CA's Modding FAQ

Thread: CA's Modding FAQ

  1. Dol Guldur's Avatar

    Dol Guldur said:

    Default Re: CA's Modding FAQ

    What is it that enables the rebels to retain the same diplomatic stance throughout the game? The softcoding does not seem to produce the same ability in other factions even whne coded the same way as the rebels.
    "One of the most sophisticated Total War mods ever developed..."
     
  2. SigniferOne's Avatar

    SigniferOne said:

    Default Re: CA's Modding FAQ

    Here's another question: can you place settlements on the same tile as where a river is? For some reason the engine interprets that idea as there being a bridge, and instead of showing a settlement in 'city view' merely shows there to be a bridge, and nothing else (not even citizens walking around), even if there's no crossing marked for the river in the TGA file. I'm really trying to figure this out in order to place my Rome settlement right next to a river, but for some reason the game simply replaces it with a bridge crossing the river and does not show me the city (but there is a drop in performance, as if there was a city loaded in memory...)

    I even thought it's because there's a merchant building in the city and the game interprets that as there being a one-tile trade route through the river -- hence the bridge, but even removing the trader building does not change things (or removing all buildings, for that matter). So any help would be appreciated.
     
  3. Arbaces's Avatar

    Arbaces said:
     
  4. edyzmedieval's Avatar

    edyzmedieval said:

    Default Re: CA's Modding FAQ

    Why aren't we allowed at the source code?!

    Only for modding purposes. The diplomacy is too bugged, and we need the AI to behave smarter. VH is too easy....
    Ja mata, TosaInu. You will forever be remembered.

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  5. wlesmana's Avatar

    wlesmana said:

    Default Re: CA's Modding FAQ

    Why can't I create new sprites and instead always get this error:

    DATABASE_TABLE error found : unrecognised record id c requested

    I followed the instructions to the letter and using RTW vanilla 1.2, unmodded in any way and trying to generate sprites for existing units for testing. I'm not the only one with this problem btw.
     
  6. Hans Kloss's Avatar

    Hans Kloss said:

    Default Re: CA's Modding FAQ

    EDITED
    mercenary question deleted..I have found solution
    Last edited by Hans Kloss; 11-25-2005 at 22:48.
     
  7. Shigawire's Avatar

    Shigawire said:

    Default Re: CA's Modding FAQ

    How do we change the siege-point value of a siege engine?
    For example, if I want to make a "siege tower" cost 300 siege points.


    "To know a thing well, know its limits. Only when pushed beyond its tolerances will its true nature be seen." -The Amtal Rule, DUNE
     
  8. PSYCHO V's Avatar

    PSYCHO V said:

    Default Re: CA's Modding FAQ

    Updated and sent to CA

    Thanks to all
    Cheers
    PSYCHO V



    "Ask not for whom the bell tolls, it tolls for THEE!" - (John Donne, Meditation 17)
     
  9. WhiteProphecy's Avatar

    WhiteProphecy said:

    Default Re: CA's Modding FAQ

    Could sombody make a MOD for the regular RTW not the BI where I can play as all the factions?

    Thanks
     
  10. nikolai1962's Avatar

    nikolai1962 said:

    Default Re: CA's Modding FAQ

    A lot of triggers are passed a character-record. You can access things like character attributes through these. Can you get the character's age?
    It's not a map.
     
  11. Lentonius's Avatar

    Lentonius said:

    Default Re: CA's Modding FAQ

    I know especially Jerome has contributed greatly to the community, but with the upcoming latest TW game, is there any possibility that some of the tools you lot used like a good campaign editor, and various other great helps, may be passed down to the community when the latest game is released.

    I mean, when the new game comes out, if the extras are given to the community it will help greatly, and by that time RTW will not be having any expansions, so it would be very nice if we could have these...
    Hey, Im back
     
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