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  1. #1

    Default config file

    Is it possible to copy and paste the original config file located in the med 2 directory into my mods folder? I don't seem to have a config file in my mods folder and would like to log the ai. Is this possible?

  2. #2

    Default Re: config file

    Yes it's possible just copy the .cfg file in to the main directory of ur mod and give it like

    [features]
    editor = true
    mod = mods/XYZ
    <------------------------Path of ur mod

    [io]
    file_first = true
    <---------------Command for using mod files

    And lastly create a .bat file that uses this .cfg file.

  3. #3

    Default Re: config file

    this is my default
    <config>
    <databases>
    <skin file="/Config/Skins/Default/default.xml"/>
    <localisation file="/Config/localisation/localisation.xml"/>
    <news file="/Config/News/news.xml"/>
    <update file="/Config/Update/update.xml"/>
    <versions file="/Config/Update/version.xml"/>
    </databases>
    </config>

    should it look something like this?

    <config>
    [features]
    editor = true
    mod = mods/Stainless_Steel
    _6

    [io]
    file_first = true

    <databases>
    <skin file="/Config/Skins/Default/default.xml"/>
    <localisation file="/Config/localisation/localisation.xml"/>
    <news file="/Config/News/news.xml"/>
    <update file="/Config/Update/update.xml"/>
    <versions file="/Config/Update/version.xml"/>
    </databases>

    </config>

  4. #4
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    Default Re: config file

    WTFudge is that? That looks like xml, configs are just text.

    You just need to make a .cfg with the settings you want to change versus the default.

    Here's the one I use with my mod (logging options enabled):
    Code:
    [features]
    editor = true
    mod = mods/DLV_ext
    
    [io]
    file_first = true
    disable_file_cache = true
    
    [ai]
    ltgd_logging = true
    
    [log]
    to=logs/log.txt
    level = * trace
    file = game.script* logs/script.log.txt
    file = game.script.exec logs/script.exec.log.txt
    file = game.script.counter logs/script.counter.log.txt
    file = game.script.trigger logs/script.trigger.log.txt
    file = game.script.anc logs/script.anc.log.txt
    file = ai.ltgd logs/ai.log.txt 
    
    [game]
    auto_save = 0
    unlimited_men_on_battlefield = 1
    label_characters = 1
    
    [video]
    show_banners = 0
    You can copy that into a blank text file and then rename it, and change it's filename extension to .cfg.

    In my case my batchfile is setup thus:
    Code:
    cd ..\..
    kingdoms.exe @mods\DLV_ext\DLV_ext.cfg
    So I name my .cfg 'DLV_ext.cfg'.
    Last edited by Taiji; July 28, 2010 at 01:30 PM.

  5. #5

    Default Re: config file

    cool thanks

  6. #6
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    Default Re: config file

    Quote Originally Posted by soulson View Post
    cool thanks
    You're welcome

  7. #7

    Default Re: config file

    Thank god Taiji u helped the lad otherwise i would have been like after seeing that config of his.
    +rep to the great one.

  8. #8

    Default Re: config file

    Very interesting guys. I'm wondering can I log individual factions or even better individual characters??

  9. #9
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    Default Re: config file

    Nope, not as far as I'm aware.

    You would have to mod the game to force scripts to report everything with counters, or something like that. And probably some stuff would still be untraceable.

  10. #10
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: config file

    Regarding the batch file:
    put 'start' in front of the line and then the little DOS box disappears after executing

    start kingdoms.exe @mods\DLV_ext\DLV_ext.cfg










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