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  1. #1

    Default Re: Post your "must-know" modding questions here!

    Hello


    In the effect files I noticed that the naming conventions of the effects
    are somehow linked to events..

    For example

    effect_set flaming_man_effect
    {
    lod 10000
    {
    burning_man_halo
    burning_man_smoke
    burning_pig_skeleton_fire
    }
    }

    My assumption is the effect_set is the trigger.. flaming_man
    is this tied to an animation event named flaming_man.

    can you explain the naming conventions used in the effect files and what they
    are attached to?

    also can you explain
    type blood
    in descr_particle.txt

  2. #2

    Default Re: Post your "must-know" modding questions here!

    How can I get rid of the blasted time limit on the battles without using that infernal Time Negator Mod? By the way which crashed my game.

  3. #3

    Default Re: Post your "must-know" modding questions here!

    before you start a campaign, go to the historical battle menu, then exit and start a campaign = no timer for that campaign.
    Common Unreflected Drinking Only Smartens

  4. #4
    Senior Member Senior Member Duke John's Avatar
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    May 2003
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    Netherlands
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    2,917

    Question Re: Post your "must-know" modding questions here!

    Colourpalette in interface?
    I've been altering the interface, importing M:TW parchments into R:TW, but there is going something wrong with the colours. Does the interface use a limited selection of colours which might cause the weird colours? If so how can I figure out which colours are safe?

    This is how it looks in my PSP:


    And this is blown up piece of a ingame screenshot:

    It goes especially wrong on the sides. The middle colour is also way off.

    Any hints are greatly appreciated,
    Duke John

  5. #5
    Member Member Scorpion's Avatar
    Join Date
    Jan 2001
    Location
    Nummela, Finland
    Posts
    61

    Default Re: Post your "must-know" modding questions here!

    1. (This was asked before, but unfortunately, ignored) Can we edit the battle AI difficulty levels and their effects? I´d want to play with the best AI tactics possible with the current AI, but without any combat bonuses to them.

    If the answer is no, could you please tell us exactly what boni the AI gets on Hard and V.Hard, so that we could mod our own units to have the same boni (or perhaps the counter-boni)?

    2. How should we go about making the AI handle its generals better, and not lead them in suicide charges? What governs the way a unit act - classification seems to do nothing. Or are you planning to improve this in a patch?

    3. Would it be possible to modify the game so that the AI would always use the "attacking" posture in battles, instead of the passive "defensive" one it uses when you initiate the battle (ie. most of the time). Of course, siege defenses might be an exception. The defensive AI is far too passive and does not even make use of the terrain very well.
    Last edited by Scorpion; 10-09-2004 at 21:14.

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