scragins
Heretic of December
posted 21 June 2017 04:47 AM
EDT (US)
427 / 891
You could just take a screenshot of the table and post that.
eine_Gurkensalat
Mortal
(id: eine_gurkensalad)
posted 21 June 2017 04:53 AM
EDT (US)
428 / 891
Yes it might be the most simple
eine_Gurkensalat
Mortal
(id: eine_gurkensalad)
posted 21 June 2017 07:15 AM
EDT (US)
429 / 891
Is it possible to use the "XS User Code" effect to modify fields that aren't supported in "Modify Protounit" ?
eine_Gurkensalat
Mortal
(id: eine_gurkensalad)
posted 07 July 2017 06:01 AM
EDT (US)
430 / 891
Is it possible to enable greek heroes for non greek civilisations ?
Because there is a very strange thing in the fact that poseidon for exemple can get heroes from hades but chinese or egyptians cannot.
In the same field, is it possible to enable outposts (obelisks) for non egyptian civs ? I tried a lot of things.
When I have a look at techtree file, I can see for exemple prereqs → civname → Zeus for hero greek zeus age 2. But no mention of "greek" thing. And for now I don't know any prereq that forbid to set active a tech (we can set active olympic parentage with shennong), just prereqs that forbid to set obtainable or available techs (impossible to have with Shennong in your temple olympic parentage to research).
So I don't know why this tech can't be used.
TheEpic
Mortal
posted 07 July 2017 04:23 PM
EDT (US)
431 / 891
Can someone please tell me what name is Setna's portrait? (Trying to use it in 'Play Dialog' Trigger)
eine_Gurkensalat
Mortal
(id: eine_gurkensalad)
posted 28 July 2017 07:20 AM
EDT (US)
434 / 891
I'm not a famous expert but I think I have some answers.
1) by searching in the trigger request section of this forum you 'll find "modify protounit name" which works but only for existing unit (you need to make it on loop if you want to modify for unit that are created after)
However I will talk about v trigger which are Incredible group of trigger perfect to search unit or unit class that arrn't here at the beginning. You can modify names with this but you can also do heavier effects.
Find them in the download section (v target protounit query, by hailtotheoboe) and download the file.
The Echo Stat Value effect, but it doesn't seem to be permanent though.
You found the good way I don't see what is your problem but i may have an idea.
Try to use this trigger on loop :
Condition timer 1 sec
Effect "clear chat history" and "echo stat value"
The problem is that clear chat history clear also the message box (it means that you can't use anymore the send chat effect). However this clear chat history is an option, if you don't do this you will have a frightening message every second.
A third option is to use qv to launch the effect only if the value changes.
If you want to do this you'll first have to download the editor superpack from Nottud which centains plenty of very useful effects and conditions including new quest var effects. You can tell me then if you don't see what to do.
3) unfortunately this doesn't exist. However you can use work around. For exemple if you want to modify the hp you'll use damage unit to lower one unit's hp. You can also modify all hp of protounit and then lower all units except one to have only one unit with a lot of hp. But be careful on healing.
It is possible to use other unit that are similar and modify them (for exemple use another myth unit and modify stats).
Power such as bronze can increase armor of a group of unit but it changes also visual and it doesn't work on mu.
Last way i see is on ennemy units. You can have two ennemies that are a team against you with same color and same name. Then you modify some units of one player and you give to this player the spécial units.
4) if you are on steam you'll find the tooltip that modify all texts to be more accurate.
This are mods that modify the langage files of the game.
I don't know more on it.
eine_Gurkensalat
Mortal
(id: eine_gurkensalad)
posted 28 July 2017 02:35 PM
EDT (US)
436 / 891
I'm happy to have helped you with success.
I do an overuse of this v triggers on my new civilisation because it is very complete and adaptable.
Do you have also the editor superpack from nottud ? You will find really useful triggers
scragins
Heretic of December
posted 05 August 2017 05:52 AM
EDT (US)
440 / 891
@ Nick The Hun
I have never tried myself so this is only a suggestion. I think the set tech status effect might work for you.
I have used the set tech status trigger to make a player advance to a specific age at the beginning of a game so I think it should be able to do the same job but select forbidden to stop players from advancing. There are generic techs for age 2, 3 and 4 (classical, heroic and mythic) and also techs for the specific minor gods. I am not sure if you will be able to forbid simply age 3 and have it work for or minor gods or if you will need to do it for each minor god.
scragins
Heretic of December
posted 05 August 2017 06:37 AM
EDT (US)
442 / 891
Unobtainable was what I meant, if that doesn't work then I'm not sure what will but it was done in some campaign scenarios.
Did you try both the generic age 2 and also the ones that specified minor gods?
Mazeppa
Mortal
posted 06 August 2017 03:25 PM
EDT (US)
444 / 891
Looks like I have another question..
In the start of the scenario when the main character lands on a harbor in a foreign land, I want to get an NPC villager do the "build" animation, as if he looks like he's repairing his fishing ship on the harbor.
Additionally, I also want to have another NPC villager right next to him doing the "cinematic" animation, as if it looks like he's watching his partner repair the ship.
And I want the player to see this during gameplay, and not during cinematic mode. I've tried doing "Set animation" and "Army set animation" and it just doesn't work. :-S Anyone willing to tell me what to do?
Please.. don't tell me I need to have "Cinematic mode ON" to do this, because if that's the case, that will really suck. :-S
eine_Gurkensalat
Mortal
(id: eine_gurkensalad)
posted 07 August 2017 03:49 AM
EDT (US)
445 / 891
You can use a building like a house and reduce the size in order to render invisible the building. Then you place it near the boat and you launch the effect "damage unit" let's say 90% then "unit work" so the villager will repair the invisible house and it will look like you want I hope.
If you find smaller object buildable (if the Word exists), It is better to use because the obstruction radius isn't reduced.
When you don' t need to have this effect, you just delete the building or change in cinematic bloc
eine_Gurkensalat
Mortal
(id: eine_gurkensalad)
posted 07 August 2017 11:53 AM
EDT (US)
448 / 891
You just have to make this trigger (high priority)
Condition unit damaged >=95%
Effect damage unit 25%
This on loop
That's all
eine_Gurkensalat
Mortal
(id: eine_gurkensalad)
posted 08 August 2017 11:11 AM
EDT (US)
450 / 891
I don't know a lot for that but a work around is to set rate gathering (it is an original effect it can be rate construction that work also for gathering)
And of course put infinite carry capacity to the villager
Another way is to overlap deers but it isn't simple and not infinite