I've been testing some of the disaster events using a shortcut script to add the event repeatedly (there doesn't seem to be any limit on the number of disasters you can create in a turn). The...
Well, I finally got the console_command to work. Because it is a console_command, you must use quotes around the city name. Most people probably knew that. I forgot.
Also, soldiers killed...
Well, this time I did a date range from 1 to 4, but on turn one, I moved my general away from the shore and he was not there for the first chance (turn 3), then I moved him to the shore, but after...
Well, it appears the storm will only function if a general character is standing near the shore. Admirals, sailors, townspeople, and other characters do not seem to be affected. The general...
Well, I got "storm" to work on my first try. Here is a photo of it:
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Here is the code I used:
monitor_event FactionTurnStart FactionIsLocal
reveal_tile 150, 70
...