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Thread: ATV-TW: a trait (and future ancillary) validator for RTW/M2TW

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  1. #1
    EB Traitor Member BozosLiveHere's Avatar
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    Default Re: ATV-TW: a trait (and future ancillary) validator for RTW/M2TW

    Quote Originally Posted by Makanyane
    erm, what happens if you don't? Am slightly confused by that as we have some additions to traits and ancs, for a Kingdoms mod that seem to work fine without touching the enums....

    Malrubius's older version of a validator produced an enums type list, have you tried that on M2 ?
    Hmm. That's good to know. I relied on what I heard in the forums about the enums and didn't even try leaving them out. I had forgotten about this feature of Malrubius' tool as well, thanks.

  2. #2
    Anything that isn't 'member' Member Squid's Avatar
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    Default Re: ATV-TW: a trait (and future ancillary) validator for RTW/M2TW

    If all goes according to plan the next version of the ATVTW will work for both RTW and M2TW. I'm also working on allowing customization so that mod specific stuff (like settlements/buildings/etc) can be checked.

    -Trait/Ancillary/Building Editor

    "Two things are infinite: the universe and human stupidity;
    and I'm not sure about the universe." -----Albert Einstein

  3. #3
    Finder of Little Oddities Senior Member Makanyane's Avatar
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    Default Re: ATV-TW: a trait (and future ancillary) validator for RTW/M2TW

    off topic but hopeful question...

    if you can make a mod specific version where you input buildings/settlements etc, would it be possible to do similar thing to typo check scripts?
    Not used mods before? Looking for something small and fun?!
    Download the:

  4. #4
    Anything that isn't 'member' Member Squid's Avatar
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    Default Re: ATV-TW: a trait (and future ancillary) validator for RTW/M2TW

    Possible yes, would I be able to do . . . I'm not sure. Part of what makes me able to successfully expand on what Tamur did is that I'm very familiar with the quirks of traits/ancillaries; however, I don't know a whole lot about scripting so it would make it quite a bit more difficult to do.

    And in case I wasn't clear in my last, and when I re-read my post after seeing yours I don't think I was, the custom buildings/settlements/etc that I'm talking about are just the condition and excludedcultures checking. The current version either checks against a hardcoded list (cultures/factions) or doesn't check at all (settlements/buildings/units/etc) because it makes no sense to check against vanilla values.

    -Trait/Ancillary/Building Editor

    "Two things are infinite: the universe and human stupidity;
    and I'm not sure about the universe." -----Albert Einstein

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