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  1. Re: Characters Labels Overhaul (scripting capabilities improvement)

    Yes, it was just with the config file, so you can test it with any mod, the result will be the same. http://www.mediafire.com/file/fgqrmeopd83zack/198_labels.zip/file

    You are probably right with...
  2. Re: Characters Labels Overhaul (scripting capabilities improvement)

    I have done a test with 198 labels, each of them requiring simply an ancillary, and the impact on the length of turn was very significant, even on bare_geomod which however is very light. Since all...
  3. Re: General discussion (use of already implemented functions, etc.)

    I think that the problem is that people simply don't take the time to try the tool, what would be the best way to realize how simple it is. So even with nice drawings and explainations in all...
  4. Re: General discussion (use of already implemented functions, etc.)

    The tool is already fully functional...

    And the config files coming with the tool are much easier to use than a campaign_script or an edct. It could even difficultly be more basic. Moreover there...
  5. Re: Characters Labels Overhaul (scripting capabilities improvement)

    A little script repeating an action (here give an ancillary) for every character using a same label ("alpha"). It simply illustrates the necessity of removing/changing the label once the action has...
  6. Thread: Bug report topic

    by Erken
    Replies
    17
    Views
    474

    Sticky: Re: Bug report topic

    Well, i have followed the guide xD:


    So, the good order is xmin, ymax, xmax, ymin, and indeed it works better...^^
  7. Thread: Bug report topic

    by Erken
    Replies
    17
    Views
    474

    Sticky: Re: Bug report topic

    Hi, it's still me... :laughter:

    First, thank you for the fix, i indeed no more have CTDs.

    Nevertheless, i have tried 4_coords for zones and it doesn't seem to work (even if for a particular...
  8. Thread: Bug report topic

    by Erken
    Replies
    17
    Views
    474

    Sticky: Re: Bug report topic

    Yes, the rest is ok. I will do more tests during the next days, but as of now all the things i have tried are working great.
  9. Thread: Bug report topic

    by Erken
    Replies
    17
    Views
    474

    Sticky: Re: Bug report topic

    I have started to test the label system, and it's working fine (bringing a lot of new possibilities!), but most of time when i leave the campaign i have a CTD. I have tried various thing to isolate...
  10. Thread: Bug report topic

    by Erken
    Replies
    17
    Views
    474

    Sticky: Re: Bug report topic

    I have no all.youneoylog file xD...
  11. Thread: Bug report topic

    by Erken
    Replies
    17
    Views
    474

    Sticky: Re: Bug report topic

    ages.youneuoylog:


    Log, readed params:
    end

    applyingPatches.youneuoylog:


    Log:
  12. Thread: Bug report topic

    by Erken
    Replies
    17
    Views
    474

    Sticky: Re: Bug report topic

    I have launched two mods with the last version, and in both case they crash just before the second turn, even if i remove my modifications. I have even reinstalled bare_geomod and the tool to be sure...
  13. Re: Download links, important information and instructions for the program, in pictures

    Isn't the link wrong? I have no labels.youneuoycfg or labels_immutable.youneuoycfg as described in the guide for labels.
  14. Re: Characters Labels Overhaul (scripting capabilities improvement)

    Thank you for the guide :thumbsup2.



    Does the label replaced will be yet available next (i mean immedialty)? And does it make a difference if this original label is given via script?

    More...
  15. Re: General discussion (use of already implemented functions, etc.)

    The system for labels looks great :thumbsup2. The coords notably will now allow to easily give (/remove) traits to characters in ports without laborious scripts with witches and heretics.

    Just a...
  16. Sticky: Re: HotSeatTool(Expanding MTW2 Engine Features)and instructions for the program, in pictures

    A few ideas:

    - An ancillary could be associated with a trait in a cfg file, so that if a character has this trait, then he loses the ancillary (and maybe the trait). Currently the only way to do...
  17. Re: HotSeatTool(Expanding MTW2 Engine Features)and instructions for the program, in pictures

    You're right, the faction was the problem, it's works now.
  18. Sticky: Re: HotSeatTool(Expanding MTW2 Engine Features)and instructions for the program, in pictures

    I have tested the change of guard with the different conditions, and by varying the priority, and all works great.

    For the compatibility between classes:

    - Heavy cavalry replaced by infantry:...
  19. Re: HotSeatTool(Expanding MTW2 Engine Features)and instructions for the program, in pictures

    Yes, england used religion_100 notably, and his priests and buildings were effectively spreading this religion. I have also tested some conditions like FactionReligion, PopulationOwnReligion,...
  20. Re: HotSeatTool(Expanding MTW2 Engine Features)and instructions for the program, in pictures

    I have tested with 100 religions during 100 turns, and they all varied and disappeared as expected. No CTD when opening the enemy settlement details despite the 82 icons beyond the border.
  21. Re: HotSeatTool(Expanding MTW2 Engine Features)and instructions for the program, in pictures

    Some ideas to develop the attrition system (some of them could also be done with traits though):

    - the effect could be totally or partially random (sometimes 0 or a varying value)
    - the number of...
  22. Re: HotSeatTool(Expanding MTW2 Engine Features)and instructions for the program, in pictures

    I will test the religions.


    So, it would be possible to set the effect with traits/etc... for generals while captains would be affected depending on the experience of their soldiers or the...
  23. Sticky: Re: HotSeatTool(Expanding MTW2 Engine Features)and instructions for the program, in pictures

    I have done a little stress test on bare_geomod by giving 200 ancillaries to every character with CharacterTurnStart, and after 100 turns all was ok.
  24. Re: HotSeatTool(Expanding MTW2 Engine Features)and instructions for the program, in pictures

    It must be me :tongue:. The EBII team is discussing how to use the new religion limit at least, so don't think that the work on this tool is unnoticed.

    I have tested with the maximum size of the...
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    Re: Historical Battle

    There is a command ai_gta_plan_set that can be used with different parameter, like DEFEND_FEATURE, DEFEND_LINE, DEFEND_TERRAIN_AREA, etc...One of them should allow you to do what you want (if they...
  26. Re: HotSeatTool(Expanding MTW2 Engine Features)and instructions for the program, in pictures

    The climate is a parameter that could be also be taken into consideration. Currently if you want to apply a penalty related to it, you can only test the region, which is not necessarily homogeneous:...
  27. Re: HotSeatTool(Expanding MTW2 Engine Features)and instructions for the program, in pictures

    For sieges, in my opinion, it's not really necessary to add something for captains. If the attrition is linked to a trait/attribute/etc... it would be largely sufficient to let scripters and codders...
  28. Re: HotSeatTool(Expanding MTW2 Engine Features)and instructions for the program, in pictures

    Maybe you can test the distance between the character and his faction? There is a condition working a vaguely similar way (I_FactionNearTile). It would require to determine the position of the...
  29. Re: HotSeatTool(Expanding MTW2 Engine Features)and instructions for the program, in pictures

    Since captains cannot have traits, they would not be affected. But the advantage with traits is that you can control who gain the trait and when, as well as the intensity, (so you can exclude/...
  30. Discussion of plans for the development of the project and the implementation of things already selected for entering the game.

    Taking things like the experience into account would be far beyond my hopes:salute:. If some suggestions can help you:


    The attrition should take effect with CharacterTurnStart, what would allow...
  31. Re: HotSeatTool(Expanding MTW2 Engine Features)and instructions for the program, in pictures

    Since you can modify a character depending on his traits or ancillaries, could it be possible to generate attrition for his army when he has a given trait/ancillary? That's something that could be...
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    Re: Fatal graphical error

    Click on one of the links of my signature (nevermind which one, if the first solution doesn't work, try the other). It will lead you to something that we cannot name on the forum (although everybody...
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    Re: New syntax possibility?

    It's a false positive. So yes it seems to work, but regardless of the content (as long as PercentageUnitCategory is true), like this:


    monitor_event PostBattle CharacterIsLocal
    and...
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    [Tool] Re: Export_descr_unit soldier count unlocker

    Do you think it could also be possible to disable the instruction causing the change of weapon of the whole unit, for phalanxes and other units with secondary weapons?
  35. Re: what is wrong with this script cant get it to work

    In the first script, you have written "FactionIsLocal" instead of "CharacterIsLocal", and in both you need a faction name after add_money (afaik).
  36. Replies
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    Re: campaign_wait and "true"

    With the campaign_script yes, apparently background_scripts are causing problems. This is why EB2 no more use this kind of external script at least, but i know nothing more about this subject.
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    Re: campaign_wait and "true"

    In this case, the event_counter works perfectly (so i carefully stay away from this part of the script :D). Problems are coming when you try to increase an event_counter within a monitor using...
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    Re: campaign_wait and "true"

    I have another script in battle working with a very similar system, and in this case "true" after 0 is not necessary to avoid CTDs (even if i have added it anyway):


    monitor_event...
  39. Sticky: [Resource] Re: List of non functional script terms (events, conditions and commands)

    No problem, but give me the time to release it first^^
  40. Sticky: [Resource] Re: List of non functional script terms (events, conditions and commands)

    I have a script allowing to capture settlements by surprise, which creates an invisible building in the targeted city. At the first selection of a settlement with this building, a random message is...
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