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

  1. #141
    Withwnar's Avatar Script To The Waist
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    Default Re: Spawning Additional Units Submod (SAUS) v1.4.1 [3.2 compatible]

    Thank you Chainsaw, that is helpful. It seems to confirm that something is up with MOS in this. I just double-checked vanilla SAUS (in TATW 3.2) and it works correctly so something has gone wrong somewhere in MOS.

    My guess is that either Amon Sul has been made a city instead of a castle or it no longer has that info_Weather-Hills book building. It could be something else, of course, but that's where I would start looking (if I had MOS). Perhaps somebody could post a MOS 1.3 descr_strat.txt (from data\world\maps\campaign\imperial_campaign)?

    By the way, the building browser shows nothing for the Lodge but once the counter has been set (after Lodge built and past turn 30) then the Forge should appear in both the browser and (after Bowyer built) the construction tab...

    Attachment 242132
    Last edited by Withwnar; September 18, 2012 at 04:20 AM.

  2. #142
    kraxmause's Avatar Semisalis
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    Default Re: Spawning Additional Units Submod (SAUS) v1.4.1 [3.2 compatible]

    No Forge in the building browser for me, either.
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    And should your neighbour not return your wave
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  3. #143
    Ngugi's Avatar TATW & Albion Local Mod
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    Default Re: Spawning Additional Units Submod (SAUS) v1.4.1 [3.2 compatible]

    @ chainsaw'
    Thanks for input

    @ krazmause
    It's not supposed to be in descr_strat, as it should appear trough a a script

    @ With'
    Will do som testing this eve and look around the files, Amon Sûl shouldn't been edited either but perhaps I can spot something

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  4. #144
    Withwnar's Avatar Script To The Waist
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    Default Re: Spawning Additional Units Submod (SAUS) v1.4.1 [3.2 compatible]

    Quote Originally Posted by Ngugi View Post
    It's not supposed to be in descr_strat, as it should appear trough a a script
    I asked for it.

    Hmm, that looks fine too. Okay, I'm officially out of ideas.

    Ngugi, if you or anybody else wants to test MOS then these changes will avoid the turn 30 wait...

    In campaign_script.txt search for this part...

    Code:
    	if I_LocalFaction turks
    		and I_TurnNumber >= 29
    		and I_EventCounter saus_er_lodge_amon_built = 1
    		and I_SettlementOwner Weather-Hills = turks
    ...and change to something like...

    Code:
    	if I_LocalFaction turks
    		and I_TurnNumber >= 3
    		and I_EventCounter saus_er_lodge_amon_built = 1
    		and I_SettlementOwner Weather-Hills = turks
    That will make the forge available from turn 4.

    Then this...

    Code:
    	;time to spawn 1st unit? (turn 16)
    	if I_TurnNumber >= 15	
    		and I_CompareCounter saus_er_spawned_1 == 0
    ...to...

    Code:
    	;time to spawn 1st unit? (turn 16)
    	if I_TurnNumber >= 1	
    		and I_CompareCounter saus_er_spawned_1 == 0
    ...will spawn the first ER unit in turn 2, so the Lodge can be built.

    As a workaround for campaigns already under way you can disband your non-Ap units then do this in the console...

    Code:
    create_unit Weather-Hills saus_er_Elven_Rangers_AP 1 0 0 0
    ...to spawn one unit of AP ERs at Amon Sul. Repeat for another unit.
    Last edited by Withwnar; September 18, 2012 at 07:19 AM.

  5. #145
    Ngugi's Avatar TATW & Albion Local Mod
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    Default Re: Spawning Additional Units Submod (SAUS) v1.4.1 [3.2 compatible]

    You did ha?

    Already planned to change those, 3 is indeed better than 29 etc
    Thanks for pointing all steps out
    Last edited by Ngugi; September 18, 2012 at 09:27 AM.

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  6. #146
    Withwnar's Avatar Script To The Waist
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    Default Re: Spawning Additional Units Submod (SAUS) v1.4.1 [3.2 compatible]

    I saw this in the MOS thread:

    Quote Originally Posted by kraxmause View Post
    A question to all Eriador players from Withwnar: Are you able to build the Elven Arrow Forge in Amon Sûl (the building that upgrades the Elven Rangers to become armor piercing)?
    Quote Originally Posted by Stylix View Post
    No, I think this was removed when RR/RC was added. Would have to check with Trailhog250 to be sure.
    If it's true then I can understand the reason (AP upsetting RR/RC balance) but I can't see any sign of it being removed from those files that have been posted here. Maybe I'm missing something.

    I'll ask Trailhog...

  7. #147

    Default Re: Spawning Additional Units Submod (SAUS) v1.4.1 [3.2 compatible]

    That seems possible, though a pity - I was hoping to have AP rangers go for the eyes, boo! on the various trolls and general's bodyguards of my orcish opponents.

    In any case, here are my EDB, etc files for comparison if it turns out this was not intended.

  8. #148
    kraxmause's Avatar Semisalis
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    Default Re: Spawning Additional Units Submod (SAUS) v1.4.1 [3.2 compatible]

    Quote Originally Posted by Chainsaw Schmalz View Post
    That seems possible, though a pity - I was hoping to have AP rangers go for the eyes, boo! on the various trolls and general's bodyguards of my orcish opponents.
    You have the Dunedain Beastslayers for that.
    What's pretty strange is that in custom battles only the AP Elven Rangers are available (both as a normal and Tôl Acharn unit). So the forge was removed but the unit wasn't?
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    Dig out a house that's quite like a grave
    And should your neighbour not return your wave
    Cleave the sod with your trusty spade


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  9. #149
    Withwnar's Avatar Script To The Waist
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    Default Re: Spawning Additional Units Submod (SAUS) v1.4.1 [3.2 compatible]

    According to Trailhog it has not been removed in MOS. Meanwhile I have a theory of the cause. Could somebody test it in MOS 1.3?

    1) Make a backup copy of your campaign_script.txt ({MOS}\data\world\maps\campaign\imperial_campaign)
    2) Unzip the attachment somewhere
    3) Take campaign_script.txt from the test1 folder and put it in that imperial_campaign folder
    4) Start a new Eriador campaign
    5) Amon Sul will be yours and have a Bowyer already built
    6) End turn
    7) ERs should arrive: put them in Amon Sul and end turn
    8) Lodge built
    9) Message should appear about Forge being available (might need to end turn again first)

    Actually, I don't think step 9) will happen. So, repeat from step 3) but this time use campaign_script.txt from the test2 folder.

    Fingers crossed: hopefully step 9) will happen now.

    After testing put back the original campaign_script.txt (your backup copy).

    If that second test does work then it confirms my suspicions: in MOS, for some bizarre reason, historic events only work via "historic_event" and not "event historic". Ngugi found this when porting DCI into MOS. If this is the reason then I suspect that a lot of other SAUS things aren't working in MOS (26 historic events) though it might just be an absence of event messages rather than breaking anything.

    P.S. Thanks for the files Chainsaw. I don't know if they were different to ones I was already given but better safe than sorry.

    EDIT:
    Quote Originally Posted by kraxmause View Post
    What's pretty strange is that in custom battles only the AP Elven Rangers are available (both as a normal and Tôl Acharn unit). So the forge was removed but the unit wasn't?
    The MOS team probably just removed the non-AP one from custom battles. The AP unit is definitely in the game, just something is up with the Forge.
    Last edited by Withwnar; September 19, 2012 at 02:24 AM.

  10. #150
    kraxmause's Avatar Semisalis
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    Default Re: Spawning Additional Units Submod (SAUS) v1.4.1 [3.2 compatible]

    Tested it and the second campaign script works. Good work!
    Cleave the sod with your trusty spade
    Dig out a house that's quite like a grave
    And should your neighbour not return your wave
    Cleave the sod with your trusty spade


    A.R.R.R. Roberts - The Soddit

  11. #151
    Withwnar's Avatar Script To The Waist
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    Default Re: Spawning Additional Units Submod (SAUS) v1.4.1 [3.2 compatible]

    That was fast. Excellent, thanks for letting me know.

    Alrighty. Then I strongly expect that 26 SAUS messages are not firing, including many of the Glittering Caves ones. Aargh! All that time making event pics and nobody can see them (in MOS).

    I'll let the MOS guys know (Trailhog) and give them an update. It won't be save game compatible.

    If you wish to manually replace your non-AP units with AP ones then see the bottom of post 144.

  12. #152
    Withwnar's Avatar Script To The Waist
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    Default Re: Spawning Additional Units Submod (SAUS) v1.4.1 [3.2 compatible]

    I found the problem. It doesn't work in MOS for two reasons:

    1) There is a problem with some SAUS historic events due to MOS's 12 turns per year (12tpy). This still needs resolving.
    2) There is an error in EDB where it is using the wrong event_counter. If the historic events were working then this also would work (i.e. in vanilla TATW and older versions of MOS that do not use 12tpy).

    i.e. 2) is a problem only if 1) is a problem.

    Therefore, to make the Arrow Forge available in a 12tpy MOS (1.3 ... others?) go into {MOS}\data\export_descr_buildings.txt, find this line...

    Code:
    saus_er_forge_castle castle requires factions { turks, slave, } and event_counter saus_er_forge_avail 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
    ...and change to...

    Code:
    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
    NOTE: it won't fix the problem of some messages not appearing. e.g. Notification that the Forge is now available.

    ~~~

    While you're there you may as well fix another bug. This applies to all SAUS players, not just MOS: Elven Rangers are not retrainable in the Arrow Forge, only the Lodge.

    Code:
            saus_lodge_er castle requires factions { turks, slave, }  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_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
                }
            }
    You need to insert the red lines: you can just copy the blue ones.

    Both fixes are save game compatible.
    Last edited by Withwnar; September 20, 2012 at 06:40 AM.

  13. #153

    Default Re: Spawning Additional Units Submod (SAUS) v1.4.1 [3.2 compatible] - bug fix added 20-Sep

    Thanks! Your features are essential in Mos to my mind.

  14. #154

    Default Re: Spawning Additional Units Submod (SAUS) v1.4.1 [3.2 compatible] - bug fix added 20-Sep

    Very good fix Withnar. Thank you.

  15. #155
    Withwnar's Avatar Script To The Waist
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    Default Re: Spawning Additional Units Submod (SAUS) v1.4.1 [3.2 compatible] - bug fix added 20-Sep

    You're welcome.

    Quote Originally Posted by Brune View Post
    Thanks! Your features are essential in Mos to my mind.
    Good to hear that SAUS is being used and enjoyed.

  16. #156
    Withwnar's Avatar Script To The Waist
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    Default Re: Spawning Additional Units Submod (SAUS) v1.4.1 [3.2 compatible] - bug fix added 20-Sep

    Post 2 has been updated with further info and screenshots regarding the Pilgrimage Escort.

  17. #157
    Mhaedros's Avatar Brave Heart Tegan
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    Default Re: Spawning Additional Units Submod (SAUS) v1.4.1 [3.2 compatible] - bug fix added 20-Sep

    Very nice work I might have to get this now... +rep
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  18. #158
    Withwnar's Avatar Script To The Waist
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    Default Re: Spawning Additional Units Submod (SAUS) v1.4.1 [3.2 compatible] - bug fix added 20-Sep

    Thanks Mhaedros. Yeah, the original post didn't really do this feature justice.

    I have been using it myself in my Rohan campaign. While it becomes "easy money" later in the game when the evil factions have been eradicated from the north (and Isengard too) there have been some scary moments before then: e.g. trying to get the escort past Mordor armies that are lurking in the Anduin Vale.

    Plus Military Access is a must-have. Relations plummet when you're marching this one-unit army through friendly regions.
    Last edited by Withwnar; September 25, 2012 at 03:51 AM.

  19. #159
    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]

    v1.4.2 released. Bug fix: see the Change Log for details.

    When MOS is updated to this version then the historic event messages will work. This in turn means that the Forge will work.

    Attention modders: it turns out that "add_events ... event historic" does not work with 12 turns per year as discussed here, at least not with the "standard" timescale of 0.085. However, it seems that it might work with a timescale of 0.083.

  20. #160
    Ngugi's Avatar TATW & Albion Local Mod
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    Default Re: Spawning Additional Units Submod (SAUS) v1.4.2 (25-Sep) [3.2 compatible]

    Quote Originally Posted by Withwnar View Post
    Attention modders: it turns out that "add_events ... event historic" does not work with 12 turns per year as discussed here, at least not with the "standard" timescale of 0.085. However, it seems that it might work with a timescale of 0.083.
    But of course. Bloody engine... xD

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