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  1. #1

    Default quick Q's and A's ....

    a topic for quick questions and answers...

    since ,it's higly non practical

    -for new CoW players, to having to read
    the whole 40 pages of the FAQ topic,or serach the whole CoW forum and subforums

    and annoying for everybody

    -to start new topics for just some simple question(s) ,
    this topic is just for some quick searching...in order to

    "let the new guys learn ...and the veterans remember"

    maybe using some BB code for the key point of the question would further help the reading of this topic if it evolves as it should be...
    ...............................................................................................................................................

    1.....is there any submod that lets you play a campaign as beastmen or nightgoblins ?

    2....would the can_fire_by_rank edu attribute be any good for the handgunners ? has anybody used it ?
    is there any volley shot attribute unit ?


  2. #2

    Default Re: quick Q's and A's ....

    guys...any one ,that can help me making custom siege battles ???

    even though i did play some ,by luck ,after pressing on quick battle...i just can't put settlements in ,by the ordinary custom-battle menu...seems as if they were disabled by default


  3. #3
    Kahvipannu's Avatar Bring me Solo & wookie
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    Default Re: quick Q's and A's ....

    Here:
    "Want to seige a city in custom battles? Now you can!"
    http://www.twcenter.net/forums/showthread.php?t=326294

  4. #4
    The Holy Pilgrim's Avatar In Memory of Blackomur
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    Default Re: quick Q's and A's ....

    Yep, just follow my tutorial in the link Kahvi posted and you should be good

  5. #5

    Default Re: quick Q's and A's ....

    are you sure the druid attribute (for warrior priests units) works properly ?

    even though the button is still there (cause of the EDU entry) the animation is lacking ,as also the chant itself...


  6. #6
    The Holy Pilgrim's Avatar In Memory of Blackomur
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    Default Re: quick Q's and A's ....

    The units will chant and their animations will show. At least, the Warpriests of Sigmar and Ulric do. I've seen them raise their arms in the air and go "OOOOOOOOOOOOOO" while my men fought against the Empire's foes valiantly.

  7. #7

    Default Re: quick Q's and A's ....

    HP thanks for your answers...just got home and tried this out ,again... but still no animation no nothing...i know how it should look like ,but i just don't see it in my CoW game...till now i 've only used the priests in custom-battle...i don't think that should meananything though..aftreall they're always the same units...anyway..who cares, maybe they took an oath of silence..muahhaah


  8. #8
    Kahvipannu's Avatar Bring me Solo & wookie
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    Default Re: quick Q's and A's ....

    Hmm, that's strange, since I could swear that I have too seen WP to do theyr chanting animation.. It should be there Maybe a sub-mod is causing this lack of chanting..?

  9. #9
    Kahvipannu's Avatar Bring me Solo & wookie
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    Default Re: quick Q's and A's ....

    Could someone help with one thing. I want to add unit as hirable random mercenary, just like venators etc. So that player will get question in the start of turn if he would like to buy the unit and general, and after that the general emerges and that units won't be recruitable unless the hero is alive. So what files I need to modifye? It's a big question, but if someone could push me in right direction, via PM for example, I would appreciate it

  10. #10
    Scipio praeditus's Avatar Decanus
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    Default Re: quick Q's and A's ....

    As far as I can tell it's all in the campaign_script and export_descr_buildings files.

    Up untill now I have only been able to modify the campaign_script to have mages, and other units that spawn randomly, spawn on the first turn.
    I'm no experienced scripter so I can't explain how to make it do what you want it to do, and unfortunately several searches with related search terms did not deliver any usefull results, so unless you can get one of the COW team members to explain it youґll have to study the script file.
    "The only question that remained was whether the founders knew the final result of their creation, or if they themselves where the victims of a misunderstanding.
    In the latter case it was the duty of any thinking human, to press himself into the front of this depraved movement, to perhaps still prevent the extreme, in the former case the founders of this peoples disease must have been true devils; for only in the brain of a monster - not of a human - could the plan for an organisation take meaningfull form, whose purpose must lead toward the end result of a collapse of human culture and thus to the desolation of the world.
    In this case only battle remained as a means of final delivery, battle with any weapons that the human mind, intellect and will are able to comprehend, regardless, of whom fate would gift with it's blessing."

  11. #11
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: quick Q's and A's ....

    Quote Originally Posted by Kahvipannu View Post
    Could someone help with one thing. I want to add unit as hirable random mercenary, just like venators etc. So that player will get question in the start of turn if he would like to buy the unit and general, and after that the general emerges and that units won't be recruitable unless the hero is alive. So what files I need to modifye? It's a big question, but if someone could push me in right direction, via PM for example, I would appreciate it
    Your yes\no event will create an event_counter which you can then use as a condition in the EDB.
    You will have to spawn the character with a custom label - it is needed for a monitor that checks if he is alive (once dead\removed the event_counter gets set back to zero)

    To make the whole thing random would involve some nifty use of generate_random_counter, multiple possibilities and corresponding entries in the EDB. Similar stuff could be done for actual spawning instead of recruiting, but that would fill the script up unnecessarily (processing speed).

    You can use that event also in the descr_mercenaries file, but you cannot reverse it\set back to zero.
    Last edited by Gigantus; August 13, 2011 at 10:08 AM.










  12. #12
    Kahvipannu's Avatar Bring me Solo & wookie
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    Default Re: quick Q's and A's ....

    Quote Originally Posted by Gigantus View Post
    Your yes\no event will create an event_counter which you can then use as a condition in the EDB.
    You will have to spawn the character with a custom label - it is needed for a monitor that checks if he is alive (once dead\removed the event_counter gets set back to zero)

    To make the whole thing random would involve some nifty use of generate_random_counter, multiple possibilities and corresponding entries in the EDB. Similar stuff could be done for actual spawning instead of recruiting, but that would fill the script up unnecessarily (processing speed).

    You can use that event also in the descr_mercenaries file, but you cannot reverse it\set back to zero.
    Thank you Gigantus.

    EDIT: Had a question, figured it out from your last post.

    EDIT2: Might aswell ask here since your propably reading this Gigantus, or anyone I got the scripting working, but there is just one problem, characters stratmap model is brightwizards, when it should be the one I have assigned in descr_model_strat. Any ideas what might cause/how to fix this?
    Last edited by Kahvipannu; August 14, 2011 at 05:13 PM.

  13. #13
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: quick Q's and A's ....

    Quote Originally Posted by Kahvipannu View Post
    Thank you Gigantus.

    EDIT: Had a question, figured it out from your last post.

    EDIT2: Might aswell ask here since your propably reading this Gigantus, or anyone I got the scripting working, but there is just one problem, characters stratmap model is brightwizards, when it should be the one I have assigned in descr_model_strat. Any ideas what might cause/how to fix this?
    There is a lot of nifty footwork in CoW with regards to character's strat models. Each named character has nine models which are determined by a 'level' trait. See the 'factionleader' trait for example.

    Depending on the level that a character has it will get the model. See descr_character for these models:

    faction venice
    dictionary 15
    strat_model Empire_general_strat3 ; level 0
    strat_model Empire_general_strat3
    strat_model Marius
    strat_model Pirazzo
    strat_model Rikko
    strat_model Bright_Wizard ; level 5
    strat_model Roderigo
    strat_model Leopoldo
    strat_model Empire_general
    strat_model warpriest
    strat_model Ragnar
    battle_model Empire_general
    battle_equip gladius, chainmail shirt helmet and rectangular shield
    The entry in descr_model_strat only determines the texture for that model.

    The trait for this level:

    Trait ICE_mage
    Characters family
    AntiTraits Factionleader, Factionheir

    Level ICE_mage
    Description ICE_mage_desc
    EffectsDescription none_desc
    GainMessage none_desc
    LoseMessage none_desc
    Epithet ICE_mage_epithet_desc
    Threshold 16

    Effect Piety 10
    Effect Loyalty 10
    Effect HitPoints 5
    Effect Chivalry 5
    Effect Command -10
    Effect Authority -10
    Effect Level 5
    Last edited by Gigantus; August 14, 2011 at 09:19 PM.










  14. #14
    Kahvipannu's Avatar Bring me Solo & wookie
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    Default Re: quick Q's and A's ....

    Thanks, that got me started. I think I figured it out now, fingers crossed...
    +1
    Last edited by Kahvipannu; August 05, 2011 at 01:49 AM.

  15. #15

    Default Re: quick Q's and A's ....

    guys...do you know if the AI is using hero abilities too ? but being 100% certain about it...

    EDIT: just found out that it doesn't...
    Last edited by Noobio; August 11, 2011 at 04:51 PM.


  16. #16

    Default Re: quick Q's and A's ....

    any submod that gives faction-specific colours for the chaos factions ??? i'm talking about the ordinary units ,like marauders that now have a greenish colour for all of 4 chaos cults...

    thanks


  17. #17

  18. #18

    Default Re: quick Q's and A's ....

    Does anyone know how to make krell appear? He does not appear when I capture the brass keep, and I want my awesome dead chaos warrior! D: Took some work getting an army there...
    I salute those who took the Hungarian Phrasebook simply because of the quote!

  19. #19

    Default Re: quick Q's and A's ....

    guys what's the name of the track in the chaos battle-autoresolve/fight screen ? (that really EPIC one)

    a you-tube link would be nice too


  20. #20
    Scipio praeditus's Avatar Decanus
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    Default Re: quick Q's and A's ....

    Quote Originally Posted by Elitewolf View Post
    Does anyone know how to make krell appear? He does not appear when I capture the brass keep, and I want my awesome dead chaos warrior! D: Took some work getting an army there...

    The following is what I understand of the script regarding Krell (blue text is my comments);

    Code:
            set_event_counter krell_capitan 0
    set_event_counter krell_hungary 0
    
    ;тестовый скрипт для атаки
    ;monitor_event FactionTurnStart FactionIsLocal
    ;console_command auto_win attacker
    ;       siege_settlement Mannfred Von_Carstein, Med, attack
    ;terminate_monitor
    ;end_monitor
    
    The lines above have been deactivated by placing semicolons (;) before them.
    
    monitor_event FactionTurnStart FactionIsLocal
    and I_TurnNumber > 0 This is the turn from which the script starts checking if the requirements have been met.
    and RandomPercent < 20 This is the percentage chance that the unit is spawned.
    and I_EventCounter krell_capitan = 0
    historic_event KRELL_RECRUITMENT false factions { hungary, }
    terminate_monitor
    end_monitor
    
    monitor_event FactionTurnEnd FactionIsLocal
    and I_EventCounter krell_capitan = 1
    and not I_WorldwideAncillaryExists krell_axe
    historic_event KRELL_RECRUITMENT_END false factions { hungary, }
    set_event_counter krell_capitan 0
    terminate_monitor
    end_monitor
    
    monitor_event FactionTurnStart FactionIsLocal
    and I_SettlementOwner Med = hungary This is the requirement to own Brass Keep (named Med in the game system apparently).
    and not I_WorldwideAncillaryExists krell_axe
    and I_EventCounter krell_capitan = 0
    spawn_army
    faction hungary
    character Krell, named character, age 29, x 59, y 103, direction S, label Krell_general, battle_model Krell, portrait Krell, hero_ability Damnation_Ability
    traits Krell 1
    unit        Vampire skeleton khorne warrior            exp 9 armour 0 weapon_lvl 0
    unit        Vampire skeleton mount chaos                exp 3 armour 0 weapon_lvl 0
    unit        Vampire skeleton chaos                exp 3 armour 0 weapon_lvl 0
    unit        Vampire skeleton chaos warrior                exp 3 armour 0 weapon_lvl 0
    unit        Vampire skeleton chaos warrior halberd                exp 3 armour 0 weapon_lvl 0
    unit        Vampire skeleton chaos axe                exp 3 armour 0 weapon_lvl 0
    end
    historic_event KRELL_RECRUITMENT_PLAYER false factions { hungary, } event/Krell.bik
    set_event_counter krell_capitan 1
    set_event_counter krell_hungary 1
    console_command give_ancillary Krell_general krell_axe
    terminate_monitor
    end_monitor
    
    The lines below are for AI controlled Silvania.
    
    monitor_event FactionTurnStart FactionType hungary
    and I_IsFactionAIControlled hungary
    and I_EventCounter krell_capitan = 0
    and I_SettlementOwner Drakenhof = hungary
    and not I_WorldwideAncillaryExists krell_axe
    and RandomPercent = 5
    spawn_army
    faction hungary
    character Krell, named character, age 29, x 107, y 53, direction S, label Krell_general, battle_model Krell, portrait Krell, hero_ability Damnation_Ability
    traits Krell 1
    unit        Vampire skeleton khorne warrior            exp 9 armour 0 weapon_lvl 0
    unit        Vampire skeleton mount chaos                exp 3 armour 0 weapon_lvl 0
    unit        Vampire skeleton chaos                exp 3 armour 0 weapon_lvl 0
    unit        Vampire skeleton chaos warrior                exp 3 armour 0 weapon_lvl 0
    unit        Vampire skeleton chaos warrior halberd                exp 3 armour 0 weapon_lvl 0
    unit        Vampire skeleton chaos axe                exp 3 armour 0 weapon_lvl 0
    end
    set_event_counter krell_capitan 1
    set_event_counter krell_hungary 1
    console_command give_ancillary Krell_general krell_axe
    terminate_monitor
    end_monitor
    It looks like you're going to have to wait a while for him to spawn, < 20% is a rather large chance, but if you want him to spawn immediately you'll have to change the percentage chance to 100 (and replace the < with an =).

    The 'campaign_script' file is in 'mods\Call_of_Warhammer\data\world\maps\campaign\imperial_campaign'.
    Last edited by Scipio praeditus; August 13, 2011 at 07:50 PM.
    "The only question that remained was whether the founders knew the final result of their creation, or if they themselves where the victims of a misunderstanding.
    In the latter case it was the duty of any thinking human, to press himself into the front of this depraved movement, to perhaps still prevent the extreme, in the former case the founders of this peoples disease must have been true devils; for only in the brain of a monster - not of a human - could the plan for an organisation take meaningfull form, whose purpose must lead toward the end result of a collapse of human culture and thus to the desolation of the world.
    In this case only battle remained as a means of final delivery, battle with any weapons that the human mind, intellect and will are able to comprehend, regardless, of whom fate would gift with it's blessing."

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