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Thread: Extended Map 1.12 for Alternative Patch 4.8

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  1. #1

    Default Re: Extended Map 1.11 for Alternative Patch 4.8

    Hi, i have a problem with the RK script. So i reforged arnor, rebuilt fornost and annuminas and the house of Kings, currently for that i cheated because 12 turns was Too long to me.... and i conquered the minas tirith from mordor and i'm in an alliance with gondor but the script doesnt trigger une next turn. So i decided To raze the house of Kings and rebuilt it because i havent a script message but even with that no house of Kings rebuilt message and no RK script, does the script become kinda unstable if i cheat?

  2. #2

    Default Re: Extended Map 1.11 for Alternative Patch 4.8

    Quote Originally Posted by Gollum my precious View Post
    Hi, i have a problem with the RK script. So i reforged arnor, rebuilt fornost and annuminas and the house of Kings, currently for that i cheated because 12 turns was Too long to me.... and i conquered the minas tirith from mordor and i'm in an alliance with gondor but the script doesnt trigger une next turn. So i decided To raze the house of Kings and rebuilt it because i havent a script message but even with that no house of Kings rebuilt message and no RK script, does the script become kinda unstable if i cheat?
    That action should not make it unstable. Did you move Aragorn/Isildur's heir to Minas Tirith for his coronation?
    There isn't a historic event message for when the House of Kings is rebuilt, but perhaps there should be just so the player can keep tabs of their progress.

    Here is the code from the relevant section of the campaign_script.txt file.

    Code:
    ;################# Conditions for RK ######################
    monitor_event FactionTurnStart FactionType turks
    
    
     if ! I_LocalFaction turks
     terminate_monitor
     end_if
     if I_EventCounter start_rk_turks = 1 ;if you've opted to start as the rk
     terminate_monitor
     end_if
     if I_EventCounter rk_impossible = 2 ;eventually happens if you use the ring.  RK then becomes permanently impossible.
     terminate_monitor
     end_if
    
    
     if I_LocalFaction turks
     and I_EventCounter start_arnor = 1
     and I_CompareCounter isildurs_heir_in_anorien = 1
     and I_CompareCounter minastirith_safe = 1
     and I_CompareCounter rebuilt_annuminas = 1
     and I_CompareCounter rebuilt_fornost = 1
     and I_CompareCounter rebuilt_house_kings = 1
     and ! I_EventCounter rk_impediment = 2 ;eventually happens if you use the ring.  can still be reversed if you stop.
     and I_WorldwideAncillaryExists king_arnor
     and I_SettlementOwner Shire = turks 
     and I_SettlementOwner Bywater = turks
     and I_SettlementOwner Southfarthing = turks
     and I_SettlementOwner Bree = turks
     and I_SettlementOwner Staddle = turks
     and I_SettlementOwner Cardolan = turks
     and I_SettlementOwner Weather-Hills = turks
     and I_SettlementOwner Lake_Evendim = turks
     and I_SettlementOwner Arthedain = turks
     and I_SettlementOwner Athilin = turks
     and I_SettlementOwner Mitheithel = turks
     and I_SettlementOwner Lone-lands = turks ;Tharbad
     and I_SettlementOwner Ettenmoors = turks
    
    
      add_events
      event counter rkturks_accepted
      event counter rkturks_declined
      end_add_events
    
    
      historic_event rkturks true factions { turks, }
    
    
     terminate_monitor
     end_if
    end_monitor
    Let me know please if you find what the issue was or if you have any questions about the code itself. Note using the One Ring will prevent Gondor from accepting your rule.

    Out of curiosity, did you wind up installing it over 4.9 or 4.8?

  3. #3

    Default Re: Extended Map 1.11 for Alternative Patch 4.8

    Code:
    ;################# Isildur's Heir in Minas Tirith ######################
    declare_counter isildurs_heir_in_anorien
    
    
    monitor_event CharacterTurnStart HasAncType king_arnor
    and Trait HouseAndunie > 0
    and IsRegionOneOf Anorien_Province
    and TimeInRegion > 1
     if ! I_LocalFaction turks
     terminate_monitor
     end_if
     if I_EventCounter start_rk_turks = 1
     terminate_monitor
     end_if
     if I_EventCounter rkturks_declined = 1
     terminate_monitor
     end_if
     if I_EventCounter rk_impossible = 2 ;eventually happens if you use the ring.  RK then becomes permanently impossible.
     terminate_monitor
     end_if
    
    
     set_counter isildurs_heir_in_anorien 1
    end_monitor
    Note that for the 'isildurs_heir_in_anorien' condition to trigger, the character must be of the House of Andunie and have the ancillary king_arnor (King of Arnor). If Aragorn hasn't died, and Arnor Union event has occurred, that should be him. Otherwise it should be one of his descendants.
    If he doesn't have the King of Arnor ancillary let me know. I'll have to fix the problem.
    Note he has to be in Anorien more than one turn for it to trigger. Should take you two turns to move him across it to Minas Tirith anyways =)

  4. #4

    Default Re: Extended Map 1.11 for Alternative Patch 4.8

    Quote Originally Posted by Khevsur View Post
    please add Hobbit movie - Mirkwood elves Fraction and Army , Orcs of Gundabad army
    I'd love to include more units inspired by the Hobbit movie. Unfortunately, my skills and interests don't include skinning or animating or 3D modelling. I'm not much of a digital artist. I can include whatever content those talented folks are kind enough to let me use, or I'd even gladly welcome a collaborator with those abilities.

    To be honest, what I'd like is to add many new factions:
    -Hobbit/Bree faction (that joins the Northern Dunedain as part of a more elaborate Arnor Union script)
    -Beornings
    -Mirkwood and Lorien split.
    -Avari (secretive and typically isolationist, no settlements, possibly non-playable, scripted interactions)
    -Bellakar
    -Possibly Sultanate of Raj.
    -Split Western Dwarves into Longbeards faction and Broadbeams/Firebeards faction (Blue mountain dwarves)
    -Split Orocarni Dwarves into North and South: Ironfists/Stiffbeards, and Stonefoots/Blacklock. This could make for an interesting script to unite the dwarven clans.
    -Split Isengard/Dunland into two factions. I'd like a Saruman the White script wherein he starts off as good and with a limited non-orc unit set. AI would probably in 90% of cases become evil. Human can choose to play the whole campaign as good, in a more or less strictly supportive role to the other good factions. I think that would be an interesting campaign, to beat Mordor as Saruman without lording it over anyone.
    Becoming evil he would likely absorb the Dunland faction.

    Have I hit the faction hardcoded limit yet? I haven't counted =)


    In the meantime, if you're looking for more faction variety, I have three words for you: Divide and Conquer. =)
    Their factions and units are beautiful. I wish I had half their talent.

  5. #5

    Default Re: Extended Map 1.11 for Alternative Patch 4.8

    I got the message, then i relaunched the game using setup.bat, but i didn't noticed changes, my faction vas the same emblem and the same color on the minimap while i was arnor, but i'm reunited...

  6. #6

    Default Re: Extended Map 1.11 for Alternative Patch 4.8

    I have aragorn, and he is in minas tirith currently, i will try and pass a bit of time To see if it triggers, i will tell you

  7. #7

    Default Re: Extended Map 1.11 for Alternative Patch 4.8

    While playing as the Northern Dunedain, the RK changes setup.bat is responsible for is mostly minor in-game text (cursor tooltips, that sort of thing) that it isn't possible to change with campaign_script operations. Congratulations on reuniting the Dunedain =)

    Whenever you start a new game, remember to run setup.bat again to restore all changes to campaign start defaults. I should probably include a note somewhere to that effect in-game, if I haven't done so already.

  8. #8

    Default Re: Extended Map 1.12 for Alternative Patch 4.8

    1.12 released!

    Can anyone recommend image hosting that works well with twcenter forums?

  9. #9
    Ngugi's Avatar TATW & Albion Local Mod
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    Default Re: Extended Map 1.12 for Alternative Patch 4.8


    Kingdom of Lindon preview video out





    DCI: Last Alliance
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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

  10. #10
    nadalio's Avatar Civis
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    Default Re: Extended Map 1.12 for Alternative Patch 4.8



    I always dream to play Leo mod with an expanded map. Thanks man!!

  11. #11
    nadalio's Avatar Civis
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    Default Re: Extended Map 1.12 for Alternative Patch 4.8

    Hey euskingc,
    I'm trying to dowload the mod on mega, but it reach the 86% and stop because my IP reach the dowload limit and i have to wait 4 hours for free dowload or pay.
    I could wait 4 hours but the mod will be compromise?

  12. #12

    Default Re: Extended Map 1.12 for Alternative Patch 4.8

    Thanks Ngugi!

    Hi nadalio. The truth is, I don't know, but if you find an answer please let me know.
    Is it an issue with Mega or your own service provider?

    I've never used Mega before, and the reason I put it up there is for some reason I can't seem to get the file to upload to mediafire from my present location, but then I've never tried to upload something this size before. It seems to get to about 6% and then just times out. I've been trying on and off for over a week.

    Can anyone recommend where I should upload the file to for distribution, if it's an issue with Mega?

  13. #13
    Veteraan's Avatar TATW Local Moderator
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    Default Re: Extended Map 1.12 for Alternative Patch 4.8

    Quote Originally Posted by euskingc View Post
    Can anyone recommend where I should upload the file to for distribution, if it's an issue with Mega?
    I see your download file is just over 2 GB. That shouldn't be a problem with MEGA. I have and still am hosting a complete MOS 1.7 install file that is 3.57 GB in size for two years now. There is a download link to it in the OP of the MOS thread and I can't recall seeing people reporting problems downloading it.

    Citizenised by Shankbot - Patron of b0Gia - House de Bodemloze

  14. #14
    nadalio's Avatar Civis
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    Default Re: Extended Map 1.12 for Alternative Patch 4.8

    Quote Originally Posted by euskingc View Post
    Thanks Ngugi!

    Hi nadalio. The truth is, I don't know, but if you find an answer please let me know.
    Is it an issue with Mega or your own service provider?

    I've never used Mega before, and the reason I put it up there is for some reason I can't seem to get the file to upload to mediafire from my present location, but then I've never tried to upload something this size before. It seems to get to about 6% and then just times out. I've been trying on and off for over a week.

    Can anyone recommend where I should upload the file to for distribution, if it's an issue with Mega?
    UPDATE:
    I waited for the 4 hours and i have download everything.
    The mods it's ok no problem till now, the campaign start smoothly.

    I have explored some of your campaign map, it's ing huge!!!
    You did an amazing job Euskingc, i love this map with Leo settlement's

  15. #15

    Default Re: Extended Map 1.12 for Alternative Patch 4.8

    I appreciate the information, Veteraan =)
    Last edited by euskingc; September 28, 2017 at 03:02 AM.

  16. #16

    Default Re: Extended Map 1.12 for Alternative Patch 4.8

    Thanks =)

    Honestly though, what it's really lacking is new units and factions. Mapping, scripting, coding, that's all fine by me, but 3d artwork/modelling isn't really my field, I'm afraid. The mod isn't by any means what it could be.

  17. #17

    Default Re: Extended Map 1.12 for Alternative Patch 4.8

    does this mod work with alternative patch 4.9 ?

  18. #18

    Default Re: Extended Map 1.12 for Alternative Patch 4.8

    Quote Originally Posted by enggraphice View Post
    does this mod work with alternative patch 4.9 ?
    Thanks to Leo's generosity, It's no longer necessary to download/install Alternative Patch first. All the necessary files are now included in the zip file on mega, so just download and install Extended Map as per the instructions on the first post.

  19. #19

    Default Re: Extended Map 1.12 for Alternative Patch 4.8

    My game has crashed while I was playing as Gondor. In the log, it shows that a lot of files are either missing or not there. I don't understand.

    13:41:07.772 [system.io] [warning] open: data/ui/gondor/#fort.tga is missing
    13:41:17.770 [system.io] [warning] open: data/ui/gondor/#fort.tga is missing
    13:41:30.100 [system.io] [warning] open: data/ui/gondor/#fort.tga is missing
    13:42:46.353 [system.io] [warning] open: data/ui/gondor/#fort.tga is missing
    13:46:17.161 [system.io] [warning] open: data/ui/gondor/#fort.tga is missing
    13:47:22.289 [data.missing] [warning] Missing unit card data/ui/units/mercs/#Dunlendings.tga
    13:47:22.289 [data.missing] [warning] Missing unit image data/ui/unit_info/merc/Dunlendings_info.tga
    13:47:22.293 [data.missing] [warning] Missing unit card data/ui/units/mercs/#Dunlendings.tga
    13:47:22.293 [data.missing] [warning] Missing unit image data/ui/unit_info/merc/Dunlendings_info.tga
    13:49:07.080 [data.missing] [warning] Missing unit card data/ui/units/mercs/#Woodsmen.tga
    13:49:07.081 [data.missing] [warning] Missing unit image data/ui/unit_info/merc/Woodsmen_info.tga
    13:49:07.083 [data.missing] [warning] Missing unit card data/ui/units/mercs/#Rivermen.tga
    13:49:07.083 [data.missing] [warning] Missing unit image data/ui/unit_info/merc/Rivermen_info.tga
    13:52:21.787 [system.io] [warning] open: data/ui/gondor/#fort.tga is missing
    13:53:24.474 [data.missing] [warning] Missing unit card data/ui/units/mercs/#Dunlendings.tga
    13:53:24.474 [data.missing] [warning] Missing unit image data/ui/unit_info/merc/Dunlendings_info.tga
    13:53:24.478 [data.missing] [warning] Missing unit card data/ui/units/mercs/#Dunlendings.tga
    13:53:24.478 [data.missing] [warning] Missing unit image data/ui/unit_info/merc/Dunlendings_info.tga
    13:56:12.462 [data.missing] [warning] Missing unit card data/ui/units/mercs/#Dunlendings.tga
    13:56:12.463 [data.missing] [warning] Missing unit image data/ui/unit_info/merc/Dunlendings_info.tga
    13:56:12.465 [data.missing] [warning] Missing unit card data/ui/units/mercs/#Dunlendings.tga
    13:56:12.465 [data.missing] [warning] Missing unit image data/ui/unit_info/merc/Dunlendings_info.tga
    14:03:59.570 [data.missing] [warning] Missing unit card data/ui/units/mercs/#Dunlendings.tga
    14:03:59.571 [data.missing] [warning] Missing unit image data/ui/unit_info/merc/Dunlendings_info.tga
    14:03:59.573 [data.missing] [warning] Missing unit card data/ui/units/mercs/#Dunlendings.tga
    14:03:59.573 [data.missing] [warning] Missing unit image data/ui/unit_info/merc/Dunlendings_info.tga
    14:10:57.593 [data.missing] [warning] Missing unit card data/ui/units/mercs/#Woodsmen.tga
    14:10:57.594 [data.missing] [warning] Missing unit image data/ui/unit_info/merc/Woodsmen_info.tga
    14:10:57.596 [data.missing] [warning] Missing unit card data/ui/units/mercs/#Rivermen.tga
    14:10:57.596 [data.missing] [warning] Missing unit image data/ui/unit_info/merc/Rivermen_info.tga
    14:11:05.171 [data.missing] [warning] Missing unit card data/ui/units/mercs/#Dunlendings.tga
    14:11:05.171 [data.missing] [warning] Missing unit image data/ui/unit_info/merc/Dunlendings_info.tga
    14:11:05.177 [data.missing] [warning] Missing unit card data/ui/units/mercs/#Dunlendings.tga
    14:11:05.177 [data.missing] [warning] Missing unit image data/ui/unit_info/merc/Dunlendings_info.tga
    14:15:10.204 [system.io] [warning] open: data/ui/gondor/#fort.tga is missing
    14:15:49.121 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.

  20. #20

    Default Re: Extended Map 1.12 for Alternative Patch 4.8

    Quote Originally Posted by lordmalcador View Post
    My game has crashed while I was playing as Gondor. In the log, it shows that a lot of files are either missing or not there. I don't understand.
    Did you install the mod over a clean version of TATW 3.2?
    The files the log indicated are from TATW 3.2, not from the Extended Map mod... did the game crash as soon as you tried to start it?

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