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    [Tool] Re: Bovine M2TW Checker

    descr_engines: see example from RotK

    type toushiji
    culture all
    class trebuchet
    pathfinding_data none
    reference_points ...
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    [Tutorial] Re: Implementing Marian Reforms in M2TW

    Looking at the conditions required it would be a bit difficult if you follow the default principle:

    1. a faction that belongs to the 'roman' culture controls a region with the 'italy' hidden...
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    [Tool] Re: Bovine M2TW Checker

    I am about to clean up RotK for a new full release - will use this version and give feedback.

    Edit1: I am not sure what this issue is: descr_strat.txt 520: (Entry ) Reference to nonexistent...
  4. [Tutorial] Re: Creating a World - Disasters and the add_events command

    descr_disasters certainly works - it's just a matter of the frequency. climate and warning are not required for the script command - after all you can trigger a simple historic_event and then have a...
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    [Tool] Re: Bovine M2TW Checker

    It won't break the game (it's amazing the stuff the engine tolerates), but it may affect the character creation. In any case: the comma should be there.
  6. Re: Geomod just crash when i try to save my progress in Geomod?

    That is a nice find - how long (lines) and big (KB) is your descr_strat file?
  7. Re: what´s better? use many "if" condition or use many monitors? (which process less information)

    You have a logic issue I think - the event counters you are referencing (and wanting to put into IF loops) need to be created first. I am not sure but I think SSHIP already has those faction monitors...
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    [Tool] Re: Bovine M2TW Checker

    Those are the pics that are shown in the building browser if memory serves. Here are the TGA files that are present in the vanilla data\ui\southern_european\cities directory:
    ...
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    [Tool] Re: Bovine M2TW Checker

    I think 'port' and 'castle_port' is a special case as they are core building trees - removal from EDB will cause a crash. You can find it in the executable as well.
  10. Sticky: Re: Full install for Stainless Steel 6.4, Meloo Fix, Steam compatible

    Crash to menu is usually an issue with the descr_strat file, it usually leaves a clear message in the log. I am guessing that BGR might have changed something in descr_strat.
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    [Tutorial] Re: A Guide on the Descr_Mount.txt

    I scrounged the executable for the three words in the hope to find something in the vicinity but didn't find anything.
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    Re: Are you worth saving?

    Fairly successful then by the looks of it.
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    [Tutorial] Re: A Guide on the Descr_Mount.txt

    From the file comment:
    ; class mount class (current possibilities - horse, camel, elephant)
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    Re: Are you worth saving?

    Simple answer: YES!
    Everyone thinks he\she is deserving\worthy, regardless of circumstances and proselyting. I can only speculate about the mental state of someone who says: 'Don't help me in my...
  15. Sticky: Re: Full install for Stainless Steel 6.4, Meloo Fix, Steam compatible

    The basic\original installation comes in two installers and does not include the Meloo Fix nor is it steam compatible. SSHIP does work with this version of Stainless Steel so I am not sure what the...
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    Sticky: Re: Stainless Steel 6.4 Released!

    The old download link can be found at modDB.
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    Re: Huge turn times

    I am vacillating between the absence of a family tree and the use of the 'special_faction' entry for the reason to prevent the ballooning of the save when using the retire\respawn approach. As a...
  18. Sticky: Re: Full install for Stainless Steel 6.4, Meloo Fix, Steam compatible

    Post #2 has the latest patch\fix. Download from there.
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    Re: Huge turn times

    Sorry about using 'labels' without being clear - we used to call the spawned agents themselves labels as their name labeled the forts. We also used the permanent name display instead of the 'mouse...
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    Re: Huge turn times

    The 'near character' issue isn't a default\agent issue, my bad, it's based on traits, example:

    Trigger agents56
    WhenToTest CharacterTurnStart

    Condition HighestAttAdjacentChar Magic...
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    Re: Huge turn times

    He mentioned it to me on discord but did not specify the agent used. Commonly a princess (of a frozen faction) is used as it doesn't have any passive effects, (the witch you use will affect non...
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    Re: Huge turn times

    Jadli just 'told' me on discord the reason on discord, at least I think it is the reason: the mod retires and respawns princesses that are being used as labels for forts. We made the same error in...
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    Re: Huge turn times

    Try it the traditional way - lift FoW and follow the AI to see what might cause the delay. Often it's scripting that involves moving characters and playing out their animations, like the infamous...
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    Re: Can sb suggest me a mod?

    If you like the RPG side of the game then you should go for mods with 12 turns per year.

    Everything else you can do with most mods - although a fair number of them won't have your usual faction...
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    Re: Reducing corruption

    Have a look at the descr_settlement_mechanics - there you have the SIF (income) corruption entry which is the multiplier for it.

    <factor name="SIF_CORRUPTION">
    <pip_modifier...
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    Sticky: Re: 'You Laugh, You Lose Thread (No Videos, Read OP)

    .
    .
    .
    Once this year is over I wouldn't mind if these two showed up:



    http://blog.tmcnet.com/blog/tom-keating/images/men-in-black-neuralizer.jpg
  27. Re: [Ask] How to add a new city in map for mods?

    You will need the model's files - to figure out the name of the model you will need to open the mod's descr_culture.txt file and look at the 'normal' line of the correct level of the settlement. To...
  28. Re: need help about modding tool (goat1.1 and mesh2ms3d) (Steam M2TW)

    There is a guide for the tool that might help.
  29. Re: does anyone know what mod this screen comes from?

    Looks like you linked to a page, not a picture. Tip: right click a picture, choose 'copy image location' and then paste it into the picture entry here.
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    Re: game load inexistant camppaign_script.txt

    Well, considering the length of a trace log (simple start is over 50K lines) it's not really heavy, in a simple log however it's nearly all of it.
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    [Tool] Re: Bovine M2TW Checker

    Exception in thread "main" java.lang.NumberFormatException: For input string: "0.25"
    at java.lang.NumberFormatException.forInputString(Unknown Source)
    at...
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    Re: Can i run medieval total war vikings

    Axalon might have some insigth.
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    Sticky: Re: Crashes and how to fix them

    I am aware that the game will crash the moment you select a faction with invalid win_condition entries, this one is new to me.

    Edit: added this section to the OP


    Mod CTD when loading a save...
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    Re: game load inexistant camppaign_script.txt

    A regular faction counter set up has two log entries per faction - that can be up to 62 log entries per turn. Haven't heard of any issue other then that it will bloat the log itself
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    Sticky: Re: Crashes and how to fix them

    Crash to menu is an issue with descr_strat. The tool most likely couldn't handle a minor formatting issue like a missing comma and scrambled the file. Did you get any error messages when loading your...
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    Re: Fatal and mysterious CTD

    Haven't figured out to this day why those triggers cause issues.
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    Re: game load inexistant camppaign_script.txt

    It wasn't a noob question, you however did not mention that you were testing on a save game - which is highly unusual and thus should always be mentioned. Else it will always be assumed that you are...
  38. Sticky: Re: [Submod] Unofficial Patch for TES:TW - Version 1.42 RELEASED (FINAL VERSION) - NEW HOTFIX RELEASED

    Forgot to mention this when I talked about the 'spacer' - you can replace the color entries (black, khaki) with RGB values, how about some dark blue for the title?

    string center verdana 5 10...
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    [Tool] Re: Bovine M2TW Checker

    Don't panic - the condition reference list isn't complete. All the listed conditions are valid, although some are very seldomly used or only in battle scripts.

    @bovi - you may want to install...
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    Re: game load inexistant camppaign_script.txt

    Providing that little snippet of info would have resolved your issue immediately. The script only gets read at game start and after that doesn't get accessed again. Hence any changes or even it's...
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