Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Gigantus

Pages: 1 2 [3] 4 5 ... 7
31
I can't see the images either. I've just tried copying one of the image links from your post (http://www.twcenter.net/forums/attachment.php?attachmentid=340915&d=1475765861 to be precise) and pasting it into a browser window. I got taken to a TWC page, with a vBulletin message in the middle, as follows:

Invalid Attachment specified. Check that the URL is correct. If it seems to be, the resource you requested probably no longer exists, and links pointing to it should be deleted or updated.

If you post the link to the TWC page that displays the image, I could have a hunt around and try to work out the correct image URL.

Old, invalid link - a large number  of attachments were not linked correctly at TWC and the attachments got lost.

32
Rome - Total Realism / Re: Design, concept
« on: October 10, 2016, 04:22:01 AM »
The settlement number agrees with the faction held settlements. Money tallies, too.

No idea how the other numbers relate in the screenshot\movie

Hellenic Kingdoms
family 6 in game 4 adult males, 3 wifes, 5 children (one adult female?)
settlements 5 in game 5
armies 3 in game 4 named chars, 2 gens, 30 units total (plus leaders)
money 10.000 in game 10.000

33
Optional sounds fine (can that be done with the custom launcher?) - I am still not sure how you are going to force the presence of a governor, they do die eventually on top of that. The only way I can think of at the moment involves some serious scripting.

Great to hear about the faction wide abilities - I'll post more detailed about the 'diminishing income' later.

34
Rome - Total Realism / Re: Saka
« on: October 09, 2016, 06:28:37 PM »
My apologies if I mix\mess up stuff with M2TW - there you have a max of 31 factions in the descr_sm_factions file. You got 22.

Edit: just checked - appears you got the max for RTW. Arggghhh, this is frustrating.

35
It gradually increases the costs of recruitment, construction, e.t.c. but due the limitations of the engine it needs a named character to be present in order to work.

I guess you are giving the governor traits with steadily increasing building and recruiting malus? Working with the principle of diminished income is way more effective (and potentially devastating) - it does however require the EDB ability to set faction wide capabilities, not sure if RTW can do that.

Quote
The solution would be to have recruitable governors and generals or have a script that makes sure each settlement has a governor
As long as this can be influenced by the player (and I would be the first to keep governors out of settlements if they cause inflation) the inflation will fail. You can script that a governor is required to do any action in a settlement (same effect as the preset option) but you cannot script that a governor will always be present.

36
If you do not want me to play RTR then go ahead. I already found it extremely annoying to require a governor to do stuff in a settlement, it's a waste of named characters. Letting the AI do my recruiting, building and taxing? Might as well let my hamster run over my keyboard.

Can you describe the base idea of how this inflation works? Maybe there is an alternate way.

37
Rome - Total Realism / Re: Calibrating seasons for 6 tpy
« on: October 09, 2016, 02:37:13 PM »
It's probably easiest to have the TPY script set an event counter (named it 'SeasonCount' in example) according to the 'season' and then have traits refer to it. Underneath one cycle of six seasons, to be repeated from count 1 again in next segment:


Code: [Select]
console_command date -270
console_command season summer
advance_advice_thread Turn_0_Year_270_BC_Season_1_Thread
set_event_counter SeasonCount 1    ; <--- the event counter
while I_TurnNumber = 0
    suspend_unscripted_advice true
end_while

console_command date -270
console_command season summer
advance_advice_thread Turn_1_Year_270_BC_Season_2_Thread
set_event_counter SeasonCount 2
while I_TurnNumber = 1
    suspend_unscripted_advice true
end_while

console_command date -270
console_command season summer
advance_advice_thread Turn_2_Year_270_BC_Season_3_Thread
set_event_counter SeasonCount 3
while I_TurnNumber = 2
    suspend_unscripted_advice true
end_while

console_command date -270
console_command season summer
advance_advice_thread Turn_3_Year_270_BC_Season_4_Thread
set_event_counter SeasonCount 4
while I_TurnNumber = 3
    suspend_unscripted_advice true
end_while

console_command date -270
console_command season winter
advance_advice_thread Turn_4_Year_270_BC_Season_5_Thread
set_event_counter SeasonCount 5
while I_TurnNumber = 4
    suspend_unscripted_advice true
end_while

console_command date -270
console_command season winter
advance_advice_thread Turn_5_Year_270_BC_Season_6_Thread
set_event_counter SeasonCount 6
while I_TurnNumber = 5
    suspend_unscripted_advice true
end_while

console_command date -269
console_command season winter
advance_advice_thread Turn_6_Year_269_BC_Season_1_Thread
set_event_counter SeasonCount 1
while I_TurnNumber = 6
    suspend_unscripted_advice true
end_while

This would mean instead of referring to endless turn numbers you simply use the number of the event counter (example only):

Code: [Select]
Trigger summer_calibration_turn_1
  WhenToTest CharacterTurnStart

    Condition I_EventCounter SeasonCount = 1
          and Trait Season < 2

  Affects Season  1  Chance  100

It's functionality is however dependent on the firing of the TPY script - I am not versed enough about the show_me script principle to know if this script starts automatically or has to be triggering at every loading.

38
The Thermopolium - Communication & Chat / Re: Gig's stuff
« on: October 09, 2016, 02:17:52 PM »
I posted the complete procedure today - I think it was in his thread.

Select profile\account settings from the long horizontal list of options, then in the new window modify profile\personal messaging. Activate 'Show pop up...' tick box and click on 'change profile' to save the setting.

39
Thanks for the feedback. I'm not sure what the forum software will allow us to do with this, but it's on the list for attention. I'm also wondering why there are two "modify" buttons.

If you'd like duplicate posts removed, please let us know. I thought anyone could delete their own posts, but it might be available only for moderators and admins.

I didn't notice any option to delete my post, so I reported the posts as soon as I realized I double posted. Being an admin myself I know how annoying it is having those floating around

While I am here: how do I get a quick access to my subscriptions - I am a bit spoiled by TWC where I simply have a link that gives me a list with my subscribed threads that have new posts.
And am I supposed to have a 'Lock this topic' tick box in my 'attachments and other options' drop down?

40
Rome - Total Realism / Re: Saka
« on: October 09, 2016, 01:27:12 PM »
There are nine more faction slots available....

41
Never properly\fully understood how the 'belief' system works in RTW. Anyone got a link to a discussion or maybe can give a quick rundown?

42
Rome - Total Realism / Re: Minor Cities Project
« on: October 09, 2016, 01:18:52 PM »
I'd need to go through all of the symbols, but can you check to see if it is possible to do this in RTW? I thought that only 7 Rebel Symbols were allowed, one per culture.

You are mixing up the culture based flag symbols in descr_cultures, where you can obviously have only as many as you have cultures (7), with the 'rebel_symbol' entry in descr_sm_factions. The two 'symbol' entries in descr_sm_factions define the symbol that shows over an empty fort\settlement and in the FoW mode over known forts\settlements.

43
Rome - Total Realism / Re: Climates & season movement restrictions
« on: October 09, 2016, 12:47:27 PM »
Well I found a way to indirectly determine the climate of a region via those climate buildings, it works great. I will soon commit my progress (but I'll rename those files).

Having indestructible buildings to reference a group of regions is a much better way then regionIDs - I fully agree, I just wasn't aware the system was used in RTR, hence my question about 'what climate building'.
Using a building in a trigger requires for the character to be in the settlement - will that be enough?

44
Rome - Total Realism / Re: Ancient Colchis
« on: October 09, 2016, 12:41:56 PM »
I just figured you can have a pop up when messages come in - is that what you meant with "TWC style"?

Use Profile\Accounts Settings from the top line of options and in the new window\tab choose modify profile\personal messaging. Activate the 'Show a pop up...' tick box, click on 'Change Profile' to save the new setting.

45
The Thermopolium - Communication & Chat / Gig's stuff
« on: October 09, 2016, 07:08:44 AM »
I have been around the modding for a few years now - but rather exclusively at Total War Center where I am also an administrator.

My expertise is in mapping, scripting, coding and general bug hunting - all M2TW based. Hopefully this will not cause problems when applied to RTW. If you have a thread\posts where my input could help simply drop me a message (I figured out eventually how to get a pop up for new messages) and I 'll see what I can do.

Pages: 1 2 [3] 4 5 ... 7