The symbols in the 'roll over' are the symbols\FE_buttons_48 files. A 'cutoff' will happen if the file(s) used has dimensions that exceed the default measurement (59*59)
banner_symbol files: like...
Type: Posts; User: Gigantus; Keyword(s):
The symbols in the 'roll over' are the symbols\FE_buttons_48 files. A 'cutoff' will happen if the file(s) used has dimensions that exceed the default measurement (59*59)
banner_symbol files: like...
Most likely the recovery is not complete: lots of errors with unit ownership as well as trying to place the wrong armies\characters into settlements. The two lines actually look as if the...
The issue here is most likely how to get the custom page into play in the first place, eg add it to the list of pages at the top. From there it's a simple matter to define the symbol area (those four...
Let me know if you run into issues.
You should find some info on how to set up mods for Mac\Linux here. My repack for Stainless Steel is a simple 'click through' affair so from that angle you shouldn't have an issue other then perhaps...
Try my desktop shortcuts.
SS can be a bit weird with all it's file shuffling\amending. I would suggest to use the BinEditor to import and then export the TXT file to make sure the formatting is fine and then delete...
That shouldn't be too difficult. First spawn the army, then move it, then besiege. And then use the 'auto_win' command when attacking the settlement. Note that the 'label' entry is crucial here. And...
A very sensible assumption, hence most likely why it distorts screenshots.
Use my unpacker - it will unpack outside the game's directory.
That's 01, you need 00. Bottom center on 01 are the unit background tiles, for custom battles I think.
If it is not present then look in the other culture's directories.
Best way would be to...
No - I am talking about the actual TGA file. Like data\ui\southern_european\interface\sharedpage_00.tga
Late, but anyhow - could be that the mod path in the mod's CFG file was invalid.
Or that you have an entry in your Steam custom launch properties.
That's on the sharedpage_00.tga file in the interface directories, bottom right element.
Please elaborate on the SS background issue, maybe a screenshot?
I don't know if that mod has got all the descr_sounds and export_descr_sounds text files in the data directory, please check.
Counting stuff - Notepad++ has an option to count search results. Simply search for ownership, click count and then remove 1 for the info at top. Which then gives you 413
It was established a while ago that running mods via the old 'DLC folder' method will indeed allow for 4 trade fleets. It's not been confirmed why that would be.
Was it the last remaining settlement of another faction? If so then it might be the 'BecomesFactionLeader' bug.
In that case proceed as follows:
1. make a copy of export_descr_character _traits...
Follow these steps:
1. In Bare Geomod (my set up) edit the descr_sounds_accents.txt file : move the faction to an accent of your choice, save.
2. In Bare Geomod go to the data\sounds directory...
'exists: missing' is basically the same as 'found' - there will be a prior message only with missing.
The limit is 4 children - increasing that value in descr_campaign_db leads to a crash.
And the 'age' and 'dead' values in the character_record section can reach amazing numbers as to enable proper...
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Just told my trainee to order 50% less of a particular part.
Gets back to me on Whatsapp.
Wants to know if I am messing with him:
We only order 40 pieces of that item
so if he deducts 50...
Doesn't make any sense, really :tongue:
It makes more sense if you copy the original data folder (better yet the whole SS6.3 directory) somewhere as backup: select SS6.3 directory, press Ctlr+C...
Correct - if you have 'missing' followed by 'found' then it's just a routine entry = missing in mod, found in main game. If it's followed by [error] then you have an issue. Hence simply ignore...
You reassign the faction to another culture in the descr_sounds_accents file. The file is not present in the default set up, but you can try that out in my mod set up. Simply make the change in there...
You've got 2 warnings in that section which is perfectly normal: the files mentioned are not present in the mod's folder. If they are then not present in either the default directory or the pack...
Please explain 'switching out'.
Well, then it's a standard recruiting entry with the XP (last number) elevated.
First number - automatic pool when the building gets constructed
Second number - max pool
Third number - pool...
A monitor will never terminate on it's own, it has to be terminated. Otherwise it will get checked again every time the event (FactionTurnStart) happens - which can be up to 31 times per round in...
The 'and' issue is fairly simple if you look at the 'normal' way of writing the code:
monitor_event FactionTurnStart and I_TurnNumber > 9
ifand RandomPercent = 3
...
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Isn't it great to wake up in the morning
and the first thing you see
is the one you love most in the world.
Now why didn't I
put the mirror next to the bed earlier?
That's possible. I wonder if the same issue existed in RTW? After all they had highways there.
The CFG file was the next option if things didn't work out.
Glad you got it solved.
A possible solution might be to add the highways via first turn script - don't add other roads in descr_strat as you will most likely end up with two types of road otherwise.
When you start the mod go into video options, there set the screen resolution (battle and campaign) to the same resolution as your desktop.
One is glad to be of service :buba:
Thank you, hopefully you will hear from Curt soon.
'Proper asking' is a bit difficult in this case as I mentioned: there is no detail about the TGC work in the credits of Broken Crescent other then a general credit. And he did not manage to get hold...
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Unfortunately these kind of permission issues can easily happen if it is not specified in the credits what items have been used from other teams (even I can't recall the extent of Koultouras'...