Search:

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

Page 1 of 3 1 2 3

Search: Search took 0.24 seconds; generated 8 minute(s) ago.

  1. Which determines if settlement gets -13 or -30 resistance?

    Did we ever figure out this logic?

    Capitals of majors get -30, most other settlements get -13, that's the usual pattern.

    But sometimes capitals or former of minors get -30. Like I just had...
  2. Replies
    554
    Views
    174,294

    [Released] Re: Bran's Empire Campaign AI

    So I tried "Bran_Empire_AI_Otto_++", and it looks like there's multiple size versions of the same units. The starting ones are just smaller than ones I can recruit later. Is this a known limitation?...
  3. Re: Lua decompiler (mostly) FIXED - .luac files ready for your viewing pleasure!

    Could you try adding .luac as a 0 byte file in same pack as that generally how patch packs delete files?
  4. Re: Lua decompiler (mostly) FIXED - .luac files ready for your viewing pleasure!

    Is it crashing from the game or from somewhere else?

    Also, isn't game able to just run `.lua` uncompiled in addition to `.luac`? (or am I really misremembering that)
  5. Re: Lua decompiler (mostly) FIXED - .luac files ready for your viewing pleasure!

    Quick tests suggest it's working better than decompilers we had before.

    I updated README in my repo to say people should generally use that website instead.
  6. Re: Lua decompiler (mostly) FIXED - .luac files ready for your viewing pleasure!

    Anyone tried that on Total War .luac files?

    LUAC is not a single format like JAR, it has a lot of variants for every app, and Total War's uses some custom settings for sure.
  7. Replies
    160
    Views
    34,434

    Re: Kingdoms Grand Campaign Mod 5.0 - Steam compatible

    I played it a bit, and I get crashes during battles every now and then. Usually reload works, so it's not too bad, but in my most recent campaign the same battle (sally out during siege of Budapest)...
  8. [Tool] Re: What's the state of modding tools for new Total War games?

    The converter is supposed to handle all esf files not just startpos.

    Just use the esf2xml script, nothing except startpos has this embedded compressed data as far as I know.
  9. [Tool] Re: What's the state of modding tools for new Total War games?

    Both type 24 crash and type 17 lookahead issues should be fixed now.
  10. [Tool] Re: What's the state of modding tools for new Total War games?

    Which game is it for?

    ESF docs I wrote list 09 as "uint64 (rarely observed in practice)". It seems converter didn't have them, so I just blind-fixed it.

    Could you send me the file so I can...
  11. [Tool] Re: What's the state of modding tools for new Total War games?

    I mean, that's literally me, that's why I'm asking what works and what doesn't. ;-)
  12. [Tool] What's the state of modding tools for new Total War games?

    So very long time ago I did a lot of research and modding tool for Empire, with a bit of Napoleon and Shogun 2.

    I've been wondering, how much of that still works for newer games?
    Did officially...
  13. Replies
    8
    Views
    1,852

    [Tool] Re: UI converter now supports Shogun 2

    Yeah, any feature which works for AI but not for player is a good candidate for something which could be added with UI modding.

    If it doesn't work for AI, it's less likely to work this way.
  14. Replies
    8
    Views
    1,852

    [Tool] Re: UI converter now supports Shogun 2

    I've taken a quick look at Rome 2 files, and it looks like there's a lot of changes from Shogun 2. Oh well, maybe someday.
  15. Replies
    8
    Views
    1,852

    [Tool] UI converter now supports Shogun 2

    So that UI to XML and back converter which alpaca once wrote for NTW, and which I then improved and extended to ETW... Now I added Shogun 2 support.

    Enjoy. Code needs Python 3 to run.
  16. [Tool] Re: UI layout file xml converter - now handles 94% files from both ETW and NTW

    I'm going to resurrect this old thread, and say that I made it work with Shogun 2 files now. Unless I'm terribly confused, I think that's the first time modding Shogun 2 UI is possible.

    It's in...
  17. Replies
    12
    Views
    2,547

    [Tool] Re: anim_sound_event converter

    You'll have to ask crux3D, I know nothing about that.
  18. Replies
    12
    Views
    2,547

    [Tool] Re: anim_sound_event converter

    I just write converters, you'll have to do the research how it all fits together ��
  19. Replies
    12
    Views
    2,547

    [Tool] Re: anim_sound_event converter

    I added converter.

    There seem to be two variants of the format in Shogun 2:

    Format v2 is:
    * int 2 - version number
    * int : count of what's below
    * count times (float, int, int) tuples
  20. Replies
    12
    Views
    2,547

    [Tool] Re: anim_sound_event converter

    It was a very simple format in ETW so I can take a quick look. It shouldn't be too bad.
  21. [Tool] Re: Perfect ESFXML converter and revolution in ESF modding [Released!]

    I haven't done any Total War coding in very long time, but I definitely approve of people still doing useful things with tools I once made.
  22. [Tool] Re: Perfect ESFXML converter and revolution in ESF modding [Released!]

    I tried to reproduce asadyan's problems but couldn't reproduce it. I sent you all relevant data on steam chat. So no idea. Does anybody else has similar problems?
  23. [Tool] Re: Perfect ESFXML converter and revolution in ESF modding [Released!]

    I tried converting those files, and never got errors - they unpack just fine.

    So I suspect the actual error was probably with compression program or something like it.

    I fixed i1 tag support...
  24. [Tool] Re: Perfect ESFXML converter and revolution in ESF modding [Released!]

    According to my notes, it seems that you encountered the tag which I list as:

    02 int8 - int8 (never observed in practice)

    Well, now that it's been observed I see I missed it in decoded.
    ...
  25. Re: Lua decompiler (mostly) FIXED - .luac files ready for your viewing pleasure!

    OK, jruby build_luadec will compile some kind of luadec on cygwin now, but I didn't have any time to check if it's the right flags (it needs to be 32 bit to match Total War engine).

    You need to...
  26. Re: Lua decompiler (mostly) FIXED - .luac files ready for your viewing pleasure!

    I only ever made it work on OSX and Linux. It seems to still be working on OSX file at least.

    Do you have access to any kind of OSX/Linux box or VM to test it first? It could presumably be made to...
  27. Re: Lua decompiler (mostly) FIXED - .luac files ready for your viewing pleasure!

    Order of Shadows: Could you try one in https://github.com/taw/etwng/tree/master/luac ? I haven't used it in ages, hopefully it will still work out of the box.

    (if not, I can take a look at it...
  28. Replies
    65
    Views
    12,092

    [Resource] Re: Naval models editing

    I for sure don't know the answer, I only make the conversion tools.
  29. Re: Lua decompiler (mostly) FIXED - .luac files ready for your viewing pleasure!

    It does what it can, unless someone wrote actual lua 5.1 decompiler that's more or less as good as it's going to get.
  30. Re: Territorial expansion penalty FIXED! Oh, and the rest of AI diplomacy fixed too.

    My most recent DB.xsd is here: https://raw.githubusercontent.com/taw/etwng/master/db/DB.xsd

    I'm sure there's some link to DBEditor somewhere in Downloads section of twcenter :-)
  31. Replies
    37
    Views
    5,145

    [Tool] Re: atlastsv converter

    I fixed the converter, I think it was just a Ruby compatibility problem (the code did something silly, but it probably worked on older Ruby just fine, now it works on all of them).
    Grab latest...
  32. Replies
    37
    Views
    5,145

    [Tool] Re: atlastsv converter

    Could you attach this file? I don't have Napoleon installed currently, so it would be faster :)
  33. Replies
    37
    Views
    5,145

    [Tool] Re: atlastsv converter

    Could you attach file you're trying to convert, and which .pack from which game you got it from?
  34. Replies
    15
    Views
    4,476

    Re: Preliminary Decoding of RMV2 Format

    I've taken a quick look at the format. There's tons of examples where LodsCount is not 4.

    I tried a few guesses at 2x4 bytes of "? // No idea.", but none of easy ideas seem to work. Is it some...
  35. Re: How to get mods working after recent Medieval 2 update?

    Weirdly deleting the whole Steam (except steamapps) and reinstalling it got me to working Geomod.

    It's still easier than reinstalling the operating system I guess.
  36. Re: How to get mods working after recent Medieval 2 update?

    OK, I wiped out the whole installation, deleted directory, reinstalled from zero, verified, and made sure there are no files in %appdata%.

    * Medieval 2 - runs
    * Kingdom - runs
    * Installed "Bare...
  37. Re: How to get mods working after recent Medieval 2 update?

    Yeah, I did Steam verification, I tried Bare Geomod, I'm getting instant crash with it.

    I have UAC etc. disabled, no antiviruses or anything.
  38. Re: How to get mods working after recent Medieval 2 update?

    OK, I just wasted another 2 hours on that, trying every combination of launchers, existing bare mods, file lists and whatnot, and I still can't get any mod to run with latest Steam version of...
  39. Replies
    1,788
    Views
    341,921

    [Resource] Re: Guide to the ETW map

    CA explained before that map is compiled by their extremely complex overnight build system and there's no hope for any tool release like that for older games.
  40. Replies
    65
    Views
    12,092

    [Resource] Re: Naval models editing

    I fixed that nasty Comparable#== warning spam.

    If anybody can't get newest version to run, please try it on some small file like this:


    $ jruby -v
    jruby 9.0.0.0.pre2 (2.2.2) 2015-04-28...
Results 1 to 40 of 91
Page 1 of 3 1 2 3