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    Re: Question about export_desc_buildings

    It will create an error.

    But if you want to assign that unit to another faction as well then you do not need to remove other ownership first. There is a tutorial about 'adding a unit to another...
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    Re: Settlement requirements

    Correct, thanks for coming back with your solution. The 'household' definition was a bit misleading, it's actually 'population'
  3. Re: Bonus when army reaches a specific location

    That's the 'IsPositionInRect' condition if you want to specify a target area.
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    Re: Darthmod installation help?

    Incorrect, we were discussing how to avoid having issues with the virtual store.

    I am going to give it a shot installing and running it. I am on Steam\Win10 using Leo's upload.

    Well, that was a...
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    Re: KINGDOMS PATCH 1.05

    Check post #2 and #3
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    Re: Darthmod installation help?

    As long as Steam isn't installed in the default path you won't have any virtual store issues. They only pertain to the Program file folders.
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    [Tutorial] Re: How to Edit Settlements

    One is glad to be of service :buba:
  8. Thread: Installer

    by Gigantus
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    Re: Installer

    Check my tutorial.
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    Re: Darthmod installation help?

    It's tied to it...

    Either move the game's library to another drive or re-install Steam to a custom directory to avoid any related issues. Mine is in C:\Steam because of it.
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    Re: Can't Do Widescreen

    Wide screen is supposed to scale the graphics, but the only thing it does in my experience is distort screenshots (elongated characters).

    A popular setting is 'windowed=1' in the CFG file which...
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    Re: Weird morale bug

    Arcade mode set by a mod you installed? Happens when you have this setting:

    [game]
    fatigue = 0 ; no tiredness
    morale = 0 ; no fear

    default for both is 1 - deleting the CFG file was a smart...
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    [Tutorial] Re: A Guide to Export_Descr_Buildings.txt

    Yup, event counters that change during the building period will reset the building process, eg cancel it. We used a script work around in EBII that might help:


    monitor_event...
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    [Tutorial] Re: How to Edit Settlements

    descr_ui_buildings provides linkage, eg the picture for a particular set of buildings can be reverted to one specific building picture (like the first temple stage in RTW) or a culture can use...
  14. [Resource] Re: Script for selecting the heir - (Update 24.07.2015)

    The campaign_script file is not save game compatible: it only gets read at the start of a game. The EDCT file however is save game compatible.
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    Sticky: Re: Medieval II Mod Questions & Recommendations

    I just curated a number of old mods to make them steam and kingdoms compatible, some of them might fit your criteria. Check this tag list, contains my other mods as well which will not fit.
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    Sticky: Re: Medieval II Mod Questions & Recommendations

    Technically you should look at nearly every mod that is available: 'doesn't change the whole game' is a tad vague (which part should remain unchanged? traits? ancillary? AI behaviour? map? battle?...
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    Sticky: Re: Bugs Reports & Technical Help

    Let me know if you run into issues.

    Reason why I use Gracul before Bovi lies in the fact that Bovi also checks for surplus\missing spaces at he end of line in the modelDB file - that can literally...
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    Sticky: Re: Medieval II Mod Questions & Recommendations

    Stainless Steel is your thing if you want an 'extended' vanilla feel. Top it up with the SSHIP sub mod and you should have all your heart desires. Or the Titanium sub mod - have a look at the...
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    Sticky: Re: Bugs Reports & Technical Help

    Impossible - the graphics_n_units.error log file always finds something. If you get totally empty reports then the checker got hung up on an error.
    In that case add pause under the last line in the...
  20. Re: Kingdoms Grand Campaign Mod 5.0 - Steam compatible

    The link in the OP directs you to TWC's download section where the actual download link is - and that one leads to mediafire.

    Just checked and it works, could have been a temporary glitch.

    ...
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    Sticky: Re: DaC - Bugs, Crashes and FAQ

    Try generating a new default CFG file - remove medieval2.preferences.cfg in the main directory and restart.



    Guys, the reason why no-one is responding to LAA questions here is that it is a...
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    [Resource] Re: Working economic script from me

    The titanium script is setting counters for reference, they actually never use the command, same with the faction freeze counter:

    set_counter freeze_milan 0
    set_event_counter freeze_recr_pool 1
    ...
  23. Sticky: Re: [Updated] Making RTW or RTW:Gold work on windows10 - FIX

    I'll explain it to the moderator in charge
  24. Sticky: Re: [Updated] Making RTW or RTW:Gold work on windows10 - FIX

    Thanks for coming back with the solution!
  25. [Resource] Re: Script for selecting the heir - (Update 24.07.2015)

    Rather unpack files this way - it does so outside the game directory which has numerous advantages.
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    Sticky: Re: Bugs Reports & Technical Help

    @Team - do use Bovi's checker to identify silver surfer issues and other model file related issues, and tons of other stuff.
  27. [Tutorial] Re: How To Create a New Faction (using Normans/Saxons)

    It takes some jumping through hoops to get the game to read edited files. Make your life easier by installing my modding setup and do your editing (and playing\testing) in there. And if you need to...
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    Re: Server Updates

    Could be the update reset the option, I have re-enabled it.
  29. Sticky: Re: Clouds across Europe 2.0 - Kingdoms and Steam compatible

    I noticed that the descriptions have a TAB (resulting in that square) or a SPACE in front of their entry - I have corrected that.
  30. Re: Can't access cheat console in Hotseat mode

    Bit of a slump right now due to RL, but it's coming soon. Got the solution from that thread as well so it will be a zero error log.
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    Re: KINGDOMS PATCH 1.05

    The 1.02 patch is an old update for the default game without expansions, 1.05 is an update for the kingdoms version (which updates to 1.03), eg the expansions, and it works well.
  32. Sticky: Re: [三国上] Rise of Three Kingdoms - Official Mod Preview

    Gorgeous video, nicely done!
  33. [Tutorial] Re: Creating a World - Importing units from another mod

    Removing units from your mod requires a check to see where they are used. Files that have unit entries:

    data\export_descr_units
    data\export_descr_buildings
    data\descr_rebel_factions...
  34. Re: 'Trait' condition not working in descr_faction_standing

    That's an idea, thanks - I'll do some 'magic' then :tongue:, giving each trait one magic and then checking for two might do the trick.
  35. Re: 'Trait' condition not working in descr_faction_standing

    Attribute is fine.
  36. Re: The question is how to modify setup.exe?

    There are possibly two or three mods out there that use executables to start. Which one is it? Or are you talking of the installation file?

    All other mods use BAT files to start after installation.
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    [Resource] Re: Working economic script from me

    Nice effort, it's basically stopping recruiting or even disbanding units based on finances. It does however have some flaws:

    - 66 monitors for one faction, that's 2046 monitors at a full...
  38. Re: 'Trait' condition not working in descr_faction_standing

    Nope, same result - looks as if any trait related condition results in an error message.
  39. Re: Can't access cheat console in Hotseat mode

    I am just curating this, anyone who wants to carry on afterwards is most welcome - I just removed a staggering 240 unused units from the EDU. I'll keep the original EDU in case...

    Guess that was...
  40. 'Trait' condition not working in descr_faction_standing

    I am busy bug hunting a mod that uses Trait conditions in the descr_faction_standing file which results without exception in this error message:

    12:37:18.586 [game.script] [error] Condition...
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