By the way: I'm still reading this and trying to wrap my head around it all. I'm just a rookie at scripting and have nothing useful to add compared to you guys. Just saying... :baby:
Type: Posts; User: Razor; Keyword(s):
By the way: I'm still reading this and trying to wrap my head around it all. I'm just a rookie at scripting and have nothing useful to add compared to you guys. Just saying... :baby:
Why descr_formation.txt? That doesn't concern the AI unit behaviour as far as I'm aware of?
Have you not encountered this in your battle formations mod?
This kind of information really should be gathered into one file, listing the do's and don'ts/bugs of every file, before the knowledge is lost.
Charge distance is set to 20. Changing it to 1 or 10 doesn't make a difference.
Nope, no luck. I set the min_unit_width/max_unit_width to 50. The starting formation looks good. AI marches its pike units forward in 2 deep 50 wide formation, all good. Then 30 meters or so before...
I was thinking of a simple hidden resource. And add the temple_ prefix to these buildings to allow only one one of them in settlements.
Hi there, I was wondering if someone knows how to stop AI units in pike/spear wall formation from going in to a block formation of ~20 men wide when they attack. I don't know if people have ever...
I don't think yes/no events should be eliminated, because I think they can be very useful. I just don't like messages asking you for something you didn't ask for and already answered once even if...
Crap. This is quite disheartening.
Here's my setup: two traits, one trait assigning the clan name and one trait to filter out existing characters that shouldn't get the trait.
export_descr_character_traits.txt:...
Thanks for the suggestions!
Preferably I'd want the AI to be able to build them as well dynamically, but perhaps that can be simulated with straightforward scripts (create_building) when an AI...
Thanks for the reply! Hmmm... I already had a hunch that it would require a ton of work to have a work-around. I'm having some 76 of these "clan buildings" on my list already (some are factions once...
Hi there. So I'd like to have a building be only buildable in a settlement when a character with a specific trait is present in the same settlement. I was under the impression that you could work out...
Thanks for the reply. I never got around to actually replying to your post and totally forgot about it. First of all, what's definitely not going to happen is having the reds versus the greens versus...
I like the trailer a lot! Love the setup and the music that goes with it. :thumbsup2
I've added numerous changes to the map, removed the old unit models and added my own with different upgrade variations and lots of other things (some big, some small). Mind you that it's still a...
Version 0.2 has been released.
V0.2 DOWNLOAD LINKS:
ZIP FILE (894.88MB): https://www.mediafire.com/file/ez7vv1pbilg7u5y/Sengoku_v0.2.zip/file
7Z FILE (486.42MB):...
Hey there!
Yes, I'm still working on it whenever I can. I'm just very busy with work and real life in general at the moment and I'm not able to spend as much time on modding as I would like....
Pool replenishment can be adjusted in export_descr_buildings.txt:
recruit_pool "NE Bombard" 1 0.4 3 0 requires factions { england, scotland, france, hre, denmark, spain,...
Short answer: No
Slightly longer answer: Nope
You can't upgrade a fort like you can with a normal building. You can either build it on the spot on the campaign map or not build it. It uses a...
Ah, I see. If you want to remove the prestige as requirement for buldings you should look at the export_descr_buildings.txt file and remove the red bolded text and similar text lines that are...
What prestige ranks are you talking about exactly?
I've looked into it and EBII uses a totally revamped trait system. The triggers for client rulers all require a combination of those new revamped traits. It seems that the way they've set it up...
The concept worked, but I had to change a few things around.
The traits:
;------------------------------------------
Trait EstablishedName
Characters family
; I removed Hidden so that...
That is worth mentioning, but for my mod it's fine leaving it out, since I've deleted any other epithet other than the ones that are intended to change/overwrite the pre-existing epithets.
Ah yes. I hadn't thought of those events. Need to add those for man of the hour as well. Thanks!
I'm not familiar with the mod's internal workings, but you might look into export_descr_buildings.txt and set the agent limit for priests to 1. Not sure if this is already the case or if the AI will...
Hi there,
So, traits have the ability to give characters epithets. My idea was to use this for recuitable named generals so that they get a predetermined surname (the epithet) depending on the...
Didn't know I was that easy to spot. :tongue: Things have just started again a week ago so I'm exploring stuff. The break was definitely something I needed to get new energy and insights into things....
Which building exactly?
Heya, I'm still there. I'm on a little break due to holidays. A new (v0.2) version is being worked on.
I'm pretty sure that has something to do with the amount of fog in certain weather conditions in combination with the sky textures. The fog is only applied to the terrain in the distance and not the...
I agree with PointOfViewGun that AnthoniusII has done stupid things (that I strongly disapprove of) some time ago that negate some of his contributions (for example deleting tutorials) that don't...
I made an error in the sprites count in the .xml files that I sent to you earlier. I overlooked the fact that the sprite index starts at 0, so sprite index 344 means that the sprites count at the top...
Check your inbox. ;) Venice being cut off was indeed the result of wrong coordinates in the respective .xml file. I've added the new symbols to the .tga files and referenced them in the .xml files...
If you send me the files and explain to me exactly what you want me to do I can take a look at it.
You could, but then you probably have a lot of space that's not going to be used. Also, you should be aware of possible memory leaks when you add extra pages. For example: for my mods I've created a...
Yes, you can create new sharedpage and stratpage files. However, you need to reference them (as well as the new faction icons within the new files) in the .sd files (battle.sd/shared.sd/strategy.sd)...
I'd suggest checking out all these locations in your mod folder:
- data/menu/symbols/fe_symbols_80
- data/menu/symbols/fe_buttons_48
- data/menu/symbols/fe_buttons_24
-...