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Great find for the army garrison House of Ham.
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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?
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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
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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.
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Found something else that might be interesting...
#1: Ambush parameter
Tried it in TIC:Code:unit rtr caetrati skirmishers ambush 75 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...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
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:
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: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
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
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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.
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Great finds again HoH!!!
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- Settlement coordinate locator -for RTW/M2TW
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Nicely done, this will be very very helpful!!
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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.
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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?
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"Two things are infinite: the universe and human stupidity; and I'm not sure about the universe." -----Albert Einstein
Embarrassingly I`ve manged to forget that earlier bit of information... Thank you!
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?
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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:
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.Code:character_record Corpsus Testius, male, age 76, dead, past_leader
RTR website/SVN admin
- Settlement coordinate locator -for RTW/M2TW
- EDB Validator v1.2.8 (Oct 16, 2012) - for RTW/M2TW
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