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Thread: Interesting Issue with Mods using Kingdoms and multi-Campaign

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  1. #1
    Turbo's Avatar Civitate
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    Default Interesting Issue with Mods using Kingdoms and multi-Campaign

    Klink and I've been doing research on why the conditional I_SettlementOwner doesn't work in either Stainless Steel or LTC. The conditional works fine in retrofit, kingdoms, and MTW2 but does not work with either LTC or Stainless. Very puzzling.

    We tentatively identified the problem as being the additional campaign (Late Campaign). That there is a problem of this type with a basic conditionals seems to indicate some limitations on the part of the Kingdoms executable and could mask some more hidden problems. These errors might manifest themselves in odd or random ways. Trouble travels in pairs as they say..

    Another clue is the fact that each campaign of Kingdoms is run independently of the other. If you notice, there are separate icons for each campaign and each campaign has its own separate mod folder. Now you can argue that there are a lot of different files for each campaign however, it would seem more intuitive to include all these campaigns under one menu. CA did this before in Rome which had a separate tutorial campaign and in MTW2 which had a separate Norman-Saxon campaign.

    The early campaign works relatively bug free in my experience. The problem could manifest itself more in the late campaign. I haven't played the late campaign lately so I can only guess as to whether it is more stable than the early campaign.

    Where I could use some help is determining which files need to be removed or editted to take to say eliminate the late campaign. If as I suspect the conditional starts working, then we may need to look at a different way to bolt on additional campaigns.
    Last edited by Turbo; February 27, 2008 at 06:04 PM.
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  2. #2

    Default Re: Interesting Issue with Mods using Kingdoms and multi-Campaign

    Hi Turbo! I'm curious on how this is coming along (but not pushing lol!)? Just wondering, because I think a working garrison script along the same lines as your faction survival script would be a massive improvement to game play...

    Cheers!

    PS I also thought it needed a bump just in case someone who can help drops by this forum....


    Wir können nicht das Unmögliche erreichen, wenn es von uns nicht gefordert wird.

  3. #3

    Default Re: Interesting Issue with Mods using Kingdoms and multi-Campaign

    I'm having a similar problem.

    The new "historic_event true" command that should create an accept/decline scroll creates a regular event scroll instead, without the options. LIkewise, I_SettlementOwner doesn't seem to work either.

    This seems to be a problem with my mod only, as somebody else tested the script on regular retrofit for me and it worked fine for him.

    My mod doesn't contain multiple campaigns..
    Grand Campaign: Extended - Adding Kingdoms content to the Grand Campaign.

  4. #4
    King Yngvar's Avatar Senator
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    Default Re: Interesting Issue with Mods using Kingdoms and multi-Campaign

    The problem with having several campaigns within the same mod is that only one can be played in hotseat.
    It's redundant to write your username at the end of your post,
    if I wanted to see your name I'd look to the left of my screen.

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