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  1. #1
    Senior Member Senior Member Caliban's Avatar
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    CA 1.2 Docudemons

    Hi Guys!

    I have posted the docudemon files for 1.2 on mediashare if anyone is interested. Also posted on the TWC. http://www.mediafire.com/?8j2mzywfnzw
    Heres a bit of a rip from my post there:

    Good afternoon ppl!

    With the leak of the recent 1.2 patch, we have decided to release the updated docudemon files for mod developers.
    You can download them from mediashare here: http://www.mediafire.com/?8j2mzywfnzw

    To clear a few things up, there are a few rumours about the recently available patch. It is indeed one of our builds, it was not stolen or hacked. It was sent to some file mirrors early in anticipation for the official patch release. Some sites released it early when reports from Sega came that there may be some issues. We are currently reviewing these issues and looking into claims of major bugs from the community and QA departments. There should be an official announcement about the patch in the coming days.
    For those that couldn't wait and have installed the early 1.2 patch, please send any bug details to "bugs ' at' creative-assembly.com.au" along with any supporting files such as replay files, screenshots, save games etc. I'm also keeping track of the new 1.2 unofficial bug list thread.

    Thanks again to everyone that has helped us track down these bugs and thanks to the moderators and admins for updating and maintaining the public bug lists.

    Caliban

  2. #2

    Default Re: 1.2 Docudemons

    Thank you

  3. #3
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: 1.2 Docudemons

    Nice to hear something from you guys :)
    Are you just looking at the TWC buglist or also the ORG one?
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  4. #4
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: 1.2 Docudemons

    Thanks a lot Caliban, you are all too kind

  5. #5
    Amphibious Trebuchet Salesman Member Whacker's Avatar
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    Default Re: 1.2 Docudemons

    Errmm.. Thanks, but any chance of us getting the complete documentation? I just checked and a number of commands are missing, like add_money and process_cq.

    "Justice is the firm and continuous desire to render to everyone
    that which is his due."
    - Justinian I

  6. #6
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: 1.2 Docudemons

    Console commands aren't in there. The same was true for 1.1
    Would be useful to have them, but maybe the new demon doesn't generate info about it.

  7. #7

    Default Re: 1.2 Docudemons

    Wonderful news, thanks Caliban!

    The following events were added in docudemon_events.txt:
    Spoiler Alert, click show to read: 

    Code:
    Identifier:         BattleArmyHalfDestroyed
    Event:              Half of an army has been destroyed
    Exports:            army
    Class:              ET_BATTLE_ARMY_HALF_DESTROYED
    Author:             MarkT
    ---------------------------------------------------
    Identifier:         BattlePlayerArmyHalfDestroyed
    Event:              Half of the player's army has been destroyed
    Exports:            army
    Class:              ET_BATTLE_PLAYER_ARMY_HALF_DESTROYED
    Author:             MarkT
    ---------------------------------------------------
    Identifier:         BattleEnemyArmyHalfDestroyed
    Event:              Half of the enemy's army has been destroyed
    Exports:            army
    Class:              ET_BATTLE_ENEMY_ARMY_HALF_DESTROYED
    Author:             MarkT
    ---------------------------------------------------
    Identifier:         BattleArmyTired
    Event:              The whole army is tired
    Exports:            army
    Class:              ET_BATTLE_ARMY_TIRED
    Author:             MarkT
    ---------------------------------------------------
    Identifier:         BattlePlayerUnderAttackIdle
    Event:              An idle unit is under missile fire
    Exports:            unit
    Class:              ET_BATTLE_PLAYER_UNDER_ATTACK_IDLE
    Author:             MarkT
    ---------------------------------------------------
    Identifier:         BattleWinningCombat
    Event:              A team has gained the advantage in combat
    Exports:            army
    Class:              ET_BATTLE_WINNING_COMBAT
    Author:             MarkT
    ---------------------------------------------------
    Identifier:         BattleTideofBattle
    Event:              A different team is now the strongest
    Exports:            army
    Class:              ET_BATTLE_TIDE_OF_BATTLE
    Author:             MarkT
    ---------------------------------------------------
    [QUOTE]Identifier:         InterFactionMarriage
    Event:              A marriage has occured between two factions.  gets fired for both factions involved
    Exports:            faction, target_faction, target_religion
    Class:              ET_INTER_FACTION_MARRIAGE
    Author:             ScottL
    ---------------------------------------------------


    The following conditions were added in docudemon_conditions.txt:
    Spoiler Alert, click show to read: 

    Code:
    Identifier:              HighestAttSharedChar
    Trigger requirements:    character_record
    Parameters:              attribute type, character type, logic token, level
    Sample use:              HighestAttSharedChar piety priest >= 5
    Description:             Is the highest attribute rating of any character of the same faction sharing the same tile higher than specified?
    Battle or Strat:         Strat
    Class:                   HIGHEST_ATTRIBUTE_SHARED_CHARACTER
    Implemented:             Yes
    Author:                  ScottL
    ---------------------------------------------------
    Identifier:              I_FactionLeaderTrait
    Trigger requirements:    
    Parameters:              faction type, trait description, logic token, level
    Sample use:              I_FactionLeaderTrait england BadCommander >= 2
    Description:             Test a factions leader traits
    Battle or Strat:         Either
    Class:                   I_FACTION_LEADER_TRAIT_TEST
    Implemented:             Yes
    Author:                  ScottL
    ---------------------------------------------------
    Identifier:              I_FactionLeaderAttribute
    Trigger requirements:    
    Parameters:              faction type, attribute description, logic token, level
    Sample use:              I_FactionLeaderAttribute england Chivalry >= 2
    Description:             Test a factions leader attribute
    Battle or Strat:         Either
    Class:                   I_FACTION_LEADER_ATTRIBUTE_TEST
    Implemented:             Yes
    Author:                  ScottL
    ---------------------------------------------------
    Identifier:              FactionAILabel
    Trigger requirements:    faction
    Parameters:              faction type, ai_label
    Sample use:              FactionAILabel catholic
    Description:             test faction ai label
    Battle or Strat:         Strat
    Class:                   FACTION_AI_LABEL
    Implemented:             Yes
    Author:                  ScottL
    ---------------------------------------------------
    Identifier:              I_FactionAILabel
    Trigger requirements:    
    Parameters:              faction type, ai_label
    Sample use:              I_FactionAILabel england catholic
    Description:             test faction ai label
    Battle or Strat:         Strat
    Class:                   I_FACTION_AI_LABEL
    Implemented:             Yes
    Author:                  ScottL
    ---------------------------------------------------
    Identifier:              NumFactionMarriages
    Trigger requirements:    faction, target_faction
    Parameters:              logic token, number of marriages
    Sample use:              NumFactionMarriages > 0
    Description:             Test the number of inter faction marriages between two factions
    Battle or Strat:         Either
    Class:                   NUM_FACTION_MARRIAGES
    Implemented:             Yes
    Author:                  ScottL
    ---------------------------------------------------
    Identifier:              I_UnitExists
    Trigger requirements:    
    Parameters:              Faction, Unit type
    Sample use:              I_UnitExists England Spear Militia
    Description:             Does the faction own any of these units?
    Battle or Strat:         Strat
    Class:                   I_UNIT_EXISTS
    Implemented:             Yes
    Author:                  Mark
    ---------------------------------------------------
    Identifier:              I_HotseatEnabled
    Trigger requirements:    
    Parameters:              
    Sample use:              I_HotseatEnabled
    Description:             Is this currently a hotseat campaign game
    Battle or Strat:         Either
    Class:                   I_HOTSEAT_ENABLED
    Implemented:             Yes
    Author:                  ScottL
    ---------------------------------------------------


    The following commands was added in docudemon_commands.txt:
    Spoiler Alert, click show to read: 

    Code:
    Identifier:         set_event_counter
    Parameters:         event type, counter value
    Description:        Changes the value of an event counter.
    Sample use:         set_event_counter holds_cairo 0
    Class:              SET_EVENT_COUNTER
    Implemented:        Yes
    Author:             Mark
    ---------------------------------------------------
    Identifier:         link_faction_ai
    Parameters:         faction, ai_label
    Description:        links specified faction to specified ai label.
    Sample use:         link_faction_ai england catholic
    Class:              LINK_FACTION_AI
    Implemented:        Yes
    Author:             ScottL
    ---------------------------------------------------



    The most potentially interesting additions have to do with new-fangled ai-labels, and "HighestAttSharedChar" (for custom scripted promotions of your own).


    ----------------

    EDIT: I also direct your attention to this nice new condition (present since M2TW v1.0):

    Code:
    Identifier:              I_SettlementUnderSiege
    Trigger requirements:    
    Parameters:              Settlement name
    Sample use:              I_SettlementUnderSiege London
    Description:             Is the named settlement under siege?
    Battle or Strat:         Strat
    Class:                   I_SETTLEMENT_UNDER_SIEGE
    Implemented:             Yes
    Author:                  ScottL
    Last edited by SigniferOne; 04-12-2007 at 03:20.

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