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Thread: [SUBMOD: Rpg Units] RPGu Alpha_02 [upd: feb.27/20]

  1. #41
    Jake Armitage's Avatar Artifex
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    Default Re: [SUBMOD: Rpg Units] RPGu Beta_04 (DeI 1.2.5) [upd: jun.15/19]

    Fides Populi?
    Are you referring to the old pack or to VPS?
    If you're referring to the old pack then, yeah, it has external scripts too so it won't work (reference missing) or it will mess up other things.
    Throw that pack away, it was a partial conversion about something that was partially developed (speaking of prime's your people's trust).

    If you want to play with RPGU + PIGS + VPS then it would be better to directly play testudo.

  2. #42

    Default Re: [SUBMOD: Rpg Units] RPGu Beta_04 (DeI 1.2.5) [upd: jun.15/19]

    Perfect !!! I go with Testudo then

  3. #43
    Jake Armitage's Avatar Artifex
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    Default Re: [SUBMOD: Rpg Units] RPGu Beta_04 (DeI 1.2.5) [upd: jun.15/19]

    here are next update's definitive features.
    you'll see actual effects in-game
    Spoiler Alert, click show to read: 


    form left to right

    fighting armies:

    -- LEVY ARMY
    -- REGULAR ARMY
    -- PROFESSIONAL ARMY

    -- MERCENARY ARMY
    -- GARRISON ARMY
    -- MOUNTED ARMY

    drilling armies:

    -- DRILLING TROOP

    administrators:

    -- LAND ADMINISTRATOR
    -- URBAN ADMINISTRATOR
    -- PROVINCIAL GOVERNOR

    diplomats:


    -- DIPLOMAT

    --------------------

    and here are all the possible interpolations that will give the effects (army stances are fixed)

    Last edited by Jake Armitage; October 28, 2019 at 05:40 PM.

  4. #44
    Jake Armitage's Avatar Artifex
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    Default Re: [SUBMOD: Rpg Units] RPGu Alpha_01 [upd: dec.01/19]


    RPGu_Alpha_01
    is out !



    THIS VERSION IS FOR TESTUDO ONLY (NO DOWNLOAD AVILABLE FOR DeI vanilla).
    PIGS, RPGu and VPS are beginning to merge each other, so I don't think there will be (no more) a separated download for them.
    As soon as I release TESUDO 1.7 I'll do another mod for DeI vanilla where those 3 are merged. A sort of TESTUDO without the turtling features.


    - well, many, many things have been updated/changed, check #1 post for a pretty complete list

    Spoiler Alert, click show to read: 


  5. #45

    Default Re: [SUBMOD: Rpg Units] RPGu Alpha_01 [upd: dec.01/19]

    And the download link is .....?

  6. #46
    Jake Armitage's Avatar Artifex
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    Default Re: [SUBMOD: Rpg Units] RPGu Alpha_01 [upd: dec.01/19]

    And there is no download link as I've clearly written in the post abvove.
    The reason is 'cause all the RPGu data is inside the TESTUDO_Pick_faction packs.
    Which means this version is not for vanilla DeI ('cause it is not balanced for it, TESTUDO only).
    If you know what to do you could just take the TESTUDO_Pick_faction packs, add the correct campaign script table and put the callback for the RPGu script.
    This will make it work for vanilla DeI but since it is not balanced for it it has not much sense.
    Last edited by Jake Armitage; December 02, 2019 at 08:55 AM.

  7. #47
    valerius karamanus's Avatar Civis
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    Default Re: [SUBMOD: Rpg Units] RPGu Alpha_01 [upd: dec.01/19]

    Since this mod is troop-army related, I would like to ask here. Is it possible to disable unit disbanding (locking UI like in stances) or maybe significantly increase the cost of it?

    I'm thinking about troop loyalty feature of Imperator Rome lately. Such feature would fit perfectly here imo now you have seperated professional-mercenari-levy armies etc. A popular commander, if faction's "corruption-political-military trust" allows, slowly gaining loyalties of his units, posing a threat to ruling party...surely sounds like a good way to spice up a campaign don't you think? RPGu is a fertile soil for ideas if you plan to tie it with PIGS/VPS.

  8. #48
    Jake Armitage's Avatar Artifex
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    Default Re: [SUBMOD: Rpg Units] RPGu Alpha_01 [upd: dec.01/19]

    Is it possible to disable unit disbanding (locking UI like in stances) or maybe significantly increase the cost of it?
    About locking the UI, yeah I think it should be doable but we'll need to find the correct entry fot the specific UI, so to insert it to the script. I think it should be somewhere inside the MIME files ("blank files inside Ui/Campaign UI and openable through
    https://filext.com/file-extension/MIME
    About increasing cost, it depends, increasing upkeep it is doable while the recruiting cost is linked to create character/change BG cost, so no it is not doable unless you raise the global cost inside "agents_tables" (which grows - hardcoded - every time you creat a new character)
    Btw, What's the reason for?

    RPGu is a fertile soil for ideas if you plan to tie it with PIGS/VPS.

    Sure, there will be a VPS system for characters too (+ trait overhaul, + exp overhaul, + "new smart event system" + RPGu units)
    I have still to think about the best math to govern all these features, we can discuss it in the alcove.

  9. #49

    Default Re: [SUBMOD: Rpg Units] RPGu Alpha_01 [upd: dec.01/19]

    Quote Originally Posted by Jake Armitage View Post
    Is it possible to disable unit disbanding (locking UI like in stances) or maybe significantly increase the cost of it?
    About locking the UI, yeah I think it should be doable but we'll need to find the correct entry fot the specific UI, so to insert it to the script. I think it should be somewhere inside the MIME files ("blank files inside Ui/Campaign UI and openable through
    https://filext.com/file-extension/MIME
    Yeah, stance_bar from Ui/Campaign UI, can be opened with MIME.
    ''Version085 la_gioconda ingame_tooltip stance_bar
    ui/skins/default/stance_frame.png$ la_gioconda ingame_text
    ui/skins/default/stance_status_muster.png2 ui/skins/default/icon_fortify.png2
    ui/skins/default/stance_status_raise_fleet.png2
    ui/skins/default/stance_status_ambush.png2
    ui/skins/default/stance_status_double_time.png2
    ui/skins/default/stance_status_forced_march.png2
    ui/skins/default/stance_status_patrol.png2
    ui/skins/default/stance_status_raid.png2
    T:/rome2/working_data_rome2/UI/skins/default/icon_sea_raid.png2
    forced_march georgia_italic Default Font Category georgia_italic Default Font Category georgia_italic Default Font Category assemble_fleet georgia_italic Default Font Category georgia_italic Default Font Category georgia_italic Default Font Category georgia_italic Default Font Category double_time georgia_italic Default Font Category georgia_italic Default Font Category''.
    I don't see any entry for the specific stance.

  10. #50
    Jake Armitage's Avatar Artifex
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    Default Re: [SUBMOD: Rpg Units] RPGu Alpha_01 [upd: dec.01/19]

    the UI name is icon_muster inside UI/skins/default
    it should be inside another group, the one for region/province I think.
    if you think about, mustering is in the left button section near the faction flag

  11. #51

    Default Re: [SUBMOD: Rpg Units] RPGu Alpha_01 [upd: dec.01/19]

    Quote Originally Posted by Jake Armitage View Post
    the UI name is icon_muster inside UI/skins/default
    it should be inside another group, the one for region/province I think.
    if you think about, mustering is in the left button section near the faction flag
    I browsed all region/province entries and nothing.

  12. #52
    Jake Armitage's Avatar Artifex
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    Default Re: [SUBMOD: Rpg Units] RPGu Alpha_01 [upd: dec.01/19]

    I don't know, maybe it does not have a sort of group...
    Litharion's script requires something about those UI group if I'm correct, maybe in this case we can erase the script part about the group. Dunno.
    But... anyway, what would you need that for? Why disable the recruitment button?
    You can already disable recruitment by setting recruitment_points penalties.
    I don't see what disabling the button would be for...
    If I'm not missing something...

  13. #53

    Default Re: [SUBMOD: Rpg Units] RPGu Alpha_01 [upd: dec.01/19]

    Quote Originally Posted by Jake Armitage View Post
    I don't know, maybe it does not have a sort of group...
    Litharion's script requires something about those UI group if I'm correct, maybe in this case we can erase the script part about the group. Dunno.
    But... anyway, what would you need that for? Why disable the recruitment button?You can already disable recruitment by setting recruitment_points penalties.I don't see what disabling the button would be for...
    Yeah, you're missing our 'ancient' problem to link army stance with specific abilities; not for disable recruitment. I just saw an opportunity here.
    Last edited by leonardusius; December 12, 2019 at 02:48 AM.

  14. #54
    Jake Armitage's Avatar Artifex
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    Default Re: [SUBMOD: Rpg Units] RPGu Alpha_01 [upd: dec.01/19]

    if you want to assign custom effects when you have a stance you should be able to do that via cdir.
    There is both the has_effect_bundle condition (the one valerius used for his trait submod) and specific conditions to retrieve stance type.
    Use one of those 2 methods (which are the same, at the end), I don't really know if on/off/ UIs could be useful for that.

  15. #55

    Default Re: [SUBMOD: Rpg Units] RPGu Alpha_01 [upd: dec.01/19]

    Quote Originally Posted by Jake Armitage View Post
    if you want to assign custom effects when you have a stance you should be able to do that via cdir.
    There is both the has_effect_bundle condition (the one valerius used for his trait submod) and specific conditions to retrieve stance type.
    Use one of those 2 methods (which are the same, at the end), I don't really know if on/off/ UIs could be useful for that.
    Be able to link effects to a stance
    I'm talking about this: https://www.twcenter.net/forums/showthread.php?787365-Raiding-into-Patrol-stance&p=15636810&viewfull=1#post15636810.
    Last edited by leonardusius; December 12, 2019 at 05:35 AM.

  16. #56
    Jake Armitage's Avatar Artifex
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    Default Re: [SUBMOD: Rpg Units] RPGu Alpha_01 [upd: dec.01/19]

    yes I think you could trigger a dilemma (giving 4 options) and so define what sort of "sub-stance" you want to have, through cdir, I mean.

  17. #57
    valerius karamanus's Avatar Civis
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    Default Re: [SUBMOD: Rpg Units] RPGu Alpha_01 [upd: dec.01/19]

    Buddy, I said disband button, not recruit.
    Idea in my mind is when a unit becomes loyal to his commander, disband button gets locked for that unit, so you cannot get rid of that cohort without replacing the commander etc. A bit of a strech I'm aware of that.

    @leo
    There is GEN_CND_STANCE condition that checks force's current stance. You can use it like so:
    GEN_CND_STANCE | MILITARY_FORCE_ACTIVE_STANCE_TYPE_LAND_RAID

  18. #58

    Default Re: [SUBMOD: Rpg Units] RPGu Alpha_01 [upd: dec.01/19]

    Quote Originally Posted by valerius karamanus View Post
    Buddy, I said disband button, not recruit.
    Idea in my mind is when a unit becomes loyal to his commander, disband button gets locked for that unit, so you cannot get rid of that cohort without replacing the commander etc. A bit of a strech I'm aware of that.

    @leo
    There is GEN_CND_STANCE condition that checks force's current stance.
    Real fantastic ! When we can have the whole list of commands somewhere from CA ? Now, I think it is possible to link raid and patrol in 1 stance, releasing another one !

  19. #59
    Jake Armitage's Avatar Artifex
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    Default Re: [SUBMOD: Rpg Units] RPGu Alpha_01 [upd: dec.01/19]

    @ valerius

    mmhh, I'm not sure you can do that. I think the disband button is linked to the army and not to the single unit (not sure, just instict) and the unit UI are called 0,1,2,3... so you can effectively be sure only about the number 0 which is always the BG. The order of the others depends on how many and what units you have... so I can't figure how you could do a script for that.

    @ leo
    it is into assembly kit, here is the extracted and reordered excel, I posted it a couple of times around the forum
    http://www.mediafire.com/file/7n3gf5...loads.ods/file

  20. #60
    Jake Armitage's Avatar Artifex
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    Default Re: [SUBMOD: Rpg Units] RPGu Alpha_02 [upd: feb.27/20]


    RPGu_Alpha_02
    is out !

    - Rebelanced a couple of values and fixed some wrong entries
    - Added HARBOR ADMINISTRATOR
    - added SETTLERS for the LAND ADMINISTRATOR (similar to Dresden submod)



    Spoiler Alert, click show to read: 



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