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Thread: [Submod] Strategikos

  1. #221

    Default Re: [Submod] Strategikos

    Quote Originally Posted by stupides Throwawayoui View Post
    i cant seem to make the mod run properly, when trying to launch it using the m2tweop exe, the shortcut for it in the data folder never works, and the original one for it in the ebii folder works 1/3 times, it either crashes on startup or gives me a fatal graphics error

    when it does work however, it crashes when I load a campaign, it shows initially the first loading screen for when loading a campaign, then after a second it changes to another background, with no quote, and it crashes
    I can, however, start a new campaign but never load one (((((((

    I can use SOME of the mod features, by using the EB2 launcher, and I get to use features like the toggle regions, all the text changes and independent tribe names, and the "attack enemies in front" commands which are super convenient, but the battle scripts and surrendering only happen so rarely, that I don't know if they only work at the beginning of the campaign and cease working later, or if they are fine but are rare. however I never got a conspiracy event or the event where you take a city by treachery/break down the walls etc. and in the loading screen on startup I dont see "M2TWEOP 1.9"

    helpppppppppppppppp :c
    Partially answered on discord.

    So there is a problem of CTD with saves when they are loaded from the campaign map, but it can be circumvented by loading saves from the main menu.

    About the random scripts (conspiracy, stratagemata, etc...), well they are...random^^...so it can be too frequent or too rare, that's really a question of chance (and random things are also not very reliable on this game). In the next version, using lua scripting, there will be a (better) option menu where you will be able to modify some parameters like you want (chance, etc..) for each script.

    For the surrender, it partly depends on the situation, and the script works how it can xD (with a shameful system of automatically deleted messages). The increase of the lethality with the last version of the mod probably doesn't help also (the script was done before), so the window to check the army strength is smaller and the battle could end before the next verification. I will rewrite this script later in lua, it will be more reliable and precise.

    For "M2TWEOP 1.9" not showing, it's a known bug of this old version of the tool, it's not a problem.

  2. #222

    Default Re: [Submod] Strategikos

    can i use localization? Or is it just English?

  3. #223

    Default Re: [Submod] Strategikos

    Quote Originally Posted by Olegmudrii View Post
    can i use localization? Or is it just English?
    No, not without editing the text files of the translation you use (for historic_events, advices, traits, ancillaries, etc...).

  4. #224

    Default Re: [Submod] Strategikos

    I have a question: It is not possible to enable point (h - Question marks are no more visible for enemy settlements and character details.)?
    Last edited by Mattus; January 07, 2023 at 03:53 PM.

  5. #225

    Default Re: [Submod] Strategikos

    Quote Originally Posted by Erken View Post
    - Fixed: heir traits are now removed when the character is no longer heir (potential successor is maybe still here though...)
    Was this fixed? I downloaded this version and the trait is still there (also trying to remove it through console commands only gives an error message, for whatever reason...).

  6. #226

    Default Re: [Submod] Strategikos

    Sorry the vaguely late answers.

    Quote Originally Posted by Mattus View Post
    I have a question: It is not possible to enable point (h - Question marks are no more visible for enemy settlements and character details.)?
    No, the UI files are edited for this. The next version will use another system, more complex, but which can be disabled at will (and partly customizable).

    Quote Originally Posted by Aodh Mór Ó Néill View Post
    Was this fixed? I downloaded this version and the trait is still there (also trying to remove it through console commands only gives an error message, for whatever reason...).
    I don't remember sorry^^'. I'll check this for the next version.

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