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    [Tutorial] Re: A Beginner's Guide to the Export_Descr_Unit

    That's interesting. Then I guess there's really nothing special, or even desirable, about the mercenary_unit attribute other than that textures filed under "merc", cards under "mercs", and info...
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    Re: Moving generals between factions

    If the "to" faction is the human-controlled faction in a single player campaign, then you can simply use 'console_command capture_settlement settlement_name'. Any units that were formerly in the...
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    [Tutorial] Re: A Beginner's Guide to the Export_Descr_Unit

    You don't have to specify textures for all 31 factions in bmdb, just the factions that can have a non-merc unit. You can also use info_pic_dir and card_pic_dir in EDU to specify the directory for the...
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    Re: How to create a Yes/No event

    My GameReloaded monitor only contains the single historic_event as an example but obviously you could put as many in there as you need.

    As for stuffing accept/decline effects into the same monitor...
  5. [Tutorial] Re: Forts as Minor Settlements - Recruitment Inside Forts - Income From Forts - Named Forts

    We were using priests as "minor governors", but the fact that they survive the fort's change of ownership kills the concept. Simply put, I_FactionNearTile and I_CharacterTypeNearTile for anyone but...
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    Re: How to create a Yes/No event

    That tutorial is a bit dated. A modern setup for a basic yes/no script looks more like this:



    monitor_event PreFactionTurnStart FactionType england ;this is a generic turn tracking monitor...
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    Re: Just daughters, no sons

    This is the only thread I can find on this topic, so it must not be very common. It's likely that you are in a better position than anyone else to answer your question. What sort of changes did you...
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    Re: Need help to trigger an ancillary

    By using I_EventCounter as in:



    Trigger trigger_name
    WhenToTest PostBattle
    Condition ...conditions...
    and I_EventCounter attacker_vampire == 1
    Affects ...etc....
  9. [Tutorial] Re: Forts as Minor Settlements - Recruitment Inside Forts - Income From Forts - Named Forts

    I think merchants have the same problem as other agents - they survive if an enemy captures the fort.
  10. [Tutorial] Re: Forts as Minor Settlements - Recruitment Inside Forts - Income From Forts - Named Forts

    Just a warning for everyone considering monetizing forts with the script posted above: I_FactionNearTile returns true for agents as well as named characters. This is problematic because agents will...
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    Re: How to use the Error Log??

    If you're editing vanilla's medieval2.preference.cfg, make sure the file is not read-only. I recommend that you set up a .cfg file for your mod instead of editing the vanilla config file as you will...
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    Re: How to use the Error Log??

    Add the following code to the mod's .cfg file.



    [log]
    to = logs/system.log.txt
    ;level = * trace
    ;level = * error
    ;level = ai.ltgd trace
    level = *script* trace
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    Re: When to use wait and campaign_wait

    @Erken - So, you're issuing the campaign_wait command on the battle map, and it's being added to the execution order for the strat map. Seems like the same is happening with the historic_event -...
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    Re: When to use wait and campaign_wait

    Neither wait nor campaign_wait will pause script execution. They merely stop execution on the 'local thread', if you will. I'm not exactly sure how many threads the game can execute in parallel, but...
  15. Re: Help with unit texture - It's all black

    The correct process for doing this is to find the bmdb (battle_models.modeldb) entry name in the "from" mod's descr_strat or campaign_script (depending on whether the character starts on the map or...
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    Re: Max faction images = CTD

    Even with a single map_fe.tga in the imperial_campaign folder, the menu will still crash if you have 28-31 faction icons visible and a lot of custom battle preview images. Even if you use a single...
  17. Re: Question Regarding Settlement Name Changes

    "sett_A" is the name of the settlement I made up for the example script. If the internal name of the settlement is "Aberdeen", then that if block would look like:



    if I_SettlementOwner Aberdeen...
  18. Re: How to increase income presented in the treasury tab by script?

    I know it's academic at this point, since kings purse works and is actually what I would have recommended in the first place if Belovèse hadn't suggested it first, but I tested a few combos for...
  19. Re: Question Regarding Settlement Name Changes

    @Gigantus - That's a valid simplification for the example shown. I've gotten used to doing 'or' statements this way as the effects usually contain more than a single command and I wouldn't want to...
  20. Re: Question Regarding Settlement Name Changes

    Assuming this is the only script that uses the change_settlement_name command and hence is the only script that could be responsible for the settlement changing names, there must be something...
  21. Re: How to increase income presented in the treasury tab by script?

    I believe add_money shows up under the "Corruption and Other" category on the finances scroll. Maybe it doesn't show up there if you the console command in game, but it should show up there when you...
  22. Re: Ambient Campaign Map Sounds Question

    Most of the audio you're looking for can be found in data/sounds/SFX/Environment and are linked in descr_sounds_stratmap. I believe descr_sounds_enviro does the same for the battle map. You must...
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    Re: Question about script correctness

    As you seem to be aware, you have a couple cases of:



    monitor_event PreFactionTurnStart and Treasury < x


    The and isn't needed and causes the script to fail to parse. You can find these...
  24. [Tutorial] Re: Forts as Minor Settlements - Recruitment Inside Forts - Income From Forts - Named Forts

    I can confirm from testing that regions will only use one pool. If you list the region in multiple pools, the region will only use the first or last pool where it shows up and no others. This is well...
  25. [Tutorial] Re: Forts as Semi/Minor Settlements - Recruitment Inside Forts - Income From Forts - Named Forts

    The AI's attitude towards forts is controlled with merge_fort_priority_offset and defend_fortified parameters in descr_campaign_ai_db. If merge_fort_priority_offset is set to 0, the AI will behave...
  26. [Tutorial] Re: Recruitment Inside Forts - Forts as Semi/Minor Settlements

    I feel like the "bug" where mercs "recruited" in the fort have their full movement points is arguably a feature. :)

    Since this thread is potentially quite useful for anyone trying to use forts as...
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    Re: Sound Event Tags

    I tried:



    call_object_shortcut preferences toggle_sound

    call_object_shortcut toggle_sound

    call_object_shortcut - toggle_sound
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    Re: Sound Event Tags

    For some reason, I can't get call_object_shortcut to work for all of the shortcuts, including toggle_sound. It works for some but not others and I don't see a pattern.

    I can only get toggle_sound...
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    Re: Sound Event Tags

    So it seems like the tags are indeed user-defined. At any rate, I don't think I'll ever find audio events corresponding to Joins_Army and Leaves_Army, let alone script events. I already tried the...
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    Re: Three questions about console_commands

    I'm attempting to implement Kilic's script for only a single faction. I.e. I want bestbuy enabled for turks but nobody else. I also want it to be fully hotseat compatible and use only generic...
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    Re: Sound Event Tags

    I don't think the sound events are limited to descr_sounds_narration. Most of the sounds files have defined events and it seems like you can call any of them using play_sound_event. The problem is...
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    Sound Event Tags

    Does anyone have a list of sound event tags that can be used as arguments for the play_sound_event and stop_sound_event commands? I know that we can define our own tags after the play_sound_event...
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    Re: Very Weird KTM, please advise.

    Try this instead:



    [log]
    to = logs/system.log.txt
    level = *script* trace


    It will show up in your root directory in the logs folder.
  34. [Tutorial] Re: (Re)Emergent Factions via Missions Mechanics

    There it is. That sounds like the correct solution.



    Last time I tested this, I'm pretty sure I tried setting the duration much higher but still only managed to get assassination missions to be...
  35. Re: Changing the first turn possible to launch a crusade?

    There is a parameter in descr_campaign_db (crusade_called_start_turn) that supposedly sets when the crusades become available but I'm not sure it actually does anything. In vanilla M2, I can call...
  36. [Tutorial] Re: (Re)Emergent Factions via Missions Mechanics

    Excellent work. Thanks for sharing your findings. This is definitely the most 'natural' method for re-emerging factions that I've seen put forward.

    I imagine most people will want to pick target...
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    Re: Very Weird KTM, please advise.

    The only causes I have listed for a kick back to menu when starting a campaign are 1) syntax error in descr_strat (in log), 2) calling a non-existent religion in descr_mercenaries (not in log). You...
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    [Tutorial] Re: A Guide for Missions

    I thought your first list was a list of all mission types you have successfully created using create_mission. Are there any others on the list that you haven't been able to create but are just...
  39. Re: The function of the hidden resource 'arguin'?

    My list of hidden resources with confirmed underlying code is as follows:


    ; crusade - hard coded, target for crusades
    ; jihad - hard coded, target for jihads
    ; italy - hard coded,...
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    Sticky: [Tutorial] Re: AI Personalities

    It would be interesting to get Serious Potato's / Jojo's insight on how the AI decides between recruiting units vs. constructing buildings. In my experience, if you give them script money when they...
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