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Thread: New Patrons, you can post your questions here

  1. #1
    warning- plot loss in progress Senior Member barocca's Avatar
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    Question New Patrons, you can post your questions here

    I'd Like to Welcome new Patrons to the Alchemist lab,

    I hope all our regular visitors help them find their way around,

    New Patrons can now Reply To Topics in this forum,

    To assist in this integration a new Moderator has been appointed Lord of Storms.
    The Dungeon shares Lord of Storms with the Entrance Hall


    New Patrons cannot start new topics or start new polls

    If you have a Question that does not appear to fit into any other thread you can find, then PLEASE post it here and we will try to find the answer,
    or make that such posts into a new thread,
    or at least point out where all the Pit-Traps are

    at this time No-One can reply to posts in the Repository forum,
    Repository is where you will find tons of FAQ's and Guides


    Edit3 forum has been removed from the public eye
    - Edit3 (aka The Cell) is where we keep all the prisoners we'd rather the world forgot *evil cackle*

    B.



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    ask them, which leaf on the tree
    will be next to go.

  2. #2
    The Lordz Modding Collective Senior Member Lord Of Storms's Avatar
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    Quote Originally Posted by [b
    Quote[/b] (barocca @ Nov. 04 2003,01:17)]I'd Like to Welcome new Patrons to the Alchemist lab,

    I hope all our regular visitors help them find their way around,

    New Patrons can now Reply To Topics in this forum,

    To assist in this integration a new Moderator has been appointed Lord of Storms.
    The Dungeon shares Lord of Storms with the Entrance Hall


    New Patrons cannot start new topics or start new polls

    If you have a Question that does not appear to fit into any other thread you can find, then PLEASE post it here and we will try to find the answer,
    or make that such posts into a new thread,
    or at least point out where all the Pit-Traps are

    at this time No-One can reply to posts in the Repository forum,
    Repository is where you will find tons of FAQ's and Guides


    Edit3 forum has been removed from the public eye
    - Edit3 (aka The Cell) is where we keep all the prisoners we'd rather the world forgot *evil cackle*

    B.
    I would also like to welcome the new patrons and as is my habit I will keep an eye out for your qeurys and do my best to answer them or steer you in the right direction to someone who can,. again Welcome LOS
    Taking life one day at a time!

  3. #3
    Father of the EB Isle Member Aymar de Bois Mauri's Avatar
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    Thanks, guys

    But I've only found out today that I could answer in this forum.
    I see you haven't got any questions since 5NOV, so I guess you should announce it better on the Entrance Hall...

    My question follows:
    Quote Originally Posted by [b
    Quote[/b] ]
    Quote Originally Posted by [b
    Quote[/b] ](me)
    I'm moding ProjectileStats to include 5 different types of bows:
    -Short Bow
    -Composite Bow (greater range, between long and short)
    -Mounted Short Bow (less acurate than the Short Bow)
    -Mounted Composite Bow (less acurate than the Composite Bow)
    -Long Bow

    However, in the corresponding CrusaderUnitProd, under ProjectileType the definition of projectile is:
    -SBow
    -Long
    -MTLG
    I can't find any correspondence with the names in the ProjectileStats file...

    Does this mean that this names are hard-coded and that others cannot be added???

    (el_slapper)
    Unfortunately yes. The lone you can use is the shuriken, aka "NINJ", but you have to completely revamp the graphics related.....


    Please tell me that someone has found a way around the problem...

  4. #4
    Father of the EB Isle Member Aymar de Bois Mauri's Avatar
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    Well I've read the ProjectileStats FAQ and got my answer:
    It isn't possible to ad new projectiles...

    Sorry for the inconvenience.

  5. #5
    Member Member Wart's Avatar
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    Hi all Not so much a new patron, more of an old one that hasn't been around in a while, but this thread seemed as good a place as any to post a general question, so here goes:

    I'm trying to edit the vikings build file so that iron is required only for the top level armourers and metalsmiths, i.e. the first 2 levels can be built in any province that has a lvl3 castle and a lvl1 spearmaker.

    Have tried changing the entry in the required resources column from {IRON} to "{}, {}, {IRON}", which looking at other columns in the file seemed like a good bet, but had no joy. Also tried putting spaces in the empty {}'s to see if that helped, more as a last ditch attempt than anything.

    Anyone have any ideas? I know it's easy to remove the iron requirement completely, but that's not quite what i'm, after if possible.
    Am I missing something stupid & obvious?
    Am I flogging a dead horse on this one?

    Thanks in advance for any help that anyone can offer

  6. #6
    warning- plot loss in progress Senior Member barocca's Avatar
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    This is going to require a bit of experiemntation,

    basically you need to add a new building to the tech tree,
    duplicate the metalsmith line in the build prod file,
    so you would have
    metalsmith and nu_metalsmith,

    edit "metalsmith" so it ONLY refers to levels one and two metalsmiths, in that entry you remove the dependency on iron,

    edit "nu_metalsmith" so that it only refers to level three, dont change the requirement for having metalsmith1,

    now you can build levels one and two anywhere, but to upgrade to level three requires iron,

    YOU ARE ADDING A NEW BUILDING,
    so read this thread as well,
    [url="http://www.totalwar.org/cgi-bin/forum/ikonboard.cgi?act=ST;f=5;t=13006"]how to add new buildings
    The winds that blows -
    ask them, which leaf on the tree
    will be next to go.

  7. #7

    Default

    I'm very new to modding and I'd like to make some new units.
    Could you tell me how to do that (change graphics, names, readup things, etc)?
    Anyone who has no fear of death himself can succeed in inflicting it.
    The Prince,
    Machiavelli

  8. #8
    Senior Member Senior Member shand994's Avatar
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    just read through all the stickys itll all be explained


    " 'I freed you, and this is your gratitude?'
    'You delivered pain. Unacceptable. I am not one to feel pain. I only deliver it.'"

  9. #9
    Member Member Sir Zack de Caldicot's Avatar
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    Hello, Its wonderful I can POst here. Anyway, Is MTTM capaple of adding new models and graphics. Simply answer yes or now please

    Thank you
    I WANT ROME - TOTAL WAR

  10. #10

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    Thanks
    *runs off to start modding, then slowly goes back to the computer, acting inconspicuously*
    Anyone who has no fear of death himself can succeed in inflicting it.
    The Prince,
    Machiavelli

  11. #11
    Spiritual Jedi Member maestro's Avatar
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    Hi guys.

    I'm looking at changing the properties of the leaders in startpos for MTW V1.1

    I've found the section with SetStartLeader:: and then nine numbers after it. I've managed to find out what each of the numbers represents but I've no idea how most of them influence the gameplay. Can somebody please help me to fill in the gaps??
    Many thanks in advance:

    1 - Loyalty - Only the Burgundians have a 1 for this, everyone else has 0. What does it actually do?

    2 - Accumen - Affects how the faction in general gains wealth. No idea what the direct connection between the number and wealth gathering prowess is though.

    3 - Dread - Affects the King's Dread. Again, no idea how the actual number relates to Dread.

    4 - Warcraft - I guess this affects command, not sure how though.

    5 - Piety - Affects piety in some waay - again, no idea how

    6 - vice_index - Affects how the vices are chosen

    7 - virtue_index - Affects how the virtues are chosen

    8 - virtue_index - For some reason there's more than one of these

    9 - virtue_index - In fact, there's three - what on earth is that all for?

    I really have no idea how the nine numbers for each leader affect the actual stats they appear with. For example:

    The english get 0 0 2 0 0 2 1 2 0 in my campaign, yet teh actual stats are as folows for the first King:

    Influence - 8
    Piety - 3
    Dread - 9
    Command - 4
    Acumen - 4
    V&Vs - Autocrat

    So what's all that about - in what way do those few 0s and 1s and 2s give me those stats?
    Isn't it funny how people trash God and then wonder why the world's going to hell?

  12. #12
    Member Member Sir Zack de Caldicot's Avatar
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    ACTUALLY,
    I do believe those are the roman-numerals from the heros.txt, correct me if im wrong

    SIR ZACK DE CALDICOT
    I WANT ROME - TOTAL WAR

  13. #13
    Spiritual Jedi Member maestro's Avatar
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    eh?

    Sorry, dude. Can you clarify what u mean there??
    Isn't it funny how people trash God and then wonder why the world's going to hell?

  14. #14
    Member Member Jimbob Crackers's Avatar
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    I am new to Modding how do I change the campaign map
    SandyC

  15. #15
    Spiritual Jedi Member maestro's Avatar
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    Quote Originally Posted by [b
    Quote[/b] (maestro @ Jan. 24 2004,12:31)]Hi guys.

    I'm looking at changing the properties of the leaders in startpos for MTW V1.1

    I've found the section with SetStartLeader:: and then nine numbers after it. I've managed to find out what each of the numbers represents but I've no idea how most of them influence the gameplay. Can somebody please help me to fill in the gaps??
    Many thanks in advance:

    1 - Loyalty - Only the Burgundians have a 1 for this, everyone else has 0. What does it actually do?

    2 - Accumen - Affects how the faction in general gains wealth. No idea what the direct connection between the number and wealth gathering prowess is though.

    3 - Dread - Affects the King's Dread. Again, no idea how the actual number relates to Dread.

    4 - Warcraft - I guess this affects command, not sure how though.

    5 - Piety - Affects piety in some waay - again, no idea how

    6 - vice_index - Affects how the vices are chosen

    7 - virtue_index - Affects how the virtues are chosen

    8 - virtue_index - For some reason there's more than one of these

    9 - virtue_index - In fact, there's three - what on earth is that all for?

    I really have no idea how the nine numbers for each leader affect the actual stats they appear with. For example:

    The english get 0 0 2 0 0 2 1 2 0 in my campaign, yet teh actual stats are as folows for the first King:

    Influence - 8
    Piety - 3
    Dread - 9
    Command - 4
    Acumen - 4
    V&Vs - Autocrat

    So what's all that about - in what way do those few 0s and 1s and 2s give me those stats?
    *bump*

    Anyone know the answer to how the numbers affect actual stats? Also - what do the numbers under the heirs represent in the same file??
    Isn't it funny how people trash God and then wonder why the world's going to hell?

  16. #16
    Spiritual Jedi Member maestro's Avatar
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    After much more investigation I have discovered what these numbers actually represent. I appears that my original source where they represent the stats of teh Kings is only relevent when you're dealing with VI, and I'm using TW v1.1

    The numbers represented here in the startpos files in V1.1 of MTW represent teh numbers after the names of the particular kings. For example, if you change the first number to 6 on the English, you get King William VI innit. The Kings then follow the sequence of numbers until the sequence starts again.

    Cool

    Isn't it funny how people trash God and then wonder why the world's going to hell?

  17. #17
    Member Member Zhuge_Liang's Avatar
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    well, forgive me for my bad english, I will explain...
    i used not to play the battles, but I always won because my army was stronger
    I began playing with bizant and then when I began playing with other factions they became too powerfull
    I began playing spanish and then bizant took controll of the russian lands
    after unify all the world few times with spain, spanish become so strong to defeat muslims on early...
    seen this I began playing with french, and while spanish was becoming strongh, I could unify the world
    then I saw french defeats british and become powerfull while spanish defeats muslims and bizant takes russia
    then I played the pope, and unify the world with them, and then, happened what I have never seen, pope become agressive, he began attacking naples and taking all italy
    the same to danish, which never had moved, after unify the world with them they began attacking germans, as the swiss I added on early, who end to take all germany
    then I played with turkians and as the other factions, they become strong and defeat egiptians and bizant
    the same to aragonese, who move on valencia and toulouse
    what happen? do I teach to my pc?
    I have to say that since I play a few battles and I figth without play it, my army began to capture the enemy leader, what I have never seen before

  18. #18
    Member Member Sir Zack de Caldicot's Avatar
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    yeah, if you choose automatically fight battle, or whatever it says , you always get that message, probably because when you command personally, you now the details of the battle
    I WANT ROME - TOTAL WAR

  19. #19
    Member Member Zhuge_Liang's Avatar
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    is usual the nations became stronger after I win the game with them?

  20. #20
    Member Member Kaatar's Avatar
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    When I change CRUSADER_11 and put my own faction into anything it says:
    Unknown faction specified
    FN_IRISH

    I thought I had done all of the required work and my faction is playable ... just not in battles ... but do you know how I can make it regonised the Irish as a faction?
    May your first child be a masculine child.

  21. #21
    Member Member *Ringo*'s Avatar
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    I'm just trying to debug my mod using the -ian command line switch and using the AI to control my faction (#) But i want to experiment with the AI build priorities and composition of AI armies; Is there a way (or key) to let the AI control the battles as well? I've already tried SHIFT+# but it doesn't seem to work Also are there any other tips people can give on debugging? (i.e time saving ideas, jumping to certain era's??? etc.)

    Cheers for any replies

    *Ringo*
    Denuone Latine Loquebar?

  22. #22
    Member Member *Ringo*'s Avatar
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    ....yay my half century of posts....

    (found the solution to my problem now, i was just being stupid )



    Denuone Latine Loquebar?

  23. #23
    Member Member Kaatar's Avatar
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    I came on too strong again, didn't I? I'm so desperately lonely.

    Help I still haven't figured this out.
    May your first child be a masculine child.

  24. #24
    Member Member *Ringo*'s Avatar
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    Katar, Have you made sure you declared the faction? Set regions? Start position? This is just off the top of my head, i'm at work right now but will try to give a more detailed answer later Unless someone with more modding experience wants to help out

    *Ringo*
    Denuone Latine Loquebar?

  25. #25
    Member Member Kaatar's Avatar
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    Anyone know the name of the flag that is visible during battles? The one that hovers over the unit and shows whether or not they are selected.

    There's one for the general and one for the rest. Oddly, I haven't discovered it yet and it's really annoying.

    Any help would be appreciated.
    May your first child be a masculine child.

  26. #26
    The Philosopher Duke Member Suraknar's Avatar
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    Ahh, yes thought something was different here :)

    Well, nice to find you all once more.

    Permit me to offer the drinks :)



    It apears that in the year and something I have been away much much progress has been made, I sure do have lots of catching up to do in terms of moding Info, and I see Tools too.

    I remember functionality of the sprites had just been documented back then and now, we have Hellenic and Napoleonic Mod Projects, to name a few, with all new sprites.

    If memmory serves there was an issue with adding new sprites back then, something with folders not being recognised by the engine. Has that been addressed now?

    Much to read much to learn
    Duke Surak'nar
    "Η ΤΑΝ Η ΕΠΙ ΤΑΣ"
    From: Residing:
    Traveled to: Over 70 Countries, most recent: and

    ~ Ask not what modding can do for you, rather ask what you can do for modding ~
    ~ Everyone dies, not everyone really fights ~

  27. #27
    Member Member Thoros of Myr's Avatar
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    This is regarding dead bodies to display in Barocca's STW mod.

    I followed [DnC]'s instruction given in the post in the Repository but they still are not showing...
    any help would be appreciated thank you.

  28. #28
    Understanding in a Car Crash Member RZST's Avatar
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    hey man, um how do i enable the PoN faction so i can play them on early campaign? i seached the forums but cant seem to find the right topic. thx.

    Taking on seven years that the holy ghost had left alone
    test my arms, kick like crazy, Ive been trying way too long.
    only if he could push his way off and fight you
    Im sorry, Im sorry, Im not sure
    Getting this off my chest, the story ends.

  29. #29
    Member Member Kaatar's Avatar
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    Open Early.txt located here:
    C:\Program Files\Total War\Medieval - Total War\campmap\startpos

    Use the find function to find "SetActiveFaction" then make the following change.

    Change the "MINOR" in this line to "MAJOR"
    SetActiveFaction:: FN_NOVGOROD FT_MINOR
    so it look like this:
    SetActiveFaction:: FN_NOVGOROD FT_MAJOR
    May your first child be a masculine child.

  30. #30
    Member Member Saxit's Avatar
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    I made a new faction and now and then I get a CTD (usually the same year as I autosave, so that's probably it). All flags and units work, battle is no problem, I can't figure out why I get the CTD during on the campaign map though, it crashes right after it says "thinking".
    Anyone had any similiar experience?
    If I reload the autosave it will crash again, however, if I take a previous manual save and load it, it usually works fine and continues as normal.
    /Saxit

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