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  1. #1
    Amphibious Trebuchet Salesman Member Whacker's Avatar
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    Default Re: 1.2 Docudemons

    Some of them don't appear to do anything, like the "bestbuy" one, at least not that I can notice.

    Caliban, from that list you posted, are all of those ones that we peons can expect to work compared to the larger list I found earlier?

    Also, are there any plans in the future to enable the other commands or finding some way of enabling them for our use?

    Thank you.

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

  2. #2
    Senior Member Senior Member Caliban's Avatar
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    Default Re: 1.2 Docudemons

    Those are the commands I got from our debug console. You may have discovered some I'm not aware of, might be an idea to test them.

    I know what puppify_my_love does :) but not the others, sorry. I'm guessing they are left-over from RTW.

    If you think there is something you guys might need in those commands, I could ask about it. I'm collecting a mod wishlist to be reviewed internally, so It might be a good idea to add it to the community wishlist thread.

  3. #3
    Amphibious Trebuchet Salesman Member Whacker's Avatar
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    Default Re: 1.2 Docudemons

    I didn't go through them all, but comparing what I scrapped together vs. the list you gave us, the list you posted seems to be roughly the only ones that work for us in our retail exe builds.

    As for the modding requests, I think it's a pretty safe bet we would all like to have full access to all available console commands through the shell. Some of those would be insanely useful. The two that have come to mind recently for me at least are 1. being able to create a disaster and 2. full and absolute control over the buildings/culture/religious aspects of a city. On the latter, an example would be being able to manually take an islamic huge sized city, knock the population back down to say 500, and set the wall level to be the northern european wooden palisade, and also set the province to be 100% christian.

    Something that you might want to consider in the future is also simply give us the ability to do a docudemon/command shell dump listing through a command line parameter that we feed to the exe. It'd save you the trouble of having us breaking down your doors to get this info, and just be convenient if we don't have/deleted/don't have internet access to the files you posted online.

    Thank you.

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

  4. #4
    Senior Member Senior Member Jambo's Avatar
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    Default Re: 1.2 Docudemons

    Caliban,

    toggle_perfect_spy would be invaluble for modders as would diplomacy_costs
    =MizuDoc Otomo=

  5. #5
    Member Member Re Berengario I's Avatar
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    Default Re: 1.2 Docudemons

    toggle_perfect_spy does work but only if launched inside a script.

  6. #6
    Senior Member Senior Member Jambo's Avatar
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    Default Re: 1.2 Docudemons

    Ok, that's good to know! I take it one could do that by simply putting toggle_perfect_spy at the start of the campaign_script?

    Once in, can one toggle it off from within the game? I presume not since it has to be in the script to function in the first place.
    =MizuDoc Otomo=

  7. #7
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: 1.2 Docudemons

    Quote Originally Posted by Jambo
    Ok, that's good to know! I take it one could do that by simply putting toggle_perfect_spy at the start of the campaign_script?

    Once in, can one toggle it off from within the game? I presume not since it has to be in the script to function in the first place.
    You have to put in console_command toggle_perfect_spy
    If you take the time and learn a bit of scripting, you can also find ways to switch it off again using shortcuts or buttons

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