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  1. Re: Is there any way to fix white box glitch on building_constructed UIs at first display?

    Thanks, I'll find some time to do some quick tests, out of curiosity. I wonder if the CTD persists if the lines give different kinds of effects. If not, then it should be relatively unlikely to ever...
  2. Re: Is there any way to fix white box glitch on building_constructed UIs at first display?

    That's interesting. Could you post here the code you tested? I'm just interested to know if you used 32 lines of the same effect (e.g. taxable_bonus) or the same faction, etc, so I can cross-check.
  3. Re: Is there any way to fix white box glitch on building_constructed UIs at first display?

    Not sure, but I guess that is a limit for in-screen display. I have buildings with 150+ effect lines, though they are not all active at the same time. This is quite easy to test though.
  4. Re: Is there any way to fix white box glitch on building_constructed UIs at first display?

    Ah, I feel your pain, I also had thousands of building-conditioned capability and recruitment lines in FATW. It's been a few years, but I think I remember enough to be able to help.

    Let me...
  5. Re: Is there any way to fix white box glitch on building_constructed UIs at first display?

    Can you post a picture of the browser and what you're trying to hide? There might be a way to tackle it through code rather than overflowing UI.
  6. Sticky: Re: Installation Instructions, Technical Issues and Support

    Well, whether you change the launch options of the (non-Steam) shortcut or those in Steam (like the line you added), it's the same logic, there must be no -ne command. Anyway, glad you worked things...
  7. Sticky: Re: Installation Instructions, Technical Issues and Support

    Remove " -ne" from the launch options.
  8. Sticky: Re: Installation Instructions, Technical Issues and Support

    Your Barbarian Invasion is not patched up to 1.6. Uninstall VI2, patch BI (you can see the version in-game, by going to the Options menu and checking the top-right corner), and reinstall VI2.
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    Re: How to modify unit recruitment?

    Unit availability in FATW is also tied to weapon-tech. See top of EDU:

    ; weapon tech type "simple" = core (mannish non-cultic factions) / common (mannish cultic factions), trade-naval
    ; weapon...
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    Re: Guide to the Opinion of Liege trait

    We received the summons!

    That's great to hear, and it's also great that you demonstrate all the less-immediately obvious gameplay features in your excellent AARs. :)

    I don't remember every...
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    Re: Guide to the Opinion of Liege trait

    I am glad someone is finally unearthing and appreciating all the work that's gone into that file. :) Traits generally get overlooked in favour of cool units and stuff, but I felt we could add much...
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    Re: It's been a few years....

    Blast from the past! It's been very long indeed...

    No hard feelings at all, Eorl! I think we all know what burnout feels like after having devoted inordinate amounts of time to what should be a...
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    Re: Fast-Paced Version Wanted

    It's not *that* difficult to do (not that I'm volunteering :P). A custom campaign where all regions have a special hidden resource, and a few lines of code (+ pop. growth, + pub. order, - constr....
  14. Thread: Custom Battles?

    by Aradan
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    Re: Custom Battles?

    Not possible, no, the game does not allow the same faction on both sides.
  15. Re: Are Policies Working as Designed (Artificial Open Policy)?

    The building effects are coded in a way that takes care of this. If you remove a policy, all the effects depending on/resulting from its existence are removed.

    Eg: If a T3 Market requires FIN...
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    Re: City-based traits

    Np, I'll check it myself, thanks for the tip.
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    Re: City-based traits

    Mak, are you saying there's a way to check if a building exists in any settlement, regardless of where the character is?
  18. Re: On Why Cavalry Always End Up Better When Charging Spearmen From The Front?

    Usually spear units have the light_spear attribute, which reflects the charge bonus back to the mounted unit, if the spearmen are 'braced'. That attribute also comes with specific hardcoded bonuses...
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    Re: Fourth Age: Total War Review!

    Great, thanks for the review WC!
  20. Re: Stumped on error in descr_settlement_plan.txt plus minor text questions

    What MoN is saying is that deliberately introduced errors (that are known to produce an error message) can serve as markers that can show you up to which point in the file the game has not...
  21. Re: CTD on Loadup after adding new building/building type?

    Nope, sorry.
  22. Re: CTD on Loadup after adding new building/building type?

    You may have made a mistake in the code, but I also think the game doesn't allow more than 3 slots of port models.
  23. Re: CTD on Loadup after adding new building/building type?

    If you want to add 'carthaginian" ownership back, you need to edit desc_ui_buildings.txt and remove/outcomment either (not both) of those lines:

    carthaginian eastern
    carthaginian...
  24. Re: CTD on Loadup after adding new building/building type?

    http://forums.totalwar.org/vb/showthread.php?85902-Campaign-Map-Not-Loading
  25. Re: CTD on Loadup after adding new building/building type?

    Try removing carthaginian ownership of the building. Does it load then?
  26. Re: CTD on Loadup after adding new building/building type?

    Yes. You need to add the description-related code, even if you leave the description itself blank.

    You'll need: {admiralty_name} (for the entire tree), {admiralty}, {admiralty_desc} and...
  27. Re: CTD on Loadup after adding new building/building type?

    Have you added corresponding code/descriptions in text/export_buildings.txt?
  28. Re: CTD on Loadup after adding new building/building type?

    Are you using -show_err?
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    Re: Annoying ocean sound in every custom map

    Just add "volume -X" to the event line of the relevant events (if it exists, just lower the volue further) *and* delete the .dat file (so that your changes are read by the game).

    eg


    type...
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    Re: Annoying ocean sound in every custom map

    I forgot to mention that after changing the text file, you need to create a blank (0 byte) text file and rename it to events.dat (the "dat" should be the extension, replacing the "txt"). Then put it...
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    Re: Annoying ocean sound in every custom map

    The sound you're hearing is probably not the ocean, but the wind. Just go to the 'enviro' file, and add a semi-colon in front of every wind-related sound file name.


    wind calm 15, 30
    ...
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    Re: Annoying ocean sound in every custom map

    I did read your text. Deleting a file isn't really the safest way to go about it. I wonder why the game didn't crash when you did that. Are you playing vanilla or a mod? Have you changed anything...
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    Re: Annoying ocean sound in every custom map

    Open descr_sounds_enviro.txt, find this:

    type ocean
    event mindist 60 fadein 1 fadeout 1
    folder data/sounds/SFX/Environment/water
    Ocean_Distant
    end...
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    Re: Balancing skeleton types

    Yes. If the movement speed of a regular foot skeleton (fs_xyz) is considered 1, then fs_cataphract_horse has speed 1.575, fs_horse has 1.75, fs_medium_horse 1.9 and fs_fast_horse has 2.15.
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    Re: Balancing skeleton types

    No, it's the speed of the mount skeleton's animations.
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    Re: Balancing skeleton types

    A skeleton has movement animations and attack animations (and others). The fast, semi-fast, normal and slow variants affect movement speed. The speed the above excerpt refers to is the attack speed...
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    Re: Balancing skeleton types

    Where in the guide (link, for easier reference) does it say that the skeleton's speed prefix affects attack speed?
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    Sticky: Re: Scandza: Total War

    Looks very promising - focused-scope campaigns is what TW is most suitable for, I think. Congrats on keeping up with it!
  39. Re: Looking for conditions\mechanics of gladiator_uprising

    I think the conditions are i) 'roman' culture ii) 'arena' building tree and iii) an uprising - no geographic restriction. But the mechanic is broken in that the game spawns rebel armies drawing units...
  40. Re: How to change settlement_min requirement for different cultures

    Adding extra wall levels in-between the 'default' ones is tricky, because it affects a lot of things and can cause some coding headaches. No need to go down that road.

    Do this instead:

    ...
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