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  1. Thread: Random crash?

    by es157
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    200

    Re: Random crash?

    I fixed the crash by overwriting the base game with the mod files. I still don't know why the game suddenly started crashing to begin with, but as the issue is settled, I'm willing to move on...
    ...
  2. Thread: Random crash?

    by es157
    Replies
    8
    Views
    200

    Re: Random crash?

    How do I get a custom ID? Is it simply the one that is written after the mission type line in descr_missions?
  3. Thread: Random crash?

    by es157
    Replies
    8
    Views
    200

    Re: Random crash?

    Hello. I've apparently managed to outflank the problem, though I must still keep a close eye to see if the solution will last or if I'm just getting lucky.

    About the reference to mission IDs in...
  4. Thread: Random crash?

    by es157
    Replies
    8
    Views
    200

    Re: Random crash?

    Nothing? Really, this is driving me crazy already...
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    Launching mods on Steam

    Forgive me if this has been asked one thousand times before, but I haven't been successful in finding the correct answer anywhere.

    Ever since Steam changed the Launch Options function, my Lord of...
  6. Thread: Random crash?

    by es157
    Replies
    8
    Views
    200

    Random crash?

    I think this one is the weirdest crash I've ever experienced in a TW game...

    My game was fully functional and good until yesterday, when it suddenly started crashing when I tried to start a new...
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    [Tutorial] Re: A Guide for Missions

    I didn't assume. I asked if there was a way. As far as testing goes, it doesn't work (no surprise here). The death of the "source" character doesn't cause the mission to expire because they aren't...
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    [Tutorial] Re: A Guide for Missions

    The "source" is just whatever I write in the source entry in missions.txt. It doesn't mean anything to the game, it's pure aesthetics. In place of COUNCIL_MISSION, I simply put something else such as...
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    A silly question about custom campaigns

    As the title claims, this is a silly question. I imagine that most people would consider this too small an issue to worry about, but it annoys me because I think the aesthetics of the game needs to...
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    [Tutorial] Re: A Guide for Missions

    Is there a script command to cancel missions?

    This... Only the first building in the tree works. That's what I was asking for. :D I'll make a test and see if the mission triggers now.

    EDIT: The...
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    [Tutorial] Re: A Guide for Missions

    Oh no, what I mean is that if I create a custom source (the people who give you the mission), I can't put together a way to make the mission expire in case the source dies.

    For example, if I make...
  12. Thread: Navy bonus

    by es157
    Replies
    5
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    380

    Re: Navy bonus

    Is there any file besides descr_ship and EDU that deals with ship units?
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    [Tutorial] Re: A Guide for Missions

    Oh sorry. I didn't mean the gifts you gain in the form of buildings. I meant the missions that ask you to build certain buildings.

    I heard that the pope missions work with the non_pope line, but I...
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    [Tutorial] Re: A Guide for Missions

    This veredict is most certainly final. The mission is created spontaneously if the target character is nearby and within reach of your assassin. It can also be created regardless of distance if done...
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    [Tutorial] Re: A Guide for Missions

    I'm 90% sure that Neutral here just means neutral diplomatic stance. The "min" particle means that the mission will trigger if you are either neutral or at war with the target faction, but not if you...
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    [Tutorial] Re: A Guide for Missions

    Yeah, I did find a couple of useful things in Kingdoms. Definitely should be included in the main post.

    I really didn't want to go through all the trouble of adding guilds, since I don't...
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    [Tutorial] Re: A Guide for Missions

    I was looking for a few answers to my questions, and while I found a few without much difficulty (like how to make some missions faction-specific), some others still evade me even after reaching the...
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    [Tutorial] Re: A Guide for Missions

    I'm quite a latecomer to this thread, but someone here might be interested in hearing that I casually got an assassinate_general mission to work with the target general being located in a...
  19. Thread: About Missions

    by es157
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    Re: About Missions

    Since this forum is already quite inactive with the exception of a dozen users, I'm working under the premise that very old posts such as that guide will never be answered. Sure the post comes back...
  20. Thread: About Missions

    by es157
    Replies
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    About Missions

    First and foremost, I should clearify that I have read A Guide to Missions in full and then reread. While it is immensely informative, I have encountered a few open questions and issues that I would...
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    Re: Crash when issuing new mission

    This is an example of a mission I'm using for testing:



    It's good to know that the altered season cycles doesn't disrupt the mission system for you. This narrows my potential problems down a...
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    Re: Cavalry bonus X Knight bonus

    It's interesting to find something that you don't know about lol. Seems like there is something more to the unit classes than any of us is aware of. At this point I doubt the question will ever have...
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    Re: Crash when issuing new mission

    So it turns out I had overlooked this part. I added the payback entries and it started working. But that was not the end of my problems. :whistling

    For the sake of testing, I added only two...
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    Re: Crash when issuing new mission

    But is it normal that I find my problem so early on? I mean, everything I did was copy one mission from vanilla and paste it in my otherwise empty descr_missions from the mod. Then I lowered the...
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    Re: Crash when issuing new mission

    I forgot to add that my error log only says that "Medieval II Total War has found an unspecified error and will now exit". The same message that appears in the error box that pops up upon the crash....
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    Crash when issuing new mission

    Hi there.

    I'm reworking a mod that had disabled all missions (by deleting everything inside descr_missions). I want to put the missions back into the game, but it keeps crashing literally every...
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    Re: Cavalry bonus X Knight bonus

    Yes, changing the class to "heavy" would always crash the game when loading a battle. Changing it to "light" would not. I have no clue whatsoever for why this is so.
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    Re: Cavalry bonus X Knight bonus

    Oh damn it. I thought I had replied already.

    I was going to say that you are right, "heavy_cavalry_bonus" applies to all heavy cavalry (duh), not to all knights. The game misleads me into thinking...
  29. Re: Settlement Population Limits & SettlementPopulationTooLow Condition

    I'm 99,99% sure you can't have fewer than 400 people in a settlement, no matter what you try (extermination, cheats, scripts, descr_strat settings, etc.).

    As for the maximum, I seem to have a...
  30. Thread: Navy bonus

    by es157
    Replies
    5
    Views
    380

    Re: Navy bonus

    This is seriously getting on my nerves by now. I have tried everything. At first, I suspected that some ship names were hardcoded to associate them with having cannons. But I tried replacing some...
  31. Thread: Navy bonus

    by es157
    Replies
    5
    Views
    380

    Re: Navy bonus

    It doesn't seem to be the case either. Notice that both Gun Holks and Holks use the "light warship" ship type. So do the Galleass and the Galley.

    So far, I have failed to find any single element...
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    Changing the class of this unit

    Hello there.

    There is this one unit that is listed in my game as belonging to the Missile Cavalry class. However, they do not have any missile weapons, just a big stick (they are giants), so it...
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    Re: Cavalry bonus X Knight bonus

    Actually, "missile" is also a valid entry.

    You may be right. Nothing changed for me except that some cavalry units are now called "Light Cavalry" during battles. However, I do recount having...
  34. Thread: Navy bonus

    by es157
    Replies
    5
    Views
    380

    Navy bonus

    A similar question to my previous, the exp bonus given by the line "navy_bonus" in EDB is something that is defying my understanding. The text says it applies to every ship that has gunpowder...
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    Re: Cavalry bonus X Knight bonus

    Finally. I think it's safe to declare that heavy_cavalry_bonus gives extra exp to every cavalry unit with the tag "heavy" in its class entry in EDU, and that cavalry_bonus gives the same bonus but to...
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    Re: Cavalry bonus X Knight bonus

    Can I change the class at will? No consequences whatsoever if I simply change the tag?
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    Re: Building Portraits Bugs

    I tried it. Didn't work. Seems that northern_european is not the default culture for me.

    I'll do more intensive testing on this tomorrow and report if I find anything worthwhile.
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    Re: Cavalry bonus X Knight bonus

    You may be right. Or maybe this is determined by the tag in the "class" entry in EDU? In my testing, cavalry units that use "medium horse" as their mount get the bonus from the heavy_cavalry_bonus...
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    Re: Cavalry bonus X Knight bonus

    I wish to find out too. My bet would be yes, they do.
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    Re: Building Portraits Bugs

    Are you saying when it comes to event pics the default culture is northern_european? Odd. I always heard that southern_european was the default culture in all cases, just like the roman culture was...
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