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Thread: Oppida (aka the view settlement mod)

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  1. #1

    Default Re: Oppida (aka the view settlement mod)

    Quote Originally Posted by GODzilla View Post
    We could make him invisible with alpha textures, couldn't we?
    yes, we can. but all rebel generals will be invisible, too.

  2. #2
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    Default Re: Oppida (aka the view settlement mod)

    Quote Originally Posted by zxiang1983 View Post
    yes, we can. but all rebel generals will be invisible, too.
    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)
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  3. #3

    Default Re: Oppida (aka the view settlement mod)

    Quote Originally Posted by zxiang1983 View Post
    yes, we can. but all rebel generals will be invisible, too.
    Maybe we make a brand new unit for city view. A generic unit and invisible. I'll make some experiments about it. If i success then i'll inform you about it.

    Shoulder to shoulder we're walking through a bright future. For ze Reich!

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    Default Re: Oppida (aka the view settlement mod)

    Quote Originally Posted by Little Legionaire View Post
    Maybe we make a brand new unit for city view. A generic unit and invisible. I'll make some experiments about it. If i success then i'll inform you about it.

    Shoulder to shoulder we're walking through a bright future. For ze Reich!
    Well that's a great idea. How did that cross your mind?
    GODzilla(TM)
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  5. #5

    Default Re: Oppida (aka the view settlement mod)

    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

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  6. #6
    alpaca's Avatar Harbinger of saliva
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    Default Re: Oppida (aka the view settlement mod)

    @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.

    No thing is everything. Every thing is nothing.

  7. #7
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    Default Re: Oppida (aka the view settlement mod)

    Quote Originally Posted by alpaca View Post
    @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.
    Thanks. But....I don't see what you've changed for the "imperial_campaign_regions_and_settlement_names.txt"!?!
    GODzilla(TM)
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  8. #8
    alpaca's Avatar Harbinger of saliva
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    Default Re: Oppida (aka the view settlement mod)

    Quote Originally Posted by GODzilla View Post
    Thanks. But....I don't see what you've changed for the "imperial_campaign_regions_and_settlement_names.txt"!?!
    Nothing, I just forgot to remove it (I'm still used to putting it in there because it was required for a mod folder in BI)

    No thing is everything. Every thing is nothing.

  9. #9

    Default Re: Oppida (aka the view settlement mod)

    Quote Originally Posted by repman View Post
    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
    Yeah, true repman. We can survive without it.

  10. #10
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    Default Re: Oppida (aka the view settlement mod)

    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.


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  11. #11

    Default Re: Oppida (aka the view settlement mod)

    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"

  12. #12
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    Default Re: Oppida (aka the view settlement mod)

    Ah yes I didn't think about the fact that you need a reference point to place the army.


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  13. #13
    alpaca's Avatar Harbinger of saliva
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    Default Re: Oppida (aka the view settlement mod)

    Quote Originally Posted by Garnier View Post
    Ah yes I didn't think about the fact that you need a reference point to place the army.
    What you actually need is a name of the character the army should attack, so for us it's impossible to code.

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    Default Re: Oppida (aka the view settlement mod)

    Quote Originally Posted by alpaca View Post
    What you actually need is a name of the character the army should attack, so for us it's impossible to code.
    Yeah thats what I meant.


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  15. #15

    Default Re: Oppida (aka the view settlement mod)

    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.

  16. #16

    Default Re: Oppida (aka the view settlement mod)

    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.

  17. #17

    Default Re: Oppida (aka the view settlement mod)

    Quote Originally Posted by nerazzurri View Post
    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.
    Which version though 1.0 or 1.01?
    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.

  18. #18

    Default Re: Oppida (aka the view settlement mod)

    1.01

  19. #19

    Default Re: Oppida (aka the view settlement mod)

    Quote Originally Posted by nerazzurri View Post
    1.01
    Okay, I just uninstalled, so I'll reinstall and get back to you guys
    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.

  20. #20
    alpaca's Avatar Harbinger of saliva
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    Default Re: Oppida (aka the view settlement mod)

    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?
    Last edited by alpaca; June 18, 2007 at 11:57 AM.

    No thing is everything. Every thing is nothing.

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