A Total War Saga: TROY

A Total War Saga: TROY

A G O N Y [ overhaul ]
Sheph 21 Aug, 2022 @ 7:10am
UI scripts
Autoresolve:
I only have a few hours a week where I usually avoid battles to tinker with scripts and the database. I use autoresolve 90% of the time so it is essential for me.
In Vanilla, there is a fx called ui_overrides.hide_pre_battle_autoresolve that can be activated but is turned off in Vanilla in ui_overrides. I don't see your mod even touch ui_overrides or "pre_battle_autoresolve".
< >
Showing 1-9 of 9 comments
Sheph 21 Aug, 2022 @ 7:15am 
I've been trying to fix some scripts
and have been studying https://wiki.totalwar.com/w/Total_War:_ATTILA_Kit_Scripting.html and https://tw-modding.com/index.php/Example_Scripts.
Some of your functions appear to be original. What is your resource of knowing these calls are valid?
Ganossa  [developer] 23 Aug, 2022 @ 5:44pm 
Here is a good reference I often used:
https://chadvandy.github.io/tw_modding_resources/

Otherwise you can loop through most elements and their child elements and try to make sense of it. It is quiet some work and often try and error.

Is there some specific functions you referring to?
Sheph 24 Aug, 2022 @ 6:57pm 
I am currently interested in adding diplomacy options to the prebattle and precapture screens. In Attila, there are options to liberate, make a vassal, or make a client state. Other options are imaginable too as well such as change king (cai personality).
Ganossa  [developer] 24 Aug, 2022 @ 7:36pm 
Ah, Attila is very different though I believe. Not sure how much closer it is to WH than to R2 because Troy is having the advantage to be based of the Warhammer core which makes modding quiet easier from what I heard for such things.
Sheph 25 Aug, 2022 @ 1:57pm 
I'm actually doing assignment for the new Ancient Empires team in addition to figuring out Troy scripts and AI. Your scripts are very compelling but I don't see how they would work in Attila. Are they that different? What other teams are making ancient history overhauls based on Troy?
Ganossa  [developer] 25 Aug, 2022 @ 9:14pm 
The WH core just offers much more functions to use in LUA. It probably gets more and more with every game iteration. WH III has currently most functions available to the modder, some that are not even available in Troy.
Sheph 26 Aug, 2022 @ 8:02pm 
Nice to hear. In Attila and Rome2, the sequence for calling scripts is very strict. There is a master script in each campaign folder called scripting.lua where any script that is in the mod needs to be "required". It seems that has been removed in Troy and Scripting.lua appears to be a pointless control point. If I want to add a script to my packfile, is there somewhere to activate it or is it included automatically?
Ganossa  [developer] 26 Aug, 2022 @ 9:59pm 
Campaign scripts are automatically loaded from
script/campaign/mod/<your_script_file>.lua

Battle scripts are automatically loaded from
script/battle/mod/<your_script_file>.lua
Sheph 3 Sep, 2022 @ 3:31pm 
Thanks. I see the use of "is_major" for factions in your scripts. Where is the list of major factions defined. I was thinking it would be in db/frontend_faction_groups_to_factions_tables/agony_frontend_faction_groups_to_factions but that only gives major to hector and achilles' factions.
< >
Showing 1-9 of 9 comments
Per page: 1530 50