Results 1 to 10 of 10

Thread: Campaign map movement

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Member Member PBI's Avatar
    Join Date
    Jan 2008
    Location
    UK
    Posts
    1,176

    Default Re: Campaign map movement

    No worries.

    You may have to play a few turns for it to take effect, and I think I only got it working with Kingdoms. It's best to change it to something huge like seven times the normal rate so the change is obvious it is has worked.

  2. #2

    Default Re: Campaign map movement

    Quote Originally Posted by Poor Bloody Infantry View Post
    No worries.

    You may have to play a few turns for it to take effect, and I think I only got it working with Kingdoms. It's best to change it to something huge like seven times the normal rate so the change is obvious it is has worked.
    IT WORKS. THANK YOU so very much!

    The editing is a little tricky. You need to use the wordpad editor and make sure you save as an xml file...but it is great.

    Furthermore, a quick glance at these xml files shows a whole new well of modding power.

    I will search the guild for any help on how they are set up and what can be done with them.

    Again thanks to you my three year search is over.
    And thanks to SignifierOne as well.

    BTW It does not set up with my current game on Kingdoms using the Stainless Steel mod 5.1 but it runs fine using same mod with a new game. I set it at "1.80" just to see the obvious change. Perhaps it will take in my current game as you say, in a few more moves..that would be more than I deserve.
    But I don't know what game step will trigger the re-read of the descr_campaign_db.xml file.

    OK I will stop here and see if I can trigger it somehow. If I find a way, I will let you know.

    My final thanks...for now.

    PS I think this help about movement modding s/b more prominant in the guild site.
    Ignorance is the greatest threat to democracy.

  3. #3

    Default Re: Campaign map movement

    Quote Originally Posted by straggler13 View Post
    IT WORKS. THANK YOU so very much!

    Perhaps it will take in my current game as you say, in a few more moves..that would be more than I deserve.
    But I don't know what game step will trigger the re-read of the descr_campaign_db.xml file.

    OK I will stop here and see if I can trigger it somehow. If I find a way, I will let you know.
    In my current game, with some 30 moves in, it triggered the movement mod after and end of move execution.
    So, the only trigger I can discern is an end of turn exec; as simple as that.
    Ignorance is the greatest threat to democracy.

  4. #4

    Default Re: Campaign map movement

    Also, just picking up a mercenary siege unit gets the trigger; even before a move exec.
    ( I have my game modded so that much of the siege equipment is available on the camp map. It makes for a more fun game.... to me. ) It was my original intent to mod it so that just the existance of a siege engineer in a general's entourage would allow him to build the equipment on-site as it often may have been historically.
    But I will now have to rethink this to see if I can somehow set up the triggers to do this.
    Ignorance is the greatest threat to democracy.

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO