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Thread: Buff and Shine 2.4: New Factions, Changed Recruitment and more

  1. #781
    Walkman810i's Avatar Biarchus
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    Default Re: Buff and Shine 1.9: New Factions, Changed Recruitment and more

    I am really hoping for a patch that would "complete" this great submod.


  2. #782
    isa0005's Avatar Campidoctor
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    Default Re: Buff and Shine 1.9: New Factions, Changed Recruitment and more

    I thought there was no patching coming out as WeekendGeneral had gone MIA...

  3. #783

    Default Re: Buff and Shine 1.9: New Factions, Changed Recruitment and more

    Is this dead?

  4. #784
    Sigma's Avatar Ducenarius
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    Default Re: Buff and Shine 1.9: New Factions, Changed Recruitment and more

    WeedendGeneral has only been away since September 24th, not too long. I don't think this sub-mod is dead (yet), give him some time.

  5. #785
    pxfofo's Avatar Foederatus
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    Default Re: Buff and Shine 1.9: New Factions, Changed Recruitment and more

    First of all thanks for this great mod. I try it today for first time. I play a lot Europa Barbarorum II and SSHIP mod and this mod is definitely on the same level But i have great problem with end turn times. 9-10 minutes :/ Any solution or its normal?
    (ryzen 5 2600, gtx 1650 super, 16gb ram, ssd)

  6. #786

    Default Re: Buff and Shine 1.9: New Factions, Changed Recruitment and more

    Hello pxfofo,
    I previously recommended this change in the campaign_script:

    I reduced the turn time by commenting the lines in the campaign_script with "monitor_event UnitDisbanded" and "monitor_event UnitTrained" by setting a semicolon ";" in front of every line. In Notepadd++ you can do this with the "Shift + Alt" selection mode of lines.
    If I counted right the amount of monitors is 1860 and implements the system that if units are trained, disbanded population numbers are reduced, respectively increased for the used settlement.
    If you want to implement it make a backup first.

    Best regards

  7. #787
    pxfofo's Avatar Foederatus
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    Default Re: Buff and Shine 1.9: New Factions, Changed Recruitment and more

    Thanks for reply, i try it I have also problem with very laggy character movement on campaign map :/ Something is just wrong on my side :/ I dont have this problems with another script heavy mods.

  8. #788

    Default Re: Buff and Shine 1.9: New Factions, Changed Recruitment and more

    Are the character lags occurring only if you move the agent to an unexplored area or always?
    You can make the map explored by changing the color values in map_fog from black (0,0,0) to white (255,255,255).
    Some time ago I felt that this helped.


    Best regards

  9. #789

    Default Re: Buff and Shine 1.9: New Factions, Changed Recruitment and more

    Hello!

    I would like to play this submod but the loyalty script makes it unplayable for me. Is there someway to remove it or in general how do people deal with the loyalty script?

  10. #790

    Icon1 Re: Buff and Shine 1.9: New Factions, Changed Recruitment and more

    Hello Khwarezmianxx,

    which loyalty script are you exactly referring to?
    Do you mean:
    having many generals with low loyalty values,
    cities having high unrest,
    religious scripts which can cause generals to loose loyalty,
    or something else.

    Best regards

  11. #791
    pxfofo's Avatar Foederatus
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    Default Re: Buff and Shine 1.9: New Factions, Changed Recruitment and more

    Little update about ai turn time problem. I switch from my old cd version to the steam version, and turns time drops from 10min to 3min.
    Steam version maybe runs better on modern hardware.

  12. #792

    Default Re: Buff and Shine 1.9: New Factions, Changed Recruitment and more

    Hi!

    If I remember correctly it is the feature or script where all your generals exept your faction leader ofc gets the trait "you are not my king" or "rebel" and they cause cities to rebel and dont move at all. It happens when your faction leaders authority is low or when he has 0 or little dread and chivalry. Or then it was both of mentioned above together that make the event/script happen.

  13. #793

    Default Re: Buff and Shine 1.9: New Factions, Changed Recruitment and more

    Hello Khwarezmianxx,

    When you start a new campaign you are asked if you want accept or decline the "Civil War Mechanics?" scroll . If you decline it, you shouldnt have these loyalty traits.

    Best regards

  14. #794

    Default Re: Buff and Shine 1.9: New Factions, Changed Recruitment and more

    Oh.. well it seems like i miscliked it or i didnt pay attention lol. Well thanks for the help. Definitely a fantastic sub mod and i hope the work on it continues.

  15. #795

    Default Re: Buff and Shine 1.9: New Factions, Changed Recruitment and more

    Hi!

    I dont seem to get the civil war mechanics scroll at the start of a new campaign. So i havent got the option for disabling the rebellion/civil war script. Have i downloaded the mod wrong or something?

  16. #796
    metsikhovne's Avatar Semisalis
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    Default Re: Buff and Shine 1.9: New Factions, Changed Recruitment and more

    first of all thanks for the mod, its great, I downloaded it yesterday but can not get some things.

    1. generals script. does it work for AI also? or only me.
    2. black fog of war, is there any way for me to change it to normal?
    3. sieges, is there any way to tech generals how to assault walls? I could not find any.

  17. #797

    Default Re: Buff and Shine 1.9: New Factions, Changed Recruitment and more

    Quote Originally Posted by Khwarezmianxx View Post
    Hi!

    I dont seem to get the civil war mechanics scroll at the start of a new campaign. So i havent got the option for disabling the rebellion/civil war script. Have i downloaded the mod wrong or something?
    Did you install the part 3 with the mypatch.zip ?
    In the campaign script are the monitors which ask you to play with rebellions or not at the start of a new campaign.

  18. #798

    Default Re: Buff and Shine 1.9: New Factions, Changed Recruitment and more

    Quote Originally Posted by metsikhovne View Post
    first of all thanks for the mod, its great, I downloaded it yesterday but can not get some things.

    1. generals script. does it work for AI also? or only me.
    2. black fog of war, is there any way for me to change it to normal?
    3. sieges, is there any way to tech generals how to assault walls? I could not find any.
    Hello metsikhovne,

    1. Works only for player. It closes the battle window, if a captain is leading the army.
    Spoiler Alert, click show to read: 


    ;;;;CAPTAIN SCRIPT;;;;

    monitor_event ScrollOpened ScrollOpened siege_scroll
    and I_AgentSelected general
    and I_EventCounter captain_accepted = 1
    campaign_wait 0.1
    disable_cursor
    campaign_wait 0.1
    select_ui_element siege_end_button
    simulate_mouse_click lclick_down
    simulate_mouse_click lclick_up
    enable_cursor

    end_monitor

    monitor_event ScrollOpened ScrollOpened prebattle_scroll
    and I_AgentSelected general
    and I_EventCounter captain_accepted = 1
    campaign_wait 0.1
    disable_cursor
    campaign_wait 0.1
    select_ui_element prebattle_withdraw_button
    simulate_mouse_click lclick_down
    simulate_mouse_click lclick_up
    enable_cursor

    end_monitor

    2.You can make the map explored by changing the color values in map_fog from black (0,0,0) to white (255,255,255).

    3. It gives generals a negative SiegeEngineering value by hidden traits. So you need at least a certain amount of units in an army to start a siege.

    Spoiler Alert, click show to read: 

    Trait Siegedec
    Characters family
    Hidden

    Level Hidden
    Description Hidden_desc
    EffectsDescription Hidden_effects_desc
    Threshold 1

    Effect SiegeEngineering -290



    Trigger Siegedec_add
    WhenToTest CharacterSelected

    Condition IsGeneral
    and not IsFactionAIControlled
    and I_EventCounter captain_accepted > 0
    and Trait Siegedec < 1


    Affects Siegedec 1 Chance 100


    There are many traits which increase SiegeEngineering, you can search after "SiegeEngineering" through the export_descr_charachter_traits.txt file and check the to the traits corresponding triggers.

    Spoiler Alert, click show to read: 

    Trait GoodEngineer
    Characters family
    NoGoingBackLevel 2
    AntiTraits BadEngineer

    Level Admires_Technology
    Description Admires_Technology_desc
    EffectsDescription Admires_Technology_effects_desc
    Threshold 1

    Effect SiegeEngineering 35

    Level Mechanically_Minded
    Description Mechanically_Minded_desc
    EffectsDescription Mechanically_Minded_effects_desc
    Threshold 3

    Effect SiegeAttack 1
    Effect SiegeEngineering 50

    Level Engineer
    Description Engineer_desc
    EffectsDescription Engineer_effects_desc
    GainMessage Engineer_gain_desc
    Epithet Engineer_epithet_desc
    Threshold 6

    Effect SiegeAttack 2
    Effect SiegeEngineering 75

    Trigger sitting_around_town_with_city_siege
    WhenToTest CharacterTurnEnd

    Condition IsGeneral
    and EndedInSettlement
    and RemainingMPPercentage = 100
    and SettlementBuildingExists = siege_works

    Affects GoodEngineer 1 Chance 7

    Trigger battle_been_building_siege_equipment
    WhenToTest CharacterTurnStart

    Condition IsGeneral
    and IsBesieging

    Affects GoodEngineer 1 Chance 1




    For example here having a general sit in a settlement with a siege workshop and besieging a settlement has a chance to increase the generals skill.

    Best regards

  19. #799
    metsikhovne's Avatar Semisalis
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    Default Re: Buff and Shine 1.9: New Factions, Changed Recruitment and more

    Thank you, + Rep

  20. #800

    Default Re: Buff and Shine 1.9: New Factions, Changed Recruitment and more

    Quote Originally Posted by Mountainhouzhe View Post
    Did you install the part 3 with the mypatch.zip ?
    In the campaign script are the monitors which ask you to play with rebellions or not at the start of a new campaign.
    Yes i did, i had done something wrong with the installation but now all works. Though after i fixed the installation, suddenly my turn speed in the mod is very long and units take long time to get available in the recruiment scroll. Also when i move any character on the campaign map the characters move slow and lag little bit, especially if i press space to make them move fast.

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