Page 5 of 33 FirstFirst 12345678910111213141530 ... LastLast
Results 81 to 100 of 654

Thread: General discussion (use of already implemented functions, etc.)

  1. #81
    Domesticus
    Join Date
    May 2010
    Location
    Ferrara, Italy
    Posts
    2,175

    Default Re: HotSeatTool(Expanding MTW2 Engine Features)and instructions for the program, in pictures

    Quote Originally Posted by youneuoy View Post
    Clear. But I need more information.
    How does it work in RTW?


  2. #82

    Default Re: HotSeatTool(Expanding MTW2 Engine Features)and instructions for the program, in pictures

    Yeah, cool. And how is it written in files?

  3. #83
    Domesticus
    Join Date
    May 2010
    Location
    Ferrara, Italy
    Posts
    2,175

    Default Re: HotSeatTool(Expanding MTW2 Engine Features)and instructions for the program, in pictures

    Quote Originally Posted by youneuoy View Post
    Yeah, cool. And how is it written in files?


    EDU is written testudo.


    Which file do you want to watch?


    Do you think you can reactivate?


    Maybe the animation is missing?

  4. #84

    Default Re: HotSeatTool(Expanding MTW2 Engine Features)and instructions for the program, in pictures

    Quote Originally Posted by Crociato78 View Post
    EDU is written testudo.
    And on what position?
    Quote Originally Posted by Crociato78 View Post
    Which file do you want to watch?
    if it is written only in edu, then edu
    Quote Originally Posted by Crociato78 View Post
    Do you think you can reactivate?
    I don’t know, I want to check it.
    Quote Originally Posted by Crociato78 View Post
    Maybe the animation is missing?
    i need to understand this in more detail. It interested me (not animations, I don't understand anything about them. But I can probably more accurately understand what the problem is.).
    Last edited by youneuoy; April 12, 2020 at 12:27 PM.

  5. #85

    Default Re: HotSeatTool(Expanding MTW2 Engine Features)and instructions for the program, in pictures

    Quote Originally Posted by Aura View Post
    Thank you for testing, nice to see that someone testing the new features and send us feedback. have you tried to add more religions too? I'd like to see how the game can handle 64 religions or more at the same time.
    I will test the religions.

    Quote Originally Posted by youneuoy View Post
    Still thinking how to make the exhaustion system as flexible as possible, but at the same time simple and effective.
    In general, this remains valid:
    you can try to do such a thing - if the army is in its province, then these effects do not affect it. And if in a stranger, then everything works. Moreover, if there is no general at a distance of n cells from the stack, then a fine of level m applies.
    The effects themselves are divided into levels that are set for example with the same traits, anchillaries, names, etc. .. Well, as an option, you can also take into account the experience of the soldiers (reduce losses in the experimental squads)
    So, it would be possible to set the effect with traits/etc... for generals while captains would be affected depending on the experience of their soldiers or the settings in the cfg file?

    Quote Originally Posted by youneuoy
    What I want to add:
    the ability to include recovery of losses depending on the population growth in the city, if the stack is in this same city. Those. if the population growth is 2.5%, then INSTEAD of adding the population, these 2.5% will be included in the stack. Those. instead of increasing the population by 500 people, these 500 people will join the army. Thus, by the way, it is possible to simultaneously lay the foundation for an improved system of working with the population.
    How do you like the idea?
    It looks great, but i hope this won't be enabled for the AI, otherwise we will see catastrophic things with his cities.

    Quote Originally Posted by youneuoy View Post
    In principle, I can try to make sure that only units that can be recruited in this settlement are replenished (but I'm not sure that this will be easy to do). And to add all sorts of restrictions, I don’t want to slide into the system that is on the Warscape
    I agree that auto-replenish is not a good thing, but i have sometimes seen people looking for a way to do this on M2TW.

  6. #86
    Domesticus
    Join Date
    May 2010
    Location
    Ferrara, Italy
    Posts
    2,175

    Default Re: HotSeatTool(Expanding MTW2 Engine Features)and instructions for the program, in pictures

    Quote Originally Posted by youneuoy View Post
    And on what position?

    if it is written only in edu, then edu

    I don’t know, I want to check it.

    i need to understand this in more detail. It interested me (not animations, I don't understand anything about them. But I can probably more accurately understand what the problem is.).

    I think it is written only in the EDU in M2TW.


    In RTW you find it in the EDU and in descr_skeleton.

    In the EDU it is written in the formation line.


    In the RTW EDU:

    ;
    ; RTW Unit Details spreadsheet-generated unit descriptions
    ;

    ;Data entries are as follows
    ; Type The internal name of the unit. Note this not necessarily the same as the on screen name
    ; dictionary The tag used to look up the on screen name
    ;
    ;Category and class define the rough type of the unit. They're used for setting some
    ;default attributes and for determining where units go in formation amongst other things
    ; category infantry, cavalry, siege, handler, ship or non_combatant
    ; class light, heavy, missile or spearmen
    ;
    ; voice_type Used to determine the type of voice used by the unit
    ;
    ; soldier Name of the soldier model to use (from descr_models_battle.txt)
    ; followed by the number of ordinary soldiers in the unit
    ; followed by the number of extras (pigs dogs, elephants, chariots artillery pieces etc attached to the unit)
    ; followed by the collision mass of the men. 1.0 is normal. Only applies to infantry
    ; officer Name of officer model. There may be up to 0-3 officer lines per unit
    ; ship Type of ship used if applicable
    ; engine Type of siege engine used by unit
    ; animal The type of non ridden on animals used by the unit
    ; mount Type of animal or vehicle ridden on
    ;
    ; mount_effect Factors to add when in combat against enemy units that have the specified mounts
    ; Up to three factors may be specified, which may be classes of mount, or specific types
    ;
    ; attributes A miscellanious list of attributes and abilities the unit may have. Including
    ; sea_faring = can board ships
    ; hide_forest, hide_improved_forest, hide_long_grass, hide_anywhere = defines where the unit can hide
    ; can_sap = Can dig tunnels under walls
    ; frighten_foot, frighten_mounted = Cause fear to certain nearby unit types
    ; can_run_amok = Unit may go out of control when riders lose control of animals
    ; general_unit = The unit can be used for a named character's bodyguard
    ; cantabrian_circle = The unit has this special ability
    ; no_custom = The unit may not be selected in custom battles
    ; command = The unit carries a legionary eagle, and gives bonuses to nearby units
    ; mercenary_unit = The unit is s mercenary unit available to all factions
    ;
    ; formation soldier spacing (in metres) side to side, then front to back for close formation
    ; followed by the same measurements in loose formation.
    ; followed by the default number of ranks for the unit
    ; followed by the formations possible for the unit. One or two of
    ; square, horde, phalanx, testudo, or wedge
    ;
    ; stat_health Hit points of man, followed by hit points of mount or attached animal (if applicable)
    ; Ridden horses and camels do not have separate hit points
    ;
    ;Details of unit's primary weapon. If the unit has a missile weapon it must be the primary
    ; stat_pri From left to right
    ; attack factor
    ; attack bonus factor if charging
    ; missile type fired (no if not a missile weapon type)
    ; range of missile
    ; amount of missile ammunition per man
    ; Weapon type = melee, thrown, missile, or siege_missile
    ; Tech type = simple, other, blade, archery or siege
    ; Damage type = piercing, blunt, slashing or fire. (I don't think this is used anymore)
    ; Sound type when weapon hits = none, knife, mace, axe, sword, or spear
    ; Min delay between attacks (in 1/10th of a second)
    ; stat_pri_attr
    ; primary weapon attributes any or all of
    ; ap = armour piercing. Only counts half of target's armour
    ; bp = body piercing. Missile can pass through men and hit those behind
    ; spear = Used for long spears. Gives bonuses fighting cavalry, and penalties against infantry
    ; long_pike = Use very long pikes. Phalanx capable units only
    ; short_pike = Use shorter than normal spears. Phalanx capable units only
    ; prec = Missile weapon is only thrown just before charging into combat
    ; thrown = The missile type if thrown rather than fired
    ; launching = attack may throw target men into the air
    ; area = attack affects an area, not just one man
    ;
    ;Details of secondary weapons. If the unit rides on, or has attached animals or vehicles
    ;then the secondary weapon details refer to their attacks. If the unit has missile weapons
    ;the secondary weapon will be the one used for melee
    ;If the unit has a primary melee weapon, it may have a secondary side arm
    ; stat_sec As per stat_pri (a value of no means no secondary weapon)
    ; stat_sec_attr As per stat_pri_attr
    ;
    ; stat_pri_armour Details of the man's defences
    ; armour factor
    ; defensive skill factor (not used when shot at)
    ; shield factor (only used for attacks from the front of left)
    ; sound type when hit = flesh, leather, or metal
    ;
    ; stat_sec_armour Details of animal's or vehicle's defenses (note riden horses do not have a separate defence)
    ; As per stat_pri_armour, except that the shield entry is ommited
    ;
    ; stat_heat Extra fatigue suffered by the unit in hot climates
    ;
    ; stat_ground Combat modifiers on different ground types. From left to right
    ; scrub, sand, forest, snow
    ; stat_mental The base morale level, followed by discipline and training
    ; discipline may be normal, low, disciplined or imperuous. Impetuous units may charge without orders
    ; training determines how tidy the unit's formation is
    ;
    ; stat_charge_distance Distance from the enemy that the unit will begin charging
    ; stat_fire_delay Ectra delay over that imposed by animation, hetween volleys
    ;
    ; stat_food No longer used
    ; stat_cost Number of turns to build,
    ; Cost of unit to construct
    ; Cost of upkeep
    ; Cost of upgrading weapons
    ; Cost of upgrading armour
    ; Cost for custom battles
    ; stat_ownership List of factions and cultures that may have this unit





    type roman legionary first cohort i
    dictionary roman_legionary_first_cohort_i ; Early Legionary First Cohort
    category infantry
    class heavy
    voice_type Heavy_1
    soldier roman_legionary_cohort_i, 60, 0, 1.3
    officer roman_centurion
    officer roman_standard
    attributes sea_faring, hide_forest, can_sap, hardy, command
    formation 1, 2, 2, 3, 4, square, testudo
    stat_health 1, 0
    stat_pri 13, 3, pilum, 35, 2, thrown, blade, piercing, spear, 25 ,1
    stat_pri_attr prec, thrown ap
    stat_sec 9, 3, no, 0, 0, melee, simple, piercing, sword, 25 ,1
    stat_sec_attr no
    stat_pri_armour 7, 5, 5, metal
    stat_sec_armour 0, 1, flesh
    stat_heat 4
    stat_ground 2, 0, 0, 0
    stat_mental 10, disciplined, highly_trained
    stat_charge_dist 30
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 2, 1010, 310, 110, 160, 1010
    ownership romans_julii,romans_brutii,romans_scipii,romans_senate


    In the MTW2 EDU:

    ;Data entries are as follows
    ;Type The internal name of the unit. Note this not necessarily the same as the on screen name
    ;dictionary The tag used to look up the on screen name
    ;Dictionary clarifications: F - Foot, AF - Armoured Foot, MA - Men-at-Arms, N - Noble
    ;Category and class define the rough type of the unit. They're used for setting some default attributes and
    ;for determining where units go in formation amongst other things such as tags to support AI army formation
    ;
    ;category infantry, cavalry, siege, handler, ship or non_combatant
    ;class light, heavy, missile or spearmen
    ;


    ;voice_type Used to determine the type of voice used by the unit
    ;
    ;soldier Name of the soldier model to use (from descr_models_battle.txt)
    ; followed by the number of ordinary soldiers in the unit
    ; followed by the number of extras (pigs dogs, elephants, chariots artillery pieces etc attached to the unit)
    ; followed by the collision mass of the men. 1.0 is normal. [Only applies to infantry]
    ;officer Name of officer model. There may be up to 0-3 officer lines per unit
    ;ship Type of ship used if applicable
    ;engine Type of siege engine used by unit
    ;animal The type of (non ridden) animals used by the unit
    ;mount Type of animal or vehicle ridden on
    ;
    ;mount_effect Factors to add when in combat against enemy units that have the specified mounts
    ; Up to three factors may be specified, which may be classes of mount, or specific types
    ;
    ;attributes A miscellanious list of attributes and abilities the unit may have. Including
    ; sea_faring = can board ships;can_swim = can swim across rivers
    ; hide_forest, hide_improved_forest, hide_anywhere = defines where the unit can hide
    ; can_sap = Can dig tunnels under walls
    ; frighten_foot, frighten_mounted = Cause fear to certain nearby unit types
    ; can_run_amok = Unit may go out of control when riders lose control of animals
    ; general_unit = The unit can be used for a named character's bodyguard
    ; cantabrian_circle = The unit has this special ability
    ; no_custom = The unit may not be selected in custom battles
    ; command = The unit carries a legionary eagle, and gives bonuses to nearby units
    ; mercenary_unit = The unit is s mercenary unit available to all factions
    ; is_peasant = unknown
    ; druid = Can do a special morale raising chant
    ; power_charge = unkown
    ; free_upkeep_unit = Unit can be supported free in a city
    ;
    ;formation soldier spacing (in metres) side to side, then front to back for close formation
    ; followed by the same measurements in loose formation.
    ; followed by the default number of ranks for the unit
    ; followed by the formations possible for the unit. One or two of
    ; square, horde, schiltrom, shield_wall, phalanx, testudo, or wedge
    ;
    ;stat_health Hit points of man, followed by hit points of mount or attached animal (if applicable)
    ; Ridden horses and camels do not have separate hit points
    ;
    ;Details of unit's primary weapon. If the unit has a missile weapon it must be the primary
    ;stat_pri From left to right
    ; attack factor
    ; attack bonus factor if charging
    ; missile type fired (no if not a missile weapon type)
    ; range of missile
    ; amount of missile ammunition per man
    ; Weapon type = melee, thrown, missile, or siege_missile
    ; Tech type = simple, other, blade, archery or siege
    ; Damage type = piercing, blunt, slashing or fire. (I don't think this is used anymore)
    ; Sound type when weapon hits = none, knife, mace, axe, sword, or spear
    ; Optional. Name of effect to play when weapon fires
    ; Min delay between attacks (in 1/10th of a second)
    ; Skeleton compensation factor in melee. Should be 1
    ;stat_pri_ex Optional. attack bonus vs mounted, defence bonus vs mounted, armour penetration
    ;stat_pri_attr
    ; primary weapon attributes any or all of
    ; ap = armour piercing. Only counts half of target's armour
    ; bp = body piercing. Missile can pass through men and hit those behind
    ; spear = Used for long spears. Gives bonuses fighting cavalry, and penalties against infantry
    ; long_pike = Use very long pikes. Phalanx capable units only
    ; short_pike = Use shorter than normal spears.
    ; prec = Missile weapon is only thrown/ fired just before charging into combat
    ; thrown = The missile type if thrown rather than fired
    ; launching = attack may throw target men into the air
    ; area = attack affects an area, not just one man
    ; spear & light_spear = The unit when braced has various protecting mechanisms versus cavalry charges from the front
    ; spear_bonus_x = attack bonus against cavalry. x = 2, 4, 6, 8, 10 or 12
    ;
    ;Details of secondary weapons. If the unit rides on, or has attached animals or vehicles
    ;then the secondary weapon details refer to their attacks. If the unit has missile weapons
    ;the secondary weapon will be the one used for melee
    ;If the unit has a primary melee weapon, it may have a secondary side arm
    ;stat_sec As per stat_pri (a value of no means no secondary weapon)
    ;stat_sec_ex as per stat_pri_ex
    ;stat_sec_attr As per stat_pri_attr
    ;stat_ter As per stat_pri If there is no ternary weapon, then there are no ternary data entries
    ;stat_ter_ex as per stat_pri_ex
    ;stat_ter_attr As per stat_pri_attr
    ;
    ;stat_pri_armour Details of the man's defences
    ; armour factor
    ; defensive skill factor (not used when shot at)
    ; shield factor (only used for attacks from the front of left)
    ; sound type when hit = flesh, leather, or metal
    ;stat_armour_ex Details of the man's defences
    ; armour factor. 4 values. First for base value, then 3 upgrade levels
    ; defensive skill factor (not used when shot at)
    ; shield factors. First for melee, second for missile fire
    ; sound type when hit = flesh, leather, or metal
    ;
    ;stat_sec_armour Details of animal's or vehicle's defenses (note riden horses do not have a separate defence)
    ; As per stat_pri_armour, except that the shield entry is ommited
    ;
    ;stat_heat Extra fatigue suffered by the unit in hot climates
    ;
    ;stat_ground Combat modifiers on different ground types. From left to right
    ; scrub, sand, forest, snow
    ;stat_mental The base morale level, followed by discipline and training
    ; discipline may be normal, low, disciplined or impetuous. Impetuous units may charge without orders
    ; training determines how tidy the unit's formation is. Discipline the response to morale SHOCKS
    ; optional lock_morale stops unit from ever routing
    ;
    ;stat_charge_distance Distance from the enemy that the unit will begin charging
    ;stat_fire_delay Extra delay over that imposed by animation, hetween volleys
    ;
    ;stat_food No longer used
    ;stat_cost Number of turns to build,
    ; Cost of unit to construct
    ; Cost of upkeep
    ; Cost of upgrading weapons
    ; Cost of upgrading armour
    ; Cost for custom battles
    ;stat_stl Number of soldiers needed for unit to count as alive
    ;armour_ug_levels Smith level needed for each armour upgrade
    ;armour_ug_models Body for each upgrade level
    ;stat_ownership List of factions and cultures that may have this unit
    ;era 0, Optional List of factions that use this in multiplayer era 0
    ;era 1, Optional List of factions that use this in multiplayer era 1
    ;era 2, Optional List of factions that use this in multiplayer era 2
    ;info_pic_dir Optional. Dir to find the info pic in (instead of faction dir)
    ;card_pic_dir Optional. Dir to find the unit card in (instead of faction dir)
    ;unit_info Info for unit info panel. Melee attack, missile attack, defence


    type Gondor Infantry
    dictionary Gondor_Infantry
    category infantry
    class spearmen
    voice_type Heavy
    accent GondorInfantry
    banner faction main_infantry
    banner holy crusade
    soldier Norse_Swordsmen, 60, 0, 1
    officer gondor_captain_early_flag
    officer kingsguard_ug1
    mount_effect horse -1, camel -2, elephant -3
    attributes sea_faring, hide_forest, can_withdraw, free_upkeep_unit, hardy, legionary_name
    formation 1.3, 1.3, 2.6, 2.6, 6, square, testudo (adding testudo immediately after to square, when you start the mod it crashes)
    stat_health 1, 2
    stat_pri 8, 3, no, 0, 0, melee, melee_blade, piercing, sword, 20, 1
    stat_pri_attr no
    stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 0, 1
    stat_sec_attr no
    stat_pri_armour 11, 4, 4, metal
    stat_sec_armour 0, 0, flesh
    stat_heat 3
    stat_ground 1, -2, 0, -1
    stat_mental 19, disciplined, trained
    stat_charge_dist 8
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 2, 900, 315, 125, 125, 900, 4, 90
    armour_ug_levels 3, 4, 5, 6, 6, 6
    armour_ug_models gondor_infantry, gondor_infantry_ug1, gondor_infantry_ug2, gondor_infantry_ug2
    ownership sicily, united, slave, turks, russia
    era 0 sicily
    era 1 sicily
    era 2 sicily
    recruit_priority_offset 40



    They seem one of the many remainders of RTW, if you insert its animation perhaps you can also reactivate it in M2TW.

    Perhaps there is a limit also in the type of formations.
    Last edited by Frunk; April 14, 2020 at 07:44 AM. Reason: Box added for easier viewing.

  7. #87
    nadalio's Avatar Civis
    Join Date
    Apr 2016
    Location
    Where the nameless things gnawing the earth
    Posts
    116

    Default Re: HotSeatTool(Expanding MTW2 Engine Features)and instructions for the program, in pictures

    I found these old threads that maybe could be useful or could be researched:

    Berserk
    https://www.twcenter.net/forums/show...erkers-Revival

    Sap and swim features
    http://www.twcenter.net/forums/showt...=#post15361572

    unit able to hit buldings
    https://www.twcenter.net/forums/show...-hit-buildings

    Resolve this issue:
    https://www.twcenter.net/forums/show...wolves-crashes


    M2tw is from 2006, before dual-core CPU's, can use only a single core of your CPU. It is possible to make the game use more memory and multicore cpu? maybe the crashes will be reduced expecially when you use unit level over 300 ecc

  8. #88
    Domesticus
    Join Date
    May 2010
    Location
    Ferrara, Italy
    Posts
    2,175

    Default Re: HotSeatTool(Expanding MTW2 Engine Features)and instructions for the program, in pictures

    Quote Originally Posted by nadalio View Post
    I found these old threads that maybe could be useful or could be researched:

    Berserk
    https://www.twcenter.net/forums/show...erkers-Revival

    Sap and swim features
    http://www.twcenter.net/forums/showt...=#post15361572

    unit able to hit buldings
    https://www.twcenter.net/forums/show...-hit-buildings

    Resolve this issue:
    https://www.twcenter.net/forums/show...wolves-crashes


    M2tw is from 2006, before dual-core CPU's, can use only a single core of your CPU. It is possible to make the game use more memory and multicore cpu? maybe the crashes will be reduced expecially when you use unit level over 300 ecc

    Yes, it would be nice if you use multiple cores.

  9. #89

    Default Re: HotSeatTool(Expanding MTW2 Engine Features)and instructions for the program, in pictures

    Thank you, but you probably need to put your answer under the spoiler.

  10. #90

    Default Re: HotSeatTool(Expanding MTW2 Engine Features)and instructions for the program, in pictures

    Quote Originally Posted by nadalio View Post
    I found these old threads that maybe could be useful or could be researched:

    Berserk
    https://www.twcenter.net/forums/show...erkers-Revival

    Sap and swim features
    http://www.twcenter.net/forums/showt...=#post15361572

    unit able to hit buldings
    https://www.twcenter.net/forums/show...-hit-buildings

    Resolve this issue:
    https://www.twcenter.net/forums/show...wolves-crashes


    M2tw is from 2006, before dual-core CPU's, can use only a single core of your CPU. It is possible to make the game use more memory and multicore cpu? maybe the crashes will be reduced expecially when you use unit level over 300 ecc
    Regarding performance:
    I don’t see the opportunity to improve it in the game now.
    And I did not understand, something from what you gave the links to does not work, or what? I would like more specifics.

  11. #91

    Default Re: HotSeatTool(Expanding MTW2 Engine Features)and instructions for the program, in pictures

    In the next update, a change in some new hardcoded values (not limits!) Will be available. Will anybody remember anything interesting from them now?
    Last edited by youneuoy; April 12, 2020 at 10:27 PM.

  12. #92

    Default Re: HotSeatTool(Expanding MTW2 Engine Features)and instructions for the program, in pictures

    Well, maybe you can include hidden resources that i've found too. I've tested it with 100 hidden resources present in my mod, and it is working

  13. #93
    nadalio's Avatar Civis
    Join Date
    Apr 2016
    Location
    Where the nameless things gnawing the earth
    Posts
    116

    Default Re: HotSeatTool(Expanding MTW2 Engine Features)and instructions for the program, in pictures

    Quote Originally Posted by youneuoy View Post
    Regarding performance:
    I don’t see the opportunity to improve it in the game now.
    And I did not understand, something from what you gave the links to does not work, or what? I would like more specifics.
    If the implemantation aren't too difficoult these two features could make the gamplay more interesting.

    can_swim
    This is an old features that partially work, make unit able to swim with an animation in water bodies on the battlemap, but it little buggy as we can see here:
    https://www.twcenter.net/forums/show...1#post15361572
    References can be found in the descr_engines.txt in the EDU :

    ;attributes A miscellanious list of attributes and abilities the unit may have. Including
    ; sea_faring = can board ships;can_swim = can swim across rivers
    ; hide_forest, hide_improved_forest, hide_anywhere = defines where the unit can hide
    ; can_sap = Can dig tunnels under walls
    ; frighten_foot, frighten_mounted = Cause fear to certain nearby unit types
    ; can_run_amok = Unit may go out of control when riders lose control of animals
    ; general_unit = The unit can be used for a named character's bodyguard
    ; cantabrian_circle = The unit has this special ability
    ; no_custom = The unit may not be selected in custom battles
    ; command = The unit carries a legionary eagle, and gives bonuses to nearby units
    ; mercenary_unit = The unit is s mercenary unit available to all factions
    ; is_peasant = unknown
    ; druid = Can do a special morale raising chant
    ; power_charge = unkown
    ; free_upkeep_unit = Unit can be supported free in a city
    can_sap
    Another interesting unused attribute.
    During siege attacker can dig a tunel under the walls:
    Spoiler Alert, click show to read: 

    Sap Points are the final type, though they are not always available against every city- sometimes the city is upon sand too soft to support tunnels, others upon solid rock. They are not available against wooden walls at all. But where available, they can be selected. And when selected, they appear as a little wooden hut near the city wall. Order a sap-capable unit (not all units can sap) to the sap point, and they wil enter the little hut and begin digging a tunnel to the city walls. Once they reach the walls, they hollow out a chamber, set it alight, and run. When the fires burn through the timbers supporting the chamber, it collapses and brings down the wall above it as well.






    There are different files and other entries about sap
    -EDU
    Spoiler Alert, click show to read: 

    ;attributes A miscellanious list of attributes and abilities the unit may have. Including
    ; sea_faring = can board ships;can_swim = can swim across rivers
    ; hide_forest, hide_improved_forest, hide_anywhere = defines where the unit can hide
    ; can_sap = Can dig tunnels under walls
    ; frighten_foot, frighten_mounted = Cause fear to certain nearby unit types
    ; can_run_amok = Unit may go out of control when riders lose control of animals
    ; general_unit = The unit can be used for a named character's bodyguard
    ; cantabrian_circle = The unit has this special ability
    ; no_custom = The unit may not be selected in custom battles
    ; command = The unit carries a legionary eagle, and gives bonuses to nearby units
    ; mercenary_unit = The unit is s mercenary unit available to all factions
    ; is_peasant = unknown
    ; druid = Can do a special morale raising chant
    ; power_charge = unkown
    ; free_upkeep_unit = Unit can be supported free in a city


    -descr_sm_factions.txt
    Spoiler Alert, click show to read: 

    faction portugal
    culture
    southern_european
    religion catholic
    symbol models_strat/symbol_portugal .CAS
    rebel_symbol models_strat/symbol_rebels.CAS
    primary_colour red 215, green 0, blue 0
    secondary_colour red 255, green 210, blue 0
    loading_logo loading_screen/symbols/symbol128_portugal.tga
    standard_index 12
    logo_index FACTION_LOGO_PORTUGAL
    small_logo_index SMALL_FACTION_LOGO_PORTUGAL
    triumph_value 5
    custom_battle_availability yes
    can_sap no
    prefers_naval_invasions yes
    can_have_princess yes
    has_family_tree yes

    -descr_engines

    -descr_engine_skeleton


    Why bother?
    There are already many elements for this features so they could work. There are many other limitations and features to improve first, but maybe this could be interesting.
    Example can_sap features could be given only to orc AI faction so they could attack from many sides and be more difficoult to fight.

    makes an unit able to hit buildings
    Is it possile to create a new type of unit or make normal unit using siege animations and hit wall and Buildings via memory editing?
    Like a troll that throw rocks and after attack as a normal unit?


    ents, spiders and wolves crashes

    Seems that beasts like ents and wolves couse crashes and also balrogs and mumakils in TWTA and other mods. They usually happens with a big number of them on the battle map. Could be a problem of memory? They have complex skelethons and models so the interactions of them could cause crashes?
    It seems worth for an improvement.. A lot of mods use beasts models..


    Berseker
    Just resources and tutorial for made berseker units works ingame:
    https://www.twcenter.net/forums/show...ker-unit-(tut)

    https://www.twcenter.net/forums/show...sed-Berserkers
    Last edited by nadalio; April 13, 2020 at 07:49 AM.

  14. #94

    Default Re: HotSeatTool(Expanding MTW2 Engine Features)and instructions for the program, in pictures

    , It all looks interesting, but now I will not do this.Nevertheless, I am interested in any suggestions, since I am busy with the implementation of already planned changes and I do not have time to think about what else could be changed. I can check or even introduce some additional changes now, but if it does not require a large amount of time (and it is not always possible to guess in advance).
    It would be great to get good ideas now, and after several updates and introducing those that are already planned to begin their detailed discussion.

  15. #95

    Default Re: HotSeatTool(Expanding MTW2 Engine Features)and instructions for the program, in pictures

    A preliminary list of changes for the next update:
    the ability to change the cost of building rams, stairs and siege towers
    ability to change hidden resourse limit.
    Perhaps there will still be a new army editing system after online battles. After this update, I’ll take care of the exhaustion system.

  16. #96
    AntonisTheGreek's Avatar Senator
    Join Date
    Dec 2013
    Location
    Athens, Greece
    Posts
    1,394

    Default Re: HotSeatTool(Expanding MTW2 Engine Features)and instructions for the program, in pictures

    Could this be fixed one day?

  17. #97

    Default Re: HotSeatTool(Expanding MTW2 Engine Features)and instructions for the program, in pictures

    Quote Originally Posted by AntonisTheGreek View Post
    Could this be fixed one day?
    I do not know. Can you describe the problem in detail now?
    And what do anitraits do at all?

  18. #98
    AntonisTheGreek's Avatar Senator
    Join Date
    Dec 2013
    Location
    Athens, Greece
    Posts
    1,394

    Default Re: HotSeatTool(Expanding MTW2 Engine Features)and instructions for the program, in pictures

    It's explained in the original post of the thread. In theory, you can add to a trait one or more antitraits. A trait and its antitrait(s) are mutually exclusive - if a character has a trait, he cannot have this trait's antitrait(s), and vice versa.
    For example, Trait A's antitrait is Trait B. A character has the Trait A. If he acquires the Trait B, he loses the Trait A.
    The problem is: If the character acquires the Trait B, he loses the Trait A, but the effcts of Trait A remain.

    EDIT: Antitraits, used along with NoGoingBackLevel are bugged too, but I haven't understood what NoGoingBackLevel is.
    Last edited by AntonisTheGreek; April 13, 2020 at 05:05 PM.

  19. #99

    Default Re: HotSeatTool(Expanding MTW2 Engine Features)and instructions for the program, in pictures

    @youneuoy
    @Aura
    thank you both for working on this.

  20. #100

    Default Re: HotSeatTool(Expanding MTW2 Engine Features)and instructions for the program, in pictures

    Quote Originally Posted by AntonisTheGreek View Post
    It's explained in the original post of the thread. In theory, you can add to a trait one or more antitraits. A trait and its antitrait(s) are mutually exclusive - if a character has a trait, he cannot have this trait's antitrait(s), and vice versa.
    For example, Trait A's antitrait is Trait B. A character has the Trait A. If he acquires the Trait B, he loses the Trait A.
    The problem is: If the character acquires the Trait B, he loses the Trait A, but the effcts of Trait A remain.
    Clear. In general, the correct removal of traits in the characters is possible?
    If this is so, then I will try to fix this problem or duplicate this system if the first does not work.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •