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Thread: Fix for Navigators and Admirals

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  1. #1
    Squirrel Watcher Member Sinner's Avatar
    Join Date
    Aug 2004
    Posts
    390

    Default Fix for Navigators and Admirals

    Was just playing around with ancilliaries again and realized I'd forgotten to post this fix. The trigger condition of zero movement points remaining doesn't seem to work, thus the Navigator won't ever be picked up, so you need to open up export_descr_ancilliaries.txt and change the Navigator trigger to this...

    Trigger trigger_Navigator
    WhenToTest CharacterTurnEnd
    Condition RemainingMPPercentage < = 10
    and IsAdmiral

    AcquireAncillary Navigator chance 5



    Note, there should be no space between the < and the = .
    Last edited by Sinner; 11-08-2004 at 21:11.

  2. #2

    Default Re: Fix for Navigators and Admirals

    I looked at this file using notepad and in the text it said to use a "spreadsheet (.vnv)" and re-export instead of editing directly. Can anyone give this novice a little more info on how to accomplish this "mod" correctly. Thanx

  3. #3
    Member Member *Ringo*'s Avatar
    Join Date
    Jan 2004
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    Eboracum
    Posts
    278

    Default Re: Fix for Navigators and Admirals

    I believe these spreadsheets are only used by the developers, in order for you to apply this fix just search the .txt file (crtl+F) for "navigator" & then change the text to what is illustrated above by Sinner.
    Denuone Latine Loquebar?

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