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  1. Replies
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    Re: First Cohort Recruitment

    It's all about the "rescriction script"

    Here's how it works. Every character has this resctriction table paired to him. When first cohort cap 1 is reached, meaning the char recruits this first...
  2. Re: How to add stamina values to new units from another mod/submod

    Just a though...

    Since the phases on these special effects (a_mp_test_1 and a_mp_test_2 and so on...) are stamina_poor stamina_low and so on... and the phases are -1, so they are constant, the...
  3. Re: Question about military academies (and why won't they work)

    Heres my two cents...

    If I recall this correctly, it has something to do with the ancestral pack from CA. Saying, if the general is on your family tree then the bonus does not apply. If recruited...
  4. Re: Is there a way to stop A.I. from doing this?

    Very interesting indeed... AI army upkeep does not effect this situation with attrition? Would it be possible to lower Ai income bonuses to give penaties for this? Or is minus treasury attrition...
  5. Re: Maximum distance between supply ship and army?

    That would make sense, never really investigated this matter on that level :)
  6. Re: Stuttering (units and sometimes camera scroll)

    This happened to me also when changed from large unit scale to huge. Never had any problems with large scale and I know for sure that my specs are well ahead hanling RomeII at higher graph options......
  7. Re: Maximum distance between supply ship and army?

    The distance is scripted in supply_system_values.lib, the problem here is that it's not shown ingame. Reinforcement radius is not the same as this so you just have to get near enough to get the thing...
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    Re: lag at end of turn

    This is very true in my opinion also. Especially the script (supply_system) tends to lag because every character runs their own script chain. Do not confuse this with the dynamic script that runs...
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    Re: cursus honorum

    Sure,

    There's this limitation I recall in rank 4 or 5 that above that you cannot purchase anymore uppgrades. This is vanilla restriction and cannot be modded?

    What comes to script that triggers...
  10. Re: [Question ] what enables ancillaries at certain rank level

    Maybe that can be determinated later, no problem. And what comes to script, it actually says what cultures can be triggered. So using extra db tables to cover them all is not in my opinion a problem
  11. Re: [Question ] what enables ancillaries at certain rank level

    Ofcourse,

    First we have to get the data sorted out. I've made a couple of excel formulas from those tables: The script, ancillaries:included_table and ancillaries_included_subcultures.

    If we...
  12. Re: [Question ] what enables ancillaries at certain rank level

    Thanks for the link!

    Really helpful.Tested ths really quicly with "ancillary_included_subcultures" and "ancillary_to_included_agents" tables (of course with the script having the trigger) and...
  13. Re: [Question ] what enables ancillaries at certain rank level

    Nice!

    If you're referring to that "new ancillary is available and it cannot be found anywhere" bug, it was kind of reason why I started to dig into this. I totally trust Dresden in this case,...
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    Re: [Logo Remake] + new loading screen overlay

    Since having only two thumbs, I raise them both! Looks really great! :)
  15. [Question ] what enables ancillaries at certain rank level

    HI,

    Back in questioning mode... What table dictates what ancillari(s) comes available as an agent or general reaches certain rank level? It seems that if one character achieves this level, the...
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    Re: Population system updates?

    Agreed,


    As Dresden said the population script already has many aspects that has an effect, yet they may not be shown ingame directly. It is composed of many fine pieces and yes, new pieces...
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    Re: Faction food surplus?

    OK, so theres these two variables, food_negative and food_positive and the magnitude/depth (maybe linear multible of some sort) is controlled via script. Sounds interesting indeed. If I remember...
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    Faction food surplus?

    Not sure if this has been covered in older topics, is there a way to alter the benefits this gives to a faction? It gives bonus from +1 to +5 in growth in every provinces but I'd like to add other...
  19. Sticky: Re: [Feedback] Questions, Critiques and Requests for 1.2

    I wasn’t around in time when this older method was used, but I’m familiar with the newer “bonus settlers” method. All in all it is very handy and welcoming feature although is has a minus for not...
  20. Sticky: Re: [Feedback] Questions, Critiques and Requests for 1.2

    Hi,

    Haven't yet downloaded 1.2.5 (will do that when I start a new campaign) so my questions may be outdated.

    1. Roman Antesignani: For some reason this unit uses spear as a melee weapon now....
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    Re: [PREVIEW] 1.2.5 Preview Video!

    Very interesting, I presume this update will be mostly focusing on bringing Ritters new faction/unit models ingame? It would be nice to have a sneak peak to new db changes?
  22. Re: Script question: is it possible to hide auto resolve win chance?

    Very...interesting... Can't wait to see were this is heading :laughter:
  23. Re: Script question: is it possible to hide auto resolve win chance?

    Where did you find this "override_attacker_win_chance_prediction" ? In auto_resolve script, or in db?

    If in db, please point out the actual table*
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    Re: More building slots

    Thanks you for your answer!

    I'm not going to interfere in this matter in anyway, let the smarter people handle this. I was just concerned about the wellbeing of Dresden when it comes to time when...
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    Re: More building slots

    Hi,

    I'm not very familiar with startpos editing but is this possible to be imported directly in DeI when it's finished and how much work it requires? When creating a startpos you have to start...
  26. Re: Spy agent action - agent_action_spy_hinder_settlement_subterfuge_success

    Hmm, no wonder I couldn't find them :laughter: cheers Jake, your always a charm :)

    Maybe I just lock those abilities again and be happy with that... In my opinion this change that CA did, limit...
  27. Re: Spy agent action - agent_action_spy_hinder_settlement_subterfuge_success

    Yes, the passive ability does this, when deployed and it can be modded. The subterfuge action (hinder settlement) does not take effect. I modded it by doubling the value, no effect. The text part i'm...
  28. Re: Spy agent action - agent_action_spy_hinder_settlement_subterfuge_success

    Yeah, thought so but as I checked text fikes on DeI, they included vanilla entries... Nevertheless they can be uppdated by hand, no problem but if anyone here says their spies can steal food from...
  29. Spy agent action - agent_action_spy_hinder_settlement_subterfuge_success

    Hi

    Don't know is this is a bug or not. However text says that this action steals food. Before CA uppdates this action killed garrison soldiers by poisoning water. Now the texts here are the old...
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    Re: Fleet_to_army_supply effect bundle?

    Hi,

    Good point, this part is obsolete :thumbsup2 Wonder how that got out of my sight...



    local SupplyCosts = 0;
    if curr_char:has_garrison_residence()
    then SupplyCosts =...
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    Re: Fleet_to_army_supply effect bundle?

    God speed Jake! :thumbsup2 I owe you big time
  32. Replies
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    Re: Fleet_to_army_supply effect bundle?

    OK, thanks!

    This is the DeI's supply_system.lua poked by me....I'me trying to spawn this effect "Fleet_to_Army_Supply" to fleets supplying land armies and transport shipt. The army and transport...
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    Re: Fleet_to_army_supply effect bundle?

    Whew! I was pretty sure it was needed, but in this situation you begin to doubt everything :) In this script I believe that the hard part is to handle both fleet AND army discovery. since both have...
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    Re: Fleet_to_army_supply effect bundle?

    OK, so this line is not needed, it only counts for logging reasons?



    local naval_char = faction:character_list():item_at(s)
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    Re: Fleet_to_army_supply effect bundle?

    Sorry, I mean this :) -> function FleetGetsOwnBundle(naval_char, char_faction, EnemyFactionKeys)

    "naval_char" here is the fleet, we need to check every fleet
    "curr_char" is army or transport...
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    Re: Fleet_to_army_supply effect bundle?

    OK,

    Some break from last post and further development... I actually now added lines to check naval_chars and curr_chars individually from entire faction. I believe this is necessary...
    Now, some...
  37. Sticky: Re: [Feedback] Questions, Critiques and Requests for 1.2

    Hi Kenny, you are right

    There was this June 12 fix when more than 1000 redundant lines were reworked in supply_system.lua I've managed to salvage this from 1.1 DeI and implemented it to 1.2 DeI...
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    Re: Thread/post deleted?

    Thank you :)



    My apologies, I adjust my habits at once :)
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    Thread/post deleted?

    Wiw,

    Rather surprised, but was my question about supply shift inappropriate because it seems to me that it was deleted?! Can't find it from my started threads or anywhere else thought... I mean...
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    Re: Fleet_to_army_supply effect bundle?

    I'm trying to do this without the event callback, to make it more dynamic. Not turn start type or so. I though if I give a unique function to it, I could build it up from the scratch but I see this...
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