Finally got around to the CD version, it appearantly does not have that distinction its always uses the building capability i think.
Type: Posts; User: Jojo00182; Keyword(s):
Finally got around to the CD version, it appearantly does not have that distinction its always uses the building capability i think.
I remember having this crash once cause of battle conditions in campaign map trait/anc triggers.
Its normal behaviours but usually they bend it to aim upwards, you video looks like they bend sideways.
Are you using custom skeletons/animations?
Strongly recommend using IWTE and Blender.
https://wiki.twcenter.net/index.php?title=IWTE_-_Units_in_Blender
It doesnt matter wether its steam or not and there is nothing in the files, its the game's code that looks at the currently active modfolder-name.
Yeah the game does the fleet stuff a little different depending on wether it thinks you are playing a dlc (mod folder is named like a dlc).
I thought that too but i finally read through all the recruitment pool code from the game. Its definitly the amount of lines with recruitmentpool per building in the EDB that is limited
They get attack and defense from the bodyguard (i think with a little bonus but cant remember right now)
They get the HP from the bodyguard, +5 bonus and +/- max. 5 from traits/ancs. Officers get...
I was about to comment that, nice to see that someone else already tested it.
The game checks your modfolder name wether you are playing one of the four dlcs.
And if you do from i what i can tell...
Can you summarize your findings in one or two sentences?
If you are trying to say that some units perform better when fighting uphill then you might want to take a look at their animations, faster...
Refusing doesn't lose you any points, the guild just goes on a ten turn cooldown.
Its not that 's' doesn't do anything, its just that the game (as far as i understand it) doesn't care what letter(or word can't remember rightnow) you put instead of the s as long as its not 'o' or...
If i understand it correctly settlement_tax and battle_pos are both skipped while parsing the file
doctor, quartermaster, scout, engineer is what it accepts after "ancillary".
I would guess this is stuff from Rome?
Can any of your factions selects too many units in custom battle? (i think 200 was the limit)
The file that you need to give it is one of the files unpacked(with the toolbox) from the skeleton.dat.
If i remember correctly it flips the X axis thought.
I think IWTE can do something similiar...
Nice job, if you wanna get real fancy make an actual little menu and not just print it to the console :D
Edit: Possible Roads multiplikators:
1.0 0.75 0.60000002 0.5
I think i came across a list of numbers but couldnt exactly match them.
10.0
11.0
11.0
12.0
999.0
15.0
14.0
999.0
13.0
I set them to 100.00 and moved one tile and looked what they were afterwards. I think i vaguely remember that there is some calculation going when i was looking at the road bonuses.
You see and set...
Are you sure about that? Just did a quick test and in bare_geomod moving one tile (not diagonaly) costs 9.9 on grass and 12.6 points on hills
Descr_strat.txt
The deplenishment happens when the settlement is captured as far as i know
https://wiki.twcenter.net/index.php?title=IWTE_-_Units_in_Blender#Export_and_Import_.cas_Units.2FCharacters
What does your error log say?
That sounds like you have them a secondary animationset but didnt edit the mesh groups.
The primaryactive group disappears when switching to the secondary weapon and the secondary active appears (if...
Are you talking about that they are switching to their secondary weapon?
Craftsman is the used in the descr_strat. (All of these word are just enum-values, so the game turns them into a number)
Craftsmen is written by the game to a text file (so it gets created out of...
Not directly but you can disable it via "filter_settlement_commands" so maybe you can use the scripts that let you click stuff on the UI Shell.
I think parts of it could apply but they definitly changed quite a few things.
I will rather decipher the actual calculation algorithm than do these long test, that produce data that is somewhat...
I have read the code of the game that reads it, i have played enough mods that use it and i experimented with it the myself. This is what the explanation at the top of the EDU says for me:
;...
The box size in the EDU is in the soldier line after the mass, most mods dont specify it so the game uses the default. (Botet monsters and TATW trolls have it for example)
And you are right...
Zarathos was proven wrong about his idea of the bounding sphere long before he came up with the idea.
Argantonio the first dude to debug and reverse Med2 in 2009 found out that the bounding sphere...
The bounding spheres are only used for camera stuff.
Did you test these in the descr_mount:
radius
x_radius
y_offset
height
Or the scale in the battlemodeldb?
The way vanilla missions are setup supports my argument
I mean it happens when the mission is given to you because the game cant find the words it should put where the rewards is.
I tested this with "create_mission" console command alot
My tests indicate that every chance of rewards is rolled seperatly.
So if you have two times 0.5 you have 0.5 for the first, then 0.5 for the second. In the end 0.25 chance of your game crashing
You are right about the rewards. I dont think i can tell you much more, i did never really mod missions :/
Thats a nice looking map, especially the castles look so much more like real ones than the vanilla models :)
You made the army strength a bar and displayed a normal flag next to it? Interesting :D
Hi, does this tool also check the descr_mission?
I recently noticed a nasty crash in TATW's missions, where every reward has a random chance so you could end up with no reward and that crashes when...
Just remember to not put too many vertices on models that are used more than once or so per battle