Quick question:
Does anybody know where it is set if a castle is besieged by a siege tower or ladders?
Does anybody know where it is set if a castle is besieged by a siege tower or ladders?
Life_Erikson said:Quick question:
Does anybody know where it is set if a castle is besieged by a siege tower or ladders?
(party_set_slot,"p_castle_1", slot_center_siege_with_belfry, 1),
(party_set_slot,"p_castle_2", slot_center_siege_with_belfry, 1),
(party_set_slot,"p_castle_4", slot_center_siege_with_belfry, 1),
(party_set_slot,"p_castle_7", slot_center_siege_with_belfry, 1),
(party_set_slot,"p_castle_8", slot_center_siege_with_belfry, 1),
(party_set_slot,"p_castle_9", slot_center_siege_with_belfry, 1),
(party_set_slot,"p_castle_11", slot_center_siege_with_belfry, 1),
(party_set_slot,"p_castle_21", slot_center_siege_with_belfry, 1),
(party_set_slot,"p_castle_25", slot_center_siege_with_belfry, 1),
(party_set_slot,"p_castle_34", slot_center_siege_with_belfry, 1),
(party_set_slot,"p_castle_35", slot_center_siege_with_belfry, 1),
(party_set_slot,"p_castle_38", slot_center_siege_with_belfry, 1),
(party_set_slot,"p_castle_40", slot_center_siege_with_belfry, 1),
(party_set_slot,"p_castle_41", slot_center_siege_with_belfry, 1),
(party_set_slot,"p_castle_42", slot_center_siege_with_belfry, 1),
(party_set_slot,"p_castle_43", slot_center_siege_with_belfry, 1),
(try_begin),
(party_slot_eq, "$g_encountered_party", slot_center_siege_with_belfry, 1),
(set_jump_mission,"mt_castle_attack_walls_belfry"),
(else_try),
(set_jump_mission,"mt_castle_attack_walls_ladder"),
(try_end),
HyperCharge said:Towers are setting from game_start script;
In my opinion, the rest of castles are ladders.
u768 said:...
Ugu grot pulu mok, morak. Zaga mur mur Mordor. Ugh.
Not the most popular problem, but it pops up every so often. Allow me to quote myself one more time:Vankod said:after pressing the Start New Game sounds [my] character is given 23 levels. Although there are no corresponding entries in game_menus, module_troops, scripts, etc.
Lumos said:Here's your answer:
Lumos said:The error you're getting, MuszelBanana, comes from the XP given at the end of script_spawn_bandits jumping outside of a loop. This happens because you've not assigned your new faction their tier 1 troops. Make sure your new faction's troop slots are set up correctly, and this problem should not appear anymore.
I've got this posted at least twice in this very thread too... but failed to find the specific posts.
At any rate, this is what causes the "levels at game_start" issue. Make certain all factions' tiers are set up properly.
Vankod said:Help! The problem is that after pressing the Start New Game sounds snd_gong (s_cymbals.ogg) and a character is given once 23 level. Although there are no corresponding entries in game_menus, module_troops, scripts, etc.
I suspect something is not true constants. If anyone will undertake to help, I can send a modular system and noting in the credits.
[trp_oynucu, "event_triggered", [(check_quest_active,"qst_kale"),(check_quest_succeeded, "qst_kale"),], "Kaleyi aldık beyim.","troleybus98",[]],
[trp_oynucu|plyr, "troleybus98", [], "Guzel.","troleybus99",[(call_script, "script_end_quest", "qst_kale"),(set_conversation_speaker_troop, "trp_kingdom_recruit"),(add_xp_as_reward, 1000)]],
[trp_kingdom_recruit, "troleybus99", [], "--- Iceriye bir er gelir. Ve der ki --- \ Beyim! Bizans tekfurları bizleri telef etmek ister! 2000 kisilik bir orduyla bize dogru geliyorlar!","troleybus100",[]],
set_conversation_speaker_troop = 2197 # (set_conversation_speaker_troop, <troop_id>),
# Allows to dynamically switch speaking troops during the dialog when developer doesn't know in advance who will be doing the speaking. Should be placed in post-talk code section of dialog entry.
produno said:It seems every daughter has to have a father and the guardian slot is only used for brothers with no father?
Any way around this?
(troop_set_slot, "trp_kingdom_1_lady_3", slot_troop_guardian, "trp_knight_1_2"),
kraggrim said:produno said:It seems every daughter has to have a father and the guardian slot is only used for brothers with no father?
Any way around this?
I seem to remember Brytenwalda ms sets some of these things manually, eg:
(troop_set_slot, "trp_kingdom_1_lady_3", slot_troop_guardian, "trp_knight_1_2"),
I might be misinterpreting your question here though.
jacobhinds said:They are carried like that in nativ (with the tip pointing away from the thumb), it's just that the pose is different. However, idle javelins use the same animation as holding nothing, so unless you want them to stand like that all the time, there isn't much you can do.