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    Re: Ladders and siege towers too small

    descr_walls is slightly modified, comparing it with one from the campaigns will show what has been changed. Not sure what the issue is with the tower upgrading because I can't recall having changed...
  2. Re: Combining Fleets With Established Admirals

    You cannot merge fleets were both admirals have a trait\ancillary. It's a known bug. The best way to increase fleet numbers is to leave them in the port until you finish recruiting the required...
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    [Tutorial] Re: How to Edit Settlements

    EBII has 100 building trees, which means you got spare slots (128 limit). Simply clone the building as I suggested earlier.
  4. Re: Bonus when army reaches a specific location

    Positioning in descr_strat (never referred to as spawning) will always work. Spawning is creating an army\character\agent via script, and there you can't spawn into a settlement\fort directly.
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    [Tutorial] Re: How to Edit Settlements

    Unlikely to work - the default building pic exists in the faction's culture folder. Only if the required picture is not in the default folder will the lookup\redirect be used. Like you enable...
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    [Tutorial] Re: How to Edit Settlements

    Well, the building pics are all defined by culture and 'faction_variations' like for the blockset texture folders do not work.

    I did a quick BG test by cleaning out the file and only used 'england...
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    Sticky: Re: Bugs Reports & Technical Help

    When you select the garrison\army in those settlements, do you get a large\regular green movement range or is it restricted around the settlement? If it is the latter then it is most likely a double...
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    Re: Darthmod installation help?

    One is glad to be of service :buba:
  9. Re: Bonus when army reaches a specific location

    Spawning an army on top of another does not merge them - it simply 'slides' off into one of the available spots next to the other army.
    Adding units to an army is done via the 'create_unit' command...
  10. Re: Bonus when army reaches a specific location

    See my tutorial. This is the basic command: kill_character [name\label]. His location is only a condition.



    There is no problem to spawn a separate army with those bonus units, directly adding...
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    [Resource] Re: Working economic script from me

    It will work, and has the short comings I pointed out. To avoid conflict with the first monitor you should use the simple 'FactionTurnStart' event for the second monitor.
  12. Re: Kingdoms Grand Campaign Mod 5.0 - Steam compatible

    The recruitment in general appears to be inconsistent if you look at the list in post #2. Would be great if you found time to address this issue.
  13. Re: Bonus when army reaches a specific location

    1) That would be your regular 'EndedInSettlement' condition together with a building present test.

    Trigger [trait name]_trigger
    WhenToTest CharacterTurnEndInSettlement
    Condition...
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    [Resource] Re: Working economic script from me

    You are setting a counter that isn't checked: destroyinactive - is it used somewhere else?
    The destroy_units command requires a faction to be specified.
    You are using 23 monitors per faction which...
  15. Re: Destroying Enemy Faction - Runtime error

    A temporary fix (hopefully) would be to 'suspend' the traits while that battle takes place. In other words make a back up of the ata\export_descr_character_traits file, then search for the first...
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    Re: Darthmod installation help?

    It will never ask for the second (part 2) file if it is present in the same directory, the 1.86GB installer on it's own will be an incomplete installation. There is also a 'one part only' installer...
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    Re: Darthmod installation help?

    The problem here was that the download from your link was only part 1 (no part 2 there). After I downloaded part 2 from modDB and restarted the installation everything went smooth without any asking...
  18. Re: Kingdoms Grand Campaign Mod 5.0 - Steam compatible

    No, this is a completely new\fresh Installation - it also installs into a different mod folder, meaning it will not interfere with a previous installation.
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    I do know there will be an error message in the...

    I do know there will be an error message in the log pertaining to it, I am however not sure if it will cause a crash, eg when the unit is being trained or created.

    I can understand your issue with...
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    Sticky: Re: Medieval II Mod Questions & Recommendations

    In case you ever have problems with a damaged disk, here is how to get your free Steam installation.
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    Re: Darthmod installation help?

    I had a blank installation path so made sure I pointed it to the ...\steamapps\common\Empire Total War path.
    Installed the main installation from the two part downloads (both extracted files need to...
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    Re: Question about export_desc_buildings

    It will create an error.

    But if you want to assign that unit to another faction as well then you do not need to remove other ownership first. There is a tutorial about 'adding a unit to another...
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    Re: Settlement requirements

    Correct, thanks for coming back with your solution. The 'household' definition was a bit misleading, it's actually 'population'
  24. Re: Bonus when army reaches a specific location

    That's the 'IsPositionInRect' condition if you want to specify a target area.
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    Re: Darthmod installation help?

    Incorrect, we were discussing how to avoid having issues with the virtual store.

    I am going to give it a shot installing and running it. I am on Steam\Win10 using Leo's upload.

    Well, that was a...
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    Re: KINGDOMS PATCH 1.05

    Check post #2 and #3
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    Re: Darthmod installation help?

    As long as Steam isn't installed in the default path you won't have any virtual store issues. They only pertain to the Program file folders.
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    [Tutorial] Re: How to Edit Settlements

    One is glad to be of service :buba:
  29. Thread: Installer

    by Gigantus
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    Re: Installer

    Check my tutorial.
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    Re: Darthmod installation help?

    It's tied to it...

    Either move the game's library to another drive or re-install Steam to a custom directory to avoid any related issues. Mine is in C:\Steam because of it.
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    Re: Can't Do Widescreen

    Wide screen is supposed to scale the graphics, but the only thing it does in my experience is distort screenshots (elongated characters).

    A popular setting is 'windowed=1' in the CFG file which...
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    Re: Weird morale bug

    Arcade mode set by a mod you installed? Happens when you have this setting:

    [game]
    fatigue = 0 ; no tiredness
    morale = 0 ; no fear

    default for both is 1 - deleting the CFG file was a smart...
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    [Tutorial] Re: A Guide to Export_Descr_Buildings.txt

    Yup, event counters that change during the building period will reset the building process, eg cancel it. We used a script work around in EBII that might help:


    monitor_event...
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    [Tutorial] Re: How to Edit Settlements

    descr_ui_buildings provides linkage, eg the picture for a particular set of buildings can be reverted to one specific building picture (like the first temple stage in RTW) or a culture can use...
  35. [Resource] Re: Script for selecting the heir - (Update 24.07.2015)

    The campaign_script file is not save game compatible: it only gets read at the start of a game. The EDCT file however is save game compatible.
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    Sticky: Re: Medieval II Mod Questions & Recommendations

    I just curated a number of old mods to make them steam and kingdoms compatible, some of them might fit your criteria. Check this tag list, contains my other mods as well which will not fit.
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    Sticky: Re: Medieval II Mod Questions & Recommendations

    Technically you should look at nearly every mod that is available: 'doesn't change the whole game' is a tad vague (which part should remain unchanged? traits? ancillary? AI behaviour? map? battle?...
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    Sticky: Re: Bugs Reports & Technical Help

    Let me know if you run into issues.

    Reason why I use Gracul before Bovi lies in the fact that Bovi also checks for surplus\missing spaces at he end of line in the modelDB file - that can literally...
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    Sticky: Re: Medieval II Mod Questions & Recommendations

    Stainless Steel is your thing if you want an 'extended' vanilla feel. Top it up with the SSHIP sub mod and you should have all your heart desires. Or the Titanium sub mod - have a look at the...
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    Sticky: Re: Bugs Reports & Technical Help

    Impossible - the graphics_n_units.error log file always finds something. If you get totally empty reports then the checker got hung up on an error.
    In that case add pause under the last line in the...
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