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If you enable script logging, you can actually find what caused the crash. A text file is created in the install folder of TWW2. If you open it with notepad, and go to the very bottom, near there will be an error message detailing what line caused the crash.
Gimme that, and I'll take a look.
It's fine.
OK, gotcha. Thanks for the reply. Guess I should only use this in a Mortal Empires campaign then
So that'll restore their behaviour of attacking whoever's conducting a ritual?
Been using this mod with a Vortex campaign. Not a complaint but the Chaos armies spawned in through performing the rituals are affected by this, I've had some head off for random places and get wiped out. Chaos will also declare war on the player's intervention armies.
Maybe worth a note about how this mod will affect the Vortex campaign in the Description?
Or, if it's possible, disable affecting Chaos in a Vortex campaign?
local iDeclareWarChance = cm:random_number(10, 0)
...
(iDeclareWarChance > 9)
Does this mean that, post -200 relations, AIs have 10% chance per turn to war each other?
If so, could this chance be improved a little?
Right now I have dwarvs and moulder at -900 and still no war, hehehe.
The requirement for one AI faction to declare war is that they have below -200 diplomatic standing with the other faction.
And is there a limit or min requeriment for the factions to start a war? :0
Anywho, you may want to update your mod so that you don't use a string finder. Your script will run faster if you use something like is_vassal() is_quest_battle_faction() and is_rebel() instead of parsing through strings. Also, the original mod had some crashes that could occur if a faction declared multiple wars on your allies (it's something to do with the UI for defensive wars being called multiple times but having to wait for the player). You may want to limit wars to once per each faction to fix that.
Also should be noted that this is not mp safe due to math.random(), use cm:random_number() for that. Not sure what happens on the end turn for each player though. Could be your script is called when each player ends turn or it might just not work, not sure.
It's very simple to do, but it's outside of what I'm interested in, and I don't have the ability to really test it.
****************************
Executing Mods
qa_console() not found, continuing
Executing mod function test()
test() executed successfully
****************************
However, the game crashed when I ended my turn
add_working_directory "C:/Program Files (x86)/Steam/steamapps/workshop/content/594570/2044694734";
add_working_directory "C:/Program Files (x86)/Steam/steamapps/workshop/content/594570/2096217310";
add_working_directory "C:/Program Files (x86)/Steam/steamapps/workshop/content/594570/2037195655";
mod "better_camera_mod.pack";
mod "CampaignWeather.pack";
mod "make_ai_not_ignore_each_other_chaos_is_jingoist.pack";
mod "Ultimate Lighting and Nights.pack";
****************************
Executing Mods
qa_console() not found, continuing
aaafyty_make_ai_not_ignore_each_other() not found, continuing
****************************
In the used_mods.txt, I see that the mod has been loaded:
mod "make_ai_not_ignore_each_other_chaos_is_jingoist.pack";
The game loads fine. In my current campaign, after ending my turn, the AI just continued on without declaring war on each other even with poor relationships. Do I need to start a new campaign for the mod to take effect?