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Thread: The Dungeon's FAQ

  1. #31
    Senior Member Senior Member Wellington's Avatar
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    ECS,

    Thanks for your additional info on these keyword/parameters. It all helps. The keyword "set_init_agri_income_id:: 100" may be very useful. I'm playing around with this at present.

    SoS,

    The hardcoded elements of MTW in respect of The Pope/Papist faction, the Swiss, the Golden Horde are all annoying at times for modders. However, this is only to be expected. MTW is really based heavily on the Crusades and it would probably have been called CTW had it not been for the unfortunate politicvs surrounding the events of 9/11.

    ECS/CA has/have confirmed in other threads two things -

    1) VI will be based in a time perioed that does NOT rely on either the necessity for, or the emergence of, the Pope/Swiss/Golden_Horde. This makes VI especially attractive for modders.

    2) the VI add-on will change some hardcoded constraints in respect of the MTW engine and Script files (the startpos files) in that -

    - region/province names can be changed/modded to be whatever you wish them to be
    - faction names can be changed
    - faction colours can be changed

    Implicit in this is that the VI add-on will remove several major obstacles to MTW modding.

    Whether or not such 'obstacles' are removed for just the VI campaign or for the general MTW campaign as well is as yet unknown.

    ECS - any confirmation/advice/input on this?

    Welly

  2. #32
    The Lordz Modding Collective Senior Member Lord Of Storms's Avatar
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    Thanks Welly I noticed those startpos codes you mentioned are those commands you jus add to the existing file Like SetGameEndDate::2003 do I just add the code to the date data array block that exists ?
    Taking life one day at a time!

  3. #33
    Senior Member Senior Member Wellington's Avatar
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    Quote Originally Posted by [b
    Quote[/b] (The Sword Of Storms @ Mar. 07 2003,10:42)]Thanks Welly I noticed those startpos codes you mentioned are those commands you jus add to the existing file Like do I just add the code to the date data array block that exists ?
    I don't follow you here SoS.

    ECS has advised us that the keyword "SetGameEndDate::2003" is avialable for determining the end date of a campaign. In one of the Script files, therefore, you can presumably add the line to set the end date of a campaign. For example, based on Early.txt, -


    //========================================
    //Start Date
    //The year in which this
    //campaign will begin
    //========================================

    SetStartDate:: 1087
    SetGameEndDate:: 1090 // ADDED via ECS info SetPeriod:: EARLY
    SetEarlyPeriodStartDate:: 1087
    SetHighPeriodStartDate:: 1205
    SetLatePeriodStartDate:: 1321



    adding the line "SetGameEndDate:: 1090" would presumably allow the campaign to run for only 3 years I hav'nt tested any of this yet. I'm only basing the conclusion on ECS's info.

    Note: LMM does NOT incorporate such an end date as yet (but the LMM generated Script can easily be amended to set an end date as such.

    Welly

  4. #34
    The Lordz Modding Collective Senior Member Lord Of Storms's Avatar
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    OK I understand the example you typed out is exactly what I was thinking you typed in the SetGameEndDate in the date array block . Have you had the time to get the LMM4V2 I believe you said was the version you were to mail me I have done all according to the docs with the LMM4V1 that I have. I finally got my holyland map 037 in I await further info. Thanks.P.S. I will put the SetGamEnd to the test this evening and let you know if you do not already do it yourself.



    Taking life one day at a time!

  5. #35

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    I don't know if this question belongs here, so anyways.

    I have a major problem.

    My CD-key isn't working. Whenever I insert it it sais that it is invalid. I've tried everything ( apitalizing everything, insering or deleting hyphen, I've tried it all ).

    There must be somethimg wrong with the key and I would like to get another one.

    For a while I didn't care so much, because I was playing the SP, but now I am more than ready to get into MP.

    Please any of you Devs out there, I need your help.

  6. #36

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    The Horde, Swiss and Burgundian will always emerge at set time, the Papist however will only re-emerge if they existed in Rome before, if if you take out they faction altogether then they can't come back. Here is the deal, "if they existed in Rome before" what you can do is mod out ID_ROME from the game (or make a blank region and make that Rome like sahara - with no neighbour so the Papist will never get hold of it from the rebels,) the Papist will get one life only. Don't try the same with the other emerging factions, the only thing you can do with them for the time being is the fiddle with the year to stop them hitting their birthday. 1230 for the horde, 1280 - 1453 for Swiss. 1350 - 1453 for the Burgundian. I suppose you could give them their only little islands so they don't play a part on you campaign, but you'll still get their messages.
    Disclaimer: Any views or opinions expressed here are those of the poster and do not necessarily represent the views or opinions of The Creative Assembly or SEGA.

  7. #37

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    Problems with CD keys? Get in touch with Activision, they can issue you with a new one. Apparaently it's caps and zeros not O's.
    Disclaimer: Any views or opinions expressed here are those of the poster and do not necessarily represent the views or opinions of The Creative Assembly or SEGA.

  8. #38
    Senior Member Senior Member Lord Krazy's Avatar
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    So do I understand this right?
    All we have to do to sort out rome is to
    make it the sahara?

    Or just have no entries for it in startpos?

    That's so simple it's depressing it took six months
    to find out

    I not complaining I'm just being emotional

  9. #39
    The Lordz Modding Collective Senior Member Lord Of Storms's Avatar
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    LK did he say make it the or "like" Sahara I think you just make it impossible for the pope to be able to cross into rome and the re-mrgence prob is stopped sound right? whenI asked ECS I didnt think it was possible . SO do you just mod the connecting border info in startpos to make papal states to rome impassable? let me know. thanks
    Taking life one day at a time!

  10. #40

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    Actually, I am not sure if it will work or not, he will be out of the game but all the stuff to do with excommuication and granting crusades and stuff will still be in effect - he'll still meddle in your kingdom when even when he is off the map. Give it a try anyway, replace all ID_ROME with ID_AFRICA and ID AFRICA with ID_ROME.
    Disclaimer: Any views or opinions expressed here are those of the poster and do not necessarily represent the views or opinions of The Creative Assembly or SEGA.

  11. #41

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    Quote Originally Posted by [b
    Quote[/b] (eat cold steel @ Mar. 10 2003,05:00)]Problems with CD keys? Get in touch with Activision, they can issue you with a new one. Apparaently it's caps and zeros not O's.
    I have tried going that, but they just tell me to try differnt things, which by the way I am sick of doing.

  12. #42
    The Lordz Modding Collective Senior Member Lord Of Storms's Avatar
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    ECS I am curious as to what formula is used to determine a provinces base value , some of them seem low, When I mod this is one of the first things I adjust...Thanks
    Taking life one day at a time!

  13. #43

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    No formula - it was done through research and play testing. In debug mode it is possible to let the AI play itself without a human player, we did lots of runs and tweaked it until the playable factions all have a fair chance of winner the game. The value is just for the farm income, region with trade goods may have had their farm value tuned down. Feel free to play around with it.
    Disclaimer: Any views or opinions expressed here are those of the poster and do not necessarily represent the views or opinions of The Creative Assembly or SEGA.

  14. #44
    Senior Member Senior Member econ21's Avatar
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    I'm wondering if one possible guide for the farm value of province might be population estimates for the period? Better farm land means that an area can support a larger population.

    I guess some areas might be richer per capita than others, but in the period, this consideration may be secondary. It's interesting that the world's population takes off with our ability to support it (industrialisation and associated improvements in technology).

    I wonder what kind of historical data is available on this issue? How many equivalents of the Doomsday book were there?

  15. #45
    The Lordz Modding Collective Senior Member Lord Of Storms's Avatar
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    Eat Cold Steel I am sure this has been asked before but I have not seen a definitve explanation, what do the numbers in this block actually stand for and can they be changed?I have tried some minor changes in mods, and have noted only name changes. Can you shed some light on this area for us. SetStartLeader:: FN_BYZANTINE 0 0 4 7 1 3 10 1 0
    SetStartLeader:: FN_EGYPTIAN 0 0 0 0 1 0 0 0 0



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  16. #46
    The Lordz Modding Collective Senior Member Lord Of Storms's Avatar
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    Another question for ECS , I would like to know what the FN_FREE slots are for I have heard conflicting views on this, some say they are hardcoded and for game expansion only , others contend you can add a new faction using the FREE slots . Can you explain ?
    Taking life one day at a time!

  17. #47

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    SetStartLeader:: FN_BYZANTINE 0 0 4 7 1 3 10 1 0
    The first 8 names of a factions' name list are "Royal," ie that's the name king use to name their sons. These 8 numbers tells the game how many kings of those first 8 names there have been before the start of the period. So for example, the first English king with the name Edward from early period is Edward III rather than Edward I.

    The maximum number of faction ever is 32. I donno what problems people have when using FN_FREE slots, as long as you don't change the label FN_FREE then you should be ok. If you have any specific question on using those extra factions then I'll try to answer them. The only problem I can see is not being able to set their colour, or maybe their faction shield?

    The format of the startpos file will change slightly for vikings, where it will be easy to add factions and regions.
    Disclaimer: Any views or opinions expressed here are those of the poster and do not necessarily represent the views or opinions of The Creative Assembly or SEGA.

  18. #48
    The Lordz Modding Collective Senior Member Lord Of Storms's Avatar
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    Thanks for the response, In regards to the FN_FREE I recently tried to add my own faction by using these slots I made entries in the Startpos/Early txt and Loc/Eng/names. for the shield I used the Default. and I think I covered all the bases as far as entries needed for a new faction. But when trying to play the game crashed. I did not get an error message it just would not boot up, any ideas?
    Taking life one day at a time!

  19. #49

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    I need more information than that, I maybe able to help you if you show me what you've added. Vikings is less than a month away, modding the game will be that much easier with the new keywords. I suggest you guys leave the harder stuff for later. You can even add new battle music
    Disclaimer: Any views or opinions expressed here are those of the poster and do not necessarily represent the views or opinions of The Creative Assembly or SEGA.

  20. #50
    Senior Member Senior Member Lord Krazy's Avatar
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    Quote Originally Posted by [b
    Quote[/b] (eat cold steel @ April 09 2003,11:24)]Vikings is less than a month away, modding the game will be that much easier with the new keywords. I suggest you guys leave the harder stuff for later. You can even add new battle music
    My sentiments exactly.

    Work on the stuff that won't
    be changed.Lot's of that around.


    LK

  21. #51
    Master of Few Words Senior Member KukriKhan's Avatar
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    Here are some tips from Lord of Storms

    How to Declare New Trade Goods in VI

    I have gone through the process of adding new trade goods for the Napoleonic Era Mod (just an experiment) and I thought I would share it:

    First decide the name of your new trade good. For my experiment I chose Swords. You need to make entries in the following files:
    Loc/Eng/Names under heading @{"tradeable good names"}then 2 entries in Loc/Eng/DEFREGSPEC under heading @{"goods names"} and tradeable_goods_intro_tooltips.

    Then you need to repeat those same entries into the Loc/Eng/DEFAULT_REGION_SPECIFIC file (why they are similar I dont know; its not important). Then 2 entries in Loc/Eng/TOOLTIPS:
    1 under heading@{"tradeable_goods_intro_tool_tips"} and 1 under the heading goods_working_tool_tips.

    Then you need 2 bifs: 1 in Campmap/Parchments/Icons, and 1 in Textures/Campmap/Goods.

    Then of course you need to make 2 entries in the Startpos 1 under DeclareTradeGoods, and 1 under SetTradeablegoods, to assign it to a province or provinces of your choice.

    Thats about it I hope I did not leave anything out . If you try it out let me know. Enjoy. P.S. I have recently added Muskets and will be adding Gunpowder as new tradegoods. LOS
    Be well. Do good. Keep in touch.

  22. #52
    The Lordz Modding Collective Senior Member Lord Of Storms's Avatar
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    How to add Heores to VI, I have added customized heroes to VI for The Lords upcoming Napoleonic Mod, you can see the screenshots of Napoleon and The Duke Of Wellington in the Nap Mod thread in the dungeon. The process is quite simple if you go to Campmap/Names you will see 2 folders The Heroes Default and Vikings Heroes files read the headings they contain some useful info as to the files structure. It starts with the Heroes Name,(you must add heroes name to the Names txt under Hero forenames/surnames using a label[Hero Name ] then {Hero Name }) then date he will appear
    (I found if you set the date 20 yrs prior to your campaign hero will show in the 1st year of play)then stats for Command,Dread,Piety,Accumen,Loyalty then a vice or virtue then type of hero anything can be added ,General,Inquisitor,Spy,Emissary etc.
    Then you will see a refrence ID_LIMBO this means the hero will show in a random province belonging to the heroes faction. This can be changed to a specific province if desired as can all the other data listed and lastly you will see usually a -1 this points to the heroes portrait a -1 being random.
    But you can specify a portrait also as you will see with the screenies of Napoleon and Wellington.(Portraits must go into your Heores Faction/Religions folder i.e. Catholic/Misc and given an appropriate #) Thats about it if I can help any further just ask P.S. The process seems more stable when overwriting an existing hero and changing the stats to suit your need also at the top of each factions heading you will see a number, example FRENCH {20} this is the maximum allowance of heroes for that faction.



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  23. #53
    The Lordz Modding Collective Senior Member Lord Of Storms's Avatar
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    Exclamation

    How To Add Historical Formations to MTW's AI
    While trying to entertain myself in between working on The Napoloenic Mod for VI, I was experimenting with getting the AI to use The Square as a defensive formation.
    Using the info in the MTW formation data files provided by CA, available on the org's download page.
    I found that the formations in the historical formations file can be adapted to the AI's special formation file.
    I simply cut the desired formation from the historical file, and paste it in the AI special formation file.
    The key in getting the AI to choose the new formation, was by changing the priority integer at the heading of the formation data.
    My first attempt was with the Square formation, I raised the priority to 2, and started a custom battle
    The AI formed into the square right away, you will notice this on the small inset map right away.
    Then it seems to break up and regroups to form again .
    I purposely waited on my attack to see what the AI would do,
    and given the time they formed the MTW version of The Square
    more of a 3 sided rectangle.
    I attacked using only my Cavalry and charged the infantry
    front line of the square, I was dismayed to see that the lines did not hold for very long, but in the face of a Cav charge I expected nothing less.
    I then tried to change the compositon of the formation,
    I was able to put the Generals Cavalry unit in the center of the Square.
    And I was able to add the command line "Hold The Line"
    I then tried yet another custom battle to see if the command
    would help, alas it did not I did notice now given time between assualts they would always try to regroup and form the square with the generals unit protected in the center.
    I then proceeded to experiment with various parameters
    and was able to achieve varied results by changing the formation data, Formation unit composition, priority integers and also some tweaks to the unit prod.
    Like cav defense bonus for Inf.,Disciplined,perfectly formed etc.just to see the effect.
    So while not being a monumental discovery, I think it at least opens up some possibilties.
    To try your own experiments just get the CA formation Data
    which has some good info on file structure and keywords and parameters.
    I eventually added The Block formation to the AI's formation file which was interesting.
    The entire defensive force formed into a solid block
    with the Generals unit protected to the rear.
    When I get more time I will experiment further I thought I
    would share my findings with my fellow modders.
    Iknow someone will take this info to the next level, and who knows what they will come up with. Have Fun LOS P.S.This will work in both versions of MTW 1.1 and VI as the files are identical and have not changed from the last version.
    Taking life one day at a time!

  24. #54
    warning- plot loss in progress Senior Member barocca's Avatar
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    To add a new building into the tech tree

    Make all the required entries in build prod,
    Thats the hardest bit, getting all the tabs correct

    then add
    ["New Building"] {"new building"} to loc/names.txt
    and
    ["New Building_desc"] {"this is the new building"} to loc/descriptions.txt,
    along with the "completed" and "destroyed" entries.
    ["New Building_Completed"] {"New Building Completed."}
    ["New Building_Destroyed"] {"New Building Destroyed."}

    plus bif's into
    campmap/info pics/buildings
    campmap/info pics/buildings/coloured
    campmap/review panel/buildings

    it's as simple as that :-)
    cheers,
    B.
    The winds that blows -
    ask them, which leaf on the tree
    will be next to go.

  25. #55
    warning- plot loss in progress Senior Member barocca's Avatar
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    Increasing or Decreasing the Value of Trade Goods,
    from Razor1952

    you can change the value of the trade goods

    in the file startpos/early.txt or whichever era

    DeclareTradegoods:: "GLASSWARE" 40
    DeclareTradegoods:: "WOOD" 20
    DeclareTradegoods:: "FURS" 40

    The number indicates the value of that good in trade
    just fiddle up or down for preference.

    At the bottom if the list is also the import percentage. this is quite insignificant, but sets the percentage of the above figures to be used as the import rating for that good, when the AI trades with you.

    Its currently set to 10/20% but raising it makes AI trade more worthwhile but will also give the AI factions more money from you trading with them
    The winds that blows -
    ask them, which leaf on the tree
    will be next to go.

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