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by Bohémond
Tue Mar 18, 2025 11:45 pm
Forum: To End All Wars
Topic: Message Log Question
Replies: 7
Views: 12799

Re: Message Log Question

If you want faction colors to be displayed in message logs, you will have to remove the below line from userinterface.opt

inoCommonTTColor = 1

Regards
by Bohémond
Tue Mar 18, 2025 10:30 pm
Forum: To End All Wars
Topic: Message Log Question
Replies: 7
Views: 12799

Re: Message Log Question

The TEAW logs with factions colors on my side.
Note : unable to post an image, sorry.
by Bohémond
Tue Mar 18, 2025 7:47 pm
Forum: To End All Wars
Topic: Message Log Question
Replies: 7
Views: 12799

Re: Message Log Question

Could you post a screenshot of the CW2 feature and of the EAW one you want to change ?
by Bohémond
Sun Mar 09, 2025 2:29 pm
Forum: EAW Technical support / Aide technique
Topic: 1916 / Scen No. 4 - Medina Garrison (Hijaz) Problem (solved- fix available)
Replies: 2
Views: 936

Re: 1916 / Scen No. 4 - Medina Garrison (Hijaz) Problem

You are correct. FactionTag TAR does not exist causing the crash when looking at F1 ledger.

If you want to make sure that it will not cause on crash in the future, you will have to switch from TAR to TUR for the below file also

mdl files : 800

Regards
by Bohémond
Fri Mar 07, 2025 1:30 am
Forum: EAW Technical support / Aide technique
Topic: Eastern Entente Montenegro Army Error (solved - fix included)
Replies: 2
Views: 2087

Re: Eastern Entente Montenegro Army Error

The issue is that Montenegro faction does not exist and cannot be used as a subfaction for Eastern Entente. Vukotic is the only model/unit using the MON FactionTag. One solution is to replace MON FactionTag by SER FactionTag in both model (#2510) and unit (#2307) files. Then delete the .cached files...
by Bohémond
Sun Jan 12, 2025 7:12 pm
Forum: AJE Mods
Topic: Great Invasions Mod v0.40
Replies: 147
Views: 234748

Re: Great Invasions Mod v0.40

pvpp303 wrote:Hi!

Can you reupload the mod please?


Mod re uploaded with current version on first post.


Regards
by Bohémond
Thu Dec 19, 2024 1:09 am
Forum: AJE Mods
Topic: Great Invasions Mod v0.40
Replies: 147
Views: 234748

Re: Great Invasions Mod v0.40

Working fine on my side with provided zip file and AJE 1.05 fresh install.

MainMenuGI0.png
MainMenuGI0.png (640.79 KiB) Viewed 11364 times



Did you apply the mod on a 1.05 fresh install ?
Was any file overwritten during mod installation ?

Regards
by Bohémond
Tue Dec 17, 2024 12:11 pm
Forum: AJE Mods
Topic: Great Invasions Mod v0.40
Replies: 147
Views: 234748

Re: Great Invasions Mod v0.40

No, no further update planned unless bugs have to be fixed.

Regards
by Bohémond
Tue Dec 17, 2024 4:26 am
Forum: AJE Mods
Topic: Great Invasions Mod v0.40
Replies: 147
Views: 234748

Re: Great Invasions Mod v0.40

First post updated with version 0.4x and updated installation instruction.

Have fun !
by Bohémond
Thu Mar 07, 2024 12:05 am
Forum: EAW Mods
Topic: RUS under EAW Engine
Replies: 97
Views: 47314

Re: RUS under EAW Engine

I think it is not in the vanilla game, so it can be a nice addition :

TEAW_3B.png
TEAW_3B.png (1.43 MiB) Viewed 14752 times



3 buttons at the left, like in WON. They open 3 differents tables: Leaders Promotion list, Army Organization and Actives faction modifiers.

Tested and working

Forgot the above If already in Vanilla.

Regards
by Bohémond
Wed Mar 06, 2024 2:40 am
Forum: EAW Mods
Topic: RUS under EAW Engine
Replies: 97
Views: 47314

Re: RUS under EAW Engine

You will have to add the scroll to the .pas front end file AgeScrollBarD1: TAgeScrollBarD; And then define it in the .dfm front end file object AgeScrollBarD1: TAgeScrollBarD Left = 985 Top = 174 Width = 17 Height = 512 Hint = '$strGUI_Lists_SBHint' Kind = sbVertical PageSize = 0 TabOrder = 146 Data...
by Bohémond
Sun Feb 11, 2024 7:03 pm
Forum: EAW Mods
Topic: RUS under EAW Engine
Replies: 97
Views: 47314

Re: RUS under EAW Engine

There 2 ScriptsCommand dealing with specifiic units tranfer (TakeOverUnits, GetBackUnits) Hope it helps These are really very useful commands! Although it can sometimes be inconvenient that transferred troops must necessarily be moved to some region, rather than remaining where they were before the...
by Bohémond
Sat Feb 10, 2024 4:35 pm
Forum: EAW Mods
Topic: RUS under EAW Engine
Replies: 97
Views: 47314

Re: RUS under EAW Engine

3. We have an icon indicating that the game has been saved for a specific faction. In this case it is an envelope. https://i.ibb.co/0Cy1b43/image.png I noticed that if minors are registered on the side, then the icon appears only when saving for the last minor. Example 1: Side1 = FAC1 Icon apears w...
by Bohémond
Sat Feb 10, 2024 4:26 pm
Forum: EAW Mods
Topic: RUS under EAW Engine
Replies: 97
Views: 47314

Re: RUS under EAW Engine

2. As I understood we can use only 4 main factions by using this: Side1 = FAC1&FAC2 Side2 = FAC2&FAC3 And all another factions will be minor. Correct? From then AGEwiki Side1 Syntax Side1 = FactionAlias[; FactionAlias]* Description List of the factions on side 1 (this is a purely cosmetic i...
by Bohémond
Sat Feb 10, 2024 4:16 pm
Forum: EAW Mods
Topic: RUS under EAW Engine
Replies: 97
Views: 47314

Re: RUS under EAW Engine

1. Is there a way to transfer control of certain units from one faction to another? I know about the command AbsorbFaction. But sometimes It's too clumsy. For example if I need to transfer only RED Tag units I have to move them to some non playable area, then use AbsorbFaction on this area and then...
by Bohémond
Fri Feb 09, 2024 11:30 pm
Forum: EAW Mods
Topic: RUS under EAW Engine
Replies: 97
Views: 47314

Re: RUS under EAW Engine

Congrats for the mod !

Please continue posting screenshots and do not hesitate if you have any questions.

Regards
by Bohémond
Sat Jan 13, 2024 10:29 am
Forum: PON Mods
Topic: Mexico Mod: Vainglory of Mexico.
Replies: 16
Views: 9711

Re: Mexico Mod: Vainglory of Mexico.

You will have to use the ChangeResStock ScriptCommand.

Code: Select all

SelectFaction = MEX
  ChangeResStock = $merDiplomat;10



Regards
by Bohémond
Sun Jan 07, 2024 5:47 am
Forum: PON Mods
Topic: Mexico Mod: Vainglory of Mexico.
Replies: 16
Views: 9711

Re: Mexico Mod: Vainglory of Mexico.

Missing strings can be fixed by updating the localstrings file or by fixing the events that ''call' the localstrings file.
AFAIK, the 50a version provided by Nikel is the latest one.

Regards
by Bohémond
Fri Jan 05, 2024 4:24 am
Forum: PON Mods
Topic: Mexico Mod: Vainglory of Mexico.
Replies: 16
Views: 9711

Re: Mexico Mod: Vainglory of Mexico.

There is a issue with mdl 3856, its TechUpg is set as $mdl_MEX_Inf1915_Res6.
$mdl_MEX_Inf1915_Res6 does not exist.
$mdl_MEX_Inf1915_Res8 should be the right one.

I have an issue with model 11779 that prevents the game to launch, still under investigation

Regards
by Bohémond
Thu Jan 04, 2024 2:19 pm
Forum: PON Mods
Topic: Mexico Mod: Vainglory of Mexico.
Replies: 16
Views: 9711

Re: Mexico Mod: Vainglory of Mexico.

What version of VGN are you using as a base for the mod ? 1.04.05 ?
by Bohémond
Thu Jan 04, 2024 1:33 am
Forum: PON Mods
Topic: Mexico Mod: Vainglory of Mexico.
Replies: 16
Views: 9711

Re: Mexico Mod: Vainglory of Mexico.

Congrats !

I will test it for sure and report if required.

Regards
by Bohémond
Wed Dec 27, 2023 5:21 pm
Forum: PON Mods
Topic: Map Offset
Replies: 2
Views: 2317

Re: Map Offset

Hello Go, ingame, to MainMenu/Options/System and turn ErrorLogging ON. Then return to the game, center the map on Mexico, set the mouse on the upper left corner (without scrolling) . Note the x and y value from the red colored debug box. Then in your script.ini the command will be MapOffSets = - xva...
by Bohémond
Thu Oct 19, 2023 1:52 am
Forum: Wars of Napoleon
Topic: Portugal and Spain events
Replies: 12
Views: 6271

Re: Portugal and Spain events

No bug detected, I miss some of the scriptReport to know when (what turn) the event did trigger exactly but it did.
by Bohémond
Wed Oct 18, 2023 1:57 am
Forum: General discussions
Topic: Abilities
Replies: 6
Views: 4159

Re: Abilities

I cannot help for the 3 questions regarding family management/level and progRate, it is far beyond my knowledge.
by Bohémond
Wed Oct 18, 2023 1:32 am
Forum: Wars of Napoleon
Topic: Portugal and Spain events
Replies: 12
Views: 6271

Re: Portugal and Spain events

Hello First part : Portugal stacks removal. This is due to Capture of Lisbon event (evt_nam_FRA_CaptureOfLisbon) that will trigger when Lisbon region is owned by French. Quite weird as Lisboa is not French and the event occurence is set to 0. Second Part : Moore Army Reforms Even is if new cap for D...
by Bohémond
Sun Oct 15, 2023 1:28 am
Forum: Wars of Napoleon
Topic: Portugal and Spain events
Replies: 12
Views: 6271

Re: Portugal and Spain events

Hello

Could you post a zip file with all the scriptreports (Scripts folder) from the host game ?

Is Portugal an AI faction ?
Is GBR an AI faction ?

Thank you
by Bohémond
Fri Oct 13, 2023 12:37 am
Forum: Wars of Napoleon
Topic: Portugal and Spain events
Replies: 12
Views: 6271

Re: Portugal and Spain events

Hi there,

I did miss the post in September.

I do not get what you want to fix regarding these events. Could you please provide more details ?

If you are running the multi game with TWC I can have a look at the saves in DropBox.

Regards
by Bohémond
Sun Oct 01, 2023 2:29 pm
Forum: Modding AGE engine games
Topic: Add/subtract value to existing structure with event?
Replies: 1
Views: 2404

Re: Add/subtract value to existing structure with event?

Hello

You cannot increase/decrease struture level with a single script command.
You will need to destroy the existing structure first and create a new one with the intended level.

Regards
by Bohémond
Sat Sep 30, 2023 12:56 am
Forum: RUS Mods
Topic: Sons of War (RUS Gold Mod)
Replies: 245
Views: 742100

Re: Sons of War (RUS Gold Mod)

Hello Below are ParamX effects Param1 : Conscript asset by region increase/decrease in % Param2 : Min City size Param3 : Change to cohesion if sub element is ''at home'' Param4 : Change to cohesion recovery if sub element is ''at home'' You should ask the mod creator what was the intented effect. Ri...
by Bohémond
Fri Sep 15, 2023 1:45 am
Forum: WON Technical support / Aide technique
Topic: Game crashes every 12 turns because of continental blockade event
Replies: 18
Views: 9358

Re: Game crashes every 12 turns because of continental blockade event

The EvalStrucCount ScriptCommand is not working for WON/WSS.
It generates a error when used in events.

Are you playing with LogError ON ? If so try to set it off.

You can also set the event occurences to 0 to solve the issue.

Let me know if you need guidance.

Regards

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