Page 5 of 27 FirstFirst 123456789101112131415 ... LastLast
Results 81 to 100 of 549

Thread: Next Heir Ancillary (NHA) - Sub-Mod for SS6.4

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Amaranth's Avatar Ordinarius
    Join Date
    Aug 2008
    Location
    Earth
    Posts
    748

    Default Re: Next Heir Ancillary (Setting Next Heir) - [Released] Mod for 6.2 and 6.3

    Quote Originally Posted by gfortune View Post
    I have a historical update to SS 6.3 for the Kingsdom of Jerusalem early campaign.
    I would appreciate your permission of using your Heir_Crown for 6.3.mod in my modified descr_strat.txt.

    Thanks!
    Ofcourse, you have my permission to use this mod. However I'd be glad if you include a link to here in your thread as a credit (see the bottom of my first page).

    Quote Originally Posted by dominion View Post
    It is not complaining....just wanted to mention the submods use the same files and therefore can't be installed in the same mod....no hard feelings or criticism, you did a very good job. just a minor problem that's all, interact the 2 and it's fine.
    I apologize if I'm misunderstood, I didn't mean to say you are (or anyone) complaining or anything, I meant to say that I'm glad if people can finally find a solution for their "automatic heir selection problem" by using this modification and no longer ask around for they can do to fix it. Perhaps "complain" was a poor choice of word to use there.
    Next Heir Ancillary (NHA) Sub-Mod for Stainless Steel & Third Age Total War




  2. #2

    Default Re: Next Heir Ancillary (Setting Next Heir) - [Released] Mod for 6.2 and 6.3

    First off, I'd like to thank Amaranth for all his work on this. I'd like to use it in my games, but I don't think it will work with any of the togglable mods for 6.3 (permanent watchtower, RR/RC, longer assimilation, etc.).

    As far as editing the text files myself, I assume I would first have to run setup.exe with the desired minimods toggled, and then add in the required text for this mod after.

    It obviously isn't going to be much work to just use your text to create the ancillary in the export_descr_ancillaries file or in the export_ancillaries file, but I assume I'd also have to go in and manually add the ancillary heir crown to each faction heir in the descr_strat file? To me, that's the trickier part, but the "find" button wouldn't make that too bad.

    My question is, if I do the above three additions AFTER running setup.exe with options toggled, do we think that will do it?

    Long term, if Amaranth (or someone else) can find a way to make this a togglable option in 6.3, that would be fantastic. Anyway, just curious. I may do a backup and try this out myself, but if anyone else already knows the answer, that would save me some time.

  3. #3
    Meneth's Avatar I mod, therefore I am
    Join Date
    Jul 2010
    Location
    Oslo, Norway
    Posts
    5,531

    Default Re: Next Heir Ancillary (Setting Next Heir) - [Released] Mod for 6.2 and 6.3

    Quote Originally Posted by TheBard View Post
    I assume I'd also have to go in and manually add the ancillary heir crown to each faction heir in the descr_strat file?
    That shouldn't really be necessary, as they should get it from the trigger.

  4. #4

    Default Re: Next Heir Ancillary (Setting Next Heir) - [Released] Mod for 6.2 and 6.3

    So the trigger is already in the export_descr_ancillaries file? I assume it's either the "type: inherit" or the "transferrable: 1"? If it's inherited and I don't manually add it to every existing faction heir, I'm wondering what triggers its creation.

    Edit: Never mind, I'm an idiot. Didn't realize the triggers are down lower int he export file. I'll look through it, make some backups, and try manually adding it after running setup.exe. Thanks for the help
    Last edited by TheBard; August 22, 2010 at 11:34 AM.

  5. #5
    Amaranth's Avatar Ordinarius
    Join Date
    Aug 2008
    Location
    Earth
    Posts
    748

    Default Re: Next Heir Ancillary (Setting Next Heir) - [Released] Mod for 6.2 and 6.3

    Quote Originally Posted by TheBard View Post
    First off, I'd like to thank Amaranth for all his work on this. I'd like to use it in my games, but I don't think it will work with any of the togglable mods for 6.3 (permanent watchtower, RR/RC, longer assimilation, etc.).

    As far as editing the text files myself, I assume I would first have to run setup.exe with the desired minimods toggled, and then add in the required text for this mod after.

    It obviously isn't going to be much work to just use your text to create the ancillary in the export_descr_ancillaries file or in the export_ancillaries file, but I assume I'd also have to go in and manually add the ancillary heir crown to each faction heir in the descr_strat file? To me, that's the trickier part, but the "find" button wouldn't make that too bad.

    My question is, if I do the above three additions AFTER running setup.exe with options toggled, do we think that will do it?

    Long term, if Amaranth (or someone else) can find a way to make this a togglable option in 6.3, that would be fantastic. Anyway, just curious. I may do a backup and try this out myself, but if anyone else already knows the answer, that would save me some time.
    Firstly thanks for you good comments. And yes in the long term I will work on make this mod compatible with other mods so more people can enjoy the freedom of choosing their own faction heirs.

    About tricky descr_strat file, although it should work with the triggers as Meneth said, it somehow didn't work for me, and that's why I included my own edited descr_strat file in the mod folder, so if by any chance it won't work anyone else , they can just copy my file and fix it. So if the mod works for you without my edited descr_strat file, you can skip that file. Anyway, in case you still need to do it yourself manually without copying my file, here's how you can easily do:

    Open the descr_strat.txt file you want to edit and Ctrl+F to bring up the seach bar, now enter your desired faction heir's name (one that your faction starts the campaign with, example for england: Edward) and you will see some part like this:

    Like this:

    character Edward Plantagenet, named character, male, heir, age 21, x 52, y 211
    traits Factionheir 1 , MilitaryInclination 1 , Loyal 2 , GoodCommander 2 , StrategyChivalry 1 , Brave 1 , LoyaltyStarter 1 , ReligionStarter 1
    ancillaries heir_crown

    The red colored part is where you need to add. If character has are no ancillary to start with that line will be blank. So just copy paste ancillaries heir_crown at the bottom of the traits parts, just like above. If he has an ancillary to start with just add comma and space next to it then enter heir_crown line.

    Now as you start a new campaign your FH should start with "Heir Crown" Ancillary. Feel free to ask if you need further instructions. Enjoy
    Next Heir Ancillary (NHA) Sub-Mod for Stainless Steel & Third Age Total War




  6. #6

    Default Re: Next Heir Ancillary (Setting Next Heir) - [Released] Mod for 6.2 and 6.3

    Quote Originally Posted by Amaranth View Post
    Firstly thanks for you good comments. And yes in the long term I will work on make this mod compatible with other mods so more people can enjoy the freedom of choosing their own faction heirs.

    About tricky descr_strat file, although it should work with the triggers as Meneth said, it somehow didn't work for me, and that's why I included my own edited descr_strat file in the mod folder, so if by any chance it won't work anyone else , they can just copy my file and fix it. So if the mod works for you without my edited descr_strat file, you can skip that file. Anyway, in case you still need to do it yourself manually without copying my file, here's how you can easily do:

    Open the descr_strat.txt file you want to edit and Ctrl+F to bring up the seach bar, now enter your desired faction heir's name (one that your faction starts the campaign with, example for england: Edward) and you will see some part like this:

    Like this:

    character Edward Plantagenet, named character, male, heir, age 21, x 52, y 211
    traits Factionheir 1 , MilitaryInclination 1 , Loyal 2 , GoodCommander 2 , StrategyChivalry 1 , Brave 1 , LoyaltyStarter 1 , ReligionStarter 1
    ancillaries heir_crown

    The red colored part is where you need to add. If character has are no ancillary to start with that line will be blank. So just copy paste ancillaries heir_crown at the bottom of the traits parts, just like above. If he has an ancillary to start with just add comma and space next to it then enter heir_crown line.

    Now as you start a new campaign your FH should start with "Heir Crown" Ancillary. Feel free to ask if you need further instructions. Enjoy
    Excellent! That's perfect. I hadn't thought about the fact that I only need to add it to my own faction. It also fixes Callawyn's question about the AI having an artificially high-authority faction leader. If I only add the trait to my own faction, the AI doesn't even have it. I was wondering if they would do anything with it (I assumed not), but in light of Callawyn's point, I think it's better if they don't even have it. I don't suppose there is a way for that to be put in the trigger in Meneth's compilation? So that only the human player's faction gets this?

    Edit: +1 rep, Amaranth

  7. #7
    Alpha Zeke's Avatar Vicarius
    Join Date
    Dec 2006
    Location
    The US of A
    Posts
    2,931

    Default Re: Next Heir Ancillary (Setting Next Heir) - [Released] Mod for 6.2 and 6.3

    Quote Originally Posted by Meneth View Post
    I'll modify the trigger slightly to make it a bit shorter.
    And I'll make it not depend on descr_strat at all.
    Make sure before you edit something and release it, you run it by the creator and that he fully understands and consents on it.

    Quote Originally Posted by TheBard View Post
    Excellent! That's perfect. I hadn't thought about the fact that I only need to add it to my own faction. It also fixes Callawyn's question about the AI having an artificially high-authority faction leader. If I only add the trait to my own faction, the AI doesn't even have it. I was wondering if they would do anything with it (I assumed not), but in light of Callawyn's point, I think it's better if they don't even have it. I don't suppose there is a way for that to be put in the trigger in Meneth's compilation? So that only the human player's faction gets this?

    Edit: +1 rep, Amaranth
    FactionIsLocal. That means, its player not Ai. Works great for triggers etc.

  8. #8

    Default Re: Next Heir Ancillary (Setting Next Heir) - [Released] Mod for 6.2 and 6.3

    Thanks!

    gfortune

    Originally Posted by gfortune View Post
    I have a historical update to SS 6.3 for the Kingsdom of Jerusalem early campaign.
    I would appreciate your permission of using your Heir_Crown for 6.3.mod in my modified descr_strat.txt.

    Thanks!
    Ofcourse, you have my permission to use this mod. However I'd be glad if you include a link to here in your thread as a credit (see the bottom of my first page).

  9. #9
    Meneth's Avatar I mod, therefore I am
    Join Date
    Jul 2010
    Location
    Oslo, Norway
    Posts
    5,531

    Default Re: Next Heir Ancillary (Setting Next Heir) - [Released] Mod for 6.2 and 6.3

    Can I put your sub-mod in my Compilation?
    You will be credited, ofc.
    I'll modify your sub-mod to increase compatibility, though.

  10. #10

    Default Re: Next Heir Ancillary (Setting Next Heir) - [Released] Mod for 6.2 and 6.3

    You should add another trigger, to remove the ancillary if a player or AI ends turn with the ancillary on their faction leader. It will reappear in game for that faction based on your existing triggers.

    Everything looks great but the one problem I can see is that you could use this to artificially boost your faction leaders authority. Should be able to give it / keep it with any family member except the faction leader himself. Also, the AI will never transfer it, so whichever general has it will keep it until he becomes faction leader, which would make all their faction leaders max on authority. So it should either be player only or include a trigger to remove it from faction leader as soon as possible.

  11. #11
    Meneth's Avatar I mod, therefore I am
    Join Date
    Jul 2010
    Location
    Oslo, Norway
    Posts
    5,531

    Default Re: Next Heir Ancillary (Setting Next Heir) - [Released] Mod for 6.2 and 6.3

    Quote Originally Posted by Callawyn View Post
    You should add another trigger, to remove the ancillary if a player or AI ends turn with the ancillary on their faction leader. It will reappear in game for that faction based on your existing triggers.

    Everything looks great but the one problem I can see is that you could use this to artificially boost your faction leaders authority. Should be able to give it / keep it with any family member except the faction leader himself. Also, the AI will never transfer it, so whichever general has it will keep it until he becomes faction leader, which would make all their faction leaders max on authority. So it should either be player only or include a trigger to remove it from faction leader as soon as possible.
    I don't really see the point of preventing exploiting in a single-player game

  12. #12
    Amaranth's Avatar Ordinarius
    Join Date
    Aug 2008
    Location
    Earth
    Posts
    748

    Default Re: Next Heir Ancillary (Setting Next Heir) - [Released] Mod for 6.2 and 6.3

    Quote Originally Posted by Meneth View Post
    Can I put your sub-mod in my Compilation?
    You will be credited, ofc.
    I'll modify your sub-mod to increase compatibility, though.
    It's actually compatible with almost everything, since it's just an ancillary and a trigger. Adding this should be just as easy as adding any other custom ancillary to the game. So I wonder what is it that you will modify exactly ?

    Quote Originally Posted by Callawyn View Post
    You should add another trigger, to remove the ancillary if a player or AI ends turn with the ancillary on their faction leader. It will reappear in game for that faction based on your existing triggers.

    Everything looks great but the one problem I can see is that you could use this to artificially boost your faction leaders authority. Should be able to give it / keep it with any family member except the faction leader himself. Also, the AI will never transfer it, so whichever general has it will keep it until he becomes faction leader, which would make all their faction leaders max on authority. So it should either be player only or include a trigger to remove it from faction leader as soon as possible.

    Thanks for you suggestions, I'll work on this mod further and try to improve it soon. Check back sometimes for updates.
    Next Heir Ancillary (NHA) Sub-Mod for Stainless Steel & Third Age Total War




  13. #13
    Meneth's Avatar I mod, therefore I am
    Join Date
    Jul 2010
    Location
    Oslo, Norway
    Posts
    5,531

    Default Re: Next Heir Ancillary (Setting Next Heir) - [Released] Mod for 6.2 and 6.3

    Quote Originally Posted by Amaranth View Post
    It's actually compatible with almost everything, since it's just an ancillary and a trigger. Adding this should be just as easy as adding any other custom ancillary to the game. So I wonder what is it that you will modify exactly ?
    I'll modify the trigger slightly to make it a bit shorter.
    And I'll make it not depend on descr_strat at all.

  14. #14
    Meneth's Avatar I mod, therefore I am
    Join Date
    Jul 2010
    Location
    Oslo, Norway
    Posts
    5,531

    Default Re: Next Heir Ancillary (Setting Next Heir) - [Released] Mod for 6.2 and 6.3

    In the files I have ready for the Compilation, which will be uploaded once I get permission (and am awake ), the trigger only gives it to the player.

  15. #15
    Alpha Zeke's Avatar Vicarius
    Join Date
    Dec 2006
    Location
    The US of A
    Posts
    2,931

    Default Re: Next Heir Ancillary (Setting Next Heir) - [Released] Mod for 6.2 and 6.3

    Bard, you've been confused. Say the anc is given to some random dude. When the current heir dies, it goes to him. Say the anc goes to the proper family member next in line. When the heir dies or becomes FL, the one with the anc is chosen.

  16. #16

    Default Re: Next Heir Ancillary (Setting Next Heir) - [Released] Mod for 6.2 and 6.3

    This is what Amaranth posted:

    "If the current FH dies before becoming FL, this system somehow fails, and game engine selects an heir in it's own way, no matter who gets the Ancillary. I'm not sure why, but in my tests I came to that conclusion. If Current FH dies before "pre-selected" character becomes the New Heir, FH jumps to another character."

    I read this as meaning that if the heir dies first (ancillary or no) before he becomes faction leader, then the game uses some other non-authority-based system to choose a new heir. Correct me if I'm wrong, Amaranth.

  17. #17
    Alpha Zeke's Avatar Vicarius
    Join Date
    Dec 2006
    Location
    The US of A
    Posts
    2,931

    Default Re: Next Heir Ancillary (Setting Next Heir) - [Released] Mod for 6.2 and 6.3

    Quote Originally Posted by TheBard View Post
    This is what Amaranth posted:

    "If the current FH dies before becoming FL, this system somehow fails, and game engine selects an heir in it's own way, no matter who gets the Ancillary. I'm not sure why, but in my tests I came to that conclusion. If Current FH dies before "pre-selected" character becomes the New Heir, FH jumps to another character."

    I read this as meaning that if the heir dies first (ancillary or no) before he becomes faction leader, then the game uses some other non-authority-based system to choose a new heir. Correct me if I'm wrong, Amaranth.
    Oh. I missed that. Hmm. I would like Amaranth's word on this, also if that is only if the FH is carrying the anc himself.

  18. #18

    Default Re: Next Heir Ancillary (Setting Next Heir) - [Released] Mod for 6.2 and 6.3

    I thought (optimistically) that perhaps he meant literally "the CURRENT heir," as in the heir you start with when the game starts. I have a feeling that may just be wishful thinking, though.

  19. #19
    Amaranth's Avatar Ordinarius
    Join Date
    Aug 2008
    Location
    Earth
    Posts
    748

    Default Re: Next Heir Ancillary (Setting Next Heir) - [Released] Mod for 6.2 and 6.3

    @Meneth
    Ok, lt's very important cause otherwise it won't work correctly. You can include a link to my first post for instructions.
    Next Heir Ancillary (NHA) Sub-Mod for Stainless Steel & Third Age Total War




  20. #20
    Meneth's Avatar I mod, therefore I am
    Join Date
    Jul 2010
    Location
    Oslo, Norway
    Posts
    5,531

    Default Re: Next Heir Ancillary (Setting Next Heir) - [Released] Mod for 6.2 and 6.3

    Quote Originally Posted by Amaranth View Post
    @Meneth
    Ok, lt's very important cause otherwise it won't work correctly. You can include a link to my first post for instructions.
    There's already a link to it and your profile down on the bottom of the Compilation thread.

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •