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Re: Client Kingdoms - RTW expansion modification
Quote:
Originally Posted by Epistolary Richard
That very much depends on how abstract you want to make it. I wasn't around for MTW and so I don't know what sort of qualities people regard TW Crusades as having. However, if it was just a glorified senate mission, say capture a city within ten years and get a reward of some kind, then it would be very easy.
Well that would certainly be better than nothing :bow:
The crusades were actually one of the more complex and unique features of mtw, and come to think of it more so than most of rtw's !
Ill explain how it functioned, then perhaps you can give it some thought and then tell me to what extent it would be possible with rtw scripting.
The crusade is initially accquired in the same way as a unit ( trained in a province/settlement taking a certain time to build and requiring certain buildings in that province ), it often required you to make a small payment 500-2000 florins to the pope.
It is then activated by specifying its target location (this can be any province owned by a faction of an opposing culture/religion). Once activated the crusade magically becomes a small army formed from a selection of specific units, a selection which differs from faction to faction.
Here comes the interesting part :)
As the crusade begins to make its way towards its target province it will be joined to different extents by the troops from armies of the settlements/provinces it passes through. The level at which foreign troops join your crusade each turn largely depends on the "zeal" rating and "religion" of the province it is in.
Example: If a crusade happens to be passing through Poland on its way to ....
Uzbekistaan ... and the zeal rating in Poland is 78%,.. of the 40 royal knights and 200 spearmen in poland, perhaps 24 knights and 120 spearmen from the polish would join the crusade and become under your control. On the other hand if the zeal rating is lower, less troops will join. If the crusade passes through a province where there is very low zeal rating, troops will actually begin to disband from the crusade and the crusading army will become smaller. If the crusade is passing through a country which has no christian occupants then no troops will join, regardless of the zeal rating.
If the crusade drops below a certain number of men before it manages to take its target settlement then is disbands completely and the crusade has failed.
If the crusade fails it negatively effects the loyalty of the populous and the generals in your home province.
When a crusade passes over the boarder of another faction, the faction receiving the crusade into its lands has the choice to dis-allow access in order to stop the crusade from stealing forces from its settlement. The crusade will then either decide to attack that province or abandon the crusade. If implemented for rtw however, it could perhaps take another route to its target.
Crusades can not be launched it you have been " excommunicated " by the papacy.
Muslims also have their own form of crusades exept its named a "Jihad", it does not require you to only attack opposing cultures and does not require you to be friendly with the papacy.
Jihads however, can only be launched by the muslims agasint provinces which originally belonged to hem but were taken by an enemy.
Thats about it :)
Now i know that is a bit long winded and lot of it is most likely inpossable, but making it that complex would be a perfect world. Anything like that, even if its drastically simplified would be far past good enough :)
Id very much like to hear your views, thankyou for reading,
buu kenshin
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Re: Client Kingdoms - RTW expansion modification
Kraxis I'm currently working on a project, (with ER) on making the AI better by using scripts. At the momement though, its all resting on a knife edge, we need either the spawn army or spawn character commands to work in full really. I suppose it could be gotten around, but it would make our job a lot easier if we could use these commands.
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Re: Client Kingdoms - RTW expansion modification
Thanks for the explanation buujin I have wondered about crusades but I've not found such a detailed account. I'll have a think about it.
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Re: Client Kingdoms - RTW expansion modification
Damn something is wrong... I wonder what it could be.
I know it is the scripts that are messingthings up because as soon as I replace the file in 'text' and the two in 'Data' there is no problem.
I have renamed some units, but not in their basic name, only the name that will appear in the game, I have also added officers to some cavalry units (problem?). And since we discussed the problem with the eastern musicians it could be them. I'll try getting rid of them.
[EDIT]Hmm... That was not the problem. The game crashes even before I get to the loadscreen, and I get no message from show_err
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Re: Client Kingdoms - RTW expansion modification
Try copying across the files in the following order -
export_advice
export_descr_advice_enums
export_descr_advice
and see when it falls over
There shouldn't be any problem in having unused entries in export_advice or export_descr_advice_enums, so it should work at least until you put export_descr_advice in.
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Re: Client Kingdoms - RTW expansion modification
Good idea...
It stumbles when I have copied the export_descr_advice, which I find odd...
[EDIT]Well not so odd really. It must be in the scripts something is wrong... But for the love of (insert local deity here) I can't see what... I guess I will have to go over every single script to make certain the unit is there.
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Re: Client Kingdoms - RTW expansion modification
There's a complete list of the units used in the readme, however I doubt the problem lies in the scripts as they wouldn't be parsed on start-up. If it crashed when the script was actually run then that would be it, however as it is it's more likely something in the triggers in eda - and there the only specific reference is to the settlements.
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Re: Client Kingdoms - RTW expansion modification
Quote:
Originally Posted by Kraxis
Damn something is wrong... I wonder what it could be.
I know it is the scripts that are messingthings up because as soon as I replace the file in 'text' and the two in 'Data' there is no problem.
I have renamed some units, but not in their basic name, only the name that will appear in the game, I have also added officers to some cavalry units (problem?). And since we discussed the problem with the eastern musicians it could be them. I'll try getting rid of them.
[EDIT]Hmm... That was not the problem. The game crashes even before I get to the loadscreen, and I get no message from show_err
I've got the same problem here. I've even reinstalled the game in case I'd modded something somewhere that was affecting it, but the new install also crashes on export_descr_advice, even before it reaches the loading screen. The other files seem to be ok.
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Re: Client Kingdoms - RTW expansion modification
Quote:
Originally Posted by Pannonian
I've got the same problem here. I've even reinstalled the game in case I'd modded something somewhere that was affecting it, but the new install also crashes on export_descr_advice, even before it reaches the loading screen. The other files seem to be ok.
Ok... ~:confused:
This is getting very confusing, for I have all the correct settlements and units. So I wonder what the problem is, and damn show_err for not telling me!
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Re: Client Kingdoms - RTW expansion modification
Quote:
Originally Posted by Myrddraal
Kraxis I'm currently working on a project, (with ER) on making the AI better by using scripts. At the momement though, its all resting on a knife edge, we need either the spawn army or spawn character commands to work in full really. I suppose it could be gotten around, but it would make our job a lot easier if we could use these commands.
This would be a huge leap forward in the evolution of the game. It would be incredible for the barbarians to randomly generate HUGE armies every 30 to 50 turns - similar to the Mongol appearance in MTW. I remember what a shock that was the first time playing MTW, and how routine it became once I knew the game (since it was alway on 1230ad).
To have the Germans and Gauls (& daciens & sarmations), randomly create a double stack of good units - representing a tribal migration - would completely change the dymamics of the game. It would also be realistic. It would give the Romans a big vested interest in taking over Gaul and Germany, to reduce these 'migrations' and the problems they cause.
The units should be 'special' in that they should cost almost nothing for upkeep, or they could really hurt an AI economy. They should also only start after a certian time, and perhaps become worse over time.
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Re: Client Kingdoms - RTW expansion modification
We'll have to try adding a single Client Kingdom advice thread and its corresponding trigger into the vanilla export_descr_advice to see if your game accepts them at all. They're all marked as Client Kingdoms in the eda file.
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Re: Client Kingdoms - RTW expansion modification
Quote:
Originally Posted by Epistolary Richard
We'll have to try adding a single Client Kingdom advice thread and its corresponding trigger into the vanilla export_descr_advice to see if your game accepts them at all. They're all marked as Client Kingdoms in the eda file.
Put in the Macedon King event, pushed the probability up, and it worked. I guess I'll have to look through all the events.
Question: when it says RandomPercent > 95, does this mean that the game will generate a probability each turn that will be > 95, or does it mean that the random number will have to be > 95 (thus making the probability =< 5)?
Question 2: Is the threshold the number of times it will happen per game? The Macedon event worked the first time, when I forgot to put the troops into Tarentum rather than Thessalonika, but didn't work on subsequent occasions despite RandomPercent > 95 or = 100. Tried deleting the persistent logs, but they just wouldn't appear again.
Question 3: How high does the advisor level need to be for the mod to work? It's potentially the most interesting mod I've seen so far, but Victoria is annoying.
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Re: Client Kingdoms - RTW expansion modification
BTW I've noticed that in the readme it lists Memphis as at critical city, when in fact it should read Alexandria. I doubt you guys have renamed Alexandria but just in case... :embarrassed:
Quote:
Originally Posted by Pannonian
Put in the Macedon King event, pushed the probability up, and it worked. I guess I'll have to look through all the events.
There are about 47 sets in all, if the basic method works then the quickest way to narrow things down is to install the first half at once, then if it works you know the problem's in the second half, if it doesn't you know that (at least) one problem's in the first half. Then go half way back or forward again. It narrows the search quicker.
Quote:
Originally Posted by Pannonian
Question: when it says RandomPercent > 95, does this mean that the game will generate a probability each turn that will be > 95, or does it mean that the random number will have to be > 95 (thus making the probability =< 5)?
The RandomPercent picks a random number between 0 & 100 and then looks to see if the condition is true or false - thus }95 is the same as {5. This could be the reason why you only got the troops once. For testing purposes you might want to remove the randompercent and the settlement not owned by lines - this means that you don't have to conquer anywhere as you'd get the troops in your own capital consistently each turn as long as you fulfil the other criteria.
Quote:
Originally Posted by Pannonian
Question 2: Is the threshold the number of times it will happen per game? The Macedon event worked the first time, when I forgot to put the troops into Tarentum rather than Thessalonika, but didn't work on subsequent occasions despite RandomPercent > 95 or = 100. Tried deleting the persistent logs, but they just wouldn't appear again.
I tried testing the advicethread parameters but few of them seemed to work as I expected. Threshold, however, appears to be the number of times the trigger has to be activated before the advicethread starts up - there are a few good vanilla examples of this in incremental advicethreads like the below:
Code:
;------------------------------------------
AdviceThread Characters_Agent_Fleet_Early_Advice_Thread
GameArea Campaign
Item Characters_Agent_Fleet_Early_Advice_Text_01
Suppressible y
Uninhibitable
Verbosity 1
Threshold 2
Attitude Normal
Presentation Default
Title Characters_Agent_Fleet_Early_Advice_Text_01_Title
Text Characters_Agent_Fleet_Early_Advice_Text_01_Text1
Item Characters_Agent_Fleet_Early_Advice_Text_02
Suppressible y
Uninhibitable
Verbosity 1
Threshold 9
Attitude Normal
Presentation Default
Title Characters_Agent_Fleet_Early_Advice_Text_02_Title
Text Characters_Agent_Fleet_Early_Advice_Text_02_Text1
Item Characters_Agent_Fleet_Early_Advice_Text_03
Suppressible y
Uninhibitable
Verbosity 1
Threshold 18
Attitude Normal
Presentation Default
Title Characters_Agent_Fleet_Early_Advice_Text_03_Title
Text Characters_Agent_Fleet_Early_Advice_Text_03_Text1
Item Characters_Agent_Fleet_Early_Advice_Text_04
Uninhibitable
Verbosity 1
Threshold 27
Attitude Normal
Presentation Default
Title Characters_Agent_Fleet_Early_Advice_Text_04_Title
Text Characters_Agent_Fleet_Early_Advice_Text_04_Text1
Quote:
Originally Posted by Pannonian
Question 3: How high does the advisor level need to be for the mod to work? It's potentially the most interesting mod I've seen so far, but Victoria is annoying.
It works with the advisor turned off, I believe. The reason I say believe is that I did all my initial testing with the advisor switched off, but then I replayed the prologue to research the scripts there and that reset her settings and I can't remember if I then completed it with it on low or off entirely. I think Victoria's appearance is based upon the Suppressible/Verbosity values - the Client Kingdom threads have the same values as the Request Advice advicethreads which always appear whether you have advice switched off or not. So 90% sure you can switch her off, but if you could confirm it I'd appreciate it.
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Re: Client Kingdoms - RTW expansion modification
This is wierd... I tested every trigger (by putting in the sets one city at a time, meaning three sets). Surprisingly the game now works. I must have missed something...
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Re: Client Kingdoms - RTW expansion modification
That's good news! I hope you find the mod worth your perseverence. :wink: As you're familiar with the files, you should feel free to adjust the conditions and the troop types you receive to suit your own taste.
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Re: Client Kingdoms - RTW expansion modification
Don't mind if I do... But so far it looks good. They are good, but not overpowering (unless you get those eles or Spartans).
Just too bad that there isn't a way for the AI to do the same. But I have wondered about upgrades though... Possible?
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Re: Client Kingdoms - RTW expansion modification
SO I thought of a way to possibly add free standing stacks of units. It uses the currently broken spawn_character command. Essentially you create a dummy character where you want the stack, add the units, then delete the dummy. Of course this would need to be tested.
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Re: Client Kingdoms - RTW expansion modification
Quote:
Originally Posted by Kraxis
This is wierd... I tested every trigger (by putting in the sets one city at a time, meaning three sets). Surprisingly the game now works. I must have missed something...
Same here.
Richard's zipfile contained the unit files, but not the unit_info files, so to save everyone the effort of copying and pasting from the various folders, copy the below into a batch file, save the batch file to the Data\UI\UNIT_INFO folder, create a folder named unitinfo2 in the Data\UI\UNIT_INFO folder, then run the batch file. For some reason, it copies some assorted files as well as the specified ones. When the files are in the unitinfo2 folder, copy into each faction's folder as normal, taking care not to overwrite any existing files.
Code:
copy /b DACIA/bARB_ARCHER_DACIAN_INFO.TGA unitinfo2/bARB_ARCHER_DACIAN_INFO.TGA
copy /b GERMANS/bARB_BERSERKER_GERMAN_INFO.TGA unitinfo2/bARB_BERSERKER_GERMAN_INFO.TGA
copy /b GAULS/bARB_CAVALRY_GAUL_INFO.TGA unitinfo2/bARB_CAVALRY_GAUL_INFO.TGA
copy /b BRITONS/bARB_CHARIOT_HEAVY_BRITON_INFO.TGA unitinfo2/bARB_CHARIOT_HEAVY_BRITON_INFO.TGA
copy /b BRITONS/bARB_CHARIOT_LIGHT_BRITON_INFO.TGA unitinfo2/bARB_CHARIOT_LIGHT_BRITON_INFO.TGA
copy /b SCYTHIA/bARB_HORSE_ARCHERS_SCYTHIAN_INFO.TGA unitinfo2/bARB_HORSE_ARCHERS_SCYTHIAN_INFO.TGA
copy /b BRITONS/bARB_INFANTRY_BRITON_INFO.TGA unitinfo2/bARB_INFANTRY_BRITON_INFO.TGA
copy /b DACIA/bARB_INFANTRY_DACIAN_INFO.TGA unitinfo2/bARB_INFANTRY_DACIAN_INFO.TGA
copy /b DACIA/bARB_NOBLE_CAVALRY_DACIAN_INFO.TGA unitinfo2/bARB_NOBLE_CAVALRY_DACIAN_INFO.TGA
copy /b SCYTHIA/bARB_NOBLE_HORSE_ARCHERS_SCYTHIAN_INFO.TGA unitinfo2/bARB_NOBLE_HORSE_ARCHERS_SCYTHIAN_INFO.TGA
copy /b GAULS/bARB_PEASANT_GAUL_INFO.TGA unitinfo2/bARB_PEASANT_GAUL_INFO.TGA
copy /b GERMANS/bARB_PEASANT_GERMAN_INFO.TGA unitinfo2/bARB_PEASANT_GERMAN_INFO.TGA
copy /b BRITONS/bARB_SLINGER_BRITON_INFO.TGA unitinfo2/bARB_SLINGER_BRITON_INFO.TGA
copy /b DACIA/bARB_WARGUARD_DACIAN_INFO.TGA unitinfo2/bARB_WARGUARD_DACIAN_INFO.TGA
copy /b THRACE/bRONZE_SHIELD_INFO.TGA unitinfo2/bRONZE_SHIELD_INFO.TGA
copy /b SPAIN/bULL_WARRIORS_INFO.TGA unitinfo2/bULL_WARRIORS_INFO.TGA
copy /b CARTHAGE\CARTHAGINIAN_ARCHER_INFO.TGA unitinfo2\CARTHAGINIAN_ARCHER_INFO.TGA
copy /b CARTHAGE\CARTHAGINIAN_CAVALRY_INFO.TGA unitinfo2\CARTHAGINIAN_CAVALRY_INFO.TGA
copy /b CARTHAGE\CARTHAGINIAN_ELEPHANT_AFRICAN_CATAPHRACT_INFO.TGA unitinfo2\CARTHAGINIAN_ELEPHANT_AFRICAN_CATAPHRACT_INFO.TGA
copy /b CARTHAGE\CARTHAGINIAN_HEAVY_INFANTRY_INFO.TGA unitinfo2\CARTHAGINIAN_HEAVY_INFANTRY_INFO.TGA
copy /b CARTHAGE\CARTHAGINIAN_MEDIUM_CAVALRY_INFO.TGA unitinfo2\CARTHAGINIAN_MEDIUM_CAVALRY_INFO.TGA
copy /b CARTHAGE\CARTHAGINIAN_MEDIUM_INFANTRY_INFO.TGA unitinfo2\CARTHAGINIAN_MEDIUM_INFANTRY_INFO.TGA
copy /b CARTHAGE\CARTHAGINIAN_PELTAST_INFO.TGA unitinfo2\CARTHAGINIAN_PELTAST_INFO.TGA
copy /b CARTHAGE\CARTHAGINIAN_SLINGER_INFO.TGA unitinfo2\CARTHAGINIAN_SLINGER_INFO.TGA
copy /b GAULS\DRUIDS_GAUL_INFO.TGA unitinfo2\DRUIDS_GAUL_INFO.TGA
copy /b PONTUS\EAST_ARCHER_INFO.TGA unitinfo2\EAST_ARCHER_INFO.TGA
copy /b PONTUS\EAST_CAPPODOCIAN_CAVALRY_INFO.TGA unitinfo2\EAST_CAPPODOCIAN_CAVALRY_INFO.TGA
copy /b ARMENIA\EAST_CATAPHRACT_ARCHER_INFO.TGA unitinfo2\EAST_CATAPHRACT_ARCHER_INFO.TGA
copy /b PONTUS\EAST_CAVALRY_INFO.TGA unitinfo2\EAST_CAVALRY_INFO.TGA
copy /b PONTUS\EAST_CHARIOT_ARCHER_INFO.TGA unitinfo2\EAST_CHARIOT_ARCHER_INFO.TGA
copy /b PARTHIA\EAST_ELEPHANT_AFRICAN_INFO.TGA unitinfo2\EAST_ELEPHANT_AFRICAN_INFO.TGA
copy /b PARTHIA\EAST_HEAVY_CATAPHRACT_INFO.TGA unitinfo2\EAST_HEAVY_CATAPHRACT_INFO.TGA
copy /b ARMENIA\EAST_HEAVY_INFANTRY_INFO.TGA unitinfo2\EAST_HEAVY_INFANTRY_INFO.TGA
copy /b ARMENIA\EAST_HILLMEN_INFO.TGA unitinfo2\EAST_HILLMEN_INFO.TGA
copy /b PARTHIA\EAST_HORSE_ARCHER_INFO.TGA unitinfo2\EAST_HORSE_ARCHER_INFO.TGA
copy /b PARTHIA\EAST_INFANTRY_INFO.TGA unitinfo2\EAST_INFANTRY_INFO.TGA
copy /b ARMENIA\EAST_PELTAST_INFO.TGA unitinfo2\EAST_PELTAST_INFO.TGA
copy /b PARTHIA\EAST_SLINGER_INFO.TGA unitinfo2\EAST_SLINGER_INFO.TGA
copy /b EGYPT\EGYPTIAN_ARCHER_ELITE_INFO.TGA unitinfo2\EGYPTIAN_ARCHER_ELITE_INFO.TGA
copy /b EGYPT\EGYPTIAN_CHARIOT_INFO.TGA unitinfo2\EGYPTIAN_CHARIOT_INFO.TGA
copy /b EGYPT\EGYPTIAN_CLERUCH_INFO.TGA unitinfo2\EGYPTIAN_CLERUCH_INFO.TGA
copy /b EGYPT\EGYPTIAN_ELITE_GUARDS_INFO.TGA unitinfo2\EGYPTIAN_ELITE_GUARDS_INFO.TGA
copy /b EGYPT\EGYPTIAN_NILE_CAVALRY_INFO.TGA unitinfo2\EGYPTIAN_NILE_CAVALRY_INFO.TGA
copy /b EGYPT\EGYPTIAN_NILE_INFANTRY_INFO.TGA unitinfo2\EGYPTIAN_NILE_INFANTRY_INFO.TGA
copy /b EGYPT\EGYPTIAN_NUBIAN_SPEARMEN_INFO.TGA unitinfo2\EGYPTIAN_NUBIAN_SPEARMEN_INFO.TGA
copy /b EGYPT\EGYPTIAN_PELTAST_INFO.TGA unitinfo2\EGYPTIAN_PELTAST_INFO.TGA
copy /b GERMANS\GOTHIC_CAVALRY_GERMAN_INFO.TGA unitinfo2\GOTHIC_CAVALRY_GERMAN_INFO.TGA
copy /b MACEDON\GREEK-LIGHT_LANCER_INFO.TGA unitinfo2\GREEK-LIGHT_LANCER_INFO.TGA
copy /b MACEDON\GREEK_ARCHER_INFO.TGA unitinfo2\GREEK_ARCHER_INFO.TGA
copy /b THRACE\GREEK_BASTARNAE_INFO.TGA unitinfo2\GREEK_BASTARNAE_INFO.TGA
copy /b THRACE\GREEK_CAVALRY_INFO.TGA unitinfo2\GREEK_CAVALRY_INFO.TGA
copy /b SELEUCIDGREEK_ELEPHANT_SMALL_INFO.TGA unitinfo2\GREEK_ELEPHANT_SMALL_INFO.TGA
copy /b MACEDON\GREEK_HEAVY_CAVALRY_INFO.TGA unitinfo2\GREEK_HEAVY_CAVALRY_INFO.TGA
copy /b GREEK_CITIES\GREEK_HEAVY_PELTAST_INFO.TGA unitinfo2\GREEK_HEAVY_PELTAST_INFO.TGA
copy /b GREEK_CITIES\GREEK_HOPLITE_INFO.TGA unitinfo2\GREEK_HOPLITE_INFO.TGA
copy /b SELEUCID\GREEK_HOPLITE_MILITIA_INFO.TGA unitinfo2\GREEK_HOPLITE_MILITIA_INFO.TGA
copy /b GREEK_CITIES\GREEK_HOPLITE_SPARTAN_INFO.TGA unitinfo2\GREEK_HOPLITE_SPARTAN_INFO.TGA
copy /b MACEDON\GREEK_MEDIUM_CAVALRY_INFO.TGA unitinfo2\GREEK_MEDIUM_CAVALRY_INFO.TGA
copy /b SELEUCID\GREEK_PELTAST_INFO.TGA unitinfo2\GREEK_PELTAST_INFO.TGA
copy /b THRACE\GREEK_PIKEMEN_INFO.TGA unitinfo2\GREEK_PIKEMEN_INFO.TGA
copy /b MACEDON\GREEK_ROYAL_PIKEMEN_INFO.TGA unitinfo2\GREEK_ROYAL_PIKEMEN_INFO.TGA
copy /b SELEUCID\GREEK_SCYTHED_CHARIOTS_INFO.TGA unitinfo2\GREEK_SCYTHED_CHARIOTS_INFO.TGA
copy /b SELEUCID\GREEK_SILVER_SHIELDS_INFO.TGA unitinfo2\GREEK_SILVER_SHIELDS_INFO.TGA
copy /b SCYTHIA\HEAD_HUNTING_MAIDENS_SCYTHIAN_INFO.TGA unitinfo2\HEAD_HUNTING_MAIDENS_SCYTHIAN_INFO.TGA
copy /b SPAIN\NAKED_FANATICS_SPAIN_INFO.TGA unitinfo2\NAKED_FANATICS_SPAIN_INFO.TGA
copy /b GERMANS\NIGHT_RAIDERS_GERMAN_INFO.TGA unitinfo2\NIGHT_RAIDERS_GERMAN_INFO.TGA
copy /b NUMIDIA\NUMIDIAN_CAMEL_RIDERS_INFO.TGA unitinfo2\NUMIDIAN_CAMEL_RIDERS_INFO.TGA
copy /b NUMIDIA\NUMIDIAN_CAVALRY_INFO.TGA unitinfo2\NUMIDIAN_CAVALRY_INFO.TGA
copy /b NUMIDIA\NUMIDIAN_DESERT_WARRIORS_INFO.TGA unitinfo2\NUMIDIAN_DESERT_WARRIORS_INFO.TGA
copy /b NUMIDIA\NUMIDIAN_JAVELINMEN_INFO.TGA unitinfo2\NUMIDIAN_JAVELINMEN_INFO.TGA
copy /b ROMANS_JULII\ROMAN_HASTATI_INFO.TGA unitinfo2\ROMAN_HASTATI_INFO.TGA
copy /b ROMANS_JULII\ROMAN_LEGIONARY_COHORT_I_INFO.TGA unitinfo2\ROMAN_LEGIONARY_COHORT_I_INFO.TGA
copy /b ROMANS_JULII\ROMAN_LEGIONARY_FIRST_COHORT_I_INFO.TGA unitinfo2\ROMAN_LEGIONARY_FIRST_COHORT_I_INFO.TGA
copy /b SLAVE\ROMAN_LIGHT_CAVALRY_INFO.TGA unitinfo2\ROMAN_LIGHT_CAVALRY_INFO.TGA
copy /b ROMANS_JULII\ROMAN_MEDIUM_CAVALRY_INFO.TGA unitinfo2\ROMAN_MEDIUM_CAVALRY_INFO.TGA
copy /b ROMANS_JULII\ROMAN_PRINCIPES_INFO.TGA unitinfo2\ROMAN_PRINCIPES_INFO.TGA
copy /b ROMANS_JULII\ROMAN_TRIARII_INFO.TGA unitinfo2\ROMAN_TRIARII_INFO.TGA
copy /b ROMANS_JULII\ROMAN_VELITE_INFO.TGA unitinfo2\ROMAN_VELITE_INFO.TGA
copy /b SPAIN\SCUTARII_INFO.TGA unitinfo2\SCUTARII_INFO.TGA
copy /b SCYTHIA\SCYTHIAN_NOBLES_SCYTHIAN_INFO.TGA unitinfo2\SCYTHIAN_NOBLES_SCYTHIAN_INFO.TGA
copy /b SCYTHIA\SCYTHIAN_NOBLE_WOMEN_SCYTHIAN_INFO.TGA unitinfo2\SCYTHIAN_NOBLE_WOMEN_SCYTHIAN_INFO.TGA
copy /b DACIA\WARBAND_ARCHER_DACIAN_INFO.TGA unitinfo2\WARBAND_ARCHER_DACIAN_INFO.TGA
copy /b GERMANS\WARBAND_AXE_GERMAN_INFO.TGA unitinfo2\WARBAND_AXE_GERMAN_INFO.TGA
copy /b GERMANS\WARBAND_DHAXE_GERMAN_INFO.TGA unitinfo2\WARBAND_DHAXE_GERMAN_INFO.TGA
copy /b THRACE\WARBAND_FALX_THRACIAN_INFO.TGA unitinfo2\WARBAND_FALX_THRACIAN_INFO.TGA
copy /b GAULS\WARBAND_HUNTSMAN_GAUL_INFO.TGA unitinfo2\WARBAND_HUNTSMAN_GAUL_INFO.TGA
copy /b BRITONS\WARBAND_HURLER_BRITON_INFO.TGA unitinfo2\WARBAND_HURLER_BRITON_INFO.TGA
copy /b GERMANS\WARBAND_SPEAR_GERMAN_INFO.TGA unitinfo2\WARBAND_SPEAR_GERMAN_INFO.TGA
copy /b BRITONS\WARBAND_SWORD_BRITON_INFO.TGA unitinfo2\WARBAND_SWORD_BRITON_INFO.TGA
copy /b GAULS\WARBAND_SWORD_GAUL_INFO.TGA unitinfo2\WARBAND_SWORD_GAUL_INFO.TGA
copy /b BRITONS\WARBAND_WOAD_BRITON_INFO.TGA unitinfo2\WARBAND_WOAD_BRITON_INFO.TGA
Quote:
Originally Posted by Epistolary Richard
It works with the advisor turned off, I believe. The reason I say believe is that I did all my initial testing with the advisor switched off, but then I replayed the prologue to research the scripts there and that reset her settings and I can't remember if I then completed it with it on low or off entirely. I think Victoria's appearance is based upon the Suppressible/Verbosity values - the Client Kingdom threads have the same values as the Request Advice advicethreads which always appear whether you have advice switched off or not. So 90% sure you can switch her off, but if you could confirm it I'd appreciate it.
It does indeed work with advisor set to none.
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Re: Client Kingdoms - RTW expansion modification
So does it only work with new games or even old savegames? For I haven't been asked yet (I'm sitting in Alesia with the Julii).
Btw, I can't remember anymore, but didn't teh Hastati have those 'shoulderpads' of mail? You know those they have in their images. Mine haven't got theirs anymore. It i not that I want them back, for they were a bit off, but just to set things clear.
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Re: Client Kingdoms - RTW expansion modification
Quote:
Originally Posted by Kraxis
Just too bad that there isn't a way for the AI to do the same. But I have wondered about upgrades though... Possible?
Oh, it's perfectly possible, but it'll have to incorporated into a background script which will need to be restarted on reload the same as Myrddraal's multiple turn script. The AI will get them in the second version which will hopefully be released next time I have a day with my copy of RTW which will be in about two weeks.
Quote:
Originally Posted by tommh
SO I thought of a way to possibly add free standing stacks of units. It uses the currently broken spawn_character command. Essentially you create a dummy character where you want the stack, add the units, then delete the dummy. Of course this would need to be tested.
Nice idea, it would certainly work around the lack of a working spawn_army command. In Myrddraal's account of his test of the spawn_character, it wasn't clear whether he was able to add units to the character or not, so it's something else to look at.
Quote:
Originally Posted by Pannonian
Richard's zipfile contained the unit files, but not the unit_info files, so to save everyone the effort of copying and pasting from the various folders, copy the below into a batch file, save the batch file to the Data\UI\UNIT_INFO folder, create a folder named unitinfo2 in the Data\UI\UNIT_INFO folder, then run the batch file.
Thanks for this, Pannonian, I tend not to include the unit_info files in a release as they normally make the download five or ten times the size. The unit cards are definitely the most unwieldy thing about installing any kind of mod that swaps units without an auto-installer, but I've got an idea that may make like a bit simpler.
Quote:
Originally Posted by Kraxis
So does it only work with new games or even old savegames?
I'm not sure about savegames, I suppose it would all depend on whether the savegame includes info about eda as I believe it does edu (don't have any savegames myself, having deleted them all in disgust after Christmas).
Quote:
Originally Posted by Kraxis
Btw, I can't remember anymore, but didn't the Hastati have those 'shoulderpads' of mail?
Nothing to do with me, squire, the Hastati dmb entry is exactly the same as in the vanilla version.
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Re: Client Kingdoms - RTW expansion modification
damn i waqnt this in but am clueless as to how to put it in lol
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Re: Client Kingdoms - RTW expansion modification
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Re: Client Kingdoms - RTW expansion modification
Problems, problems
the export-advice text that everyone is giving me problems. I haven't made the UI folders, etc its just that file. It works fine without it.
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Re: Client Kingdoms - RTW expansion modification
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Re: Client Kingdoms - RTW expansion modification
The aforementioned problems.
I got in the show me script, the advice in the text folder, advice enums and the battle descrip. It runs fine, not to many problems.
However, when I add the export advice to data, it CTD before the loading screen.
Edit;
Yes I am
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Re: Client Kingdoms - RTW expansion modification
Are you putting export_advice in data/text/ and replacing the existing file there?
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Re: Client Kingdoms - RTW expansion modification
Hey Richard I got the same problem here with the - export_descr_advice don't know why though. I even try to reinstall my game a few time but have no luck putting - export_descr_advice in to my data file. Everytime I did that it crash right away when I try to turn on my rtw. How is it that you able to make it work in your game?
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Re: Client Kingdoms - RTW expansion modification
I think I may have found where the problem is, it looks like I left a testing script reference in there so when you started the game it looked for a script in the show_me folder that wasn't there.
To fix it, search in the export_descr_advice for "wakka" and you'll see the following line:
Code:
;------------------------------------------ ; wakka
AdviceThread Help_Campaign_Keyboard_Shortcuts_Scroll_Thread
GameArea Campaign
Item Help_Campaign_Keyboard_Shortcuts_Scroll_Text_01
Uninhibitable
Verbosity 0
Threshold 1
Attitude Normal
Presentation Default
Title Help_Campaign_Keyboard_Shortcuts_Scroll_Text_01_Title
Script scripts\show_me\perfect_spy.txt
Text Help_Campaign_Keyboard_Shortcuts_Scroll_Text_01_Text1
Remove the line that starts with Script so it now looks like this (though obviously without the spaces in the last two lines caused by this board's issues with word length):
Code:
;------------------------------------------ ; wakka
AdviceThread Help_Campaign_Keyboard_Shortcuts_Scroll_Thread
GameArea Campaign
Item Help_Campaign_Keyboard_Shortcuts_Scroll_Text_01
Uninhibitable
Verbosity 0
Threshold 1
Attitude Normal
Presentation Default
Title Help_Campaign_Keyboard_Shortcuts_Scroll_Text_01_Title
Text Help_Campaign_Keyboard_Shortcuts_Scroll_Text_01_Text1
Hopefully it should now work. Many apologies for not having spotted this sooner, obviously the reason it's not been spotted before was that some people already have the perfect_spy script in their show_me folder for other reasons . I've corrected the uploads and many thanks for bringing it to my attention.
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Re: Client Kingdoms - RTW expansion modification
Much better, got it to work
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Re: Client Kingdoms - RTW expansion modification
Hey thanks for finding out the problem for us here Richard really appreciated, I haven't try the mod out yet but I will soon. BTW does your mod work with the unlimited cheat patch? cause I install that with my vanilla version 1.0, if that not the problem then it must be mod other mod that mess with it. Keep up the good work that is a very good way to get other unit without the modding and skinning of other units from other factions to play.