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  1. Replies
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    Sticky: Re: The Hardcoded List

    It doesnt matter wether its steam or not and there is nothing in the files, its the game's code that looks at the currently active modfolder-name.
  2. Replies
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    Sticky: Re: The Hardcoded List

    Yeah the game does the fleet stuff a little different depending on wether it thinks you are playing a dlc (mod folder is named like a dlc).
  3. [Tutorial] Re: Apparently negative unit refresh rate is possible, and works as you'd expect it

    I thought that too but i finally read through all the recruitment pool code from the game. Its definitly the amount of lines with recruitmentpool per building in the EDB that is limited
  4. Re: How to edit the combat stats of General/Captain models?

    They get attack and defense from the bodyguard (i think with a little bonus but cant remember right now)
    They get the HP from the bodyguard, +5 bonus and +/- max. 5 from traits/ancs. Officers get...
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    Re: Ports and trade fleets are bugged it seems

    I was about to comment that, nice to see that someone else already tested it.
    The game checks your modfolder name wether you are playing one of the four dlcs.
    And if you do from i what i can tell...
  6. Re: Hitboxes, hits, and animation impact on fights between an uphill and a downhill swordsmen units both charging.

    Can you summarize your findings in one or two sentences?
    If you are trying to say that some units perform better when fighting uphill then you might want to take a look at their animations, faster...
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    [Tutorial] Re: A Guide for Guilds

    Refusing doesn't lose you any points, the guild just goes on a ten turn cooldown.
  8. Re: Rejected/Destroyed Guild Never Offered Again?

    Its not that 's' doesn't do anything, its just that the game (as far as i understand it) doesn't care what letter(or word can't remember rightnow) you put instead of the s as long as its not 'o' or...
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    Re: descr_triumphs

    If i understand it correctly settlement_tax and battle_pos are both skipped while parsing the file
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    [Tutorial] Re: A Guide to Export_Descr_Buildings.txt

    doctor, quartermaster, scout, engineer is what it accepts after "ancillary".
    I would guess this is stuff from Rome?
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    Re: Max menu images

    Can any of your factions selects too many units in custom battle? (i think 200 was the limit)
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    Re: Zarathos converter: rebuilding skeleton

    The file that you need to give it is one of the files unpacked(with the toolbox) from the skeleton.dat.
    If i remember correctly it flips the X axis thought.
    I think IWTE can do something similiar...
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    Re: Movement Points & Terrain

    Nice job, if you wanna get real fancy make an actual little menu and not just print it to the console :D
    Edit: Possible Roads multiplikators:
    1.0 0.75 0.60000002 0.5
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    Re: Movement Points & Terrain

    I think i came across a list of numbers but couldnt exactly match them.
    10.0
    11.0
    11.0
    12.0
    999.0
    15.0
    14.0
    999.0
    13.0
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    Re: Movement Points & Terrain

    I set them to 100.00 and moved one tile and looked what they were afterwards. I think i vaguely remember that there is some calculation going when i was looking at the road bonuses.
    You see and set...
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    Re: Movement Points & Terrain

    Are you sure about that? Just did a quick test and in bare_geomod moving one tile (not diagonaly) costs 9.9 on grass and 12.6 points on hills
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    Re: How to mod starting reputation?

    Descr_strat.txt
  18. Re: Deplenish values in descr_campaign_db.xml

    The deplenishment happens when the settlement is captured as far as i know
  19. Replies
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    Re: I want to create units

    https://wiki.twcenter.net/index.php?title=IWTE_-_Units_in_Blender#Export_and_Import_.cas_Units.2FCharacters
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    Re: Question about script correctness

    What does your error log say?
  21. Re: Is it possible to make heavy inf. janissaries use a phalanx formation without their halberd model disappearing when entering CQC?

    That sounds like you have them a secondary animationset but didnt edit the mesh groups.
    The primaryactive group disappears when switching to the secondary weapon and the secondary active appears (if...
  22. Re: Is it possible to make heavy inf. janissaries use a phalanx formation without their halberd model disappearing when entering CQC?

    Are you talking about that they are switching to their secondary weapon?
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    Sticky: [Tutorial] Re: AI Personalities

    Craftsman is the used in the descr_strat. (All of these word are just enum-values, so the game turns them into a number)
    Craftsmen is written by the game to a text file (so it gets created out of...
  24. Re: Forcing the AI to transform a "castle type" settlement into a "city" one with a script? (Vanilla M2TW)

    Not directly but you can disable it via "filter_settlement_commands" so maybe you can use the scripts that let you click stuff on the UI Shell.
  25. Replies
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    [Tutorial] Re: A Guide on the Descr_Mount.txt

    I think parts of it could apply but they definitly changed quite a few things.
    I will rather decipher the actual calculation algorithm than do these long test, that produce data that is somewhat...
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    [Tutorial] Re: A Guide on the Descr_Mount.txt

    I have read the code of the game that reads it, i have played enough mods that use it and i experimented with it the myself. This is what the explanation at the top of the EDU says for me:

    ;...
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    [Tutorial] Re: A Guide on the Descr_Mount.txt

    The box size in the EDU is in the soldier line after the mass, most mods dont specify it so the game uses the default. (Botet monsters and TATW trolls have it for example)
    And you are right...
  28. Replies
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    [Tutorial] Re: A Guide on the Descr_Mount.txt

    Zarathos was proven wrong about his idea of the bounding sphere long before he came up with the idea.
    Argantonio the first dude to debug and reverse Med2 in 2009 found out that the bounding sphere...
  29. Replies
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    [Tutorial] Re: A Guide on the Descr_Mount.txt

    The bounding spheres are only used for camera stuff.
    Did you test these in the descr_mount:
    radius
    x_radius
    y_offset
    height

    Or the scale in the battlemodeldb?
  30. Replies
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    [Tool] Re: Bovine M2TW Checker

    The way vanilla missions are setup supports my argument
  31. Replies
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    [Tool] Re: Bovine M2TW Checker

    I mean it happens when the mission is given to you because the game cant find the words it should put where the rewards is.
    I tested this with "create_mission" console command alot
  32. Replies
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    [Tool] Re: Bovine M2TW Checker

    My tests indicate that every chance of rewards is rolled seperatly.
    So if you have two times 0.5 you have 0.5 for the first, then 0.5 for the second. In the end 0.25 chance of your game crashing
  33. Replies
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    [Tool] Re: Bovine M2TW Checker

    You are right about the rewards. I dont think i can tell you much more, i did never really mod missions :/
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    Re: Map Preview Thread

    Thats a nice looking map, especially the castles look so much more like real ones than the vanilla models :)
    You made the army strength a bar and displayed a normal flag next to it? Interesting :D
  35. Replies
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    [Tool] Re: Bovine M2TW Checker

    Hi, does this tool also check the descr_mission?
    I recently noticed a nasty crash in TATW's missions, where every reward has a random chance so you could end up with no reward and that crashes when...
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    Re: I want to create units

    Just remember to not put too many vertices on models that are used more than once or so per battle
  37. Re: Is there a way to reduce general replenishment?

    No there is not, with the Engine Overhaul you can change the limit of regeneration and if you suggest it maybe an option to change the amount of replenishment could be added.
    You could lower the...
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    Re: I want to create units

    Or you use IWTE and Blender only, no need for old tools or Milkshape. Downside is that there arent many tutorials
  39. Replies
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    [Tutorial] Re: A Guide on the Descr_Mount.txt

    Its hardcoded for these three words
  40. Thread: stat_ground

    by Jojo00182
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    Re: stat_ground

    Iam not 100% certain but the game's code suggest that the limit is -6 / 6 when the game parses the EDU.
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