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Thread: Script & Barracks event removal

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  1. #1
    OfficerJohn's Avatar Domesticus
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    Default Re: Script & Barracks event removal

    Quote Originally Posted by Swanny777 View Post
    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.
    It's not a mod.

  2. #2

    Default Re: Script & Barracks event removal

    I suppose it will please alot in the beginning, but then the game will become overly easy. Tempering with the files would be better and probably save game wise.

    But anyway thank you for showing the way to the gold mine, now i m sure af where i have to change something.

    I would say that
    Most people don t mind the barrack system they just find it overdone and overspread.
    Most people find the economy gives tooo much money to the AI, then without any he will suck in doing anything.
    The Stack stuff is areally freaky, unless i can spam stack its really unfair.
    But even then it maybe shows the way to paradise!!!!
    More rep to you.

  3. #3
    axnsan's Avatar Protector Domesticus
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    Default Re: Script & Barracks event removal

    ^ What he said.

  4. #4

    Default Re: Script & Barracks event removal

    It's already in the FAQ along with a link to this thread so knock it off.

  5. #5

    Default Re: Script & Barracks event removal

    mod

    vt.,n. [very common]
    1. Short for `modify' or `modification'. Very commonly used -- in fact the full terms are considered markers that one is being formal. The plural `mods' is used esp. with reference to bug fixes or minor design changes in hardware or software, most esp. with respect to patch sets or a diff.


    It changes files in something, therefore it is a mod. But no big deal, we can let it drop.

  6. #6
    axnsan's Avatar Protector Domesticus
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    Default Re: Script & Barracks event removal

    No it doesn't.
    There is a (pretty big) difference between modifying a file and telling people how to modify their files.

    Unless it directly modifies a file (ie, people download something and put it in their game) it's not a mod.
    Last edited by axnsan; September 06, 2009 at 10:39 AM.

  7. #7

    Default Re: Script & Barracks event removal

    whe do these extra buildings come available if the script is removed. i have done what you said but now they dont appear att all and im stuck with jus gondor spearment and infantry help!!!!

  8. #8
    Inarus's Avatar In Laziness We Trust
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    Default Re: Script & Barracks event removal

    Quote Originally Posted by faramir.... View Post
    whe do these extra buildings come available if the script is removed. i have done what you said but now they dont appear att all and im stuck with jus gondor spearment and infantry help!!!!
    Gondor Spearmint? that is a glitch and a half!




  9. #9

    Default Re: Script & Barracks event removal

    Quote Originally Posted by faramir.... View Post
    whe do these extra buildings come available if the script is removed. i have done what you said but now they dont appear att all and im stuck with jus gondor spearment and infantry help!!!!
    They should be there from the beginning. If not you've done something wrong

  10. #10
    axnsan's Avatar Protector Domesticus
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    Default

    You should do that and start a new campaign. Then they'll be there from the beginning.
    Last edited by jản; September 08, 2009 at 06:13 AM.

  11. #11

    Default Re: Script & Barracks event removal

    WOW this is great I must say, Thanks to Jean luc for showing me the link to this (Yea I know its staring me in the face but i'm not THE sharpest tool in shed lets say) and thanks to anxsan for posting this excellent guide! +rep to both of you
    My A-list of mods to play
    Lord of the Rings total war
    Thera Legacy of the Great Torment
    End of Days and its sequel
    Third Age total war, similar to Lord of the rings total war
    Call of Warhammer
    RIP
    Bringing the light of God(Canadian) Emperor to the fringes of TWC

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

    Yay, free bump

  13. #13
    Dominick's Avatar Ordinarius
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    Default Re: Script & Barracks event removal

    Ummm... The Garrison script does not work for me... I deleted the line and saved... But they still get half a stack at Isengard...

  14. #14

    Default Re: Script & Barracks event removal

    Did you start a new campaign?

  15. #15
    Dominick's Avatar Ordinarius
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    Default Re: Script & Barracks event removal

    Quote Originally Posted by Seleukos_I. View Post
    Did you start a new campaign?
    I started a new campaign just to test it... LOL

  16. #16

    Default Re: Script & Barracks event removal

    Then you've done something wrong.

  17. #17
    Aikanár's Avatar no vaseline
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    Default Re: Script & Barracks event removal

    You've to understand what that script does and whether or not you like what it's doing.
    I'll give you an example of the high-elven section and explain what it does:

    Code:
    ;-------HIGH ELVES--------
    monitor_event PreFactionTurnStart FactionType egypt <- check for High Elves
    	and IsFactionAIControlled <- check if they are AI controlled
    	and I_SettlementOwner Enedwaith = slave <- check if Enedwaith is controlled by the rebel faction
    	and I_TurnNumber = 2 <- check if it's the second turn
    
    			add_money egypt 5000 <- if all above is true, it gives 5000 florins to the High Elves
    	spawn_army <- and it spawns the following army
    	faction egypt
    	character	Arthonnen, named character, age 30, x 77, y 205, label eryn
    	traits LoyaltyStarter 1 , GoodCommander 2 , ReligionStarter 1 , PoliticsSkill 1 , Loyal 1
    		unit	Elf Nobel Mount		exp 2 armour 1 weapon_lvl 0
    		unit	High Sword	exp 1 armour 0 weapon_lvl 0
    		unit	High Sword	exp 2 armour 0 weapon_lvl 0
    		unit	High Sword	exp 1 armour 0 weapon_lvl 0
    		unit	High Sword	exp 0 armour 0 weapon_lvl 0
    		unit	High Sword	exp 0 armour 0 weapon_lvl 0
    		unit	High Sword	exp 1 armour 0 weapon_lvl 0
    		unit	Elf Archer2	exp 2 armour 0 weapon_lvl 0
    		unit	Elf Archer2	exp 1 armour 0 weapon_lvl 0
    		unit	Elf Archer2	exp 1 armour 0 weapon_lvl 0
    		unit	Elf Archer	exp 2 armour 0 weapon_lvl 0
    		unit	Elf Archer	exp 1 armour 0 weapon_lvl 0
    		unit	Elf Archer	exp 0 armour 0 weapon_lvl 0
    		unit	Elf Archer	exp 1 armour 0 weapon_lvl 0
    		unit	Elf Archer	exp 0 armour 0 weapon_lvl 0
    	end <- use of "end" and not "siegeing" hence no siege will be declared
    
    terminate_monitor
    end_monitor
    So basically the slave conquerors script supports the AI factions in such a way as it increases the likelihood that it expands near the slave settlement and takes it. That said, this is the theory. Since in the vanilla version the siegeing is not used instead of end it's rather unlikely, that the AI will use the army to actually besiege the settlement. And even if siegeing would be used, there's no warranty that the AI won't lift the siege and move it's army elsewhere.
    Last edited by Aikanár; March 26, 2010 at 02:58 PM.


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  18. #18

    Default Re: Script & Barracks event removal

    WARNING:

    IF what OP say is done you could end with a weakling game....

    Its better to modify scripts!!!
    I shall do it for myself, if but i am unskilled (script doesn t seem that complex to modify but require a lot of minucious work and testing) and far worst unfreetimed (Yeah a new word).
    Spoiler Alert, click show to read: 


    Stack appearance are tied to:
    1) Settlements owned by slaves = bandits
    2) Nation having less than X settlements
    3) Settlements not belonging to the faction.

    The script only create a stack from the blue. To lessen stack problem there are solution that involve time ideas and scripting skill, and MTW2 tactical behavior, and i do not posses any of those but the ideas.

    The point is : Settlement not belonging to the faction script could be removed.
    Instead of creating stacks troops could be created inside setllements
    Free upkeep for AI in settlements could be raised so he ll maintain more troops to guard his cities.

    Nation having less than X settlements could be changed to "native" not being owned. Instead of creating stack it could generate extra troops in others "native" settlements for example and a priority call to own these settlement, would make more sense.

    The setlement owned by slave could very well only generate more money and no stack. Or only extra troops.

    These a few ideas but i m sure someone with more skills could even do better.

  19. #19

    Default Re: Script & Barracks event removal

    Does removing the barracks become equal to having the submod "Total Recruitment" enabled? Or is there a difference I didn't catch yet?

  20. #20

    Default Re: Script & Barracks event removal

    is this compatible with sub-mods? i play with samedi mod so barracks event is gone, but i hate the garrison script.

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