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  1. Replies
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    Re: Sengoku: Total War (a Shogun mod for M2TW)

    All of a sudden we find ourselves to be well into 2020! So, what's the news for this mod?
    Well, I've been diving into AI, scripting and learning traits lately. It's not too difficult to understand,...
  2. Re: Trait not working for one specific family member in descr_strat.txt

    Ok, I have the same issue with another character. Both characters are heirs. I can bypass this issue either giving the trait by script after the first turn or let it trigger after the first turn and...
  3. Trait not working for one specific family member in descr_strat.txt

    I'm working on traits and I've come across a curious thing. The aim of the traits that I'm creating is to give an epithet to faction leaders and heirs. For example, normally you'd get a faction...
  4. Sticky: Re: Anti-Trait+NoGoingBackLevel mechanic confirmed broken in Medieval 2 Kingdoms

    Oof, not the answer I was hoping for, but at least an answer that makes sense. It would require a rework of all the traits and triggers to circumvent this nasty bug.
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    Re: Bringing back previously played faction

    No, because you're still faction A, albeit with a different faction icon taken from faction C (a sort of a dummy faction unused in the game). What the Kalmar Union-script actually does is merging...
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    Re: campaign_descriptions txt problems

    Perhaps it's best to copy the unmodded M2TW campaign_descriptions.txt into your mod's text folder and see how the descriptions show up in the imperial campaign menu? If they show correctly then...
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    Re: campaign_descriptions txt problems

    Does it say "no description" for every faction? Do you also have the campaign_descriptions.txt.strings.bin file in the mod's text folder?
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    Re: Things that Break when Reloading

    I had a suspicion that might be the case, but it does come across as a bit silly.
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    Re: Things that Break when Reloading

    I'm not sure if it's related to this topic, but I've found that when you start a campaign with campaign script in which you've set toggle_fow and toggle_perfect_spy everything's alright when you...
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    Re: campaign_descriptions txt problems

    I can't see the screenshot. Perhaps it's best to post the campaign_descriptions.txt in here, so people can look at it directly. I remember I had a similar issue in my mod and the issue was a simple...
  11. Sticky: Re: Anti-Trait+NoGoingBackLevel mechanic confirmed broken in Medieval 2 Kingdoms

    I've been reading this thread over and over, but my head is spinning and I can't seem to find definite answers... still...



    So you're saying that the two work as intended when used separately?...
  12. Re: Hide faction (and symbols) from diplomacy and turn processing sequence

    Hah, I was under the impression the Aztecs in M2TW were set to "discovered" through script, but looking at the script I'm probably wrong. Gotta check in a future test if any interaction with the...
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    Re: Aurei Imperii (mod set at 150 BC)

    Sure, but don't tell people they're wrong while you ostensibly have no clue about it yourself. I was just pointing out something to you that you apparently weren't aware of and is generally regarded...
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    Re: Aurei Imperii (mod set at 150 BC)

    So you're saying I'm wrong, but you don't really know Latin...:doh: Let's say that I'm not wrong and that I've had my fair share of Greek and Latin in high school and college so I do know more than a...
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    Re: Aurei Imperii (mod set at 150 BC)

    I already feared you would say this, because then the Latin is wrong. "Golden empires" would be "Aurea Imperia" in Latin.
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    Re: Aurei Imperii (mod set at 150 BC)

    I just realized, what does Aurei Imperii actually mean?
  17. Re: Hide faction (and symbols) from diplomacy and turn processing sequence

    I was going to use this to hide the papal states faction in my Sengoku mod, in which the papal states faction is located on an isolated part of the map, thus preventing any diplomatic interaction...
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    Re: missing button during battle

    It would appear that the faction symbol file is missing in the mod's data/ui/faction_symbols folder.
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    Re: Sengoku: Total War (a Shogun mod for M2TW)

    It is indeed!



    I'm not sure. As far as I know you can only place ambient stuff on the battlefield itself, not outside of it, which is where the settlements and the volcanoes in the background...
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    Re: Sengoku: Total War (a Shogun mod for M2TW)

    Indeed. I've got to try out the area around mount Fuji someday in the battle editor. Surely there must be a big mountain somewhere in the background. :)



    I'm moving onwards slowly but surely....
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    Re: Sengoku: Total War (a Shogun mod for M2TW)

    Just a quick update. I'm still working on the building cards, but I've also modified the campaign map. Something that always bothered me about the map was the lack various smaller/minor mountain...
  22. Re: Hide faction (and symbols) from diplomacy and turn processing sequence

    Ah yes, that was the one! A pretty obvious one too, but something I totally overlooked. Thanks a lot! :)

    Nah, freeze_faction_ai aztecs only freezes the ai for the aztecs. The script in M2TW...
  23. Re: Hide faction (and symbols) from diplomacy and turn processing sequence

    Ok, I guess I must have seen this in the docudemons.



    Identifier: set_faction_undiscovered
    Parameters: faction [true/false]
    Description: Set faction undiscovered...
  24. Hide faction (and symbols) from diplomacy and turn processing sequence

    I've been looking everywhere but I couldn't find it, but I could have sworn that there is a possibility (in campaign_script.txt I believe) to hide faction symbols in diplomacy options and when you...
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    Re: Are the no fans of TW3K in this forum?

    Well, this white boy couldn't give a rat's arse about TW3K, but in the meantime this white boy is working on a Japanese mod for M2TW. So, there's that...
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    Re: DTW 2.0 Wars of the Epigoni

    Could you perhaps fix the pictures in your first post? I'm curious to see how it looks, but I can't. :(
  27. Re: Need some help with the ladders/towers siege bug...

    That clears it all up. :)
  28. Re: Machiavello TW (mid XV Century Italy) - original thread

    Been a lurker for some time, but I had to post here eventually. I gotta say that this looks bloody excellent! I do worry slightly about how you're gonna keep up with the detailed units and the nice...
  29. Re: Need some help with the ladders/towers siege bug...

    Well, obviously Bare Geomod doesn't quite use unique Chinese settlements and possibly something went 'wrong' in that department? Does the mismatch of siege towers and ladders with the walls appear in...
  30. Re: Need some help with the ladders/towers siege bug...

    The size medium at wall level 2 is causing the bug. I have Version 3.3.000 (27 April 2019) installed and I can confirm this "bug" at least in that version. I changed medium to small and everything is...
  31. Re: Need some help with the ladders/towers siege bug...

    I can't view the pictures that you linked in your reply (403 Forbidden), so I can't tell what and how you've edited the file exactly. If you want to check the siege towers/ladder size for all the...
  32. Re: Need some help with the ladders/towers siege bug...

    It looks like it's related to the descr_walls.txt file of the mod. It appears that the size of towers (and ladders for that matter) assigned to the stone wall is one size too big.

    Try this:

    1)...
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    Re: Sengoku: Total War (a Shogun mod for M2TW)

    Yep, done all that already. :thumbsup2
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    Re: Sengoku: Total War (a Shogun mod for M2TW)

    Well, personally I'm not too fond of an overly complicated system of ancillaries and traits. It's something that I need to look into, however everything will be taken into consideration.

    And yes,...
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    Re: Sengoku: Total War (a Shogun mod for M2TW)

    An imperial court rank system would indeed be a nice feature to have. It don't suppose it would be that difficult. Perhaps it could be tied to Papal missions, like in vanilla M2TW where players are...
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    Re: Better ground Textures

    Actually, I prefer them with fog of war, so no. :P


    Nah, they're good, however now you must find a way to make the ground textures blend into one another which is a lot trickier. The textures...
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    Re: Sengoku: Total War (a Shogun mod for M2TW)

    Ok, so I only just now realized that I've been modding all my mods with reduced brightness settings for I don't know how many years now, which of course affects the brightness of every aspect of the...
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    Re: Better ground Textures

    When you're in the game, press the "~" key and type "toggle_fow" into the console and press "Enter". That way we can see the ground textures better as it lifts the fog of war.
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    Re: Sengoku: Total War (a Shogun mod for M2TW)

    It's true that the point system alone wouldn't do a satisfactory job. But it could be amended with conditions like diplomatic stance, number of regions owned, specific regions owned (or lost), number...
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    Re: Sengoku: Total War (a Shogun mod for M2TW)

    Yes, it's a very interesting concept. Basically factions start with a base morale score (you can set different scores for factions) and the script adds up or subtracts from the score when a faction...
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