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Thread: Changing what the "bribe" command does? Also script generating help needed!

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  1. #1
    emotion_name's Avatar Protector Domesticus
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    Icon13 Changing what the "bribe" command does? Also script generating help needed!

    Hi guys!

    Ok, first things first, i told a slight lie in the title!

    Im probably gonna needs lots of help!

    Basically myself and about 4/5 friends want to play a Multiplayer Campaign on Vanilla 1.5, sending the turns by E-Mail.

    I have located Myrddraal's script generator that allows this to happen to some extent, but we were having issues with it and also hoping for an option to send units between factions.

    I located the script generator here http://forums.totalwar.org/vb/showth...t=64876&page=7 and as you can see i have asked for help on that thread, but its pretty much ancient there now!

    Now last year i was going to join a hotseat here at TWC, called Augustus, but didnt because of my concerns about every faction being human controlled and the time it would take between turns.

    Valerius Tibulus, the man who created Augustus, used Myrddraal's script generator and then did some work of his own, mainly to stop it CTD'ing after so many turns, and he also included an ability to send units as gifts between players.

    These units would have a peasant unit card, but the unit itself remained whatever is was when sent.

    He issued it as a mod, because he had changed some things like diplomacy and movement distance etc, whereas using just the script by Myrddraal keeps everything the same.

    Now i have found the Augustus forum here, and i have sent V.T a pm asking him for help, or if i can have access to his mod, and so far no response.

    So, what i would like to do is make my own!

    Thing is, i dont know where to start!

    I basically want to be able to do a play-by-email campaign with about 5 Human players and the rest of the factions remaining AI controlled.

    Some of the issues raised about the script generator by Myrddraal i would like to iron out, such as CTD's when using more than one roman faction or when reaching late in the game, having to turn "auto manage" off at the start of every turn and the cpu sometimes accepting treaties etc on your behalf!

    I would like to include the ability to send units from one faction to another, as this would make diplomacy awesome, and add another element to it as well.

    Im currently trying to use the script generator and having no luck!

    It is saying the script is generated and saved on C:\ as hotseatcampaign but when i check its not there. Hidden files and folders are set to view, and i have searched everywhere i can think of, so i need help with this as well!

    But basically, taking all this into account, where do i start and what do i do?

    Im aware it will be a lot of work, at least im guessing it will, im willing to do it as my friends and i really want to do this, and do it properly!

    Anyone who helps me make this will be included in the credits for it and will also have access to the mod as well as lots of +REP and eternal gratitude from myself and my friends!
    Last edited by emotion_name; July 18, 2009 at 07:04 PM.

  2. #2
    emotion_name's Avatar Protector Domesticus
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    Default Re: Generating Script for Making RTW Hotseat! Some help needed!

    Well, does this mean no-one knows how to help, or no-one wants to help?

    Valerius Tiberius has contacted me, saying he hasnt got the files anymore but when he has time he will try and help.

    What he did explain, was to enable the sending of units, to a certain extent.

    He said he changed what "bribe" did when you attempt to bribe some units, and instead of it disbanding it became a useable unit for your faction.

    The only drawback was when you selected it, its unit card in the bottom of the UI showed a peasant unit, even though it isnt a peasant.

    So, does anyone know how to change the effect of the bribe command?

    +REP and eternal gratitude to the person who helps me to do this, as well as obvious credits on the mod file when its completed.

    Also, im still unable to find the generated script produced by Myrddraal script generator. I have even run an advanced search on my cpu using the exact name for the script as it tells me it is in the generator when it claims its generated it, and still there is no results returned.

    Someone please help me, someone knows how to do these things, or one of them, or has an idea that might steer me in the right direction.

    Or maybe someone knows a modder who is accomplished in this area who i could PM directly? If you do please tell me so i can ask them! I have tried sending Myrddraal a pm directly asking about these things, same with his thread i replied on, there has been NO WORD back.
    Last edited by emotion_name; July 18, 2009 at 07:02 PM.

  3. #3

    Default Re: Generating Script for Making RTW Hotseat! Some help needed!

    I can't help with the script part, but I think I know how he "changed" how bribes work. Simply put, if a faction has ownership of a unit in export_descr_units (EDU), instead of disbanding when bribed, the unit will join your faction. So, by giving all factions ownership of all units, bribing will disband no units. Also, you will need to assign skins for the units for each faction in descr_model_battle (DMB). As for the peasant cards, that could be fixed by adding the correct cards for each faction. There are tutorials for how to do both those things in these workshops. Also, ask him how he did it, it may be different from what I think.

    This tutorial talks about adding an entirely new unit, but you can figure out how to just make units available to other factions as well.
    Last edited by CaesarVincens; July 19, 2009 at 02:27 AM.

    Expand your borders, a mod based on XGM 5.

  4. #4
    emotion_name's Avatar Protector Domesticus
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    Default Re: Changing what the "bribe" command does? Also script generating help needed!

    Brilliant!

    +REP

    Thank you very much for your reply, i was beginning to think i was all alone in here!

    What you said about units from EDU and things makes sense, and gives me something to do towards finishing it rather than waiting for someone to reply.

    One thing though, sorry if it seems a silly question, but by making all units available to all factions, what stops them from being created by all factions in there barracks?

    Even if i did all that, would Julii be able to produce Spartans, coz thats not what im after?

    Like i said, sorry if it seems a silly question, and thanks again for your reply!

  5. #5

    Default Re: Changing what the "bribe" command does? Also script generating help needed!

    The ability to have a unit and the ability to recruit it are two different things (though the latter obviously requires the former). Recruitment ability is defined in export_descr_buildings, so if you leave that in tact and simply edit the ownership lines in the EDU entries, you'll be fine.

  6. #6
    emotion_name's Avatar Protector Domesticus
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    Default Re: Changing what the "bribe" command does? Also script generating help needed!

    Thank you very much for clearing that up for me, and also thank you for your reply here!

    +REP for your help!

  7. #7
    emotion_name's Avatar Protector Domesticus
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    Default Re: Changing what the "bribe" command does? Also script generating help needed!

    Ok, so i have changed ownership in the export_descr_unit txt like you said, but im not sure what im supposed to do in the descr_model_battle file!

    Could you explain it a bit more please?

    Not sure if it matters, but im going to be auto-resolving all battles, so is skins for battle models needed, or does it just generate them when you actually do battle?

    Also having no luck at all still with script generator, or getting hold of someone who could help. Does anyone know someone i can contact who could possibly help me with this?

  8. #8

    Default Re: Changing what the "bribe" command does? Also script generating help needed!

    DMB: Each model has an entry like that:

    Code:
    type                elephant_indian
    skeleton            fs_indian_elephant
    indiv_range            40
    texture                carthage, data/models_unit/textures/mount_indian_elephant_carthage.tga
    texture                seleucid, data/models_unit/textures/mount_indian_elephant_seleucid.tga
    texture                parthia, data/models_unit/textures/mount_indian_elephant_parthia.tga
    texture                merc, data/models_unit/textures/mount_indian_elephant_mercenary.tga
    texture                britons, data/models_unit/textures/mount_indian_elephant_carthage.tga
    model_flexi            data/models_unit/mount_elephant_indian_400.CAS, 25
    model_flexi            data/models_unit/mount_elephant_indian_300.CAS, 40
    model_flexi            data/models_unit/mount_elephant_indian_200.CAS, 70
    model_flexi            data/models_unit/mount_elephant_indian_100.CAS, max
    model_tri            700, 0.3f, 0.3f, 0.3f
    See how it uses a different texture line for each faction to which the unit is available. You must do the same. For instance, if you wanted to add this unit to the britons, you'd need the blue line (assuming the britons would use the carthaginian texture)



    If you're auto-resolving, the skin is not needed though.

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