Page 3 of 5 FirstFirst 12345 LastLast
Results 41 to 60 of 96

Thread: Descr_Strat tutorial

  1. #41
    HouseOfHam's Avatar Primicerius
    Join Date
    Apr 2007
    Location
    Minnesota, USA
    Posts
    3,030

    Default Re: Descr_Strat tutorial

    Quote Originally Posted by Roman_Man#3 View Post
    Trying army bit out on Alexander. I get a KTM with error message saying World Creation Error: Cannot find unit description for unit type "unit name exp 0 weapon 0 armor 0"

    It is also for the Slave faction.
    Are you doing it with a unit that actually exists for slaves in Alexander? And shouldn't slave armies always be led by named characters?
    RTR website/SVN admin

    - Settlement coordinate locator -for RTW/M2TW
    - EDB Validator v1.2.8 (Oct 16, 2012) - for RTW/M2TW
    - RTW scripting tutorials
    - n-turns per year script generator

  2. #42
    Ramashan's Avatar Artifex
    Join Date
    Apr 2007
    Location
    Los Angeles, CA
    Posts
    4,991

    Default Re: Descr_Strat tutorial

    Great find for the army garrison House of Ham.
    Under the Patronage of Lord Condormanius

  3. #43

    Default Re: Descr_Strat tutorial

    Quote Originally Posted by HouseOfHam View Post
    Are you doing it with a unit that actually exists for slaves in Alexander? And shouldn't slave armies always be led by named characters?
    I didn't think they needed to be led by named characters, most of the traditional armies I have for slaves are generals.

    Also all the units that are being used in the garrisoned army thing are being used in regular armies.
    RIP Calvin, you won't be forgotten.

  4. #44
    Quinn Inuit's Avatar Artifex
    Join Date
    Sep 2006
    Location
    Virginia, USA
    Posts
    4,968

    Default Re: Descr_Strat tutorial

    That's awesome, HoH. One question: can you use that to define the location of named characters, too, or does that still need to be done in the named characters section?
    RTR Platinum Team Apprentice, RTR VII Team Member, and Extended Realism Mod Team Coordinator. Proud member of House Wilpuri under the patronage of Pannonian

    The ExRM forum: come for the mod, stay for the Classical History discussions. Or vice versa.

    My writing-related Twitter feed.

  5. #45
    HouseOfHam's Avatar Primicerius
    Join Date
    Apr 2007
    Location
    Minnesota, USA
    Posts
    3,030

    Default Re: Descr_Strat tutorial

    Quote Originally Posted by Quinn Inuit View Post
    That's awesome, HoH. One question: can you use that to define the location of named characters, too, or does that still need to be done in the named characters section?
    As far as I can tell, named characters have to be defined separately.

    Also, if you want to have a settlement with a garrison led and a named character, they need to be defined together as that character's army. If you give a settlement a garrisoned_army, then add a named character at the same coordinates, they do not merge and the character is left standing atop the settlement.
    RTR website/SVN admin

    - Settlement coordinate locator -for RTW/M2TW
    - EDB Validator v1.2.8 (Oct 16, 2012) - for RTW/M2TW
    - RTW scripting tutorials
    - n-turns per year script generator

  6. #46
    Quinn Inuit's Avatar Artifex
    Join Date
    Sep 2006
    Location
    Virginia, USA
    Posts
    4,968

    Default Re: Descr_Strat tutorial

    Ah, good to know. Thank you.
    RTR Platinum Team Apprentice, RTR VII Team Member, and Extended Realism Mod Team Coordinator. Proud member of House Wilpuri under the patronage of Pannonian

    The ExRM forum: come for the mod, stay for the Classical History discussions. Or vice versa.

    My writing-related Twitter feed.

  7. #47
    HouseOfHam's Avatar Primicerius
    Join Date
    Apr 2007
    Location
    Minnesota, USA
    Posts
    3,030

    Default Re: Descr_Strat tutorial

    Found something else that might be interesting...

    #1: Ambush parameter
    Code:
    unit        rtr caetrati skirmishers                ambush 75 exp 2 armour 0 weapon_lvl 0
    Tried it in TIC:
    Code:
    character    Ambatorix, named character, leader, age 52, , x 42, y 59
    traits Leader_Bonus 1, GoodCommander 1, Energetic 1, Intelligent 1, Drink 1, Pagan 1
    ancillaries bard
    army
    unit        rtr celtiberian warlord                exp 2 armour 0 weapon_lvl 0
    unit        rtr caetrati skirmishers                ambush 75 exp 2 armour 0 weapon_lvl 0
    unit        rtr celtiberian scutarii                exp 2 armour 0 weapon_lvl 0
    unit        rtr celtiberian heavy cavalry                exp 2 armour 0 weapon_lvl 0
    Doesn't cause a CTD at least, but don't know if it does anything, either. More testing needed...

    My guess is that it specifies how close the enemy would have to get to a hiding unit before they can detect it.


    #2: Besieging a settlement at campaign start

    Put the army next to an enemy settlement, then add sieging after the last unit, like this:
    Code:
    character    Vendirix, named character, age 25, , x 62, y 60 ; north of rebel town
    traits Leader_Bonus 1, NaturalMilitarySkill 1, Energetic 1, Drink 1, Bloodthirsty 1, Pagan 1
    ancillaries armourer
    army
    unit        rtr celtiberian warlord                exp 2 armour 0 weapon_lvl 0
    unit        rtr celtiberian scutarii            exp 2 armour 0 weapon_lvl 0
    unit        rtr celtiberian scutarii            exp 2 armour 0 weapon_lvl 0
    unit        rtr celtiberian scutarii            exp 2 armour 0 weapon_lvl 0
    unit        rtr celtiberian scutarii            exp 2 armour 0 weapon_lvl 0
    unit        rtr celtiberian scutarii            exp 2 armour 0 weapon_lvl 0
    sieging
    You can also give that army various types of siege equipment by appending the line(s) to specify the type and number of siege engines:

    Code:
    siege_equipment     ram 1
    siege_equipment     tower 1
    siege_equipment     ladder 1
    siege_equipment     sap_point 2
    Last edited by HouseOfHam; October 10, 2008 at 12:53 AM.
    RTR website/SVN admin

    - Settlement coordinate locator -for RTW/M2TW
    - EDB Validator v1.2.8 (Oct 16, 2012) - for RTW/M2TW
    - RTW scripting tutorials
    - n-turns per year script generator

  8. #48
    MasterOfNone's Avatar RTW Modder 2004-2015
    Join Date
    May 2005
    Location
    England
    Posts
    16,707

    Default Re: Descr_Strat tutorial

    Very interesting, though HB code has intimated your latter find (I could never get the thing to work properly) I knew nothing of the first.

    Great work.
    "One of the most sophisticated Total War mods ever developed..."
    The Fourth Age: Total War - The Dominion of Men

  9. #49
    Hister's Avatar Domesticus
    Join Date
    Sep 2006
    Location
    Slovenia
    Posts
    2,233

    Default Re: Descr_Strat tutorial

    Great, thanx!
    PROUD MEMBER OF PAENINSULA ITALICA TEAM

    For M2TW PI forum click here.
    For RTW PI forum click here.

  10. #50

    Default Re: Descr_Strat tutorial

    Great finds again. We need to start tampering with the .exe more...

  11. #51

    Default Re: Descr_Strat tutorial

    Great finds again HoH!!!


  12. #52
    HouseOfHam's Avatar Primicerius
    Join Date
    Apr 2007
    Location
    Minnesota, USA
    Posts
    3,030

    Default Re: Descr_Strat tutorial

    Quote Originally Posted by MasterOfNone View Post
    Very interesting, though HB code has intimated your latter find (I could never get the thing to work properly) I knew nothing of the first.

    Great work.
    Yeah, I googled it after the fact and found some people tried using it in descr_battle.txt (for historical battles), but had problems getting it to work.
    RTR website/SVN admin

    - Settlement coordinate locator -for RTW/M2TW
    - EDB Validator v1.2.8 (Oct 16, 2012) - for RTW/M2TW
    - RTW scripting tutorials
    - n-turns per year script generator

  13. #53
    Squid's Avatar Opifex
    Patrician Artifex Technical Staff

    Join Date
    Feb 2007
    Location
    Frozen waste lands of the north
    Posts
    17,760
    Blog Entries
    3

    Default Re: Descr_Strat tutorial

    Nicely done, this will be very very helpful!!
    Under the patronage of Roman_Man#3, Patron of Ishan
    Click for my tools and tutorials
    "Two things are infinite: the universe and human stupidity; and I'm not sure about the universe." -----Albert Einstein

  14. #54

    Default Re: Descr_Strat tutorial

    Great finds again HoH.

    Expand your borders, a mod based on XGM 5.

  15. #55
    Quinn Inuit's Avatar Artifex
    Join Date
    Sep 2006
    Location
    Virginia, USA
    Posts
    4,968

    Default Re: Descr_Strat tutorial

    That's a really interesting find. Thanks for sharing it!
    RTR Platinum Team Apprentice, RTR VII Team Member, and Extended Realism Mod Team Coordinator. Proud member of House Wilpuri under the patronage of Pannonian

    The ExRM forum: come for the mod, stay for the Classical History discussions. Or vice versa.

    My writing-related Twitter feed.

  16. #56

    Default Re: Descr_Strat tutorial

    The siege part is dynamite! It`s what I needed for a bi timeframe mod and did not realize it existed. The minor inconvenient is that the army doesn`t necessarily faces the settlement at start(mine faced south with the settlement to the west).
    The bigger issue for my plans was that the ai doesn`t seem bounded by such a seige to actually execute it. My horde evaporated north to join the rest of the horde instead of executing the siege even though it greatly outnumbered the defenders. Which made me realize I need to start a new thread.
    Still, a great find. Especially the fact that you can give them seige engines too. Thanks for sharing this!

    Btw, is it possible to start the game with damaged buildings?

  17. #57
    Squid's Avatar Opifex
    Patrician Artifex Technical Staff

    Join Date
    Feb 2007
    Location
    Frozen waste lands of the north
    Posts
    17,760
    Blog Entries
    3

    Default Re: Descr_Strat tutorial

    Quote Originally Posted by florin80 View Post
    The siege part is dynamite! It`s what I needed for a bi timeframe mod and did not realize it existed. The minor inconvenient is that the army doesn`t necessarily faces the settlement at start(mine faced south with the settlement to the west).
    The bigger issue for my plans was that the ai doesn`t seem bounded by such a seige to actually execute it. My horde evaporated north to join the rest of the horde instead of executing the siege even though it greatly outnumbered the defenders. Which made me realize I need to start a new thread.
    Still, a great find. Especially the fact that you can give them seige engines too. Thanks for sharing this!

    Btw, is it possible to start the game with damaged buildings?
    Yes it is, this was one of HouseOfHam's earlier discoveries, I quoted the post below, you're probably interested in the first part.

    Quote Originally Posted by HouseOfHam View Post
    I've made a couple more finds today:

    1. It's possible to set the starting building health. For example,
    Code:
        building
        {
            type defenses stone_wall
            health 75%
        }
    2. It's possible to define a garrison for a settlement right when you define it, without having to create a separate army. For example,

    Code:
    settlement
    {
        level town
        region Lucania;    Grumentum
        year_founded 0
        population 1480
        plan_set default_set
        faction_creator epirus
        garrisoned_army
        unit        fac rome light infantry                    exp 0 armour 0 weapon_lvl 0
        unit        aor oscan skirmishers                    exp 0 armour 0 weapon_lvl 0
        building
        {
            type core_building governors_house
        }
    }
    Under the patronage of Roman_Man#3, Patron of Ishan
    Click for my tools and tutorials
    "Two things are infinite: the universe and human stupidity; and I'm not sure about the universe." -----Albert Einstein

  18. #58

    Default Re: Descr_Strat tutorial

    Embarrassingly I`ve manged to forget that earlier bit of information... Thank you!

  19. #59
    Ramashan's Avatar Artifex
    Join Date
    Apr 2007
    Location
    Los Angeles, CA
    Posts
    4,991

    Default Re: Descr_Strat tutorial

    Has anyone gotten the tree to load with dead males? I've gotten dead females to load, but as soon as I try to do it to a male it CTD's. Also, it says she was assassinated 25 years before the game start.

    Is scripting the only way to control deaths in the family tree?
    Under the Patronage of Lord Condormanius

  20. #60
    HouseOfHam's Avatar Primicerius
    Join Date
    Apr 2007
    Location
    Minnesota, USA
    Posts
    3,030

    Default Re: Descr_Strat tutorial

    I've never been able to get it to work, either, but I'll try to find a bit of time to do a few more experiments. There are a couple messages in the .exe that might be an indication of how it's supposed to be used.

    "%s is a live male of age > %i and so must be created as a named character and not just a character record."

    "%s can only be a past leader if he is now dead."

    So, from that, you could deduce that a dead male of age would be declared with a character_record and that using past_leader implies dead. So, theoretically something like this should work:

    Code:
    character_record        Corpsus Testius,     male, age 76, dead, past_leader
    Also, I think you would need to create a wife for him and setup a relative record to tie them to the rest of the family tree.
    RTR website/SVN admin

    - Settlement coordinate locator -for RTW/M2TW
    - EDB Validator v1.2.8 (Oct 16, 2012) - for RTW/M2TW
    - RTW scripting tutorials
    - n-turns per year script generator

Page 3 of 5 FirstFirst 12345 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •