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Thread: Spawning Additional Units Submod (SAUS) v1.4.2 (25-Sep) [3.2 compatible]

  1. #181
    Withwnar's Avatar Script To The Waist
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    Default Re: Spawning Additional Units Submod (SAUS) v1.4.2 (25-Sep) [3.2 compatible]

    Oh yeah, I forgot that they are upgrades and not separate buildings.

    Well, you can try making these changes. This is only to make them buildable. Whether it also stops messages I do not know.

    Code:
    building saus_lodge
        levels saus_lodge_er saus_er_forge_castle saus_lodge_dd saus_lodge_dc
        {
            saus_lodge_er castle requires factions { turks, slave, moors, scotland, }  and hidden_resource hr_none 
            {
                capability
                {
                  recruit_pool "saus_er_Elven_Rangers"  0   0.111   0.999  0  requires factions { turks, } 
                  recruit_pool "saus_er_Elven_Rangers_AP"  0   0.111   0.999  0  requires factions { turks, } 
                }
                material wooden
                construction 1 
                cost 0 
                settlement_min village
                upgrades
                {
                  saus_er_forge_castle
                  saus_lodge_dd
                  saus_lodge_dc  
                }
            }
            saus_er_forge_castle castle requires factions { turks, slave, } and event_counter saus_er_forge_available 1 and building_present_min_level hinterland_info_building3 info_Weather-Hills and building_present_min_level saus_lodge saus_lodge_er and building_present_min_level missiles bowyer
            {
                capability
                {
                  recruit_pool "saus_er_Elven_Rangers"  0   0.111   0.999  0  requires factions { turks, } 
                  recruit_pool "saus_er_Elven_Rangers_AP"  0   0.111   0.999  0  requires factions { turks, } 
                }
                material wooden
                construction 3 
                cost 1200 
                settlement_min village
                upgrades
                {
                  saus_lodge_dd
                }
            }
            saus_lodge_dd castle requires factions { slave, moors, scotland, }  and hidden_resource hr_none
            {
                capability
                {
                  recruit_pool "saus_dd_Dale_Dwarves"  0   0.111   0.999  0  requires factions { scotland, } 
                  trade_base_income_bonus bonus 1 requires factions { scotland, } 
                }
                material wooden
                construction 1 
                cost 0 
                settlement_min village
                upgrades
                {
                  saus_lodge_dc
                }
            }
            saus_lodge_dc castle requires factions { slave, moors, }  and hidden_resource hr_none 
            {
                capability
                {
                  recruit_pool "saus_dc_Dwarven_Cavalry"  0   0.111   0.999  0  requires factions { moors, } 
                }
                material wooden
                construction 1 
                cost 0 
                settlement_min village
                upgrades
                {              
                }
            }
        }
        plugins 
        {
        }
    }
    You'll need to build an Elven Ranger Lodge. That can then be upgraded to one of the other types. In theory.
    Last edited by Withwnar; October 30, 2013 at 09:58 AM.

  2. #182

    Default Re: Spawning Additional Units Submod (SAUS) v1.4.2 (25-Sep) [3.2 compatible]

    Okay, don't know what went wrong, but now nothing is working at all...
    i try to start the game, get the loading screen (the first displayed image at all), and it stops starting, CTD o.0
    i just copy-pasted your code, and deleted the red things.

    Any idea, why this might happen?

  3. #183
    Withwnar's Avatar Script To The Waist
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    Default Re: Spawning Additional Units Submod (SAUS) v1.4.2 (25-Sep) [3.2 compatible]

    Not really, no. Can you check the log for errors? {M2TW}\logs\system.log.txt - MOS might have it named something else.

    I don't have SAUS installed myself to check the code that I posted.

    EDIT:
    Oh wait! You copy-pasted everything I posted? It could be that MOS has changed other parts of it. No, best to only add what I have added and remove what I have removed. Just the blue and the red changes. And make sure that there is a space between the comma and the }. e.g "scotland, }" not "scotland,}"
    Last edited by Withwnar; October 30, 2013 at 11:49 AM.

  4. #184

    Default Re: Spawning Additional Units Submod (SAUS) v1.4.2 (25-Sep) [3.2 compatible]

    Ok, now looking a bit closer, it really is different.
    first there's not only "castle", but also "city, and second there also is some "byzantium" faction (no clue wich one that could be)


    hm, for me it would be more or less guessing what to edit on it now, but i tried replacing:

    Code:
    building saus_lodge{
    	levels saus_lodge_er saus_er_forge_castle saus_lodge_dd saus_lodge_dc
    	{
    		saus_lodge_er city requires factions { slave, turks, }  and hidden_resource hr_none 
    		{
    			capability
    			{
    			  recruit_pool "saus_er_Elven_Rangers"  0   0.111   0.999  0  requires factions { turks, byzantium, } 
    			  recruit_pool "saus_er_Elven_Rangers_AP"  0   0.111   0.999  0  requires factions { turks, byzantium, } 
    			}
    			material wooden
    			construction 1 
    			cost 0 
    			settlement_min village
    			upgrades
    			{
    			  saus_er_forge_castle
    			}
    		}
    		saus_er_forge_castle city requires factions { slave, turks, } and event_counter saus_er_forge_available 1 and building_present_min_level hinterland_info_building3 info_Weather-Hills and building_present_min_level saus_lodge saus_lodge_er and building_present_min_level c_missiles c_bowyer
    		{
    			capability
    			{
    			  recruit_pool "saus_er_Elven_Rangers"  0   0.111   0.999  0  requires factions { turks, byzantium, } 
    			  recruit_pool "saus_er_Elven_Rangers_AP"  0   0.111   0.999  0  requires factions { turks, byzantium, } 
    			}
    			material wooden
    			construction 3 
    			cost 1200 
    			settlement_min village
    			upgrades
    			{
    			  saus_lodge_dd
    			}
    		}
    		saus_lodge_dd castle requires factions { slave, }  and hidden_resource hr_none
    		{
    			capability
    			{
    			  recruit_pool "saus_dd_Dale_Dwarves"  0   0.111   0.999  0  requires factions { scotland, } 
    			  trade_base_income_bonus bonus 1 requires factions { scotland, } 
    			}
    			material wooden
    			construction 1 
    			cost 0 
    			settlement_min village
    			upgrades
    			{
    			  saus_lodge_dc
    			}
    		}
    		saus_lodge_dc castle requires factions { slave, }  and hidden_resource hr_none 
    		{
    			capability
    			{
    			  recruit_pool "saus_dc_Dwarven_Cavalry"  0   0.111   0.999  0  requires factions { moors, } 
    			}
    			material wooden
    			construction 1 
    			cost 0 
    			settlement_min village
    			upgrades
    			{			  
    			}
    		}
    	}
    	plugins 
    	{
    	}
    }
    with

    Code:
    building saus_lodge{
    	levels saus_lodge_er saus_er_forge_castle saus_lodge_dd saus_lodge_dc
    	{
    		saus_lodge_er requires factions { turks, slave, moors, scotland, } 
    		{
    			capability
    			{
    			  recruit_pool "saus_er_Elven_Rangers"  0   0.111   0.999  0  requires factions { turks, byzantium, } 
    			  recruit_pool "saus_er_Elven_Rangers_AP"  0   0.111   0.999  0  requires factions { turks, byzantium, } 
    			}
    			material wooden
    			construction 1 
    			cost 0 
    			settlement_min village
    			upgrades
    			{
    			  saus_er_forge_castle
    			  saus_lodge_dd
    			  saus_lodge_dc
    			}
    		}
    		saus_er_forge_castle requires factions { turks, slave, } and event_counter saus_er_forge_available 1 and building_present_min_level hinterland_info_building3 info_Weather-Hills and building_present_min_level saus_lodge saus_lodge_er and building_present_min_level c_missiles c_bowyer
    		{
    			capability
    			{
    			  recruit_pool "saus_er_Elven_Rangers"  0   0.111   0.999  0  requires factions { turks, byzantium, } 
    			  recruit_pool "saus_er_Elven_Rangers_AP"  0   0.111   0.999  0  requires factions { turks, byzantium, } 
    			}
    			material wooden
    			construction 3 
    			cost 1200 
    			settlement_min village
    			upgrades
    			{
    			 
    			}
    		}
    		saus_lodge_dd requires factions { slave, moors, scotland, }  
    		{
    			capability
    			{
    			  recruit_pool "saus_dd_Dale_Dwarves"  0   0.111   0.999  0  requires factions { scotland, } 
    			  trade_base_income_bonus bonus 1 requires factions { scotland, } 
    			}
    			material wooden
    			construction 1 
    			cost 0 
    			settlement_min village
    			upgrades
    			{
    			 
    			}
    		}
    		saus_lodge_dc requires factions { slave, moors, }  
    		{
    			capability
    			{
    			  recruit_pool "saus_dc_Dwarven_Cavalry"  0   0.111   0.999  0  requires factions { moors, } 
    			}
    			material wooden
    			construction 1 
    			cost 0 
    			settlement_min village
    			upgrades
    			{			  
    			}
    		}
    	}
    	plugins 
    	{
    	}
    }


    Just if anybody else encounters this problem:
    what i did works fine, at least for dwarves (but since i could "upgrade" to other buildings, it should work for others as well), building + upgrading takes 2 turns and doesn't cost gold. just watch out to build the right thing^^


    Also the messages stopped.
    So i would call it a success, and thanks for the help

  5. #185
    Withwnar's Avatar Script To The Waist
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    Default Re: Spawning Additional Units Submod (SAUS) v1.4.2 (25-Sep) [3.2 compatible]

    Goodo. Stopped messages is a bonus.

    byzantium is yet-to-be-emerged Arnor. But once they emerge then Arnor = turks anyway so there's no need to have byzantium in there.

  6. #186

    Default Re: Spawning Additional Units Submod (SAUS)

    Hello Withwnar! Hope you are still active, I am playing my first campaign with MOS (as Rohan) and I am at a total loss on how to upgrade to level 2 caves (or what are the conditions that need to be met). I even searched in the campaign script file to no avail. I am currently on turn 70 and have been allied with the Dwarves for about 20 turns.

  7. #187
    Withwnar's Avatar Script To The Waist
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    Default Re: Spawning Additional Units Submod (SAUS) v1.4.2 (25-Sep) [3.2 compatible]

    Do you mean the second level or the second upgrade? "Dwarven Caverns of Helm's Deep" or "Glittering Caves"?

    SAUS uses a lot of specific tile location stuff in its script. I have no idea if anybody has adjusted them all to the new map that MOS uses; it may well be that the script is broken in MOS and therefore never sets the event counters that the buildings need.

  8. #188

    Default Re: Spawning Additional Units Submod (SAUS) v1.4.2 (25-Sep) [3.2 compatible]

    I think the new map in Mos (+RK mod) has messed with the scripts. In one game the Dwarves arrived near the Hornburg walked to the fort and vanished into thin air.

    However this would be those mods job to fix I guess.

  9. #189
    Withwnar's Avatar Script To The Waist
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    Default Re: Spawning Additional Units Submod (SAUS) v1.4.2 (25-Sep) [3.2 compatible]

    It would be, yes. It is a compilation's responsibility to ensure that its submods are compatible and working together; that's the very point of a compilation.

    The cavern upgrades need only Dwarven allies and maybe waiting a few turns. Can't remember how many turns but not many. I'd say that MOS has broken it. They should either fix SAUS, remove it, or clearly state to the players which parts of it don't work. This does make me wonder how many other parts of SAUS don't work correctly in MOS.

  10. #190

    Default Re: Spawning Additional Units Submod (SAUS) v1.4.2 (25-Sep) [3.2 compatible]

    Hey Withwnar, amazing submod! I'm currently playing as Rohan with MOS, everything worked perfectly, until the diplomatic mission. My army, lead by the escort general and with the diplo in, reached the pilgrims. I got the message that everything was ok and I need to return to the base, but, in the same turn, both the general and the diplo disappeared, making my mission fail. Do you think it is something related with MOS?

  11. #191
    Withwnar's Avatar Script To The Waist
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    Default Re: Spawning Additional Units Submod (SAUS) v1.4.2 (25-Sep) [3.2 compatible]

    Thank you Menqel.

    Disappeared, eh? That should only happen if the envoy diplomat leaves the escort army. If you didn't do that then sounds like a bug in the MOS script; something to raise in the MOS thread, not something that I can look at.

  12. #192

    Default Re: Spawning Additional Units Submod (SAUS) v1.4.2 (25-Sep) [3.2 compatible]

    Ok, thank you, I will write in the Mos thread then!

  13. #193

    Default Re: Spawning Additional Units Submod (SAUS) v1.4.2 (25-Sep) [3.2 compatible]

    What if I already Edited EDBuildings EDUnits and some other scripts, Can I just Add the "Spawning Additional Units Submod" to the bottom of My files?

  14. #194
    Withwnar's Avatar Script To The Waist
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    Default Re: Spawning Additional Units Submod (SAUS) v1.4.2 (25-Sep) [3.2 compatible]

    In theory. I can't remember if script, for example, only adds a "SAUS" section or whether it makes changes or additions to other parts of the TATW 3.2 script as well.

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