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Thread: How To: The Ancillary Guide

  1. #121

    Default Re: How To: The Ancillary Guide

    Nope. export_ancillaries is unicoded, if I try to unicode export_descr_ancillaries it crashes game.

    Maybe it's my copy of the game? I have the old boxed version, but I patched it to 1.2...

  2. #122
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: How To: The Ancillary Guide

    I did not test if your files were working, I simply removed trailing spaces with Notepad++ (Edit\Blank operations\Trim trailing spaces) and then used the BinEditor from Geomod to first import\export the txt file to ensure correct formatting and then saved it as string.bin file. If you want to know how to use the BinEditor, check in my manual for Geomod.
    I don't think your version of the game has anything to do with it - it has been working with that principle through all the versions of M2TW.

    txt files in data\text = unicode and special character in first line
    all other txt files = ANSI
    Last edited by Gigantus; December 27, 2012 at 09:40 PM.










  3. #123

    Default Re: How To: The Ancillary Guide

    Wow. That is impressive. Going to take a look today.

  4. #124

    Default Re: How To: The Ancillary Guide

    Loving it. It works. Love Bare Geomod as well- but it takes forever to load in comparison to vanilla. Any ideals why?

  5. #125
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: How To: The Ancillary Guide

    See the manual where the necessary files are listed (page 4 and 5). There is a special note regarding the text\historic_events file. Follow the instructions how to rectify the problem.










  6. #126

    Default Re: How To: The Ancillary Guide

    Derp. I jumped ahead in the manual, then used the converter to generate the strings.bin files my install of the game won't generate.

    Done. It loads at nearly normal speed now, thanks Gigantus!

    P.S. Who is Rudolph? I haven't seen burning oil yet, wut do? Thank you very much, once again.

  7. #127
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: How To: The Ancillary Guide

    Christmas - red admin - red nose - rudolp?










  8. #128

    Default Re: How To: The Ancillary Guide

    Hello,

    I have added a few ancillaries to the game. I have changed the export_anc.text file and the export_descr_ancillaries file to read only. But, every time I load the game, the changes don't load. When I exit the game the files are the originals without my editing. Any idea what I'm doing wrong?

  9. #129
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: How To: The Ancillary Guide

    Are you modifying the original game? Because you need a CFG file with the 'file_first = true' entry
    If you do, then I would suggest you use my Bare Geomod installation instead, it has all the required set up files and has the above CFG entry.










  10. #130

    Default Re: How To: The Ancillary Guide

    Any link to a complete (or at least near that) list of possible ancillary effects ?


  11. #131

    Default Re: How To: The Ancillary Guide

    ok so after a bit of searching i found me this list (from a traits tutorial at the org)
    Spoiler Alert, click show to read: 
    BattleSurgery
    TrainingAnimalUnits
    HitPoints
    BodyguardValour
    Looting
    Law
    Unrest
    Squalor
    ArtilleryCommand
    GunpowderCommand
    InfantryCommand
    CavalryCommand
    Fertility
    TaxCollection
    Mining
    Farming
    FootInTheDoor
    LocalPopularity
    Trading
    Construction
    TrainingAgents
    TrainingUnits
    LineOfSight
    Electability
    BribeResistance
    Bribery
    PublicSecurity
    PersonalSecurity
    NightBattle
    SiegeEngineering
    NavalCommand
    Ambush
    SiegeDefence
    SiegeAttack
    Defence
    MovementPoints
    TroopMorale
    Subterfuge
    Management
    BodyguardSize
    Generosity
    Boldness
    Disposition
    Violence
    Purity
    Eligibility
    Sabotage
    Assassination
    Authority
    HeresyImmunity
    Unorthodoxy
    Piety
    Finance
    Charm
    Influence
    Command
    Loyalty


    Combat_V_Religion_x: Replace "x" with a religion name (christian, muslim, ...) here
    Combat_V_Faction_x: Replace "x" with a faction name (england, france, ...) here


    couls someone please explain em a bit ? As in what they do, which agent types are they for and if they have negative values too


  12. #132
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: How To: The Ancillary Guide











  13. #133

    Default Re: How To: The Ancillary Guide

    Was of great help till now, but i have one final doubt.

    Can ancillaries affect Authority, Dread/Chivalry and Piety for generals ? Command, is in the list, but these are not. So?
    * Do Management and Influence work for Med2 Kingdoms (as other forms of Piety, like in Britannia expansion) or are they just Rome TW left overs?


  14. #134
    Kiliç Alì's Avatar Domesticus
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    Default Re: How To: The Ancillary Guide

    AFAIK any effect can be risen via Trait or Anc, no real deifference.

    Also some of them are... weird. Like, can anyone (maybe with .exe access) explain effects of:
    Generosity
    Boldness
    Disposition

    Purity

    Eligibility

    Electability

    FootInTheDoor


    And, Is Management actually read by the .exe? I tought britannia Kingdoms used pied but just swithced the name...

    P.S. is any of them read by .exe? and what the *** does FootInTheDoor do?

    Also this is useful for the unique ancillary matter:
    http://www.twcenter.net/forums/showt...dden-Attribute

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  15. #135

    Default Re: How To: The Ancillary Guide

    Quote Originally Posted by Kiliç Alì View Post

    And, Is Management actually read by the .exe? I tought britannia Kingdoms used pied but just swithced the name...
    well it doesn't generate an error message
    Effect Management 10
    on a trait - isolated to make it the only trait... doesn't generate any error, but also sticking a general with that into a settlement doesn't make any differences to the settlements stats when he goes in or on the next turn...

    you could maybe use it as a pickup to use as a hidden trigger for other things ( as giving naval_command was for generals in RTW)

    but meh... generally looking like it doesn't work. (Brittania definitely only did {piety}=management as a text thingy)

  16. #136
    Withwnar's Avatar Script To The Waist
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    Default Re: How To: The Ancillary Guide

    I vaguely recall FootInTheDoor mentioned in a tutorial/discussion somewhere. I think it is for spies?/assassins? but no longer implemented - or never was.

    EDIT: Diplomats perhaps. I found this comment...

    A question: did anyone manage to use Bribery and FootInTheDoor as diplomats' traits in any meaningful way to influence the outcome of the diplomatic activities?
    ...(for RTW) here: http://forums.totalwar.org/vb/showth...l=1#post930950
    Last edited by Withwnar; November 11, 2013 at 02:10 AM.

  17. #137

    Default Re: How To: The Ancillary Guide

    tutorial excerpt stat_health 1, 0
    stat_health - The first value (1, 0) shows the number of hitpoints. Basically, units with x hitpoints must be dealt a killing blow x number of times. The second number (1, 0) is no longer used for anything.


    I guess the Effect HitPoints detail in the ancillaries/traits code, modifies the aforementioned edu entry.. Which means that since stat_health can't fall under 1, the Effect HitPoints entry in the ancs/traits code can't have negative values.. Right?

    So how can one penalize in a gradual manner a character's hitpoints? As in having a trait like

    useless fighter: -3 HP
    pitiful fighter: -2 HP
    bad fighter: -1 HP
    unproven fighter: no effect

    Seems like one has to make it that the BG units have an innate high stat_health (maybe also raise all other units stat_health, so that BG isn't overkill in comparsion, but that would make battles last awfully longer)

    Any other options?


  18. #138
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: How To: The Ancillary Guide

    No other option - don't think you can have negative hitpoints










  19. #139

    Default Re: How To: The Ancillary Guide

    ah thanks, so if this is the only option, would also (proportionally, in a finished edu) raising the attack points (cause of raising every units stat_health) do the trick ?


  20. #140
    Withwnar's Avatar Script To The Waist
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    Default Re: How To: The Ancillary Guide

    An alternative would be...

    useless fighter: +0 HP
    pitiful fighter: +1 HP
    bad fighter: +2 HP
    unproven fighter: +3 HP

    ...and give all new generals (named characters) the trait at the unproven fighter level, losing points in this trait under whatever conditions you had in mind to make them worse fighters. It avoids hacking up the EDU, if a solution there is even possible.

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