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  1. [Resource] Re: List of scripting effects for Ancillaries and Traits

    Lol... I can't duplicate it either. I only have 3 now because I use Gigantus' Bare Geomod. I suppose I could look for that old article on how to trick Steam into allowing the use of one of the...
  2. [Resource] Re: List of scripting effects for Ancillaries and Traits

    You're welcome, but it was actually someone else who brought this to my attention by putting up a link.

    I noticed that 5 seems to be a common limit for many things such as happiness, law,...
  3. [Resource] Re: List of scripting effects for Ancillaries and Traits

    That's very interesting and useful. I never thought that there might be hardcoded limits to such things as law_bonus or happiness_bonus. I'm just now learning that there are limits and I need to go...
  4. [Resource] Re: List of scripting effects for Ancillaries and Traits

    "Yeah, quite a few lines have no information. But there are some very interesting comments below the table. Here is my current version of the Docudemons which contains a lot more verified information...
  5. [Resource] Re: List of scripting effects for Ancillaries and Traits

    I read that file and yes, someone did refer me to that file, but not specifically. I found it in the main root of MTW2, and it clearly states that it shows what buildings are made of on the battle...
  6. [Resource] Re: List of scripting effects for Ancillaries and Traits

    "Again, this is because taxable_income_bonus has a visible text effect in the building info scroll while construction_cost_bonus_stone(and wooden) does not. Someone modding Stainless Steel simply...
  7. [Resource] Re: List of scripting effects for Ancillaries and Traits

    Au contraire! I am now one hundred percent sure it was you who told me that. :whistling

    I have NO memory problems. None.
  8. Re: How can I eliminate Trait event Notifications in the campaign game?

    Hey! I did it, and it works!

    Now, I just need to go back and search for epithet and remove the semi-colons from those. I kind of want a player to know when their general has gained a nickname...
  9. [Resource] Re: List of scripting effects for Ancillaries and Traits

    Wow. That's an interesting guide, but it seems to leave out more than it answers. At least I can check up on some of those things.

    I do seem to remember that if I removed the taxable income...
  10. [Resource] Re: List of scripting effects for Ancillaries and Traits

    Actually, I discovered it by modding Stainless Steel. That line was there and I didn't understand why, so I removed it as well as the line for wooden bonus. Then, in the game, there was zero...
  11. Re: How can I eliminate Trait event Notifications in the campaign game?

    Yeah, that is what I was thinking about doing, but knowing me, it might have been the long way to do it. Now I know it's the only way to do it. Thanks!
  12. [Resource] Re: List of scripting effects for Ancillaries and Traits

    Yeah, I know, but if you look at Stainless Steel, they have the stonemason set up like this. It took me a long time to figure out that the "tax" line was necessary to get the stone benefit to work. ...
  13. Re: How can I eliminate Trait event Notifications in the campaign game?

    Oh wow. I was really hoping I didn't need to mess with that file, but I guess I do. I will make a back-up first and then do what you said.

    Will this prevent event messages that show a person has...
  14. How can I eliminate Trait event Notifications in the campaign game?

    Hey!

    I am trying to stop the endless event boxes that show a character has gained or lost a certain trait. I want to reduce the amount of clutter that happens on the left side of the screen. I...
  15. [Resource] Re: List of scripting effects for Ancillaries and Traits

    This is a great find! Wow! I'll be using this in the future a lot!

    I did happen to notice that a few from the buildings attributes were missing from this list. Here they are:

    ...
  16. Re: Game Crashes because of Non-Papal Inquisitors

    Hey thanks!

    Where do I put this exactly? I keep getting an error report when I try to run the application. Do you know which folder it goes in?
  17. Re: Game Crashes because of Non-Papal Inquisitors

    I found the problem. I concentrated on the fact that the creation of a merchant would cause the game to crash no matter when I created it as England.

    I went to my character traits file and eyed...
  18. Re: Game Crashes because of Non-Papal Inquisitors

    Well, it worked for my Sicilian campaign. I replaced the original file and also changed General Religion trait back to normal and made it to turn 21, so that seemed to fix the problem. Not sure how...
  19. Re: Game Crashes because of Non-Papal Inquisitors

    Hey Sullivanclan1!

    Thanks for giving me that link. I didn't think it would be helpful until I stumbled on the part about the game crashing at turn 5 and then turn 20. It just so happens that I...
  20. Game Crashes because of Non-Papal Inquisitors

    Hey everyone,

    I was playing Sicily in my mod-in-progress and on turn 20 the game just crashed. First, I looked at my campaign.script.txt file, but nothing was happening on that turn. Then I...
  21. [Tutorial] Re: Creating a World - Disasters and the add_events command

    Wow, that was really interesting, but also disappointing. I want to spawn agents like heretics via script that stay in the game until they die by some other means. I don't know if that is possible,...
  22. [Tutorial] Re: Creating a World - Disasters and the add_events command

    Hey! Yeah, you're right. I tried it yesterday and it didn't work. Also, I initially put a comma behind the numbers before the "label idiot1" stuff, but I accidentally removed it and it didn't make...
  23. [Tutorial] Re: Creating a World - Disasters and the add_events command

    Well, I learned something about the spawn command. It appears that there are only two that work: spawn_army or spawn_character. (I'm sure most scripters probably already knew that.) I was trying...
  24. [Tutorial] Re: Creating a World - Disasters and the add_events command

    Oh wow! Thanks Callistonian! That's a lot of good information. I think, as Gigantus was saying, the script editor is maybe telling that certain lines like "region the sea" are not necessary, so I...
  25. [Tutorial] Re: Creating a World - Disasters and the add_events command

    Allright!!!!

    I got it to work with a simple Captain! That doesn't take up a place in the family tree like this does:

    369597

    Now I can spawn idiots without messing up someone's family tree:...
  26. [Tutorial] Re: Creating a World - Disasters and the add_events command

    There is a big problem with Castillonian's script now. John somtimes surives.

    369596

    Here is the code I'm using:


    monitor_event FactionTurnStart not IsFactionAIControlled ...
  27. [Tutorial] Re: Creating a World - Disasters and the add_events command

    Well, I finally got the combined spawn/storm script to work using your script, but I had to add "terminate_monitor" after I remembered something Gigantus told me, and also the event spawns on turn 4,...
  28. [Tutorial] Re: Creating a World - Disasters and the add_events command

    Well, thanks for letting me know about the "end" command. I'm new to scripting. I've never done computer coding, and I've always used other people's script examples in my mod and just made minor...
  29. [Tutorial] Re: Creating a World - Disasters and the add_events command

    Well, this is the part that is not working:





    And this is from the system.log:
  30. [Tutorial] Re: Creating a World - Disasters and the add_events command

    The storm above will spawn at turn 7 in my game (each year is two turns), that's why I must have it at 1 so it will spawn on turn 3. I assume that the script "I_TurnNumber =" deals only with turns...
  31. [Tutorial] Re: Creating a World - Disasters and the add_events command

    Well, I cannot seem to get the storm or spawn character to work. Can anyone tell me what's wrong with my script? Here it is:





    Sorry. I cannot get the format to stay the same as it is in...
  32. [Tutorial] Re: Creating a World - Disasters and the add_events command

    Hey! Thanks for giving me that link. I've been reading it and I will try to spawn a character in England and then hopefully kill him with a storm on turn 3. I hope I can figure it out. I plan to...
  33. [Tutorial] Re: Creating a World - Disasters and the add_events command

    Here is something interesting as well:

    369570


    This storm happened over Milan while my Sicilian spy watched. If the storm affects only another faction, this is the storm message you get, if...
  34. [Tutorial] Re: Creating a World - Disasters and the add_events command

    Hey! I'm glad you think I'm contributing something. I didn't really know that disasters had not been explored much.

    I did find something interesting about the disasters we never see: there is...
  35. [Tutorial] Re: Creating a World - Disasters and the add_events command

    Hey! Thanks so much for responding. Yes, I am really interested in disasters because it is a vital part of my particular mod that I'm working on. I will try your script and set an early start...
  36. [Tutorial] Re: Creating a World - Disasters and the add_events command

    "I've been testing some of the disaster events using a shortcut script to add the event repeatedly (there doesn't seem to be any limit on the number of disasters you can create in a turn). The...
  37. [Tutorial] Re: Creating a World - Disasters and the add_events command

    Well, I finally got the console_command to work. Because it is a console_command, you must use quotes around the city name. Most people probably knew that. I forgot.

    Also, soldiers killed...
  38. [Tutorial] Re: Creating a World - Disasters and the add_events command

    Well, this time I did a date range from 1 to 4, but on turn one, I moved my general away from the shore and he was not there for the first chance (turn 3), then I moved him to the shore, but after...
  39. [Tutorial] Re: Creating a World - Disasters and the add_events command

    Well, it appears the storm will only function if a general character is standing near the shore. Admirals, sailors, townspeople, and other characters do not seem to be affected. The general...
  40. [Tutorial] Re: Creating a World - Disasters and the add_events command

    Well, I got "storm" to work on my first try. Here is a photo of it:

    369556


    Here is the code I used:

    monitor_event FactionTurnStart FactionIsLocal
    reveal_tile 150, 70
    ...
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