View Full Version : Exasperation of a mini-modder
straggler13
06-03-2008, 21:56
One of the most exasperating let-downs in my M2 gaming experience is the message " ADOPTION NOT COMPLETE " : "It would appear that ...your offer of adoption has arrived at a funeral procession..."
When such troubling events occur I usually just go to an attribute file or other culpable factor and make appropriate modifications: problem solved.
But I can find no file which contains a hint of where this "event" lies.
If anyone out there in the guild can give me an idea how to locate this item, I can do the rest, and will be grateful.
And I must also remark that the "Adoption not complete" ...event must have been placed in the game by someone with sadistic tendencies. It does not contribute in any way to my enjoyment of this best of all games.:furious3:
FactionHeir
06-03-2008, 22:06
It only ever happens if the captain ends in a settlement after the battle, this is because the game then cannot track that captain down again.
No way around it.
irishron2004
06-03-2008, 22:12
One of the most exasperating let-downs in my M2 gaming experience is the message " ADOPTION NOT COMPLETE " : "It would appear that ...your offer of adoption has arrived at a funeral procession..."
When such troubling events occur I usually just go to an attribute file or other culpable factor and make appropriate modifications: problem solved.
But I can find no file which contains a hint of where this "event" lies.
If anyone out there in the guild can give me an idea how to locate this item, I can do the rest, and will be grateful.
And I must also remark that the "Adoption not complete" ...event must have been placed in the game by someone with sadistic tendencies. It does not contribute in any way to my enjoyment of this best of all games.:furious3:
Maybe someone can prove me wrong but I belive it is a hardcoded family member headcount. You can only have so many family members depending on the number of regions you control. During the end-of-turn battles I swear that the game loses count and offers you one for adoption usually after winning a battle. Then, here is the part I don't like either, the computer recounts family members, oop-too many, adoption failed message and lose yourself a good captain with it.
To me, it's bug left over from RTW. They had the same garbage there.
straggler13
06-04-2008, 05:33
Thanks for the reply on my pet peave . So, if I understand you correctly, there is no cure other than maybe killing off some 'old' family members. Perhaps a note to someone at CA?
In a discussion I read last year on the Total War site, I was also told that the artillery movement was hard coded...And I would love to get the siege equipmet to move at the same speed as my infantry - the idea that one unit moves slower than another on the campaign map seems quite silly as well. Because of this slowness I ofter leave my cannon behind, or they are only used when they are fortunate enough to be near my victims town/castle.
And although I have read that the movement is hard coded, I have seen mods where the movement of units on the map were accelerated.
But that is another element I have been unable to change ...fix.
So I think both of these issues should be addressed in Empire and will throw them in to that caldron of what-I'd-like-to-see's .
BTW: This reply got diverted to some 'new?' version of the guild .... And I just now got back to this page....some four or five hours later.
FactionHeir
06-04-2008, 10:57
No, killing off old family members won't help. As I said, this is an intended feature to account for a problem with their code.
Artillery movement is I think hardcoded, but there are times when the AI moves its artillery faster than infantry on the battle map since 1.2.
Javolenus
06-04-2008, 11:18
Hi There,
I managed to mod movement rates on the strat map by changing the values in the file Descr_Character, which lives in the data folder. Doing this has made the game more fluid, as it no longer takes 2 years to get from London to York. It also means you can join a crusade and actually get there before it ends.
Hope this helps?
FactionHeir
06-04-2008, 11:31
Yes, it works for strat map but not battle map.
straggler13
06-09-2008, 07:19
Hi There,
I managed to mod movement rates on the straitegic map by changing the values in the file Descr_Character, which lives in the data folder. Doing this has made the game more fluid, as it no longer takes 2 years to get from London to York. It also means you can join a crusade and actually get there before it ends.
Hope this helps?
This is GREAT news. I got to this post late today, so I wont be able to do anything about it until tomorrow.
I hope the mod method is straightforward...but I'll let you know.
Thanks for this. I have been doing work-arounds to get siege equipment there in time. But the right way is to mod the movement in the straitegic map arena.
Many thanks again!
straggler13
06-09-2008, 19:19
Hi There,
I managed to mod movement rates on the strat map by changing the values in the file Descr_Character, which lives in the data folder. Doing this has made the game more fluid, as it no longer takes 2 years to get from London to York. It also means you can join a crusade and actually get there before it ends.
Hope this helps?
I looked at this file and it seems to be for characters only; no units or equipment is in the file. So I do not see how it can be used to change movement of anything but characters. Perhaps you were talking about some other file?
FactionHeir
06-09-2008, 19:21
base movement is the one you are after. This is the base cavalry move speed. Infanty and artillery have a hardcoded modifier on that.
straggler13
06-09-2008, 19:45
base movement is the one you are after. This is the base infantry move speed. Cavalry and artillery have a hardcoded modifier on that.
Maybe I don't understand what is 'base movement'. I had understood 'base' movement as that which is defined by the unit type: inf., cav, siege, etc. Are you saying that I cannot change the siege equipment settings because they are hard coded? I think you had said that before, when Javolenus posted that I could do it through Descr_Character file ( Or at least that's what I thought he was saying.)
But how then did King Kong mod the movement in his Stainless Steel mod: and no, he will not respond to my questions about it.
FactionHeir
06-09-2008, 19:52
I said its not possible to mod their battle map movement speed. I never said it was impossible to mod campaign map movement speed.
As above, you can only change the main value, the rest falls into line behind it for campaign map movement.
And you should really be posting this in modding questions, not mod chat.
straggler13
06-09-2008, 20:19
I said its not possible to mod their battle map movement speed. I never said it was impossible to mod campaign map movement speed.
As above, you can only change the main value, the rest falls into line behind it for campaign map movement.
And you should really be posting this in modding questions, not mod chat.
I believe my first question was regarding movement on the map.
Sorry about the wrong forum. I will start over at the right one.
If you specifically want to mod the movement speed of siege weapons and nothing else, I asked the same question a while ago, here's the thread:
Campaign map movement (https://forums.totalwar.org/vb/showthread.php?t=99859)
Just scroll right down to the final post, it contains the answer to your problem.
straggler13
06-13-2008, 20:17
If you specifically want to mod the movement speed of siege weapons and nothing else, I asked the same question a while ago, here's the thread:
Campaign map movement (https://forums.totalwar.org/vb/showthread.php?t=99859)
Just scroll right down to the final post, it contains the answer to your problem.
Thanks , Poor Bloody Infantry and SignifierOne :
If this works, you have made my day, my month, and my years!
If it doesn't, thanks for the help. It will at least mean that I will never ask this question again, and can move on with my mod life.
Thanks again, Poor Bloody Infantry and SignifierOne
and again.
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