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  1. #1
    CA CA JeromeGrasdyke's Avatar
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    Default Re: Modding in R:TW compared to M:TW

    Quote Originally Posted by Merlin271
    you press the ~ key i think, although i seem to get it up when i press the ` key.
    Ah no, that's the console. The -show_err option has to be added to the program command line. What you do is you create a Windows shortcut to RomeTW.exe, open up its Properties, and on the line where it gives the target you add -show_err to the end. Anything on this line other than the name of the executable gets passed to the game at startup, and there are a bunch of options it recognises, such as -ne for running in non-fullscreen mode and -nm for running without movies.
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  2. #2

    Default Re: Modding in R:TW compared to M:TW

    Quote Originally Posted by JeromeGrasdyke
    Ah no, that's the console. The -show_err option has to be added to the program command line. What you do is you create a Windows shortcut to RomeTW.exe, open up its Properties, and on the line where it gives the target you add -show_err to the end. Anything on this line other than the name of the executable gets passed to the game at startup, and there are a bunch of options it recognises, such as -ne for running in non-fullscreen mode and -nm for running without movies.
    I tryed that (putting -show_err in the command line) but it never worked. It always says that it is not valid. I tryed putting it before, then after (two seperate tries) the ' " ' on the end but it never worked. Am I doing something wrong?

    EDIT- *slaps self on head* I didn't realize it needed a space before it... Oops.
    Last edited by Psyco; 10-15-2004 at 22:41.
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  3. #3
    Senior Member Senior Member Duke John's Avatar
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    Default Re: Modding in R:TW compared to M:TW

    What is a Wiki?

  4. #4
    Member Member Thoros of Myr's Avatar
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    Default Re: Modding in R:TW compared to M:TW

    See here DJ :) http://en.wikipedia.org/wiki/Wiki

    First I've heard of it aswell, looks interesting.

  5. #5
    Member Member Thoros of Myr's Avatar
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    Default Re: Modding in R:TW compared to M:TW

    How do you locate errors that kick you back to the campaign menu rather then crashing the game?

  6. #6
    Unfrequent Visitor Member tombom's Avatar
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    Default Re: Modding in R:TW compared to M:TW

    When you exit the game, the errors caught by show_err will be shown.
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  7. #7

    Default Re: Modding in R:TW compared to M:TW

    It would be very nice if someone from CA could just write us up a step-by-step how-to change movement speeds.

    I've read the TWC post about movement speed linked to animation. My concern is that there are default animation speeds, so to slow a unit down you can swap it's RUN animation for it's WALK animation, but then you don't have a WALK speed anymore, and you only get to choose between defaults rather than set your own speeds.

    Also, the animation speeds are per-class of unit (spearmen vs. swordmen for instance) so it doesn't yet seem possible to make x spearman faster than y spearman of the same class.

    In MTW each unit had three classes of speeds (Walk, Run, Charge) and each was controlled simply by a number you could change to any other number. I understand 3D is more complicated, but this is one of the single biggest irritants I and many other RTW players are having. So, like I said, it would be really nice if someone from CA would write us up a how-to guide to editing unit movement speeds. And please be sure to include the way we change the speeds of individual units and not just entire classifications of unit types.
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