Results 1 to 30 of 41

Thread: CA's Modding FAQ

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Spends his time on TWC Member Simetrical's Avatar
    Join Date
    Dec 2004
    Location
    New York City
    Posts
    1,358

    Default Re: CA's Modding FAQ

    Quote Originally Posted by Dol Guldur
    Could a list be provided of the exact areas and/or specifics (where feasible) of the hardcoded elements in BI? This would save modders wasting time on impossible pursuits.
    This is asking a heck of a lot. More specific questions would probably be more productive.
    TWC Administrator

    MediaWiki Developer

  2. #2
    "Aye, there's the rub" Member PSYCHO V's Avatar
    Join Date
    Aug 2004
    Location
    Australia
    Posts
    3,071

    Default Re: CA's Modding FAQ

    Quote Originally Posted by Simetrical
    This is asking a heck of a lot. More specific questions would probably be more productive.
    Yes, please. Try and ask specific questions rather than generalities akin to "how do you mod RTW?". Your more likely to get an answer to specifics.
    PSYCHO V



    "Ask not for whom the bell tolls, it tolls for THEE!" - (John Donne, Meditation 17)

  3. #3
    Shaidar Haran Senior Member SAM Site Champion Myrddraal's Avatar
    Join Date
    Feb 2004
    Location
    UK
    Posts
    5,752

    Default Re: CA's Modding FAQ

    stickied

  4. #4
    Member Member waitcu's Avatar
    Join Date
    Mar 2005
    Location
    China
    Posts
    100

    Default Re: CA's Modding FAQ

    can we edit the seasons easily in BI 1.41 patch ? if the BI have four seasons seletion without any active tool , that would be great !!!!!!!!!!

    what's more there are some events like
    {dominant_religion} A Powerful Faith
    {huns_hording} A Storm from the East!
    {new_barbarian_horde} A People in Flight
    can i stop them happen ?
    Last edited by waitcu; 10-25-2005 at 19:24.

  5. #5

    Default Re: CA's Modding FAQ

    How do you save Single Player Campaign Battle Replays please ?...


    Or do I have to wait for a mod...even though this should be a feature of the game anyway... or possibly>
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Check out Shogun : Total War Mod for RTW in development! >>> http://www.stratcommandcenter.com/fo...p?showforum=97

  6. #6
    Member Member Dromikaites's Avatar
    Join Date
    Jan 2005
    Location
    Bucharest, Romania
    Posts
    151

    Default Re: CA's Modding FAQ

    A way to improve the behavior of AI in battle is to use scripts active during battle time.

    The problem is this scripting doesn't work in campaigns because there is no known way we can "read" the army stacks that enter a battle during campaigns (except for the battles we can script at the very beginning of a campaign, when we know the stacks' composition). Being able to read the army stacks is also useful for many other modding purposes.

    So my questions for CA regarding scripting are:
    1. Is there any hidden command or condition that can be used to read an army stack (or the troops inside a city/fort)?
    2. Will such command or condition become available with the next update/patch?

    A second group of questions are about the maps. I've discovered by accident that the map_trade_routes.tga is actually used by the game engine. Here's how I've discovered it: I made a very simple map, with only the sea and a plain field, leaving the original map_trade_routes.tga in the directory. The result was the "trade routes" became visible in the radar screen.

    So here are my questions about the maps:
    3. Is there any way to generate map_heights.hgt file using a command line similar to the one used for the sprites?
    4. Is map_trade_routes.tga of any use for modding?

  7. #7
    Ja mata, TosaInu Forum Administrator edyzmedieval's Avatar
    Join Date
    May 2005
    Location
    Fortress of the Mountains
    Posts
    11,441

    Default Re: CA's Modding FAQ

    Couple of questions.

    1.)Any help on decoding the diplomacy?!
    2.)As Dromikaites said, is trade routes of any use for modding?!
    3.)Any help on decoding the religious unrest?!

    More to come up, as I explore the BI files.
    Ja mata, TosaInu. You will forever be remembered.

    Proud

    Been to:

    Swords Made of Letters - 1938. The war is looming in France - and Alexandre Reythier does not have much time left to protect his country. A novel set before the war.

    A Painted Shield of Honour - 1313. Templar Knights in France are in grave danger. Can they be saved?

  8. #8

    Default Re: CA's Modding FAQ

    Main thing is there going to be a Patch released to fix the Bugs in 1.3 and BI and also make the -mod: switch work more easily with less issues and work arounds?

    Several game ruining bugs for Roman based Mod ports for BI and 1.3 ARE.

    1. Pilum units for AI do not throw pilums just charge
    2. Invasion switch dont seem to do ANYTHING AI behaves the same.
    3. Bug where Scipii and Bruitii and any other land based invasions get on and off the boats never expanding properly until the have a province on mainland.
    4. -mod switch IMO isnt not working correctly and especially for BI related mods will there be a feature added to specify to point to BI or RTW folder for BI mods?
    5. There seems to be a Memory leak somewhere in BI will this be adressed?
    6. PLEASE, I beg in BI change the way the 1st cohorts are numbered! Its a nice feature but having multiple 1st legions running around can be done better. Like making the game track ANY first cohorts recruited by the player and giving a consecutive number. Just let the title be Province specific.
    7. We need a Proper Editor for Campaign maps Heights etc. Instead of a Jva based fan made one.
    8. Are you guys going to make 1.3 and BI more RTW 1.2 friendly, Many things were changed many errors over little stupid things the game NEVER cared about. Plus Maps are a pain to port over to 1.3 or especially BI.

    For me and my mod, unless MOST of these are resolved, I cant really port over like I would like to, because it crushing the game and I would rather wait to see if and when you may release the patch, as they usually cause our work to be knocked back. lol

    Anyway, PLEASE HELP US JEROME AND CA TEAM.

    Lt_1956
    LT_1956 Creator of SPQR: Total War


    SPQR:TW Mod forums

  9. #9

    Default Re: CA's Modding FAQ

    Quote Originally Posted by edyzmedieval
    Couple of questions.

    3.)Any help on decoding the religious unrest?!

    More to come up, as I explore the BI files.
    I agree. A bit more explanation. Adding new religions work fine but only the three first ones cause unrest in a settlement. This has been tested by me and others (Andreas, Alpaca) so it does not clearly work as designed.

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