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  1. Re: Building only buildable when character with a specific trait is in settlement

    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:
  2. Re: AI pike/spearwall formation reforming to 20 men wide when attacking

    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?
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    Re: Unit Recruitment Pool Limit - Crashing

    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.
  4. Re: AI pike/spearwall formation reforming to 20 men wide when attacking

    Charge distance is set to 20. Changing it to 1 or 10 doesn't make a difference.
  5. Re: AI pike/spearwall formation reforming to 20 men wide when attacking

    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...
  6. Re: Building only buildable when character with a specific trait is in settlement

    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.
  7. AI pike/spearwall formation reforming to 20 men wide when attacking

    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...
  8. Re: Building only buildable when character with a specific trait is in settlement

    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...
  9. Re: Building only buildable when character with a specific trait is in settlement

    Crap. This is quite disheartening.
  10. Re: Building only buildable when character with a specific trait is in settlement

    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:...
  11. Re: Building only buildable when character with a specific trait is in settlement

    double post
  12. Re: Building only buildable when character with a specific trait is in settlement

    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...
  13. Re: Building only buildable when character with a specific trait is in settlement

    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...
  14. Building only buildable when character with a specific trait is in settlement

    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...
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    Re: Sengoku: Total War (a Shogun mod for M2TW)

    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...
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    Re: Trailer Type Video

    I like the trailer a lot! Love the setup and the music that goes with it. :thumbsup2
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    Re: Sengoku: Total War (a Shogun mod for M2TW)

    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...
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    Re: Sengoku: Total War (a Shogun mod for M2TW)

    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):...
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    Re: Sengoku: Total War (a Shogun mod for M2TW)

    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....
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    Sticky: Re: How to: Mod Stainless Steel!

    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,...
  21. Re: Thought for the day: upgradable forts via EDB

    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...
  22. Re: Remove prestige ranks from Americas campaign

    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...
  23. Re: Remove prestige ranks from Americas campaign

    What prestige ranks are you talking about exactly?
  24. I've looked into it and EBII uses a totally...

    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...
  25. Re: Giving recruitable generals a predetermined surname - concept

    The concept worked, but I had to change a few things around.

    The traits:

    ;------------------------------------------
    Trait EstablishedName
    Characters family
    ; I removed Hidden so that...
  26. Re: Giving recruitable generals a predetermined surname - concept

    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.
  27. Re: Giving recruitable generals a predetermined surname - concept

    Ah yes. I hadn't thought of those events. Need to add those for man of the hour as well. Thanks!
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    Re: AI puts too many priests in one settlement

    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...
  29. Giving recruitable generals a predetermined surname - concept

    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...
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    Re: Sengoku: Total War (a Shogun mod for M2TW)

    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....
  31. Thread: Bugs & Issues

    by Razor
    Replies
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    Sticky: Re: Bugs & Issues

    Which building exactly?
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    Re: Sengoku: Total War (a Shogun mod for M2TW)

    Heya, I'm still there. I'm on a little break due to holidays. A new (v0.2) version is being worked on.
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    Re: No Background Terrain on Battle Map

    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...
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    [VOTE FINISHED: PASSED: IMPLEMENTED] Re: [AWARD] Anthonius II for Opifex

    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...
  35. Re: How do I edit shared.sd, strategy.sd and battle.sd?

    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...
  36. Thread: faction symbols

    by Razor
    Replies
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    Re: faction symbols

    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...
  37. Re: How do I edit shared.sd, strategy.sd and battle.sd?

    If you send me the files and explain to me exactly what you want me to do I can take a look at it.
  38. Re: How do I edit shared.sd, strategy.sd and battle.sd?

    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...
  39. Thread: faction symbols

    by Razor
    Replies
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    Re: faction symbols

    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)...
  40. Thread: faction symbols

    by Razor
    Replies
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    Re: faction symbols

    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

    -...
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