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  1. #1
    On the Egyptain throne Member Ahmose's Avatar
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    Default Re: The starting fow for the faction

    Thanks LorDBulA, do you know the answer of the other question??

    Anyway, thanks for answering my question :).
    Now playing and modding for Chivalry Total War Mod although I got Medieval II Total War...

  2. #2
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Default Re: The starting fow for the faction

    Look in the various text files in the data\text folder, the answer will be in one of those.

  3. #3
    On the Egyptain throne Member Ahmose's Avatar
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    Default Re: The starting fow for the faction

    Quote Originally Posted by Lusted
    Look in the various text files in the data\text folder, the answer will be in one of those.
    I tried but none of them has a difference. I posted this question over the RTR forum but no one answered me . Also, how I kill the spyes in the begining of the compagin although the script must be activated by the player, so, he will be able to see the spyes please.
    Now playing and modding for Chivalry Total War Mod although I got Medieval II Total War...

  4. #4
    Shaidar Haran Senior Member SAM Site Champion Myrddraal's Avatar
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    Default Re: The starting fow for the faction

    You can have a script which runs at the start of the campaign without human intervention, much like the prologue script.

    But you can't save the game till that script has terminated, and it doesn't run when you load. So you can use a script like that to set up starting things.

  5. #5
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Default Re: The starting fow for the faction

    Look in data\text\battle.txt, it governs what the unit type tags say in game, it uses the combiantion of heavy, light, missile spearmen, and whether the unit is cavalry or infantr yot decide which tag each unit uses.

  6. #6
    On the Egyptain throne Member Ahmose's Avatar
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    Default Re: The starting fow for the faction

    You can have a script which runs at the start of the campaign without human intervention, much like the prologue script.

    But you can't save the game till that script has terminated, and it doesn't run when you load. So you can use a script like that to set up starting things.
    Thanks Myrddraal, this is explained what I need to know. Now I am digging into the scripting guides .

    Look in data\text\battle.txt, it governs what the unit type tags say in game, it uses the combiantion of heavy, light, missile spearmen, and whether the unit is cavalry or infantr yot decide which tag each unit uses.
    Thanks Lusted, I am searching the file right now, you helped me a lot.

    Thanks for everyone.
    Now playing and modding for Chivalry Total War Mod although I got Medieval II Total War...

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