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I've used your code rearrangement, and it indeed is working! For me, in fact, it seems to be picking the correct model... minus the chariot, which as you pointed out is inherent.
I was fruitlessly working on a subtype clone for Surtha Ek, but it ended up being a mess and I could not get it to work, so I'm going to stop working on that because I don't quite understand why it has to be that complicated... and as for the scripting portion, I'm not certain that is something I can do, given my inexperience. The current guides that exist also aren't very helpful, I found.
I would say - if you wish to continue to work on this, you totally can. I'm not very fond of modding this game because it requires way too much effort to accomplish very minute things, and so I'll be stopping here. Thanks for your patience and effort through all of this - if I can help out further or test something, let me know.
Here is a link to the screenshot of the codeblock to get the script working with the identical agent type and name as described:
https://i.imgur.com/oNJW7BT.png
I hope you find it useful.
It has worked for me before as I was testing it with Wulfrik who has another agent type, which makes sense as the script has to spawn the replacement first and then delete the original, and if the original and the new character has the same type and name, both will be deleted, leaving a broken, randomly spawned character in the ether as the new leader.
A way around would be to create a cloned agent subtype only for the faction leaders, but that is a whole other can of worms. Perhaps there is a better way to write the script to delete the original and then spawn in the new character.
I'm trying to follow these guides but if I'm honest they're terribly written and presume waaaay too much. I remember now why I quit working on mods for this game.
In theory, if all the loose ends get squared away there, this will resolve all the problems - just need to make an individual subtype along with their respective details thereafter, and that should be that.
Thanks for all your help with this!
That is my other theory - I'm triple-checking the syntax against the original version the script author created on the website you linked, but I'm finding hardly any difference...
Thank you! Don't feel obligated to make anything if you don't have time or motivation! I appreciate it either way, however :-)
I have a feeling it's not the script's fault since it's working perfectly fine in your mod... like you said, it sounds like something CA does differently versus what is available to modders. What else is new :\
Try this line:
unit_list = "wh_dlc08_nor_mon_war_mammoth_1,wh_main_nor_cav_chaos_chariot,wh_main_nor_cav_chaos_chariot,wh_main_nor_cav_marauder_horsemen_0,wh_main_nor_inf_chaos_marauders_0,wh_main_nor_inf_chaos_marauders_0,wh_main_nor_inf_chaos_marauders_1,wh_main_nor_inf_chaos_marauders_1"; This should revert his starting army to 2 Marauder Chariots, 2 Chaos Marauders, 2 Chaos Marauders (Great Weapons), 1 Marauder Horsemen, and 1 War Mammoth as it was originally.
It will probably look something like this:
["nor_marauder_chieftain"] = {
skill = "wh_dlc08_skill_node_nor_marauder_chieftan_unique_02",
ancillary = "wh_dlc10_anc_mount_nor_surtha_ek_marauder_chariot"
}
I got the feeling it may give every single Marauder Chieftain lord a chariot on campaign start instead.