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  1. #1
    Urwendur Ûrîbêl Senior Member Mouzafphaerre's Avatar
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    Default Re: CA's Modding FAQ

    .
    Is faction specific music possible?
    .
    Ja mata Tosa Inu-sama, Hore Tore, Adrian II, Sigurd, Fragony

    Mouzafphaerre is known elsewhere as Urwendil/Urwendur/Kibilturg...
    .

  2. #2
    Axebitten Modder Senior Member Dol Guldur's Avatar
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    Default Re: CA's Modding FAQ

    1. Is it possible to add more than 1 additional culture in BI?

    2. Does building_factions work and, if so, what is the correct syntax?

    3. Are enum and lookup files obsolete?

    4. Is it possible to make buildings indestructable?

    5. What determines the unit composition of shadowing rebels?

    6. Can the numeral and Legio prefix be modded in legion names?

    7. Can the "apparently unused" hidden resources be removed for a new map or are there hard-coded implications that may cause a CTD, etc?
    "One of the most sophisticated Total War mods ever developed..."

  3. #3

    Default Re: CA's Modding FAQ

    Ok more questions:

    What's the point of there being slot underlays/overlays? Assuming the answer is that it's to allow the civilians and possibly soldiers to walk on these structures, i.e. base_roman_awesome_temple, etc. If so, then how do we enable people to walk there?

    As a tangental question, in what ways can we modify descr_lbc_db.txt file further, the file that regulates what civilians are walking around during the 'city view'?

  4. #4
    Axebitten Modder Senior Member Dol Guldur's Avatar
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    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..."

  5. #5

    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.

  6. #6
    Marcus Arbaces Alexandros Member Arbaces's Avatar
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    Default Re: CA's Modding FAQ


  7. #7
    Ja mata, TosaInu Forum Administrator edyzmedieval's Avatar
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    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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  8. #8
    The Dark Knight Member wlesmana's Avatar
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    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.

  9. #9
    J-23 Member Hans Kloss's Avatar
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    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.

  10. #10
    "Aye, there's the rub" Member PSYCHO V's Avatar
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    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)

  11. #11

    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

  12. #12

    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.

  13. #13
    Back in style Member Lentonius's Avatar
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    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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