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    Re: RTW:Remastered Modding Unit Stats

    If you're playing with the Remastered unit balance toggle on, edit feral_export_descr_unit.txt.
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    Re: modding watchtowers visibility range

    Exactly, no way to mod it. Their line of sight can get blocked by dense woodland and mountains, yes.
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    Re: modding watchtowers visibility range

    It is hardcoded.
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    Re: Have Steam dumbed down the Alexander exe file?

    Try: "Add game" > Add a Non-Steam game > your (non-steam) RomeTW-ALX.exe

    I realise now, though, that this doesn't work if you want to test the Steam .exe per se. In that case, you will have to...
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    Re: Have Steam dumbed down the Alexander exe file?

    Is your mod modfoldered? If so, create add a copy of the game (RomeTW-ALX.exe) to Steam's Library. Use the original to launch vanilla (the launch options should be blank) and the copy to launch your...
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    Re: Have Steam dumbed down the Alexander exe file?

    Even your vanilla/unmodded Alex crashes as soon as you hit end turn? If so, I'd suggest trying a fresh reinstallation. If it still crashes, then there is indeed a problem with the game itself. If a...
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    Re: Have Steam dumbed down the Alexander exe file?

    Yes, my RomeTW--ALX. exe (Steam) is 15,144kb. You're absolutely right about the 512 limit, I got mixed up with the EDU limit. Feel free to ignore my illegal .exe argument.

    My other point stands...
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    Re: Have Steam dumbed down the Alexander exe file?

    We are using the Steam version of ALEX (so, RomeTW-ALX.exe + testappa.exe).

    I am under the impression that ALX (both Steam and CD version) allows up to 500 DMB entries, not 500+. Just FYI, I once...
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    Re: Have Steam dumbed down the Alexander exe file?

    Anarchon, I'm not sure how you arrived at the conclusion that Steam killed ALX features. We're working on an ALX mod right now that makes use of the Immortal mechanic and has more than 300 DMB...
  10. Sticky: Re: Wainriders Official Announcement and Faction Previews

    The development is progressing quite well actually. To give you a snapshot, units are almost done, 2d is getting a complete overhaul and progressing very nicely, building system is being also...
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    Re: A few good words about this mod

    Thanks for the kind words, RodriguesSting, they are much appreciated. Having spent so much time and effort on gameplay design and unit stats, it feels great to know that they provide an interesting...
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    Re: Education and alignment shifting?

    Yes, different factions attach different levels of importance to each factor affecting Ruler Authority.
    You may find this useful:...
  13. Re: Is there any way to fix white box glitch on building_constructed UIs at first display?

    Thanks, I'll find some time to do some quick tests, out of curiosity. I wonder if the CTD persists if the lines give different kinds of effects. If not, then it should be relatively unlikely to ever...
  14. Re: Is there any way to fix white box glitch on building_constructed UIs at first display?

    That's interesting. Could you post here the code you tested? I'm just interested to know if you used 32 lines of the same effect (e.g. taxable_bonus) or the same faction, etc, so I can cross-check.
  15. Re: Is there any way to fix white box glitch on building_constructed UIs at first display?

    Not sure, but I guess that is a limit for in-screen display. I have buildings with 150+ effect lines, though they are not all active at the same time. This is quite easy to test though.
  16. Re: Is there any way to fix white box glitch on building_constructed UIs at first display?

    Ah, I feel your pain, I also had thousands of building-conditioned capability and recruitment lines in FATW. It's been a few years, but I think I remember enough to be able to help.

    Let me...
  17. Re: Is there any way to fix white box glitch on building_constructed UIs at first display?

    Can you post a picture of the browser and what you're trying to hide? There might be a way to tackle it through code rather than overflowing UI.
  18. Sticky: Re: Installation Instructions, Technical Issues and Support

    Well, whether you change the launch options of the (non-Steam) shortcut or those in Steam (like the line you added), it's the same logic, there must be no -ne command. Anyway, glad you worked things...
  19. Sticky: Re: Installation Instructions, Technical Issues and Support

    Remove " -ne" from the launch options.
  20. Sticky: Re: Installation Instructions, Technical Issues and Support

    Your Barbarian Invasion is not patched up to 1.6. Uninstall VI2, patch BI (you can see the version in-game, by going to the Options menu and checking the top-right corner), and reinstall VI2.
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    Re: How to modify unit recruitment?

    Unit availability in FATW is also tied to weapon-tech. See top of EDU:

    ; weapon tech type "simple" = core (mannish non-cultic factions) / common (mannish cultic factions), trade-naval
    ; weapon...
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    Sticky: Re: Guide to the Opinion of Liege trait

    We received the summons!

    That's great to hear, and it's also great that you demonstrate all the less-immediately obvious gameplay features in your excellent AARs. :)

    I don't remember every...
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    Sticky: Re: Guide to the Opinion of Liege trait

    I am glad someone is finally unearthing and appreciating all the work that's gone into that file. :) Traits generally get overlooked in favour of cool units and stuff, but I felt we could add much...
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    Re: It's been a few years....

    Blast from the past! It's been very long indeed...

    No hard feelings at all, Eorl! I think we all know what burnout feels like after having devoted inordinate amounts of time to what should be a...
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    Re: Fast-Paced Version Wanted

    It's not *that* difficult to do (not that I'm volunteering :P). A custom campaign where all regions have a special hidden resource, and a few lines of code (+ pop. growth, + pub. order, - constr....
  26. Thread: Custom Battles?

    by Aradan
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    Re: Custom Battles?

    Not possible, no, the game does not allow the same faction on both sides.
  27. Re: Are Policies Working as Designed (Artificial Open Policy)?

    The building effects are coded in a way that takes care of this. If you remove a policy, all the effects depending on/resulting from its existence are removed.

    Eg: If a T3 Market requires FIN...
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    Re: City-based traits

    Np, I'll check it myself, thanks for the tip.
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    Re: City-based traits

    Mak, are you saying there's a way to check if a building exists in any settlement, regardless of where the character is?
  30. Re: On Why Cavalry Always End Up Better When Charging Spearmen From The Front?

    Usually spear units have the light_spear attribute, which reflects the charge bonus back to the mounted unit, if the spearmen are 'braced'. That attribute also comes with specific hardcoded bonuses...
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    Re: Fourth Age: Total War Review!

    Great, thanks for the review WC!
  32. Re: Stumped on error in descr_settlement_plan.txt plus minor text questions

    What MoN is saying is that deliberately introduced errors (that are known to produce an error message) can serve as markers that can show you up to which point in the file the game has not...
  33. Re: CTD on Loadup after adding new building/building type?

    Nope, sorry.
  34. Re: CTD on Loadup after adding new building/building type?

    You may have made a mistake in the code, but I also think the game doesn't allow more than 3 slots of port models.
  35. Re: CTD on Loadup after adding new building/building type?

    If you want to add 'carthaginian" ownership back, you need to edit desc_ui_buildings.txt and remove/outcomment either (not both) of those lines:

    carthaginian eastern
    carthaginian...
  36. Re: CTD on Loadup after adding new building/building type?

    http://forums.totalwar.org/vb/showthread.php?85902-Campaign-Map-Not-Loading
  37. Re: CTD on Loadup after adding new building/building type?

    Try removing carthaginian ownership of the building. Does it load then?
  38. Re: CTD on Loadup after adding new building/building type?

    Yes. You need to add the description-related code, even if you leave the description itself blank.

    You'll need: {admiralty_name} (for the entire tree), {admiralty}, {admiralty_desc} and...
  39. Re: CTD on Loadup after adding new building/building type?

    Have you added corresponding code/descriptions in text/export_buildings.txt?
  40. Re: CTD on Loadup after adding new building/building type?

    Are you using -show_err?
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