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  1. #1

    Default Re: Modding Q&A's (General)

    How can I delete boarding by transports?

    Ah and further, how can I change the diplomatic relationship between two factions (and I don't mean being neutral or at war, but the exact value at the beginning of a campaign?)

    Oh and another one : Is it possible to force the defender of small settlement regions to defend attackers always on the field and not in these idiotic villages?
    Last edited by Carthago; December 21, 2013 at 07:10 AM.

  2. #2

    Default Re: Modding Q&A's (General)

    Quote Originally Posted by Carthago View Post
    How can I delete boarding by transports?

    Ah and further, how can I change the diplomatic relationship between two factions (and I don't mean being neutral or at war, but the exact value at the beginning of a campaign?)

    Oh and another one : Is it possible to force the defender of small settlement regions to defend attackers always on the field and not in these idiotic villages?
    Is nothing of that possible right now?

  3. #3
    crzyrndm's Avatar Artifex
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    Default Re: Modding Q&A's (General)

    Quote Originally Posted by Carthago View Post
    Is nothing of that possible right now?
    1) not possible else it would have been done long ago.
    2) table: startpos_past_events
    3) minor_settlement_field_battle_percent in campaign_variables I believe. However this only forces the AI, player has to select sally out.
    Quote Originally Posted by sgtkatharn View Post
    thanks for the help again crzyrndm I've given you a thanks on the mod
    http://steamcommunity.com/sharedfile...rchtext=edicts
    Not a problem
    It’s better to excite some and offend others than be bland and acceptable to all
    Creating a mod.pack with PFM - Database Table Fragments

  4. #4
    sgtkatharn's Avatar Foederatus
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    Default Re: Modding Q&A's (General)

    I have a couple of questions
    Has anyone found where to change the recruitment slot number for generals/admirals as I want to add a recruitment slot to them as a effect of an edict?
    Also the new edict names are not showing up under the tool tip is their another table for this apart from these province_initiative_records, province_initiative_to_subculture_junctions, effect_bundles, and effect_bundles_to_effects_junctions?
    My last question is in relation to public order modifiers for armies in a province, I'm wanting to have armies give a higher public order bonus for each army in the province. I have it half working using these keys rom_general_local_mod_repression => this_force_local_province and start_turn_completed advancement_stage but it stays in effect even when there are no armies in the province and I am also only getting one bonus not one for each army











  5. #5
    crzyrndm's Avatar Artifex
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    Default Re: Modding Q&A's (General)

    Quote Originally Posted by sgtkatharn View Post
    I have a couple of questions
    Has anyone found where to change the recruitment slot number for generals/admirals as I want to add a recruitment slot to them as a effect of an edict?
    Also the new edict names are not showing up under the tool tip is their another table for this apart from these province_initiative_records, province_initiative_to_subculture_junctions, effect_bundles, and effect_bundles_to_effects_junctions?
    My last question is in relation to public order modifiers for armies in a province, I'm wanting to have armies give a higher public order bonus for each army in the province. I have it half working using these keys rom_general_local_mod_repression => this_force_local_province and start_turn_completed advancement_stage but it stays in effect even when there are no armies in the province and I am also only getting one bonus not one for each army
    You can find a recruitment slot example in building_effects for rom_<CULTURE>_major_city_4 I think it is. Something like region recruitment points.

    Name is probably in a .loc file somewhere. Local_en2.pack (if english locale) -> text -> db, see if you can find anything familiar, if not, same place in local_en.pack. Usually the file name is the same as one of the db files (most likely, province_initiative_records.loc)

    I'm not sure on the last one, but I don't think you can make the same effect stack. Normally things overwrite.
    It’s better to excite some and offend others than be bland and acceptable to all
    Creating a mod.pack with PFM - Database Table Fragments

  6. #6
    sgtkatharn's Avatar Foederatus
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    Default Re: Modding Q&A's (General)

    thanks for the help again crzyrndm I've given you a thanks on the mod
    http://steamcommunity.com/sharedfile...rchtext=edicts

  7. #7
    Magnar's Avatar Artifex
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    Default Re: Modding Q&A's (General)

    @ carthago

    1) may be possible in naval_units_tables. untick the boarding box and see if that works

    2) you need to edit the past diplomatic events to change starting relations. or you can reduce or increase cultural effects

    3) Yes there is a value somewhere which defines the % of those battles fought in the city or in a field, set to 100% and bingo bango

  8. #8

    Default Re: Modding Q&A's (General)

    Thank you very much, both of you

    I implemented that in my personal mod compilation. Then I wanted to try, and I don't know why the whole mod doesn't work (Although I checked it in the Mod Manager). Can maybe someone take a look on it and tell me what I might have made wrong?
    Here a screen of the structure (including the DuB Mod and HD Water Mod, just a few edits by me); .pack-file is attached aswell.
    Attached Files Attached Files

  9. #9

    Default Re: Modding Q&A's (General)

    Hey guys, I have tried searching but haven't found anything so I figured I would ask here. Is there any way to remove the spot light from units during night battles?

    Spoiler Alert, click show to read: 


  10. #10

    Default Re: Modding Q&A's (General)

    question - Has anybody found out where and how exactly are CiG units defined? i was looking for unit costs, but they are not in main unit table, yet when i checked unit stats in game, units had the stats i gave them in land_units table.. It looks like they are somehow linked with these entries, just cant figure it how.. any idea?

  11. #11
    crzyrndm's Avatar Artifex
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    Default Re: Modding Q&A's (General)

    They're in main_units, prefix CiG
    It’s better to excite some and offend others than be bland and acceptable to all
    Creating a mod.pack with PFM - Database Table Fragments

  12. #12

    Default Re: Modding Q&A's (General)

    lol, you are right.. i was looking at incorrect column... damn, land_unit column and there is unit column...

  13. #13

    Default Re: Modding Q&A's (General)

    Hey there,
    I know that this isn't the right place to ask. But I never get an answer if I ask at the right place.
    So perhaps you can help me.

    I want to add a new officer. I mean the one which every unit on the battlefield has.
    I only found one db table for the officers. It is called land_units_officers_tables .
    I added my new officer there, created a new variantmeshdefinition for him and integrated it, too.
    Also I added an entry in the db table variants_tables and I assigned my new officer to a unit.

    But everytime I start Rome2 it crashes. So I think I forgot a db table.
    Does anyone know the missing db table?

    Greetings
    Roemerboy
    That's my own mod: PontusNewUnits


  14. #14

    Default Re: Modding Q&A's (General)

    You need also add your new officer into battle_personalities.

  15. #15

    Default Re: Modding Q&A's (General)

    Quote Originally Posted by Mithridates VI View Post
    You need also add your new officer into battle_personalities.
    Thanks very much.
    But which animation do I have to use? (my new officer has a sword and a sheild, but no horse)
    There is only a sword and shield cavalry animation.
    That's my own mod: PontusNewUnits


  16. #16

    Default Re: Modding Q&A's (General)

    Use rome_man_sword_shield.

  17. #17

    Default Re: Modding Q&A's (General)

    Quote Originally Posted by Mithridates VI View Post
    Use rome_man_sword_shield.
    Ah ok thanks.
    It is good to know that I can use the same animations like in land_units .
    That's my own mod: PontusNewUnits


  18. #18
    joedreck's Avatar Artifex
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    Default Re: Modding Q&A's (General)

    I has again same situation. I plunder a town. My army still in the red zone and I can't leave any more.

    Where I can find the red zone around the towns please?
    Edictum mod adds new edicts to Rome II. http://www.twcenter.net / YouTube: Edictum Mod / Click here for Edictum Mod on steam
    Vote Brain Slug for president.

  19. #19

    Default Re: Modding Q&A's (General)

    Is there a mod that forces the AI to accept peace always?
    And if not, which db files and which values in there do I have to edit to make such a mod?

  20. #20

    Default Re: Modding Q&A's (General)

    anybody figured out what tracking_treshold means in battle entities?

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