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  1. Re: Question Regarding Settlement Name Changes

    True, in this example nothing is setting the event counter to 0 (or less) so that condition is pointless.
  2. Re: Question Regarding Settlement Name Changes

    The following allows the name changing to be triggered by different events without duplicating all of the script that is doing that name changing. The first three monitors trigger the last monitor;...
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    Re: Sound Event Tags

    call_object_shortcut preferences toggle_sound
    ... should be the correct choice. No idea why it doesn't work.



    Yes, that's my understanding of it. It can only be used with a tag that was...
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    Re: Buildings and AoR

    Both, as I see it. But yeah, resolved is what I meant.
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    Re: Buildings and AoR

    Sorry, no, it's the wrong way around.


    recruitment_slots 2 requires not event_counter freeze_recr_pool 1 and building_present_min_level farms farms+2 or building_present_min_level city_hall...
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    Re: Buildings and AoR

    For the record, Belovèse, your original proposed code looks right to me.
  7. Re: Checking whether AI has ships and if not, then spawn them a navy

    And CharacterComesOfAge, yes, and given to all starting family members in descr_strat.
  8. Re: Checking whether AI has ships and if not, then spawn them a navy

    Or possibly this...



    declare_counter admiral_exists

    monitor_event FactionTurnStart FactionType slave

    set_counter admiral_exists 0
    if I_CharacterTypeNearTile england admiral 1000 0,0
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    [Tutorial] Re: A Guide for Missions

    There's not enough evidence from that small test of mine to say either way. But your conclusion makes more sense than "only variations work". Easy enough to test: if "create_mission...
  10. Re: Checking whether AI has ships and if not, then spawn them a navy

    A possible problem there is that every recruited ship becomes a 'true' admiral --> can't merge with any other ships because they're true admirals too --> no fleets, just single ships, reducing their...
  11. Re: How to Stop AI Armies from wandering outside cities at Start of Game?

    Put a named character (NC) in there and give him a trait that has something like -50 MovementPoints, thus locking him in place. For the AI this also locks any units that are in there or recruit/move...
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    [Tutorial] Re: A Guide for Missions

    I have this in my notes...


    This gives a "could not create mission" error:
    create_mission papal_build_church france Paris (when Paris has small_church)
    …but this works…
    create_mission...
  13. Re: Forcing the AI to transform a "castle type" settlement into a "city" one with a script? (Vanilla M2TW)

    There is an AddedToBuildingQueue event but no such command that I know of. I can't see it in the docudemons.
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    [Tutorial] Re: A Guide to Export_Descr_Buildings.txt

    I. This says...



    I'm not sure what to make of those numbers but I think it means it increases the religion_level value by an additional 33.3% for each 1 of this amplify_religion_level value.
    ...
  15. Re: Forcing the AI to transform a "castle type" settlement into a "city" one with a script? (Vanilla M2TW)

    Yeah, as Callistonian said. What you really need is a command to put the conversion building into the build queue. There's no way I know of to do that. It is the act of that building completing...
  16. Re: Spawning Additional Units Submod (SAUS) v1.4.2 (25-Sep) [3.2 compatible]

    In theory. I can't remember if script, for example, only adds a "SAUS" section or whether it makes changes or additions to other parts of the TATW 3.2 script as well.
  17. Sticky: [Resource] Re: List of non or mal functioning script terms (events, conditions and commands)

    No I don't know.
  18. Sticky: [Resource] Re: List of non functional script terms (events, conditions and commands)

    Another one for the list.

    This...


    monitor_event ArmyTakesCrusadeTarget IsJihad

    ...only fires when the army - all units within it - is on jihad. It does not fire if the army is a mixture of...
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    Re: Faction slot reserved for scripts?

    This is one: Unique Names (and avoiding labels)
  20. Thread: Anti-adoption

    by Withwnar
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    Re: Anti-adoption

    One known cause is the faction not having a default bodyguard. This would also kill comes-of-age children so if this is not happening to them then that's not the cause.

    Default bodyguard = the...
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    [Resource] Re: Forced Diplomacy v1.2

    Yes to both of those questions. The OP says that.
  22. Re: DCI: Last Alliance - Open Beta released, NEW: 10 October 2020 new patch released, contains Ents - Wolves - Spiders crashes fix! (and more)

    Thanks for mentioning that. I'll have that line taken out of the next version. It's presence wasn't critical but might be a cause of CTDs for other players.



    Or some lesser gate that used to be...
  23. Re: DCI: Last Alliance - Open Beta released, NEW: 10 October 2020 new patch released, contains Ents - Wolves - Spiders crashes fix! (and more)

    @AetiusBoemus
    I get the crash but can't see why. If others report it in their campaigns then I'll investigate further. For now I'll assume it's a one-off glitch (which is near impossible to find the...
  24. [Resource] Re: Script for selecting the heir - (Update 24.07.2015)

    It says so in the very first sentence...



    Not the heir. The next heir.
  25. Sticky: [Resource] Re: List of non or mal functioning script terms (events, conditions and commands)

    The slave faction never dies, right? In which case you're emerging a faction that is already emerged (alive). That would be fair grounds for a CTD I'd say.
  26. Re: DCI: Last Alliance - Open Beta released, NEW: 10 October 2020 new patch released, contains Ents - Wolves - Spiders crashes fix! (and more)

    An alliance against Sauron and Mordor, yes, but Barad-dur itself wasn't the intended target for this mod. If a path into Mordor was widened then armies could slip by the 'blocking' settlements...
  27. Re: Bodyguard Switcher (change bodyguards in-game) v2.2 [3.2 compatible]

    Settlement level: somewhere in there will be monitors checking the presence of wall buildings and setting a counter. That counter will be used somewhere else as a condition. Remove that condition.
    ...
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    Re: game load inexistant camppaign_script.txt

    ...and the script location (and script itself) get saved in the game save files. Hence why your loaded game knows where the script used to be and reports that in the log.

    Script and descr_strat...
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    Re: Governor conversion crash for slaves

    Are you saying that you already tried making the other factions non-heretic? Your comment is not saying that you did, only that you tried making slaves non-heretic.
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    Re: Governor conversion crash for slaves

    Sounds like a reasonable conclusion. You could change the religion of those other factions, e.g. with script, to see if the CTDs disappear. If they do then an alternative solution to not using the...
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    Re: Ancillary triggers.

    If this is vanilla TATW then the Balrog is a unit, not a named character, so no, cannot get ancs or traits.

    One way to prevent certain characters from getting certain ancs (or traits) is to create...
  32. Re: DCI: Last Alliance - Open Beta released, NEW: 10 October 2020 new patch released, contains Ents - Wolves - Spiders crashes fix! (and more)

    @Green Partizan
    Good news. I can now load your save and can see the problem. Adorn doesn't yet have a Library and it can't be built because you still have a Halabor there. Destroy that, build the...
  33. Re: DCI: Last Alliance - Open Beta released, NEW: 10 October 2020 new patch released, contains Ents - Wolves - Spiders crashes fix! (and more)

    @Green Partizan
    I can't load that save. It crashes the game every time. It could be a problem with my install, maybe I've made changes to my copy of the game that aren't compatible with your save. I...
  34. Re: FYI - the mercenary_unit attribute does not deplete recruit pool levels (retraining only)

    Interesting. So in short, retraining mercenary_unit units so as to top up their numbers does not have any impact on the merc pool. Yes?
  35. Re: DCI: Last Alliance - Open Beta released, NEW: 10 October 2020 new patch released, contains Ents - Wolves - Spiders crashes fix! (and more)

    That message is also saying "For now they are still hesitating, and will not chose* at this point in time." Yes? This is shown when you have not yet built the maximum level culture building available...
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    [Resource] Re: Give a region to another faction via script

    You're right. Corrected. I suspect that I confused "target" with "faction to give it to", despite docudemons being clear on this parameter.
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    [Tutorial] Re: Why Avoid Using papal_states?

    Two additional observations re TATW's design:

    1) The name of the pope is visible, in at least one place, and as TATW always spawns a character/leader/pope with the name of "Sauron" it is always...
  38. Re: Comprehensive List of Trait/Ancillary Vices & Virtues

    Surely not. It is common for a named character to be showing pips in all of their visible attributes, which means they must have Command (at least one kind), Chivalry/Dread, Loyalty and Piety effects...
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    Re: trouble with epithets

    Were they given the trait by script or descr_strat?
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    Re: trouble with epithets

    Effect levels don't play a part in epithet replacement. The most recently gained epithet-trait is the epithet they will get. Explained here and also how to make them keep it: reapply the trait every...
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