Dusk Voyager said:It's the global variable sign. These type of variables always keep their value before a new value is assigned to them. On the other hand, local variables (ones with colon) only work for the script they're put in.
Dion/Folcwar said:I have a question,
I am creating a new faction.
and I got some cities cast;es villages
that all works fine.
now I added the Capital to the menu.
But when you start a nw game you choose that city, you go in, you fight this bandit.
But after that
Not the merchant of the city comes.
But a novice fighter.
How to make the merchant of this city appear there.
(and yes I added him to the Module troops)
well your right,Dawiduh said:Dion/Folcwar said:I have a question,
I am creating a new faction.
and I got some cities cast;es villages
that all works fine.
now I added the Capital to the menu.
But when you start a nw game you choose that city, you go in, you fight this bandit.
But after that
Not the merchant of the city comes.
But a novice fighter.
How to make the merchant of this city appear there.
(and yes I added him to the Module troops)
I just skipped the whole "introduction" because it was taking so much time to test the game... every time I added some new stuff I had to fight the guy and talk to the merchant... bleah.
del said:I'm having a problem with the initialize_aristocracy script, I have 8 factions in my mod so far so all I have added to this script is this
(else_try),
(is_between, ":cur_troop", "trp_knight_7_1", "trp_knight_8_1"),
(store_sub, ":npc_seed", ":cur_troop", "trp_knight_7_1"),
(assign, ":ancestor_seed", 37),
(else_try),
(is_between, ":cur_troop", "trp_knight_8_1", "trp_kingdom_1_pretender"),
(store_sub, ":npc_seed", ":cur_troop", "trp_knight_8_1"),
(assign, ":ancestor_seed", 43),
(try_end),
The problem I have is that lords 7_1 to 7_8 and lords 8_1 to 8_8 are now the players son in laws but the rest are set as they should be.
Anyone know how I can fix this problem.
There are 3 operations to modify agent speeds.bubba06 said:1) Is there a script or a header value that can slow down a units speed? Or could I change the agility value so that it increases the movement speed bonus more and if I could do that where would I find that or is it hard coded?
(agent_set_speed_modifier, <agent_id>, <value>), # value is in percentage, 100 is default, value can be between [0..1000]
(agent_set_speed_limit,<agent_id>,<speed_limit(kilometers/hour)>), #Affects AI only
(agent_set_horse_speed_factor, <agent_id>, <speed_multiplier-in-1/100>),
The AI is allways aiming for the head (hardcoded) and if you want to increase the chance for headshots, then you have to increase the skill of the bots and/or the weapon accuracy.bubba06 said:2)My second question would be is there a way to modify how often the AI units get head shots? The AI army troops don't hit the zombie heads enough especially a unit I am trying to fix the marine sniper.
Jarvisimo said:Hello folks,
As you may be aware, there is something that causes mountains of a certain height to become snow capped.
Is there a way to remove this feature, and if so, how?
Thanks!
I don't know for surexPearse said:How do you force factions to go to war at the start of the game.
You have to get the module system.Chevalier Bayard said:what do you mean ? In scripts.txt there is "game_start -1" and after that many figures. Where shall I insert theese commands ?