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Thread: Modding Questions and Help Thread

  1. #1521
    Louis Lux's Avatar Into the Light
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    Default Re: MOS, the ultimate TATW experience.

    texture files don't cause ctds so you can rule that out. As far as I remember the modeldb file has a number of entries that must be correct, so if this is a new entry you should increase the number count by 1. You can search the forums on tutorials on editing the modeldb file, I'm sure there are plenty.

  2. #1522

    Default Re: MOS, the ultimate TATW experience.

    Thanks for the reply!
    Sadly, inputting the correct number is exactly the cause of the CTD. Since I have made sure the syntax count, and file path correct, henceforth my suspicion in regards of the mesh.

  3. #1523
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: MOS, the ultimate TATW experience.

    Hi Guys,
    I've got a question that you may happen to know:
    - do we know how much impact does the loss of stamina on the performance of the units have? (in my notes I've got: -2 atk tired, 3 atk, -1 def very tired, -4 atk, -2 def exhausted, -6 atk, -3 def totally exhausted - I'd like to know if this is the common wisdom: not %% but values, as it'd impact weak units a lot indeed; besides: no impact on morale, right?)
    - do the "heat" parameters impact on other things than the speed of losing stamina?
    - do we know what types of terrain impacts on the speed of regaining stamina?
    I'll be grateful for assistance :-)
    cheers
    JoC
    For those who want to play a historical mod in a medieval setting:
    try either the Titanium, the Stainless Steel Historical Improvement Project + minimods,
    or the Broken Crescent + Buff and Shine submod.
    ..........................................................................................................................................................................
    Reviews of the mods: SSHIP (2018), Wrath of the Norsemen (2018), Broken Crescent (2018).
    Thrones of Britannia: review, opinion on the battles, ideas for modding.
    Minimods for the SSHIP: Generals Traits, Provincial Titles, Crowns.
    Short guides for the SSHIP: population growth, forts and watchtowers.
    Pros and cons of having Merchants in an M2TW mod.
    Home rules for playing a game without exploiting the M2TW engine deficiencies.
    Dominant strategy in Attila TW and Rome 2 TW: “Sniping groups of armies”.

  4. #1524
    alreadyded's Avatar Primicerius
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    Default Re: MOS, the ultimate TATW experience.

    I recall reading about people attempting to find this stuff out from testing one unit vs. one unit. The short answer is no one knows, while the game is simple the game engine is dynamic. Meaning there is always more than just two factors to consider. I do scientific research, we can only compare two things at a time. The animations alone and how they impact this stuff is too much to consider.

    If you find out the max and min setting of something you can get percentages to work with, it isn't real but it is better than nothing. This is what I did.
    Last edited by alreadyded; February 16, 2019 at 05:12 AM.

  5. #1525

    Default Re: Modding Questions and Help Thread

    Hey there
    Since V3 of DaC is released I restarted to further tweak the game to make it even more enjoyable - of course just in my opinion. So my questions concern Third Age Total War DaC.

    My aim is to let some factions build some more buildings. To be more specific I want to make High elves (egypt, saxons) able to build great roads. Which files I have to edit in order to make it probably working?
    I already tried and it worked to some extend. I was able to build great roads as High elves but playing a campaign in the building complete message at every new turn (only) sometimes the game failed to show the short description of great roads displaying instead: „Do not translate“. This is telling me that I did something wrong and I want to find out my mistakes.
    If anybody knows how to help me out on that it would be great


    Lastly I failed to correctly set unit voices.
    From Reforged I imported the Elder Palace Guard for Mirkwood. The unit is probably working in game but when I select the unit on the battle map (click on their unit card or on one soldier they are silent. I want them to use the same voice files like the Elvenkings Guard (the Mirkwood Bodyguard unit uses it as well I believe) saying something like: „They may be near by“ or „We must reclaim our forest“.
    Where do I have to make these changes?


    Thanks for your help
    Last edited by scolsie1; March 10, 2019 at 05:56 AM.

  6. #1526

    Default A bit of modding help...

    Hello to all,

    I really love this mod! It can be described only as "awesome".

    However, I would like to change it a bit. Could someone who knows his way around modding be so kind and help me?

    I would like to do just a simple little mod - change the effect of chivalry. It seems not to work much...I would like it to be more similar to the vanilla medieval, to add more to population growth. Can it be done in some easy way? I was searching for it for more than an hour, without any bigger effect...

    Thanks in advance to all good souls who point (or kick) me in the right direction
    "When your opponent fears you, then's the moment when you give the fear its own rein, give it the time to work on him. Let it become terror. The terrified man fights himself. Eventually, he attacks in desperation. That is the most dangerous moment, but the terrified man can be trusted usually to make a fatal mistake."

    "I must not fear. Fear is the mind-killer. Fear is the little-death that brings total obliteration. I will face my fear. I will permit it to pass over me and through me. And when it has gone past I will turn the inner eye to see its path. Where the fear has gone there will be nothing. Only I will remain."

  7. #1527
    Ngugi's Avatar TATW & Albion Local Mod
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    Default Re: Modding Questions and Help Thread

    Hi Lothar

    There are two ways to change the efficiency of cavalry: the mass of mounts in descr_mount.txt and the attack stats in export_descr_unit.txt (both in the data-folder).
    Always backup the files before you edit them.

    Example descr_mount:
    Code:
    type                northern heavy horse    ;;;;;  Northern standard horse
    class                horse
    model                northern_heavy_horse 
    radius                1.2
    x_radius            0.5
    y_offset            0.7
    height                2.5
    mass                3.25
    banner_height        0
    bouyancy_offset        1.8
    water_trail_effect    horse_water_trail
    root_node_height    1.0
    rider_offset        0.0, 0.38, 0.70
    What's good settings is up for debate; note that the TATW settings are already higher than in M2, but this is an easy way to improve cavalry without edit each unit.

    Then in the EDU you can change the attack values for each cavalry unit. The line of interest is stat_pri as that's the lance [in case cavalry has it], while stat_pri refer to swords etc used by lance- and missile-cavalry.
    The first value (6 here) is the base attack, the second value (9 here) is the charge bonus.
    Code:
    type             Gondor Cavalry
    dictionary       Gondor_Cavalry      ; Gondor Cavalry
    category         cavalry
    class            heavy
    voice_type       Heavy
    banner faction   main_cavalry
    banner holy      crusade
    soldier          gondor_cavalry, 30, 0, 1
    officer             gondor_captain_early_flag
    officer             gondor_captain_early_flag
    mount            gondor horse
    mount_effect     elephant -4, camel -4
    attributes       sea_faring, hide_forest, can_withdraw, legionary_name, can_formed_charge, knight, free_upkeep_unit
    formation        2, 4.4, 3, 6, 2, square
    stat_health      1, 3
    stat_pri         6, 9, no, 0, 0, melee, melee_blade, piercing, spear, 25, 1
    stat_pri_attr    no
    stat_sec         8, 4, no, 0, 0, melee, melee_blade, piercing, sword, 25, 1
    stat_sec_attr    no
    (...)

    ~~~~~~~~~~


    As for population growth easiest change out to be descr_settlement_mechanics.xml (use Notepad to open it*) and look up:
    Code:
          <factor name="SPF_BUILDINGS">        ;EDB population_growth_bonus
             <pip_modifier value="1.0"/>
          </factor>
    Not quite sure what's a good new level. You can check what's now, then change it to 1.5 and see what's the difference. Tweak till you're pleased.


    *Recommend you get Notepad++ in case you do not have that yet. It's a freeware and much better and safer to use than normal Notepad.
    Last edited by Ngugi; July 20, 2019 at 11:13 PM.

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    DCI: Last Alliance
    - WIP Second Age mod | DCI: Tôl Acharn - mighty Dúnedain Counter Invasions |
    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

  8. #1528
    Withwnar's Avatar Script To The Waist
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    Default Re: Modding Questions and Help Thread

    Chivalry, Ngugi, chivalry.

    descr_settlement_mechanics.xml it is though...

    Code:
          <factor name="SPF_GOVERNORS_INFLUENCE">	;Governor chivalry
             <pip_modifier value="0.12"/>
             <pip_min value="0"/>
             <pip_max value="1"/>
          </factor>
    Vanilla M2TW...

    Code:
          <factor name="SPF_GOVERNORS_INFLUENCE">
             <pip_modifier value="1.0"/>
             <pip_min value="0"/>
             <pip_max value="10"/>
          </factor>
    Some earlier posts were discussing this too...
    http://www.twcenter.net/forums/showt...1#post13126745

  9. #1529
    Ngugi's Avatar TATW & Albion Local Mod
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    Default Re: Modding Questions and Help Thread

    Ah yes, would make for a better RP experience, and not risk to make the growth generally overpowered.

    Kingdom of Lindon preview video out





    DCI: Last Alliance
    - WIP Second Age mod | DCI: Tôl Acharn - mighty Dúnedain Counter Invasions |
    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. #1530

    Default Re: Modding Questions and Help Thread

    Great! Thx a lot, good people of middle earth
    "When your opponent fears you, then's the moment when you give the fear its own rein, give it the time to work on him. Let it become terror. The terrified man fights himself. Eventually, he attacks in desperation. That is the most dangerous moment, but the terrified man can be trusted usually to make a fatal mistake."

    "I must not fear. Fear is the mind-killer. Fear is the little-death that brings total obliteration. I will face my fear. I will permit it to pass over me and through me. And when it has gone past I will turn the inner eye to see its path. Where the fear has gone there will be nothing. Only I will remain."

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