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Thread: Immortal Nazgul Version 1.2 Released

  1. #181
    JuL14n's Avatar Centenarius
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    Default Re: Immortal Nazgul Version 1.0 Released

    Quote Originally Posted by papio View Post
    This is OT, but I think I found something that could be used towards immortal elves. Its a condition called GeneralWithAncKilled, I think it could be used to differentiate between natural and battle deaths for the respawn of elves.

    Could use a script something like this:
    Spoiler Alert, click show to read: 
    declare_counter killed
    set_counter killed 0

    monitor_event FactionTurnStart FactionType egypt

    if GeneralWithAncKilled elf_a
    set_counter killed 1
    end_if

    if not I_FactionwideAncillaryExists elf_a
    and I_CompareCounter killed = 0

    spawn_army
    faction egypt
    character elf_a ....
    traits ....
    unit ...
    end
    end_if

    terminate_monitor
    end_monitor


    getting it to work with children could be an issue though...
    Great! I'm not 100% sure

    But something like this may work with their children as well.

    in export_descr_ancillaries

    Spoiler Alert, click show to read: 
    Trigger Elf_a
    WhenToTest CharacterTurnEnd
    Condition IsGeneral
    and CultureType greek

    AcquireAncillary Elf_a chance 100


    edit: agghh.. I'm tired. They would need their own script to get it to work

    Last edited by JuL14n; May 27, 2009 at 11:33 PM.

  2. #182
    VooDoo's Avatar Libertus
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    Default Re: Immortal Nazgul Version 1.0 Released

    just thinking out loud (not sure if it can be done, or has been tried)
    Spoiler Alert, click show to read: 

    but is it possible to tie in the faction heir trait to a ancillary (eg the nazgul rings), say just give the rings (say 4 of them to rule out any weird scenarios) the faction heir trait (if yo can assign it to more than one then just the highest authority gets it), or even a check that occurs at start/end of round (if its possible to force assign the heir trait)

    say add this to of the nazgul in the spawn nazgul script if its the right area for it (making up code, been ages since i ever did any of this stuff, so sorry if this insults any IT people, or TW coders )
    Code:
    and not WorldWideTraitExists faction_heir
    give trait faction_heir
    'that' check could be given to 4 or 5 nazgul, just to make sure nothing to weird happens in one turn but allow for a 'fast' cycle for it to be returned to the witch king

    or can you add certain conditions for some one to become faction heir, such as the need of certain ancillarys (once again the nazgul ring, much like the above idea just a different perspective)
    /end bad/tried_ideas
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  3. #183

    Default Re: Immortal Nazgul Version 1.0 Released

    sorry bout the noob question but i cant seem to install the mod

    does it install by itself or do you you have to copy and paste??

  4. #184
    JuL14n's Avatar Centenarius
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    Default Re: Immortal Nazgul Version 1.0 Released

    Quote Originally Posted by Fiach Dearg View Post
    sorry bout the noob question but i cant seem to install the mod

    does it install by itself or do you you have to copy and paste??
    Extract the .zip-file
    Then start the .exe/SFX and install it to Medieval 2 total war\mods\Third_age

    Should be set by deafult in the .exe/sfx-file.
    If not just follow that.

    When it asks to overwrite stuff, you have done right.
    Last edited by JuL14n; May 28, 2009 at 03:51 PM.

  5. #185

    Default Re: Immortal Nazgul Version 1.0 Released

    [quote=JuL14n;5275495]Extract the .zip-file
    Then start the .exe/SFX and install it to Medieval 2 total war\mods\Third_age

    Should be set by deafult in the .exe/sfx-file.
    If not just follow that.

    hmm i installed it but now it wont let me start the campaign?
    it just brings me back to the last screen >.<
    Last edited by Pilgrim9; May 29, 2009 at 08:58 AM.

  6. #186
    JuL14n's Avatar Centenarius
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    Default Re: Immortal Nazgul Version 1.0 Released

    Quote Originally Posted by Fiach Dearg View Post
    hmm i installed it but now it wont let me start the campaign?
    it just brings me back to the last screen >.<
    Hmm.. Strange, which did you use?
    And do you have any other mods installed?
    Is your game updated to 1.1?

    also, If you installed wrong of these 3 files, you can just install the right over the wrong.
    Last edited by JuL14n; May 29, 2009 at 10:43 AM.

  7. #187

    Default Re: Immortal Nazgul Version 1.0 Released

    Quote Originally Posted by JuL14n View Post
    Hmm.. Strange, which did you use?
    And do you have any other mods installed?
    Is your game updated to 1.1?

    also, If you installed wrong of these 3 files, you can just install the right over the wrong.
    its my first mod for it, im using 1.1
    and i installed the three files one after the other >.<

    but im not really the best with a compuiter though =/

    well i guess wiping out the elves will have to wait

  8. #188
    papio's Avatar Libertus
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    Default Re: Immortal Nazgul Version 1.0 Released

    I finally (with the help of konny in the mod workshop section) have the script to make there be a few turns between respawn working. For those interested replace your campaign_script file with the one attached (only compatible with RC/RR).

    Edit: currently setup to wait 5 turns before respawn

  9. #189
    JuL14n's Avatar Centenarius
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    Default Re: Immortal Nazgul Version 1.0 Released

    Quote Originally Posted by Fiach Dearg View Post
    its my first mod for it, im using 1.1
    and i installed the three files one after the other >.<

    but im not really the best with a compuiter though =/

    well i guess wiping out the elves will have to wait
    I've tested the Nazgul mod for vanilla Third Age 1.1 and it works as it should.

    1. Download "Nazgul mod TA 1.1.zip"
    2. Unpack the zip-file

    3a. run "Nazgul mod TA1.1.exe"
    3b. Unpack "Nazgul mod TA1.1.exe" with winrar.

    4. Install it to "c:\program files\SEGA\Medieval 2 total war\mods\Third_age"
    depending on where you got third age installed.
    5. Overwrite all files, if it do not ask for overwrite you have installed it to the wrong path
    6. Run your game as normal and start a new campaign

    If it still doesn't work, try to reinstall third age. part 1 & part 2, then patch 1.1

    a & b are just alternatives.

    @papio: that's great. rep+
    Last edited by JuL14n; May 29, 2009 at 12:11 PM.

  10. #190

    Default Re: Immortal Nazgul Version 1.0 Released

    [quote=JuL14n;5281348]I've tested the Nazgul mod for vanilla Third Age 1.1 and it works as it should.

    1. Download "Nazgul mod TA 1.1.zip"
    2. Unpack the zip-file

    ok i managed to get this far


    3a. run "Nazgul mod TA1.1.exe"
    3b. Unpack "Nazgul mod TA1.1.exe" with winrar.

    but when i extracted it this file wasnt here (btw does it have to be winrar??)


    4. Install it to "c:\program files\SEGA\Medieval 2 total war\mods\Third_age"
    depending on where you got third age installed.
    5. Overwrite all files, if it do not ask for overwrite you have installed it to the wrong path

    i installed the files regardless but it didnt ask me if i wanted to over right..... the only file was called "Data" so i guess i did something wrong

    6. Run your game as normal and start a new campaign

    If it still doesn't work, try to reinstall third age. part 1 & part 2, then patch 1.1

    and i just reinstalled it and it didnt work

    a & b are just alternatives.


    its times like these i give up on becoming a modder

  11. #191
    papio's Avatar Libertus
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    Default Re: Immortal Nazgul Version 1.0 Released

    @ Fiach, extract the zip file, then extract the file in that. You should then have a folder called data, copy this into the folder you have TATW installed in, default is: c:\program files\SEGA\Medieval 2 total war\mods\Third_age. You will need to start a new campaign too.

    hope that helps

    edit: any archive extractor should work

  12. #192

    Default Re: Immortal Nazgul Version 1.0 Released

    i copied data into the folder but it didnt ask me if i wanted to over write anything.
    i started a new campaign and i still had a bunch of crappy orc generals

    i dont suppose anyone else has had this problem??

  13. #193
    papio's Avatar Libertus
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    Default Re: Immortal Nazgul Version 1.0 Released

    hmm, if I had to guess I would say that you're coping it into the wrong folder (only explanation I can think of). I would try re-extracting the mod then trying again, make sure the folder you're copying it into already has a folder called data in it (it should also have the ring icon and tatw config file amongst other things)

  14. #194

    Default Re: Immortal Nazgul Version 1.0 Released

    thanks for the help, you were right i was putting it into the wrong folder... it had the same name but had nothing in it lmao

    amazing sub mod ive already crushed Gondor and am moving to Harad

  15. #195
    papio's Avatar Libertus
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    Default Re: Immortal Nazgul Version 1.0 Released

    Made an updated version compatible with RC/RR may 31, also added option for 5 turns or 10 turns between respawns.
    Last edited by papio; May 30, 2009 at 09:17 PM.

  16. #196
    JuL14n's Avatar Centenarius
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    Default Re: Immortal Nazgul Version 1.0 Released

    Good!

    Maybe we should work out as some kind of immortal nazgul modding team.
    What I don't do, you do. And what you don't do, I do.
    And we both could find out new ways to improve the mod

  17. #197
    papio's Avatar Libertus
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    Default Re: Immortal Nazgul Version 1.0 Released

    Quote Originally Posted by JuL14n View Post
    Good!

    Maybe we should work out as some kind of immortal nazgul modding team.
    What I don't do, you do. And what you don't do, I do.
    And we both could find out new ways to improve the mod
    Sounds good to me, though I'm not sure what we could do to make it much better at this point .

  18. #198
    JuL14n's Avatar Centenarius
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    Default Re: Immortal Nazgul Version 1.0 Released

    Quote Originally Posted by papio View Post
    Sounds good to me, though I'm not sure what we could do to make it much better at this point .
    Well, there are still small things need to be changed.
    For example that Witchking gets back his throne ASAP after respawn.

    btw, added link to your download, in my post on the 8:th page.

  19. #199

    Default Re: Immortal Nazgul Version 1.0 Released

    well i think i found a bug?

    when witchking dies a new guy gets to be the king. but when witchking respawns he gets the faction leader attribute also. if you afterwards go to battle using the witchking and he dies again you lose your "real" faction leader too. even though he was no near a battle.

  20. #200
    papio's Avatar Libertus
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    Default Re: Immortal Nazgul Version 1.0 Released

    Quote Originally Posted by mywonderchild View Post
    well i think i found a bug?

    when witchking dies a new guy gets to be the king. but when witchking respawns he gets the faction leader attribute also. if you afterwards go to battle using the witchking and he dies again you lose your "real" faction leader too. even though he was no near a battle.
    hmm, that's interesting, well fixed anyway, thanks for pointing that out.

    edit: nevermind, there is something wrong with it will repost when fixed
    edit: should work, also added descr_strat to make it compatible with both rc/rr and visual enhancement mod
    Last edited by papio; May 30, 2009 at 10:21 PM.

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