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  1. #1
    axnsan's Avatar Protector Domesticus
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    Default Script & Barracks event removal

    Barracks events
    a.k.a WAI CAN I NOT BILD UBER UNITZ?!1?!!?@?!?!


    The barracks events are required for training more advanced units. The first barrack event happens between turns 32 and 40, the second one happens between turns 56 and 64. To remove them do the following

    Note: this is also an alternative to reinstalling if you have "bugged events"

    M2TW/mods/Third_Age/data/world/maps/campaign/imperial_campaign/descr_events.txt

    Delete everything in this file, and save it.

    M2TW/mods/Third_Age/data/export_descr_buildings.txt

    Open this file with notepad and press CTRL+H. In the "Find what" field, type
    Code:
      and event_counter large_city_barracks 1
    Leave the "Replace with" field blank, and click "replace all"

    Repeat the process, but this time type
    Code:
      and event_counter huge_city_barracks 1
    in the find what field.

    Save the file and you're done!
    Garrison Script
    a.k.a WER DID DAT SHETSTORM OV TRUPS CUM FROM?!1?!!?@?!?!


    The most evil script in all history, feared more than Chuck Norris himself, this most malefic and unrealistic script adds troops to beseiged AI settlements.

    M2TW/mods/Third_Age/data/world/maps/campaign/imperial_campaign/campaign_script.txt

    Find the line that says
    ;#################### Garrison Script Version 1.3 #####################
    Remove everything below it until you find the line that says
    ;########################### MONEY SCRIPT ##############################
    Save the file and you're done!
    Per settlement removal If you want to remove the garrison script only for some settlements, do the following

    For this example, I'll be removing the garrison script for Minas Tirith.
    Note:
    Spoiler Alert, click show to read: 
    For finding out settlement names, go to M2TW/mods/Third_Age/data/text/imperial_campaign_regions_and_settlement_names.txt. I search for "Minas Tirith", and I find this line
    Code:
    {Anorien}Minas Tirith
    The name in bold is the one I'll be looking for in the campaign_script


    M2TW/mods/Third_Age/data/world/maps/campaign/imperial_campaign/campaign_script.txt

    Find the line that says
    ;=============== For Player vs AI ONLY==================

    Find your settlement under it, and remove everything until you encounter another settlement name. So, I remove this:
    Spoiler Alert, click show to read: 
    Code:
    if I_SettlementUnderSiege Anorien
    	and I_SettlementOwner Anorien = sicily
    	and I_CompareCounter Anorien_Siege < 1
    	and I_CompareCounter Anorien_Local = 0
    	while I_CompareCounter PT < 1
    		if I_CompareCounter Anorien_Defense = 11
    			create_unit Anorien, Gondor Spearmen, num 1, exp 0, arm 0, wep 0
    			create_unit Anorien, Gondor Archers, num 1, exp 0, arm 0, wep 0
    			create_unit Anorien, Dismounted Kofm, num 1, exp 0, arm 0, wep 0
    			create_unit Anorien, Militia Archers, num 1, exp 0, arm 0, wep 0
    				inc_counter PT 1
    				set_counter Anorien_Siege 10
    		end_if
    		if I_CompareCounter Anorien_Defense = 12
    			create_unit Anorien, Gondor Spearmen, num 1, exp 0, arm 0, wep 0
    			create_unit Anorien, Gondor Archers, num 1, exp 0, arm 0, wep 0
    			create_unit Anorien, Dismounted Kofm, num 1, exp 0, arm 0, wep 0
    			create_unit Anorien, Militia Archers, num 1, exp 0, arm 0, wep 0
    				inc_counter PT 1
    				set_counter Anorien_Siege 10
    		end_if
    		if I_CompareCounter Anorien_Defense = 21
    			create_unit Anorien, Gondor Spearmen, num 1, exp 0, arm 0, wep 0
    			create_unit Anorien, Gondor Archers, num 1, exp 0, arm 0, wep 0
    			create_unit Anorien, Dismounted Kofm, num 1, exp 0, arm 0, wep 0
    			create_unit Anorien, Militia Archers, num 1, exp 0, arm 0, wep 0
    				inc_counter PT 1
    				set_counter Anorien_Siege 10
    		end_if
    		if I_CompareCounter Anorien_Defense = 22
    			create_unit Anorien, Gondor Spearmen, num 1, exp 0, arm 0, wep 0
    			create_unit Anorien, Gondor Archers, num 1, exp 0, arm 0, wep 0
    			create_unit Anorien, Dismounted Kofm, num 1, exp 0, arm 0, wep 0
    			create_unit Anorien, Militia Archers, num 1, exp 0, arm 0, wep 0
    				inc_counter PT 1
    				set_counter Anorien_Siege 10
    		end_if
    	end_while
    end_if


    Now find the line that says
    ;=================== Spawn Units2 =======================
    Repeat the process.

    Do it again for the line
    ;================ For AI vs AI ONLY=====================

    Save the file and you're done!
    Money Script
    a.k.a DAZ DA AI PUL MONI AUT OV ITS A$S?!1?!!?@?!?!


    This horrendous and not to mention unrealistic script gives money to the AI when it is bankrupt.

    M2TW/mods/Third_Age/data/world/maps/campaign/imperial_campaign/campaign_script.txt

    Open the file with notepad, and find the line that says
    ;########################### MONEY SCRIPT ##############################
    Delete everything under it until you find the line that says
    ;########################### SLAVE CONQUERORS ##############################

    Save the file and you're done!
    Help AI Factions Script
    a.k.a WAI DAZ MORDOR HAV OLOGS AT TURN 15?!1?!!?@?!?!


    This widely hated (and, as you guessed, unrealistic) script gives troops to the AI to help them expand, defend, survive and invade better.

    M2TW/mods/Third_Age/data/world/maps/campaign/imperial_campaign/campaign_script.txt

    Open the file with notepad, and find the line that says
    ;########################### SLAVE CONQUERORS ##############################
    Delete everything under it until you find the line that says
    ;########################## ADDITIONAL NAZGULS ##############################
    Save the file and you're done!

    Now, to also add some battle scripts:
    Stakes Script
    a.k.a WAI DID MAH JENERAL FLAI 50 FIT THRU DA AIR?!1?!!?@?!?!

    This VERY unrealistic script allows AI archers to instantly deploy stakes in mid-battle so that they don't get owned that badly. It is believed this happens due to the fact that mordor invented "instant stakes", that only require them to add water over a magic powder.

    M2TW/mods/Third_Age/data/world/maps/campaign/imperial_campaign/campaign_script.txt

    Open the file with notepad, and find the line that says
    ;########################## Germanicu5 Stakes script ###########################
    Delete everything under it until you find the line that says
    ; keep script unfinised until last monitor termination
    Save the file and you're done!


    Note: for campaigns and battles as realistic as possible, open the file M2TW/mods/Third_Age/data/world/maps/campaign/imperial_campaign/campaign_script.txt with notepad, and quickly press CTRL+A, DELETE, CTRL+S and ALT+F4.

    Note2: none of these changes are save compatible


    Spoiler Alert, click show to read: 
    I am not responsible for any damage done to your installation by following these extremely hard steps.
    Last edited by axnsan; September 03, 2009 at 06:04 AM.

  2. #2
    Laetus
    Join Date
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    Default Re: Script & Barracks event removal

    thank you for doing this

  3. #3

    Default Re: Script & Barracks event removal

    Very nice Axnsan -- great to have all this info in one place!



  4. #4

    Default Re: Script & Barracks event removal

    Omg, thank you! I'll add this to the FAQ (a bit later when I have time ) . +rep

  5. #5
    Inarus's Avatar In Laziness We Trust
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    Default Re: Script & Barracks event removal

    ROFL!!!

    THIS IS HILARIOUS!!! I wish I could rep you again.

    Quote Originally Posted by axnsan View Post
    feared more than Chuck Norris himself
    Surely not???


    Quote Originally Posted by axnsan View Post
    Note: for campaigns and battles as realistic as possible, open the file M2TW/mods/Third_Age/data/world/maps/campaign/imperial_campaign/campaign_script.txt with notepad, and quickly press CTRL+A, DELETE, CTRL+S and ALT+F4.
    EPIC ROFL!!!!!!




  6. #6
    boboav's Avatar Decanus
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    Default Re: Script & Barracks event removal

    in the first point, you don't nedd to delete nothing in descr_event but only the lines in EDB



    Quote Originally Posted by espadadono View Post
    I have a problem every time i want to save the file it says it cannot save the file....
    What can i do about this
    are u sure that your file is not read-only???
    Modder of "Bellum Crucis" and "De Bello Mundi"

  7. #7
    Muffer Nl's Avatar Praefectus
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    Default Re: Script & Barracks event removal

    ROFL and usefull. + rep (If I could)


  8. #8

    Default Re: Script & Barracks event removal

    Nice manRep to you.

  9. #9

    Default Re: Script & Barracks event removal

    Thanks for the info, but what if I just want to limit garrison spawning to key settlements, such as Minas Tirith, (Dol Amroth if appropriate), Minas Morgul, Black Gate, and so on?

  10. #10

    Default Re: Script & Barracks event removal

    Quote Originally Posted by Ajidica View Post
    Thanks for the info, but what if I just want to limit garrison spawning to key settlements, such as Minas Tirith, (Dol Amroth if appropriate), Minas Morgul, Black Gate, and so on?
    I'd like to know this too, I think a few cities should have garrisons. Emphasis on the word "few"



  11. #11
    axnsan's Avatar Protector Domesticus
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    Default Re: Script & Barracks event removal

    I'll try and write something about that when I have some more time.

  12. #12
    axnsan's Avatar Protector Domesticus
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    Default Re: Script & Barracks event removal

    As requested, per settlement garrison script removal.

  13. #13
    Coxy's Avatar Miles
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    Default Re: Script & Barracks event removal

    Love the description about the AI stakes - nice work axnsan

  14. #14
    bentlemp's Avatar Civis
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    Default Re: Script & Barracks event removal

    Bless your soul axnsan. I've been dealing with this damn barracks script bug through multiple reinstalls! you are da man!
    Just call me BENTLE, everyone else does...


  15. #15

    Default Re: Script & Barracks event removal

    Gracias.

    I was trying to figure out how to do this myself, but was unsuccessful.

  16. #16
    axnsan's Avatar Protector Domesticus
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    Default Re: Script & Barracks event removal

    Bümp

  17. #17

    Default Re: Script & Barracks event removal

    This is excellent!

  18. #18

    Default Re: Script & Barracks event removal

    I do believe that it should be in the Sub Mod section, though...

  19. #19
    axnsan's Avatar Protector Domesticus
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    Default Re: Script & Barracks event removal

    Why should it go in the submod section if it aint a submod? At best it should be in the Technical help forum. But seeing everyone comes to complain about the ai having loads of troops in the main forum I think its best placed here.

  20. #20

    Default Re: Script & Barracks event removal

    It is a mod for a mod. It cannot stand on its own with only a vanilla M2TW to go with it, therefore it modifies something else. As TATW modifies M2TW, it is a Sub Mod as it can stand with those two alone. One cannot have M2TW and your sub mod alone without TATW, there for it is a Mod's Mod, or a Sub Mod, if you prefer.

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