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    Re: How to give Anti Large to units?

    It is in either melee_weapons, projectiles, land_units or main_units. There are fields specific to bonus damage against troop types. Once the number is higher than X (10 or 15 I think), it...
  2. Re: battle_entities table doesn't contain all lords?

    What you could do is create a new entry in battle_entities for the Lord(s) in question, and then update their entry in land_units to match.
  3. Re: Extending existing building chains (downwards)

    If you want to make a new building, you'll need to make a new entry to building_levels, add it to building_upgrade_junctions and building_variants, adjust the entry in...
  4. Re: battle_entities table doesn't contain all lords?

    It looks like Karl Franz uses wh_main_infantry_standard_hero_blood and Archaeon uses wh_main_infantry_standard_large_hero_blood. However, many other units use these as well. If you check the...
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    Re: Problems with a skill tree mod

    The four main tables for a skill are: character_skills, character_skill_level_to_effects_junction, character_skill_nodes, character_skill_node_links.

    character_skills
    This sets the id of the...
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    Faction Colors

    With a new faction, I've set the colors in both Factions and Faction_Uniform_Colours to use a dark and light green, but my units are using purple as their color and the standards are white flags with...
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    Re: Offset mount position on chariot

    That's what I was afraid of. I guess I'll look into another option.

    Thanks!
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    Offset mount position on chariot

    Does anyone know if it is possible to move the location of the mount used on chariots? I've got some custom chariots, but I really need the mount to be moved forward a bit so that it doesn't clip...
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    Animations between mounts

    Thread should be titled "Animations between riders on different mounts", but I didn't notice it until after I posted.

    I've got some custom goblin shaman characters that have a spider mount. I was...
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    Re: Cannot export certain files?

    I have found a few files that Dave doesn't have listed to export. In these cases, I do an Export All, which will pick up all tables with changes in them. Not ideal, but its the only way I have...
  11. Re: [Help] How to do i get lords or agents successfully into the campaign

    These should be (mostly) in the order that you need to add them. I believe this is all of them, including the stuff for custom battles.

    If you are making new description entries:...
  12. Re: What does dismounted_melee_attack and .._charge_bonus do?

    My guess is that the dismounted_... are not used. Like you said, units in WH cannot dismount. Also, most of these are all the same across various units.

    As for the Charge Resistance, I believe...
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    Re: New Tech Tree

    Sorry, it sounded like you said you only had the grn/dwf entries in your tech_nodes.

    Yeah, I'm lost as to why it isn't working. If you set the start_pos_tech to one of your new nodes, which...
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    Re: New Tech Tree

    I'm showing them all to be in technology_nodes. Just pulling a few random ones:
    ...
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    Re: New Tech Tree

    start_pos_techs points to technologies. tech_nodes references both technologies and tech_node_sets.

    For example, in tech_nodes:
    wh_tech_gob_0_6
    (tech_node)gob_mil...
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    Re: New Tech Tree

    I ended up using the default tech tree design/layout and just replaced/added new technologies and set them to my faction. It's not ideal, but it should work, and I don't need to tweak the tree for...
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    Re: New Tech Tree

    Minor progress. If I set the faction_key in technology_nodes_tables, then it overlays the new tree with the default tree. If I modify the original tree and set the faction_key to Greenskins, then...
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    New Tech Tree

    Previously, I had a working tech tree in my mod, but I'm trying to get away from any start_pos modifications. The issue I'm running into is that even though everything is set up to show my new tech...
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    Re: Concerning selectable faction

    Here is his Empire one.
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    Re: Lock/Unlock Buildings

    I have found that you can lock a building behind a technology, which is a good step 1. However, it doesn't look like you can enable a technology via effects? There are 2 disables, but no enable. I...
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    Re: Concerning selectable faction

    :) I understand. I've had a few roadblock in my time modding TWW. It's been a while since I've had to mess with faction unlocking, and it was a pain back then, so I'm sure my notes are way out of...
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    Lock/Unlock Buildings

    No idea if this is even possible, but I thought I'd throw this one out there. Can a building in a settlement have the requirement of a building from any other settlement?

    So, I have multiple...
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    Re: Concerning selectable faction

    OK. I just didn't see factions listed in your list of modified tables.
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    Re: TWC Downtime

    Thank you for the post, and I feel for you. I have been in similar situations in the past, and I know how frustrating it can be when you have no real control over the situation. Then you have your...
  25. Re: More Special Settlement Slot Templates Mod

    Here is a basic example of what I did for one of my settlements:

    slot_templates:
    wh_main_goblin_orc_major_primary_badlands
    wh_main_goblin_orc_major_secondary_badlands_savage - res_savage
    This...
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    Re: New single model unit issues

    Yeah, this one stumped me, since I've got a bunch of custom units.

    use_hit_points_in_campaign = true (tried false)
    unit_scaling = false (tried true; tried these two as true/true and false/false)...
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    New single model unit issues

    I'm working on a Colossal Squig for my mod, and everything seems to be working, except the hit points are always 8. I've tried copying the same relevant entries from both the Giant and the...
  28. Re: More Special Settlement Slot Templates Mod

    Make sure you look at both start_pos_region_slot_templates and start_pos_settlements. The settlement building in start_pos_settlements needs to match up with the superchain assigned to the new slot...
  29. Re: Cannot construct custom building chain.

    I would double check all of your pointers. Make sure chains points to the proper superchain, levels points to chains, etc. I had a similar issue a few months ago, but I don't recall what the exact...
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    Re: Campaign Mounts

    campaign_mounts, campaign_character_arts, and campaign_mount_animation_set_overrides are the main ones. Make sure the animation sets used in the latter two match.
  31. Re: Conquer anywhere/regional occupation - how does this work?

    The way I worked with this for my mod (adding additional settlement types), you'll need to make two settlement superchains (normal and coastal) and then in building_chains, point to the superchains. ...
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    Re: Buildings for Argwylon

    Check building_cultural_variants and make sure the subculture is set (wh_dlc05_sc_wef_wood_elves), but the faction is not set. Otherwise you'll need an entry for each faction.
  33. Re: How do I add the Lore of Shadows to the Waystalker?

    And that is how the addiction starts. ;) Good job!
  34. Re: How do I add the Lore of Shadows to the Waystalker?

    If you are using Assembly Kit, then you'll Export All Changes (or you can select individual tables, which can be useful if you are working on a large mod). Once exported go to \Total War...
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    Re: Vortex as a Projectile?

    Yeah, making it an active ability is what I was thinking of, but hoping I wouldn't have to go that route. Thanks!
  36. Re: How do I add the Lore of Shadows to the Waystalker?

    The following will apply for all iterations of the unit (on foot, mounted on horse, mounted on dragon, w/e):

    main_units: Set entries for ui_unit_group_land and ui_unit_group_naval to:...
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    Vortex as a Projectile?

    Is there a way to convert a vortex into a projectile? I was wanting to make a Cannon that shoots Fanatics as a reward for taking Karaz a Karak. ;)
  38. Re: Editing and creating traits and triggers

    Most anything with "skills" in it. While I've only messed with the tip of the iceberg, so to say, I've looked into:

    character_skills (skill with description)
    ancillaries_required_skills (Ties an...
  39. Thread: Tech Tree

    by Cyclone Jack
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    Re: Tech Tree

    I figured it out. It was unit_required_technology_junctions. Previously, I had duplicated all of the units so I didn't affect anything Greenskins related. This time I kept the original units and...
  40. Thread: Tech Tree

    by Cyclone Jack
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    3,229

    Re: Tech Tree

    With The King and the Warlord I had to redesign a large portion of my mod. I'm almost back up to where I was, with a few additions. However, I'm having an odd issue with the Tech Tree. I have...
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