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Thread: Modding Questions and Help Thread

  1. #521

    Default Re: Modding Questions and Help Thread

    Is it possible to change the 4 turns per year from vanilla into 12 turns a year?
    I have a script of another mod which is 12 turns, can I just copy-paste it in the campaign_script.txt and change the time scale in descr.strat? --> what time scale do I need?

  2. #522
    Mhaedros's Avatar Brave Heart Tegan
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    Default Re: Modding Questions and Help Thread

    I'm fairly sure TATW is already in 12 turns per year. Maybe even 24.
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  3. #523
    Kiliç Alì's Avatar Domesticus
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    Default Re: Modding Questions and Help Thread


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  4. #524

    Default Re: Modding Questions and Help Thread

    Thank you for the response!

    I need to re-install TATW though so should I also change the time scale in descr.strat?

  5. #525
    Kiliç Alì's Avatar Domesticus
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    Default Re: Modding Questions and Help Thread

    It would surely help.

    4 TPY: 0.25
    2 TPY: 0.5
    1 TPY: 1

    12 TPY: 0.8225*

    * Never tested this value (theoretical is 0.83...3) but may work as intended, without breaking any scripting function.
    Seriously, you won't notice the extra turn among one hundred turns more. There had been some conversation about it and the "add_event" command in the Mod Workshop, but I can't find it right now.

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  6. #526

    Default Re: Modding Questions and Help Thread

    1648 is 12 turns per year and the number in descr_strat is 0.08333333333333333333333333333333333333333333333333333.

    At least it was before, in the newest version it is 0.08.

  7. #527
    Withwnar's Avatar Script To The Waist
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    Default Re: Modding Questions and Help Thread

    Quote Originally Posted by Kiliç Alì View Post
    There had been some conversation about it and the "add_event" command in the Mod Workshop, but I can't find it right now.
    http://www.twcenter.net/forums/showt...ot-not-working

  8. #528
    Melvasul's Avatar Biarchus
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    Default Re: Modding Questions and Help Thread

    Ehm hy guys..
    I'm playing TATW3.2 with MOS 1.6.1 and I'm so tired to wait more then 5 turns to be able to recruit the BR dunedain cavalry..
    I'd like to say if there's a line that change the in-game called "next turn aviable"..
    Thank's a lot!

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  9. #529
    Ngugi's Avatar TATW & Albion Local Mod
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    Default Re: Modding Questions and Help Thread

    Quote Originally Posted by melwasul View Post
    Ehm hy guys..
    I'm playing TATW3.2 with MOS 1.6.1 and I'm so tired to wait more then 5 turns to be able to recruit the BR dunedain cavalry..
    I'd like to say if there's a line that change the in-game called "next turn aviable"..
    Thank's a lot!
    Hi melwasul

    Open the file export_descr_buildings.txt found in the data-folder

    Look for Mounted Dunedain and edit this number:
    Code:
                    recruit_pool "Mounted Dunedain"  1   0.04   1  0  requires factions { turks, }  and hidden_resource dunedain and event_counter northmen_turks 1
    That is the replentish-numberm the number that show how soon the unit has replentished enough to be recruted. The number must be between 0 to 1, where 1 equal a new unit each turn.
    In this example (from an older version of MOS mind you, so it may differ from yours) 0.04 is the same as 4% increase added each turn, so that after 25 turns (4 x 25 = 100% or technically 0.04 x 25 = 1) a new unit is avilable.
    Change it to whatever you like to.
    Save game compatible.

    Remember that there are 7 different entries for the Mounted Dunedain, as each level of stables in cities and each level of stables in castles have their own line + two entries for the veteran building (a bit further down).
    Can also be a point to give lesser stables a lower replentish rate than greater ones.

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  10. #530
    Melvasul's Avatar Biarchus
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    Default Re: Modding Questions and Help Thread

    Ehy thank's a lot mate!!!
    Really really thank's!!!

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  11. #531

    Default Re: Modding Questions and Help Thread

    Hello I am trying to find a dwarf archer unit. Not a crossbow unit, Dwarfs should not have crossbows in lotr (in my opion neither should urk-hai but they look cool enough I dont complain). Dose any one know if one has been made, and is playable? If so where?

    But I digress, I thought I had seen a dwarf archer unit at some point but I can not find it.

    This may not be the best place for the above questions, but hope fully this is. when and if I find the dwarf archer unit/units, how do I replace the crossbows with them?

    Thank you

  12. #532
    Ngugi's Avatar TATW & Albion Local Mod
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    Default Re: Modding Questions and Help Thread

    Quote Originally Posted by angrenost View Post
    Hello I am trying to find a dwarf archer unit. Not a crossbow unit, Dwarfs should not have crossbows in lotr (in my opion neither should urk-hai but they look cool enough I dont complain). Dose any one know if one has been made, and is playable? If so where?

    But I digress, I thought I had seen a dwarf archer unit at some point but I can not find it.

    This may not be the best place for the above questions, but hope fully this is. when and if I find the dwarf archer unit/units, how do I replace the crossbows with them?

    Thank you
    There's a unit in FROGS http://www.twcenter.net/forums/showt...t-Vale-archers
    and/from FRoME http://www.twcenter.net/forums/showthread.php?t=323812


    The principles to move a unit is described here; http://www.twcenter.net/forums/showt...1#post13386237

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    Additional Mercenary Minimod - more mercs; for TATW and DCI | Family Tree minimods - lore improvements | Remade Event Pictures - enhance cultures trough images |
    Favorite TATW compilation: Withwnars Submod Collection
    Patron of Mank, Kiliç Alì, FireFreak111, MIKEGOLF & Arachir Galudirithon, Earl of Memory

  13. #533

    Default Re: Modding Questions and Help Thread

    Hey i tried editing my 'export_descr_units' document, however after I made the changes the game won't start could someone check my file and see where i went wrong, please. I play the DAC submod for The Third Age mod all fully updated.
    Attached Files Attached Files

  14. #534

    Default Re: Modding Questions and Help Thread

    Sorry for the repost, attached wrong file and now can't seem to upload it..

  15. #535
    Ngugi's Avatar TATW & Albion Local Mod
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    Default Re: Modding Questions and Help Thread

    Before you can edit a post you need to been a member for a week [check] and have 25 posts (a step to hinder spam boots)

    Kingdom of Lindon preview video out





    DCI: Last Alliance
    - WIP Second Age mod | DCI: Tôl Acharn - mighty Dúnedain Counter Invasions |
    Additional Mercenary Minimod - more mercs; for TATW and DCI | Family Tree minimods - lore improvements | Remade Event Pictures - enhance cultures trough images |
    Favorite TATW compilation: Withwnars Submod Collection
    Patron of Mank, Kiliç Alì, FireFreak111, MIKEGOLF & Arachir Galudirithon, Earl of Memory

  16. #536

    Default Re: Modding Questions and Help Thread

    Tell us what changes you made and what the log says. We can't go through the whole document.

  17. #537

    Default Re: Modding Questions and Help Thread

    So my second attempt at combining models has gone little better than the first.

    I've merged the two model files in milkshape, and properly assigned the textures in the modeldb and this is what has happened:

    http://steamcommunity.com/profiles/7...70458913199017

    Does anyone have any tips on how to fix this?

    If it makes a difference, I can't get the textures to apply to the model in milkshape either.
    Last edited by Jmonstra; December 14, 2013 at 01:15 AM.

  18. #538
    Mhaedros's Avatar Brave Heart Tegan
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    Default Re: Modding Questions and Help Thread

    Never, ever use milkshape for merging, it messes stuff up I've been given to understand. Use GOM's converter or GOAT to merge models instead.

    If it makes a difference, I can't get the textures to apply to the model in milkshape either.
    That's weird, have you made sure the correct groups are assigned to the correct materials? You can't assign any texture file either, convert it to a .tga or .png if you hadn't done that already.
    Under the patronage of Finlander. Once patron to someone, no longer.
    Content's well good, innit.


  19. #539

    Default Re: Modding Questions and Help Thread

    So I went back and merged them in GOM. Here's the problem:

    http://steamcommunity.com/profiles/7...70458937264941

    They've also clearly got Jesus Syndrome. I've checked the comments in the groups tab, but they all appear to have been assigned a comment.

    Wat do D:?

  20. #540

    Default Re: Modding Questions and Help Thread

    Okay this might be a problem. When opening the model in milkshape, I get a messages about the "missing subversion for vertex weights 2" pop up. It even happens with the two base models I'm using to put this together.

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