We could just create another general unit that is not buildable (not inside export_descr_buildings.txt), not accessable in custom battles ("no_custom") and that cannot be spawned by the game (not inside descr_characters.txt), am I right? And we could use this general being spawned as the attacker of the city. And then we could give him invisible textures.![]()
Just my five cents, I'm most likely not able to do it myself so easily. Would've to look up some tutorials...
GODzilla(TM)
son of the family of Wilpuri under the patronage of makanyane
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GODzilla(TM)
son of the family of Wilpuri under the patronage of makanyane
- ﺼﺷﻁ[My Computer]ﻁﺾﺣ
- ﺼﺷﻁ[Screenshots]ﻁﺾﺣ
- ﺼﺷﻁ[Youtube Videos]ﻁﺾﺣ
1.0.1 works like charm with DLV, will be in the next enhancer_01![]()
Only the first kill commands are generating errors without effects (because there is no rebell before the spawn)
I don't understand the discussion about unvisible rebells. What for ? The rebel catapult is far away from the settlement and not attacked by the towers as in 1.0
repman
BareBonesWars 8.1 for RTW 1.5
Integration Mod which combines unique strategic challenges due to a 4 Season scripted campaign from 280 BC - 180 AD on several big/small maps and with an ruthless AI on the battlefield.
Deus lo Vult DLV 6.2 for MTW II Kingdoms
Norway+Ireland+Flanders+Kiev+Lithuania+Teutonic_Order+Armenia+Crusader+Georgia,1y2t script, army field costs, Ultimate AI 1.6, big map, military career, economic system, age simulation, heraldic system, new factions, garrison script, Crowns + Swords, Trait bugfixer, religion dependent recruiting, ancillary enhancements, darth battle mechanics
@repman: The kill commands are only in there in case the player deselects the settlement before pressing show me, so you can remove them for debugging, or, if you have a space where they won't cause problems, completely.
@godzilla: The changes are all right at the bottom of the files
About the invisible rebel thing: Well if you code it, I'll put it into the mod. Otherwise it's too much work for too little gain.
GODzilla(TM)
son of the family of Wilpuri under the patronage of makanyane
- ﺼﺷﻁ[My Computer]ﻁﺾﺣ
- ﺼﺷﻁ[Screenshots]ﻁﺾﺣ
- ﺼﺷﻁ[Youtube Videos]ﻁﺾﺣ
Would it be easy to make a view army feature then? Since you could script a rebel unit to spawn and attack the army?
That would be cool, especially for AAR's so people can take real screenshots of their armies marching across their empire.
I think it would be difficult, if not impossible. Because settlments names are definite and it's easy for the attacker(rebel catapult) to locate where to attack and so we can enter the battle screen. But characters names are uncertain so we cannot locate them in script. Maybe it's possible to give this function to some of those generals at start. But still that's a large project and again "too much work for too little gain"![]()
Ah yes I didn't think about the fact that you need a reference point to place the army.
I couldn't get it to work. Is this compatible with vista?
Welcome to the Great Race 2015. Either IS wins or Iran bails out Assad in the nick of time. Whoever wins Iraq and Syria and everybody else loses.
I used the installer and then used the oppida.bat file to launch it. If you're using it with an existing mod then you'll need to follow the instructions in the first post on incorporating the two together.
Uhm are you talking about Vista versions or M2TW versions or versions of the mod? For the last two cases: The mod is designed for M2TW 1.2 and you should go with the mod version 1.0.1
Your army disappeared? Uh that shouldn't happen. Can you try to reproduce it?