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  1. Sticky: Re: Total Vanilla Beyond 3.3 Release - Once more with feeling and verve

    I posted it here because this mod is vanilla based, so no additional BAI scripts added and I don't have to explain how to disable them. Also you can compare pure M2TW behavior and edited with my...
  2. Sticky: Re: Total Vanilla Beyond 3.3 Release - Once more with feeling and verve

    It's about tactical battles behavior - AI army formation and outflanking priority for cavalry, attack direction priorities for different unit types.
  3. Sticky: Re: Total Vanilla Beyond 3.3 Release - Once more with feeling and verve

    Hi, fellow modders! Here we got a project started calling "True General" dedicated to oldschool tactical AI modding and all tactical AI researchers (Darth Vader, Xeryx, Sinuhet, Germanicu5, z3n).
    ...
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    Re: How to force AI to deploy stakes

    For campaign it's in the campaign_script. For custom battle it's a bit complicated.
  5. upgrade_bodyguard bonus in EDB - did anyone made it working?

    Adding this bonus to a building give a line in building description - "Improves general's bodyguard", but unit can't be added into retrain slot. Any suggestions?
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    Re: Looking for a Garrison Script template

    And what about garrison disbanding in Transgression method?
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    Re: Historical Battle/Scenario Scripting

    Another question, saw thread somewhere around but can't find it now. In my case engage_armies in CS leads to fatal error when loading saved games.
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    Re: How to force AI to deploy stakes

    Here is the part for advisor script in custom battle


    script

    declare_show_me
    dismiss_advice
    select_ui_element advisor_portrait_button
    simulate_mouse_click lclick_up
    select_ui_element...
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    Re: How to force AI to deploy stakes

    Well, just finished dealing with it. By unknown reason for me the code above (which was taken from advisor G5 script) didn't work in my mod advisor script. Last monitor was ignored by system without...
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    Re: How to force AI to deploy stakes

    Thanks a lot for DLV BB mention. Interesting alternative to G5, smaller. But I don't want entire battle script, only initial stakes placement. And I want to exclude monitor_conditions from code.
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    How to force AI to deploy stakes

    Seems that .xml can't force AI to deploy stakes. Here is a part of code from G5 system, but it doesn't work by unknown reason.


    script

    declare_show_me
    dismiss_advice
    select_ui_element...
  12. Re: Trying to add a new strat-model to the mod - CTD when about to load?

    In my experience with this you only need to copy texture that written in .cas into /textures folder without any new lines in character record.
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    Re: Invisible sling doctoring request

    Well, I can tell nothing about commenting, that's not my part of moding. I can give a link to initial task which I gave to my modeller.
    https://yadi.sk/d/HyFm7FhW3X5n7H
    Folder 1 contains main...
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    Invisible sling doctoring request

    Hi, I want to ask community to help with this issue - I'm not a modeller totally and a man from my team who added EB2 sling to this huscarl model can't realise what's the problem after some mounth...
  15. Sticky: Re: Total Bananas - 1099 - 1.0 Release - Over the Edge

    I'm starting my work with battle .xml, and have one question - there's a possibility of different melee hitrate for different types and classes vs other ones (like that: spearmen beat cavalry;...
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    Re: Historical Battle/Scenario Scripting

    No, these historical battles are just an events that scripted to particular turn. All participants are spawned and then fight with engage command.

    This script is additional and added by player's...
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    Re: [Tip] Movement of cavalry in Battle map.

    By the way you can make different settings for each climate type. Seems that alpine snow is deeper than sandy_desert snow so it got more influence on movement.
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    Re: Historical Battle/Scenario Scripting

    Well, thanks for answering! I already tried BattleConflictPhase before reading without any monitor_conditions and esc button was functional.

    I don't use any battle scripts in my own mod, extended...
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    Re: Historical Battle/Scenario Scripting

    We have some historical battles scripted in campaign, and there's a feature to restrict player to exit battle without fighting.

    monitor_conditions I_InBattle

    and I_CompareCounter Kalka = 2
    ...
  20. Re: [RELEASED SUBMOD] WindsOfWinter Version 0.51 [Patched]

    Wildlings spearwives and archers https://b.radikal.ru/b24/1906/fe/3604a233d3ea.jpg
    https://b.radikal.ru/b33/1906/69/95e4c91b1c29.jpg
  21. Re: EDU mount_effect and spear_bonus questions

    Does spear_bonus works for cavalry units? I supposed it's only for infantry.

    As for mount_effect you can write mount_type from descr_mount.txt for certain type of mount ("heavy horse" or "eastern...
  22. Re: Faction specific formations is possible!!

    I also didn't get an answer in SS thread who is the author of SS formations in RealCombat submod.
  23. Re: Faction specific formations is possible!!

    Well, I clearly understand that those findings are a bit late (about 10-12 years) and only few people still have interest in M2. But I want to make my Westeros mod (which is a bit late too for 3-4...
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    Sticky: [Tutorial] Re: AI Personalities

    fortified knud for default factions and tzar knud for expansive factions seems to be pretty enough. With smart ai_label of course (such as Skynet or PeterAI or Beermugcarl).
  25. Re: Can someone explain why "=" are considered unreliable in Med 2?

    Maybe I'm wrong but situation with 23 and 24-th turns can be explained as Turn 0 for engine is first turn for player (and game shows date 1-st turn if date is set to "show date as turns"), so in fact...
  26. Re: [RELEASED SUBMOD] WindsOfWinter Version 0.51 [Patched]

    I'm working mostly alone and had to change practically all aspects of the game, so yes, it had some little time for that.
  27. Re: [RELEASED SUBMOD] WindsOfWinter Version 0.51 [Patched]

    Some Lannister models, spearmen need to be reskinned from England

    https://b.radikal.ru/b30/1905/69/3ac858531320.jpghttps://b.radikal.ru/b41/1905/b3/414e8a174d00.jpg...
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    Re: Lannister / Westerlander troops

    Here is Lannister Household from my Winds of Winter
    https://b.radikal.ru/b30/1905/69/3ac858531320.jpg
  29. Re: Faction specific formations is possible!!

    Here we have 3 different formations for AI armies on a battlefield at once, player's formation is broken (this one when set to defend role)/ Sorry for low quality video. mod is my Westeros submod...
  30. Sticky: Re: Total Bananas - 1099 - 1.0 Release - Over the Edge

    One last question - do you have unit category "skirmish" in EDU? And "spearmen cavalry" combination?
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    Sticky: [Tutorial] Re: MTW2 Battle Scripting

    I already have a name for those project - "True General". I have to start from vanilla based mods, it may show to community (and probably to CA) how could M2 engine work on tactics. If the results...
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    Sticky: [Tutorial] Re: MTW2 Battle Scripting

    I'll try to make it for Total Bananas.
  33. Sticky: Re: Total Bananas - 1099 - 1.0 Release - Over the Edge

    Ok, then I need your mod .bat file, battle_config.xml and config_ai_battle.xml files. Could you please send them by pm (I can't download any big data for the moment and haven't your mod installed).
    ...
  34. Sticky: Re: Total Bananas - 1099 - 1.0 Release - Over the Edge

    High. Did you implement Germanicus BAI script in your mod? If no - maybe I can make a simple .xml addition to tactical battles without any heavy scripts.
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    Sticky: [Tutorial] Re: MTW2 Battle Scripting

    This finding open some interesting possibilities for us. We can create custom formation for custom attack plan and combine them into BAI switcher from G5 system. It allows us to have 5 AiSets, which...
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    Sticky: [Tutorial] Re: MTW2 Battle Scripting

    You have to disable any BAI scripts.

    Also - if cavalry unit has attack plan for right flank and there are only spearmen it will attack them. This is the case of false tests when your unit attack...
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    Sticky: [Tutorial] Re: MTW2 Battle Scripting

    Unit-priority settings are functional, here's the proof. I set attacker right+rear direction for attack plan, 0 priority for attack spearmen and high priority for missile and melee unit. For general...
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    Re: Lannister / Westerlander troops

    Why those models you choose for open source? They're looking strange even for fantasy setting. Westeros mods orphans are Dornishmen. If you can make them it will be a very good gift to all teams....
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    Re: Lannister / Westerlander troops

    Doble post, delete this one please.
  40. Re: Team work for some Orc Helmets - Come see and help!

    May I use parts of this helmet in Westeros submod?
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