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  1. #1
    Forever MTW Member Durango's Avatar
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    Default Re: New Patrons, you can post your questions here

    Quote Originally Posted by An_Exile View Post
    Question about the WesW's Med Mod: I've searched high and low, but I couldn't find an answer to this question. Playing as the Byzantines in Glorious Achievement mode, I see that the Byzantines are the only ones without homeland points assigned (and 3 points for 10 provinces!) . I checked the "regowner_table" file where these points are assigned, and I see that the Byzantine faction is being described as "FN_BYZANTINE2" where all the other factions do not have this numerical appellation. I didn't want to change this without checking to see if it was important or not. Would deleting the 2 from the faction designator fix this problem?
    I haven't played the Medmod for quite some time, but I believe that the "2" refers to the Byzantines that you can play in the late period.
    Wes probably wanted to create a new faction slot for them to escape all the hardcoded stuff originally associated with the Byz (such
    as the influence bonus). The Byz in late are supposed to be weak, after all.

    So yes, It would create problems to delete the "2".

  2. #2

    Default Re: New Patrons, you can post your questions here

    Quote Originally Posted by Durango View Post
    I haven't played the Medmod for quite some time, but I believe that the "2" refers to the Byzantines that you can play in the late period.
    Wes probably wanted to create a new faction slot for them to escape all the hardcoded stuff originally associated with the Byz (such
    as the influence bonus). The Byz in late are supposed to be weak, after all.

    So yes, It would create problems to delete the "2".
    Thanks. Due to some issues with the med mod, I went back to the XL mod with the tyberius addons. The Irish, except for the royal family, are all given Welsh names and surnames. There is an Irish entry for names there. Any ideas on what's going on?

  3. #3
    Forever MTW Member Durango's Avatar
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    Default Re: New Patrons, you can post your questions here

    Quote Originally Posted by An_Exile View Post
    Thanks. Due to some issues with the med mod, I went back to the XL mod with the tyberius addons.
    Same here. The Medmod is a fine effort, but in the end, you just can't beat the polished and bug free XL...

    For example, the GA mode does not work in in Medmod (as you've noticed), and the option to start in High isn't there. My intent
    right now BTW is to prepare a home mod based on XL+Tyberius. The Medmod was to restrictive for my tastes, particularly because
    of the dullness of not being able to produce armies wherever I wanted on the map.

    Quote Originally Posted by An_Exile View Post
    The Irish, except for the royal family, are all given Welsh names and surnames. There is an Irish entry for names there. Any ideas on what's going on?
    Interesting, I really never noticed that since I'm no expert on the history of the British isles. That problem would be easily corrected though,
    if you are patient. Names are straightforward to mod in MTW.

  4. #4

    Default Re: New Patrons, you can post your questions here

    Quote Originally Posted by Durango View Post
    Interesting, I really never noticed that since I'm no expert on the history of the British isles. That problem would be easily corrected though, if you are patient. Names are straightforward to mod in MTW.
    It's not hard really; instead of O'Connor and such, I'm seeing ap Cadwgyn and the like. What threw me for a loop was the King and royal family's names remaining Irish, and the presence of an Irish names list (though horrifyingly small); if that list was there, all the Irish generals and commanders should have Irish names. I'll do a check to see if perhaps the situation has changed and see if the royal family have welsh names now too; if so, the problem's the list association with the faction (and the beginning royal family's names are specially noted, I think), and I just have to find where to change that in the directory.

  5. #5

    Default Re: New Patrons, you can post your questions here

    I was wondering if there was a way to create a building with the requirements of either of two previous buildings. I was interested in creating an elaborite tech tree that was very specific to tradable goods at the time, and I thought that some buildings might need not both, but one of two different buildings to be built. I haven't seen any of this in Total War, but I would be very happy if someone knew a way to do this. I think that it would be something simple in the build prod file. Perhaps, making two sets of brackets such as in line "{}, {castle}, {castle2}, {{castle}, {castle2}, {castle3}}, {castle4}, {castle5}, {{castle4}, {castle5}, {castle6}}, {castle7}, {castle8}, {{castle7}, {castle8}, {castle9}}, {castle10}, {castle11, gunsmith}, {{castle10}, {castle11}, {castle12}}, {castle13, foundry2}, {castle14, foundry3}" I think this line means that I could do something like this "{{bowyer}, {swordsmith}, {spearmaker}}" and have another building be built as a follow up to either one. Please let me know if you think this is right or if there is a different way to do this.

    As I was copying this line I think I found some inconsistencies. I think this line means that a bare fortress either does not come with the demi-culvern towers that you built onto your citadel, or that you can get the demi-culvern ability without building gunsmith by building the fortress, and that the techtree poster that came with the package is wrong because even to build demi-culvern towers, you do not need gunsmith3, just gunsmith.

  6. #6

    Default Re: New Patrons, you can post your questions here

    My memory is now fuzzy on this, but if you're referring to an "OR" dependency? For example a building that can be constructed once you've built either a church or mosque (not both), then this is already in the build prod file. As you have guessed, castle upgrades show you exactly how this works:

    {}, {castle}, {castle2}, {{castle}, {castle2}, {castle3}}

    Fort has no dependency
    First fort upgrade depends on the fort
    Second fort upgrade depends on the first upgrade
    Keep depends on the fort or the first fort upgrade or the second fort upgrade

    And so on.

    The dependency you posted would work as a dependency for a building that could be constructed after building any of the three.

    "{{bowyer}, {swordsmith}, {spearmaker}}"
    “The majestic equality of the laws prohibits the rich and the poor alike from sleeping under bridges, begging in the streets and stealing bread.” - Anatole France

    "The law is like a spider’s web. The small are caught, and the great tear it up.” - Anacharsis

  7. #7

    Default Re: New Patrons, you can post your questions here

    Is there a way I can set a building so that I can either build one of two buildings but not both? So that as soon as I build one building, the ability to build the other goes away. I want to do this because I'm making a complex tech tree, and I want to save space on the in-game building menu, so that it doesn't overload with building possibilities. Maybe I can do this if I put all of them as upgrades with the prerequisite of the first building in line. Then will I be able to build any of the upgrades next, but not all of them?

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