Results 1 to 8 of 8

Thread: Need help solving a modding problem!

  1. #1
    Member Member BloodBath's Avatar
    Join Date
    Apr 2005
    Location
    EMC
    Posts
    7

    Question Need help solving a modding problem!

    An idea occured to one of our modding teammates yesterday that he wanted to create a combination of two gerenal units at the begining of the imperial campaign by setting descr_strat.txt.
    His basic idea is setting the two gerenal units' starting X-Y coordinate to the same,as follows:
    Code:
    character	Flavius Julius, named character, leader, command 0, influence 0, management 0, subterfuge 0, age 47, , x 89, y 82  
    traits GoodCommander 2, NaturalMilitarySkill 1, GoodDefender 1, PoliticsSkill 3, GoodAdministrator 2, Austere 1
    ancillaries aged_retainer
    army
    unit		roman generals guard cavalry early				exp 1 armour 0 weapon_lvl 0
    unit		roman hastati				exp 1 armour 0 weapon_lvl 0
    unit		roman hastati				exp 1 armour 0 weapon_lvl 0
    unit		roman triarii				exp 1 armour 0 weapon_lvl 0
    unit		roman archer				exp 1 armour 0 weapon_lvl 0
    
    character	Lucius Julius, named character, heir, command 0, influence 0, management 0, subterfuge 0, age 31, , x 89, y 82  
    traits GoodCommander 1, PoliticsSkill 2, GoodAdministrator 3, Energetic 2
    ancillaries freeman_clerk 
    army
    unit		roman generals guard cavalry early				exp 1 armour 0 weapon_lvl 0
    unit		roman hastati				exp 1 armour 0 weapon_lvl 0
    unit		roman hastati				exp 1 armour 0 weapon_lvl 0
    Then I can't load the campaign game and get an error message saying "cannot attach 2 armies together..." when I quit.But in the campaign game it's true that we can combine troops however many the general units.
    I wonder if there's a way to make it possible for the combination of general units by setting descr_strat.txt.
    Can anyone help me?

  2. #2

    Default Re: Need help solving a modding problem!

    Generally speaking, putting anything on top of anything else in descr_strat is a bad idea. You won't be able to put generals on ships either. I don't know of a way to achieve the result you want.
    Epistolary Richard's modding Rules of Cool
    Cool modders make their mods with the :mod command line switch
    If they don't, then Cool mod-users use the Mod Enabler (JSGME)
    Cool modders use show_err
    Cool modders use the tutorials database Cool modders check out the Welcome to the Modding Forums! thread Cool modders keep backups Cool modders help each other out

  3. #3
    Member Member BloodBath's Avatar
    Join Date
    Apr 2005
    Location
    EMC
    Posts
    7

    Default Re: Need help solving a modding problem!

    Thanks very much,Epistolary Richard!But can't we really figure it out?
    Even [cF]Adherbal or Myrddraal or Vercingetorix or even JeromeGrasdyke has no idea?
    Help!!

  4. #4
    Member Member Stuie's Avatar
    Join Date
    Aug 2001
    Location
    Upper Gwynedd, PA
    Posts
    406

    Default Re: Need help solving a modding problem!

    I haven't tried this (and don't have time right now) but since the error is about combining the armies, try removing the army entry from one of them. Like this:

    character Flavius Julius, named character, leader, command 0, influence 0, management 0, subterfuge 0, age 47, , x 89, y 82
    traits GoodCommander 2, NaturalMilitarySkill 1, GoodDefender 1, PoliticsSkill 3, GoodAdministrator 2, Austere 1
    ancillaries aged_retainer
    army
    unit roman generals guard cavalry early exp 1 armour 0 weapon_lvl 0
    unit roman hastati exp 1 armour 0 weapon_lvl 0
    unit roman hastati exp 1 armour 0 weapon_lvl 0
    unit roman triarii exp 1 armour 0 weapon_lvl 0
    unit roman archer exp 1 armour 0 weapon_lvl 0

    character Lucius Julius, named character, heir, command 0, influence 0, management 0, subterfuge 0, age 31, , x 89, y 82
    traits GoodCommander 1, PoliticsSkill 2, GoodAdministrator 3, Energetic 2
    ancillaries freeman_clerk

  5. #5
    Member Member BloodBath's Avatar
    Join Date
    Apr 2005
    Location
    EMC
    Posts
    7

    Default Re: Need help solving a modding problem!

    Worth trying and I tried.But I got another error message reading "cannot create a character without an army..." or something.
    Maybe there's really NO WAY.Thank you all the same.

  6. #6
    CA CA JeromeGrasdyke's Avatar
    Join Date
    Dec 2002
    Location
    At a new top-secret (non-CA) location, surrounded by lots of steel and glass, high atriums, hordes of lovely marketing ladies, and with a new and spacious desk with plenty of room for body-moving.
    Posts
    257

    Default Re: Need help solving a modding problem!

    This is a shortcoming in the world setup code, that's for sure. There is one possiblity, which is creating the two characters seperately on the campaign map, and then moving one into the other's army using a script that runs on startup. It's more than a little awkward, but should work... although you will probably get a small delay on starting the game.
    "All our words are but crumbs that fall down from the feast of the mind."
    -- from 'The Prophet' by Kahlil Gibran

  7. #7

    Default Re: Need help solving a modding problem!

    Now why didn't I think of that? The console command move_character as that tends to make the two occupy the same space without interacting. However, the move script command might work, this is from the Prologue script:

    Code:
    	move Gaius Julius, 20, 50
    Set up the campaign script as following:

    1) Set up the character normally in descr_strat in an adjacent tile to the character you want him to merge with

    2) Put the following lines at the bottom of your descr_strat
    Code:
    script
    campaign_script.txt
    Create a new text file in the imperial_campaign folder called campaign_script in which write
    Code:
    
    wait 1
    	move Gaius Julius, 20, 50 ; character name followed by the co-ordinates you want to move him to
    end_script
    Do include a few blank lines at the top of the file, it seems to matter.

    You can find the co-ordinates of the tile by placing the cursor on it and then typing show_cursorstat into the RomeShell console.

    You can find out more about scripts here:
    A Beginner Guide to Scripting
    and here:
    Research: Parameters for commands & console commands

    .
    Last edited by Epistolary Richard; 08-01-2005 at 17:28.
    Epistolary Richard's modding Rules of Cool
    Cool modders make their mods with the :mod command line switch
    If they don't, then Cool mod-users use the Mod Enabler (JSGME)
    Cool modders use show_err
    Cool modders use the tutorials database Cool modders check out the Welcome to the Modding Forums! thread Cool modders keep backups Cool modders help each other out

  8. #8
    Member Member BloodBath's Avatar
    Join Date
    Apr 2005
    Location
    EMC
    Posts
    7

    Default Re: Need help solving a modding problem!

    Oh God! JeromeGrasdyke!I never thought you would come and help!It really works.Thanks a lot! And also my sincere thanks to Epistolary Richard.
    Hmmm,nearly a month since my first post,haha!

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO