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    Re: Minor additions

    Eriador's slightly improved banner carrier + Dwarf

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    The hobbit is a little bit tricky. I am not using banners for my hobbit battalions, but I might get back to them later. Maybe...
  2. Re: Troll / Balrog / Sauron as General Model

    There was a huge thread on this here, years ago. There is a specific CTD caused by the fact that the "elephants" do not have any siege weapon the game expects them to have, and the CTD comes when the...
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    Re: Minor additions

    Some things that should not have been forgotten were lost. But slowly, step by step, they get recovered from the darkness.

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    These guys will also need a good cavalry banner. And...
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    Re: GameReloaded + custom settlements

    I first put the "and ! I_InBattle" (the CTD came after I clicked on start battle before). It worked good, and than I added your last lines to be sure. Now it works fine.
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    Re: GameReloaded + custom settlements

    Yes... and perhaps: "and ! I_InBattle" must go to the last monitor, otherwise I am getting CTD since the game is trying to reveal and hide tiles in battle
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    Re: GameReloaded + custom settlements

    Great, I will try it at once, thanks a lot.

    Edit: brilliant...
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    Re: Minor additions

    I got it work by simply removing one of my other "minor additions" - a script which was supposed to reveal and hide the tiles with custom settlement models. As I do not like the generic settlement...
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    GameReloaded + custom settlements

    Hi, after a while I got back to M2TW (TATW) only to realize my last changes made some time ago prevented the campaign games to be reloaded, I got CTD with unspecified error message right after the...
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    Re: Minor additions

    Thank you, I would eventually like to - I played a few good turns yesterday after a long time, and the game is still so good... but - I cannot load my saved games. It gives me a unspecified error...
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    Re: Minor additions

    (sorry for my absence, busy, busy, busy)
  11. Re: About only a specific faction being able to upgrade a settlement. And only a specific settlement being able to be upgraded.

    Yes, sorry for that. Yet if you plan to do some Reunited Kingdom feature in your submod, this is important.
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    Re: A little help with a small script

    Rebel armies are spawned with the game, sure, the question is whether they are spawned with named characters to command them (and so they are always Saxon = do you see Saxon named characters except...
  13. Re: About only a specific faction being able to upgrade a settlement. And only a specific settlement being able to be upgraded.

    Yes, sorry. The player answers several requirements and his ally "gives him everything", so it's about looking for a way to make the original faction complete the upgrade before this is done.
  14. Re: About only a specific faction being able to upgrade a settlement. And only a specific settlement being able to be upgraded.

    Oh yes, now I remember that, I certainly tried that too... how does the AI upgrade it's settlements? Perhaps there might be some preparative script before the faction gives everything to player,...
  15. Re: About only a specific faction being able to upgrade a settlement. And only a specific settlement being able to be upgraded.

    One thing just came to my mind now: would the "console_command create_building" work here? I mean, before two factions get reunited, if they own the desired settlements, the core building would be...
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    Re: A little help with a small script

    I think the problem with portraits, voices and names goes with the fact (?) slave named characters do not follow the rebel army type of the region, but they are a (human) faction of their own. If...
  17. Re: About only a specific faction being able to upgrade a settlement. And only a specific settlement being able to be upgraded.

    (a side note on this: I have been experimenting with this years ago, offering thr turks to rebuild Tharbad using Osgiliath models - like DaC does now - but my problem was that in my game I do several...
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    Re: A little help with a small script

    Leo said all slave named characters became Orcish: those who are created with descr_strat. So my idea was to make all those only captains from the start, as to eliminate the issue, I don't think...
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    Re: A little help with a small script

    Oh yes, they could retreat from the tile when defeated... Are the Locked characters unable to do so?

    Anyway it would not be a big issue actually, even to see them move away, as if the army is not...
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    Re: A little help with a small script

    That's unexpected...

    Would the slave subfactions only use their parent faction's captain models?

    The other option I would test would be to modify the regions map and attach the tile to a...
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    Re: A little help with a small script

    If you change the Saxon characters of the slave faction to Orcish it won't affect your Saxon faction in any way. If you happen to see the "Saxon" generals or captains during your campaingns and if...
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    Re: A little help with a small script

    The thing is TATW does not use the default slave models, which is why they were left to be Saxon I thaught. So the easiest solution would be to change the Saxon stuff into Orcish stuff, and no other...
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    Re: A little help with a small script

    Yes, yet this would not fix the captains (even if their appearance on the map under these circumstances is doubtful).
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    Re: A little help with a small script

    Is he like Rohan, or is he the M2TW Saxon General with his shield, etc.? If he is Rohan or some other TATW, it might be that they inherit the models of the local subfaction given by to whom the tile...
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    Re: A little help with a small script

    I am not ironic, no. It's a good drill indeed. For me, I've learned something.

    What does your log say?

    Edit: your script calls for diplomat, but you coded in the slave merchant
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    Re: A little help with a small script

    Perhaps a witch might be used; I used these in an attempt to simulate the barrow wights, they were spawned and worked good.
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    Re: A little help with a small script

    Yes, Withwnar, thanks again. And thank you Leo, this is a very good lesson on scripting :)

    What does the log say? Is the script basically ok? Also to test it, remove the RandomPercent condition....
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    Re: 4.0 Alternative patch (READ THE DAMN FAQ PLEASE)

    In BFME there was a Mordor mission aiming to reunite different Haradrim tribes in order to use them against the West. I use an extended map which goes down to what this web calls Kingdom of Raj...
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    Re: A little help with a small script

    Thanks Withwnar

    Make it in one monitor like this ?


    declare_counter army_argonath

    monitor_event FactionTurnEnd FactionType slave

    if not I_CharacterTypeNearTile slave named character,...
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    Re: A little help with a small script

    Perhaps there might be a counter set at start of the slave turn to check whether a character is on that tile (a named character or general of any faction), and if there is no army, the desired slave...
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    Re: A little help with a small script

    I think that if you spawn an army to an occupied tile the new army is spawned on an adjacent tile, there is no risk to see them spawned over another army. You may test it easily, I will do it...
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    Re: A little help with a small script

    Oh yes! :) this is excellent. A much better solution indeed.
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    Re: A little help with a small script

    The thing is we are spawning an army here; and we need to check whether this army already exists or not, I am not sure if it can be achieved by other means but the special unit and the I_UnitExists....
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    Re: A little help with a small script

    My bad, must be "named character" in the first variant (the script in my post above is edited).

    He has random name and gets labeled, so he is always spawned I guess? If the random name prevented...
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    Re: A little help with a small script

    Here is a basic variant; I did not test it and I wasn't in scripting for some time... let's see


    declare_counter argonath_troops1
    declare_counter argonath_troops2
    declare_counter...
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    Re: A little help with a small script

    I will give you an example tomorrow. The specific units may be necessary however. The general might get killed yet his army could still be victorious and persist.

    I am using a similar system for...
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    Re: A little help with a small script

    A fast idea: use a unique unit created just for this purpose, and destroy it before the script eventually respawns them. If the unit does not exist, nothing happens, and it's respawned, if it exists,...
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    Re: Minor additions

    If you happen to dislike the knight ghost marking the position of your army leaving a settlement...

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    ...just add "descr_strat_sundries.txt" to your mod's data folder saying :

    ;strat...
  39. Re: Extended Map 1.12 for Alternative Patch 4.8

    For my own game, but the principle is the same. Althoughif you use heavy script and did not care about hotseat from start, it may be difficult to make it work. Yet it is at least simple to turn off...
  40. Re: Extended Map 1.12 for Alternative Patch 4.8

    About the hotseat, it's mostly about checking which faction is ai. This can be easily done, and such condition is enough to make it work fine. In my script I have quite a complex thing for the...
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