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  1. Replies
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    [Tool] Re: Bovine M2TW Checker

    Here, hope this helps.
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    [Tool] Re: Bovine M2TW Checker

    Is it just me or does your checker not like how IWTE formats the bmdb?

    After converting bmdb -> csv -> bmdb with IWTE, the checker fails to parse the file, resulting in a tooooooon of errors....
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    [Tool] Re: Bovine M2TW Checker

    They are one and the same, "Effect" is just the syntax used in traits & ancillaries to give Attributes. The game saves a long list of these Attributes for each character and it does not matter ...
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    [Tool] Re: Bovine M2TW Checker

    You can assign an accent that is listed in descr_sounds_accents directly to a unit in the EDU with the "accent" line that you can insert below the voice_type. That would leave the factions list in...
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    [Tool] Re: Bovine M2TW Checker

    Thanks for the welcome!

    I was testing it on a WIP build of BOTET (not public) & a sub-mod of Divide & Conquer (AGO). I think you should really run a check on the vanilla game and/or the kingdoms...
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    [Tool] Re: Bovine M2TW Checker

    Great tool, here's some feedback:

    - some perfectly functional events are not recognised, such as GeneralAssaultsGeneral, GovernorBuildingDestroyed (probably more, those are just the ones which my...
  7. Re: Starting with two characters in the same settlement

    The MovementPoints attribute can only ever be between -19 & +20, so "removing all their movement points" by traits is not technically a thing, it will only ever decrease it by 95% (19 * 5%)....
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    Re: Faction Standing Problem

    Try giving every relation its own line.

    So instead of

    faction_standings hre, -1.00 england, france, slave

    do this:

    faction_standings hre, -1.00 ...
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    Re: I_NumberOfHeirs

    I had a very weird setup that made it hard to find the reason why it was happening. The problem was that I didn't kill him when I thought I did. Just wanted to prevent this thread from spreading a...
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    Re: I_NumberOfHeirs

    I am sorry, wasn't looking at my files when writing that. What I actually did was sending the heir off the map and then kill the leader and the regular family member. Guess an off-map family member...
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    Re: I_NumberOfHeirs

    That depends on how the faction gets finished off. If an off-map family member exists, the faction does not get destroyed by killing all its on-map characters (excluding the teutonic regicide). It...
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    Re: I_NumberOfHeirs

    'I_FactionLeaderAttribute faction_name Magic < 999' will return true if any leader exists (even off-map ones). No leader does not result in 0, but in "nothing", aka the condition is false. So it does...
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    Sticky: Re: The original thread

    Just wanted to let everyone stumbling in here know that we are not dead, but based on Discord nowadays. So if you want to talk to us or other players of the mod, please head to:...
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    Re: Sound Event Tags

    Seems indices (and tags?) are there to differentiate between separate instances of the same sound event, export_descr_sounds_units_battle_events.txt uses indices for example. Maybe you can stop...
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    Re: Several questions

    Teutonic family trees cannot go extinct if you send an heir off the map (IIRC, been a long time since I tested that). Considering the teutonic heir is not the actual heir most of the time, this might...
  16. Re: Changing the first turn possible to launch a crusade?

    The problem with the crusade parameters in descr_campaign_db.xml is that they are incorrectly defined as floats, which makes the game use default values. A classic case where dead code in the xml...
  17. Sticky: [Tutorial] Re: Understanding MTW2/Kingdoms.exe Pathfinding, XML and the AI

    Might be the hidden "unit value" the game calculates from the EDU entries. Both stats and especially numbers influence the total value. Here are some examples of vanilla units (read as: unit,...
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    Sticky: [Tutorial] Re: AI Personalities

    I will not elaborate too much and probably come across as rude, but I am tired of the amount of false "knowledge" that gets spread in the modding community and turns into irrefutable truths. It is...
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    Sticky: [Tutorial] Re: AI Personalities

    Can't say how the AI decides between units and buildings, but I noticed the problem you described as well. Kinda makes me suspect that it is simply a matter of the order of execution, that the AI...
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    Sticky: [Tutorial] Re: AI Personalities

    Yes, balanced smith is the default.

    @bitterhowl: Your earlier statements about faction aggression are not connected to AI personalities. They might indirectly if the AI somehow recruited more...
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    [Tutorial] Re: AI Personalities - what they do

    Interconnected building trees are indeed problematic for the AI, unless there is always just one building available (which is probably not the case). What you could do is move certain buildings...
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    Sticky: [Tutorial] Re: AI Personalities

    All ships do indeed have a weight of 0, but the AI's affinity to recruiting them can easily be tweaked via EDU stats. As mentioned in the wiki article, stats directly correlate to the hidden "unit...
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    [Tutorial] Re: AI Personalities - what they do

    The AI Personality entry won't give you an error regardless of what you do or do not type there. You can even make it say "faction england, mickey mouse" and the game will still load and default...
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    [Tutorial] Re: AI Personalities - what they do

    We don't know the formula of how the weights get applied (yet), so I will refrain from speculating on anything we haven't clearly confirmed. That goes for any of your questions that stay unanswered:...
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    [Tutorial] AI Personalities - what they do

    Fresh guide available on the wiki: https://wiki.twcenter.net/index.php?title=AI_Personalities

    There are lots of rumours circulating on the subject, so Jojo00182, Fynn and myself have decided to...
  26. Re: what´s better? use many "if" condition or use many monitors? (which process less information)

    Make a google search for "monitor_event EventCounter site:twcenter.net", there are lots of different applications for this event.
  27. Re: what´s better? use many "if" condition or use many monitors? (which process less information)

    1) Pretty sure the performance impact of "monitor_event EventCounter" is higher because it has to check for a counter name each time any event_counter is changed. The difference is probably minimal,...
  28. Re: Comprehensive List of Trait/Ancillary Vices & Virtues

    Probably because you need to dive into the game's code for that, while at the same time having a good understanding of the game mechanics. Not many people combine these two skills.

    Jojo00182 (the...
  29. Re: terminate_monitor to improve turn times?

    Never tested whether EDCT/EDA triggers are more or less efficient than monitors, I would assume they are equal or at least similar.

    That being said EDCT/EDA triggers generally fire a lot more...
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    Re: Scripted Missions

    If I understand you correctly, you want to achieve a mission description that is not dependent on hotkeys.

    Did you have a look at the custom missions script in the Rise of the Three Kingdoms mod?...
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    Re: Custom Mission Help

    Yeah, you are right. Guess that's the nail in the coffin of that system.

    Unfortunately will have to resort to other rewards then. The clunkiness and unreliability is probably not worth it.
    ...
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    Re: Custom Mission Help

    Fancy! It does indeed work. Did not know e_select_character works within if-statements. Assumed that it would lose track of the character the monitor fired on, good to know. :thumbsup2

    I tried...
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    [Tutorial] How Bodyguard Sizes Work

    Jojo00182 and I have been looking into the math behind bodyguard unit sizes and wanted to share our results.

    There is a 2014 post about this topic by Withwnar (link), but we have come to different...
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    Re: Custom Mission Help

    The time difference is about 1.1 seconds.

    I was thinking about a wait command already, but considering the PostBattle event has to be in the EDCT, I just ruled that option out. Might have missed...
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    Re: Custom Mission Help

    Thanks for the idea, unfortunately the order of execution is: PostBattle -> LeaderMissionSuccess -> MissionFinished.

    Was thinking about a different concept:

    1) always add a hidden trait in...
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    Re: Custom Mission Help

    Via these triggers, but they only fire on the leader:


    Trigger papalmission1
    WhenToTest LeaderMissionSuccess

    Condition MissionID return_papal_settlement

    Affects AdoredByPope 1...
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    Custom Mission Help

    Is there a way to give the reward of a mission to the named_character who completed it?

    I created a custom mission that has you kill random generals by any means (so killing in battle is a viable...
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