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    [Tool] Re: Sound fix for S2TW and expansions

    Try this fix: totalrtsmods forum. Also see that no mods have the same sound file (otherwise you could have some strange sounds coming out). I do not reply that much here on twc. I am mostly on the...
  2. Re: TWO MODS needed 'Pike and Shot' and 'Seven Years War' utilizing the LATEST TW games technology!

    SYW, Pike and shot mods is all possible in Fots or S2TW. It's actually the only Warscape engine that you can mod entierly. Graphical, the game still looks stunning. I know that, because i am a S2TW...
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    [Tutorial] Re: How to split a region

    Better contact me via my discord or totalrtsmods forum. I do not see that much TWC anyway. Only a couple of times.
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    [Tutorial] Re: How to split a region

    Yes, it's the start of my European campaign (starting with South West Europe and North Africa) and yes, it's the Carlist Wars.
    Nice you got some experience in modding. This helps a lot for...
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    [Tutorial] Re: How to split a region

    I have been modding the campaign map for some time now. I edited the .markers file by using the converters that taw made. Find it here. You probably will need a lot of converters and some compilers...
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    [Tutorial] Re: How to split a region

    Probably because some ambient villages grow around the city (campaign_prop_marker.markers). But that's a bit complicated to add. Maybe best to focus on the campaign map and later on the road you can...
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    [Tutorial] Re: How to split a region

    I guess you mean the buildings on the campaign map? I am not sure with Fots that they actually become big like in S2TW. The 3d model can be changed in the "buildings_culture_variants".
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    [Tutorial] Re: How to split a region

    To see the road you need to convert the road splines and add them to the "roads" map in your pack file (aka campaign_maps\bos_japan\display\Roads). It's best you use the converter that Primergy made...
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    Re: Importing .CS2 file to Total War

    You probably need to ask the guys at the R2TW subforum. I never used the RMV2 converter. Normally if you delete any part of the 3d model, it affects the rig. So you probably need to re-do the rigging.
  10. Thread: Modding help

    by izzi
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    Re: Modding help

    The path needs to be where your game is (aka:C:\Program Files (x86)\Steam\steamapps\common\Total War SHOGUN 2\data).
    If you ever extract info with BOB, than all will be extracted in your...
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    Sticky: Re: Are there any mods that fix the FotS AI?

    Well there will be in my mod. As I do not use the allegiances but religions back and the AI can't switch it's religion, neither will RM divide be used that all your allies declare war for no reason....
  12. Thread: Modding help

    by izzi
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    Re: Modding help

    In the db => units_tables. In the column total_cap and total_cap_mp put it on 0. Than you can recruit as much as you want (also for the AI by the way).
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    Re: Campaign variables source?

    Could be. Need to test this. Region town wealth is been used in S2TW, so it could be it's Boolean.
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    Re: Campaign variables source?

    Not that i know of.
    There is in the NTW region_details ui:


    UIComponent(this:Find("economy bar1")):LuaCall("init_pips", details_table.RegionWealth, 0)
    ...
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    Re: LATE 19TH CENTURY FULL RESKIN (RELEASED)

    Wauw well done. I am planning myself to make a mod around those timeframe with Fall of the Samurai.
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    Re: Campaign variables source?

    I tried many times, but it looks like for one reason or another it doesn't give the unit (neither for towngrowth or regionwealth increase/decrease).



    local function SpawnUnit(context)
    if...
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    Re: Campaign variables source?

    I have been trying to use the following condition (taken out from NTW and Shogun 2):

    if conditions.RegionName("bos_bouches_rhone", context) then
    if conditions.RegionWealthIncrease(context) >= 1...
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    Re: Campaign variables source?

    Thanks for the info. I will probably come back to it. Will do some basic scripting to learn the basics.
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    Re: Campaign variables source?

    Thanks for the example. If i make my own, based kind of this script. Where do i put it?

    What if I create a population system and use some parameters from the region to grow and decrease it?
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    Re: Campaign variables source?

    Maybe something like this:

    local popadd = 0
    local total_pop = 0
    CampaignUI.InitialiseRegionInfoDetails("bos_wakasa")
    if RegionPopulationGrowth <= 5%
    popadd = 5
    total pop =...
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    Re: Campaign variables source?

    Here it returns some interesting info about the region about population:

    PopulationNumber: number: 4390
    Population: string: 4390

    PopulationGrowth: table

    So I think that the variable name...
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    Re: Campaign variables source?

    and this is how a searched some region info about the owning faction regions:

    tab = CampaignUI.RegionsOwnedByFaction("france")
    details = CampaignUI.InitialiseRegionInfoDetails(tab[1].Address)
    ...
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    Re: Campaign variables source?

    This is how TC create a function to look for the total population of faction that owns it's regions:

    function FindTotalPopulation(faction)
    local regions =...
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    Re: Campaign variables source?

    Not S2. The population in the region ui hasn't been used in S2. It's a leftover you could say from NTW. I activated it by using the region info details ui from NTW and added it in S2. It all works,...
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    Re: Campaign variables source?

    In theory the game works the same as in R2TW (same engine). Everything is written the Script o Rama. An example is like this:...
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    Re: Campaign variables source?

    There is a column table in the startpos.esf (regions => population). In the luac file of the regions_details one, you get this code: ...
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    Re: Campaign variables source?

    Okay, i understand. Just one question. And maybe this is simple to do. How do i add to one specific region a specific population value with a lua script?
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    Re: Help needed for script (population)

    Thanks, but not really. Because S2TW already has in game population (leftover from ETW/NTW). It works, but it doesn't use the population growth to add to the main population. That means that...
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    Help needed for script (population)

    I have been cracking my head for a certain value (more info here on what it is about). I want to add the population growth value to the population value (popgrowth + popbase = poptotal). But i can't...
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    Help needed for script (population

    I have been cracking my head for a certain value (more info here on what it is about). I want to add the population growth value to the population value (popgrowth + popbase = poptotal). But i can't...
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    [Resource] Re: The S2 Script-o-Rama

    Looks like creating logs with using a variable that contains the "CampaignUI" function in the TCS_Log_Update() arguments ctd's the game (Fots). Any idea why?
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    Re: Campaign variables source?

    361441In the region_details script there is this line:
    UIComponent(this:Find("dy_Population")):SetStateText(details_table.Population)
    This puts the population from the region (in startpos_regions...
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    Re: Campaign variables source?

    man, i am actually happy to see you Jake. I am making a very big overhaul for Fall of the Samurai. And my main goal was to add some region ui details from NTW to Fots. I actually did it and evrything...
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    Campaign variables source?

    Hello guys.
    I hope someone could help me in finding the source (or point me in the right direction)of (in the db) the campaign_variables? Or where can I find those variables that change (a pretty...
  35. Re: Lua decompiler (mostly) FIXED - .luac files ready for your viewing pleasure!

    It kinda works. Except as the ui file in game looks totally different (with no values nor ui art). I am using a luac file from NTW in S2TW. If I just copy the luac file from NTW to S2TW and it works...
  36. Re: Lua decompiler (mostly) FIXED - .luac files ready for your viewing pleasure!

    It does. But I have no clue how to add that. Even adding it in the game as lua (the de-compressed one), the game still use the luac one. I was using the lua 5.1 compiler.
  37. Re: Lua decompiler (mostly) FIXED - .luac files ready for your viewing pleasure!

    How can you re-compile back to luac when you made some changes and such?

    EDIT: Neverminded. Forgot to install lue on my hdd.
    Other question, every time I try to run a script, I got the...
  38. [Resource] Re: Template_map.xml - Python and 3DS Max Scripts for analysing the battle templates (beta]

    It does look interesting. I was busy with some battlemaps related things. But i didn't had that much time for it. I do know how it actually works to integrate a certain part of the campaign map...
  39. [Resource] Re: Template_map.xml - Python and 3DS Max Scripts for analysing the battle templates (beta]

    This is actually awesome. Makes making battle maps easier. I mean the terrain from the campaign map that will be used for the battle map. Have you tested it already?
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    Re: Can't save startpos.esf

    np.
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