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by Bohémond
Tue Jan 16, 2018 1:26 am
Forum: Quartier Général WON
Topic: Conditions de victoire sur les scénarios
Replies: 5
Views: 77

Re: Conditions de victoire sur les scénarios

Je vous en prie.

N'hésitez pas si vous avez d''autres questions,
by Bohémond
Mon Jan 15, 2018 4:15 pm
Forum: Quartier Général WON
Topic: Conditions de victoire sur les scénarios
Replies: 5
Views: 77

Re: Conditions de victoire sur les scénarios

Dans le scn original, vous devez avoir une ligne tel que ci dessous ; 0|1|2|1|2|1|1|2|1|1|0|0|0|0|1|1|2|1|0|1|0|0|0|1|1|1|0|0|1|0|0|0|0|1|1|1|1|A|1|0|0|0|999|999|999|999|999|999|999 A remplacer par 0|1|2|1|1|1|1|2|1|1|0|0|0|0|1|1|2|1|0|1|0|0|0|1|1|1|0|0|1|0|0|0|0|1|1|1|1|A|1|0|0|0|999|999|999|999|99...
by Bohémond
Mon Jan 15, 2018 2:06 pm
Forum: Quartier Général WON
Topic: Conditions de victoire sur les scénarios
Replies: 5
Views: 77

Re: Conditions de victoire sur les scénarios

Bonjour Il vous faut changer la règle dans le scénario. Dans WON chaque scénario peut avoir des règles différentes , notamment en ce qui concerne la diplomatie. En changeant la règle dans le GamesRules (rulNationalMorale = 1) et en ayant rulReadFromScen = 0, votre modification fonctionnerait mais po...
by Bohémond
Wed Dec 13, 2017 2:15 am
Forum: General discussions
Topic: Ageod Medieval Warfare?
Replies: 10
Views: 1028

Re: Ageod Medieval Warfare?

Baris wrote:Anatolian Seljuk (Rum) vs Mongols also. :dada:


I only know one campaign (1243), they were more ?
by Bohémond
Sat Dec 09, 2017 9:48 pm
Forum: General discussions
Topic: Ageod Medieval Warfare?
Replies: 10
Views: 1028

Re: Ageod Medieval Warfare?

It will be a nice addition to the AGEOD series, the engine should fit medieval period quite good.

Crusades could be the base for good scenarii ; 2 factions, a lot of events, limited area.

Regards
by Bohémond
Tue Dec 05, 2017 2:29 pm
Forum: Alea Jacta Est
Topic: The Italian Shakes
Replies: 6
Views: 676

Re: The Italian Shakes

The ScriptReports folder is located in HAN/Scripts folder.

With the current version of the forum, forumers are not allowed to upload attachments but in specific subforum.
One of this should be Help To improve subforum .

Regards
by Bohémond
Tue Dec 05, 2017 12:48 am
Forum: Alea Jacta Est
Topic: The Italian Shakes
Replies: 6
Views: 676

Re: The Italian Shakes

It is not.

Could you post the Scriptreports files ?

Thank you

Regards
by Bohémond
Thu Nov 30, 2017 10:09 pm
Forum: Alea Jacta Est
Topic: Debasing the Denarius
Replies: 1
Views: 374

Re: Debasing the Denarius

Inflation value is not shown in AJE Interface.
But inflation mechanisms work as intended if I recall correctly.

Regards
by Bohémond
Mon Nov 27, 2017 4:22 am
Forum: Alea Jacta Est
Topic: (BOR - Punic Wars) Roman Consuls Won't Fail Activation Rolls
Replies: 25
Views: 1587

Re: (BOR - Punic Wars) Roman Consuls Won't Fail Activation Rolls

The ''always active'' rule for admirals cannot be removed, as far as I know it is harcoded. Regarding the leaders getting stuck either Active or non Active, the following is listed in the AGE Wiki ; == Activation Check Modifiers == The Activation check is modified by the following conditions: :*+1 S...
by Bohémond
Tue Nov 21, 2017 3:40 am
Forum: Alea Jacta Est
Topic: Elephants and Reverse
Replies: 3
Views: 658

Re: Elephants and Reverse

Elephants are safe to use, no ''Zama Ability'' Elephants have a low cohesion value but high assault/DamageDone values and First Shock coefficient. In addition they can charge and disrupt, very few elements can do so in AJE. To summarize they are very powerful but the low cohesion is their weakness....
by Bohémond
Tue Nov 21, 2017 3:39 am
Forum: Alea Jacta Est
Topic: (BOR - Punic Wars) Roman Consuls Won't Fail Activation Rolls
Replies: 25
Views: 1587

Re: (BOR - Punic Wars) Roman Consuls Won't Fail Activation Rolls

I did run several tests, inspect the logs and investigate the wiki. The ''always active'' issue is related to consul being Naval leader. I do not see any easy fix for this issue but removing the Naval leader parameters for Consuls. It should solve to some ''landing order'' issue, the consul staying ...
by Bohémond
Sun Nov 19, 2017 3:36 am
Forum: Alea Jacta Est
Topic: Elephants and Reverse
Replies: 3
Views: 658

Re: Elephants and Reverse

Elephants are safe to use, no ''Zama Ability'' Elephants have a low cohesion value but high assault/DamageDone values and First Shock coefficient. In addition they can charge and disrupt, very few elements can do so in AJE. To summarize they are very powerful but the low cohesion is their weakness. ...
by Bohémond
Tue Jun 27, 2017 2:37 pm
Forum: Help improve WON
Topic: Naval game errors?
Replies: 35
Views: 3177

Re: Naval game errors?

You do not have to work on .scn file. There not made to be ''workable''. You have to mod Campaign1805_January_NAVAL_OBB.inc. Once done, Go to Wars of Napoleon\NGC\Scripts. Delete the Script.ini Rename ScriptGC1805January.ini into Script.ini. Then regenerate the .scn. Please refer to http://www.ageod...
by Bohémond
Tue Jun 27, 2017 1:27 pm
Forum: Help improve WON
Topic: Naval game errors?
Replies: 35
Views: 3177

Re: Naval game errors?

What is your goal and what data are you trying in mod in the game ?

I can maybe provide some inputs.

Regards
by Bohémond
Mon May 22, 2017 4:50 pm
Forum: CW2 Mods
Topic: Abilities on structures?
Replies: 34
Views: 2398

Re: Abilities on structures?

Nikel wrote:Bohémond is one of the ablest members of the forum , but posts too few.

Quite good that somebody gets him out of his cave :hat:



Nikel,
Thank you for your kind words,

Regards
by Bohémond
Thu May 18, 2017 2:24 am
Forum: AJE Mods
Topic: Quick Fix for Alea Jacta Est 1.05 - Requisitions and Enslave Decisions
Replies: 4
Views: 968

Re: Quick Fix for Alea Jacta Est 1.05 - Requisitions and Enslave Decisions

You will have to apply the fix in each of yours separate folders.

I you have three different Setup files (AJE/BOR/HAN), I do not know how they can be installed in the same folder, sorry.

Regards
by Bohémond
Thu May 11, 2017 2:14 pm
Forum: CW2 Mods
Topic: Abilities on structures?
Replies: 34
Views: 2398

Re: Abilities on structures?

You are using the GenTextMsg that will display a message in the log. The GenMsg will point the map to the selected region when clicking on the message in the message log. But I am quite sure it will not be successful as the selected region is not recorded with Events associated with RGD and Structur...
by Bohémond
Wed May 10, 2017 4:20 pm
Forum: CW2 Mods
Topic: Abilities on structures?
Replies: 34
Views: 2398

Re: Abilities on structures?

AFAIK, it cannot be done. These event associated with RGD and structures differ from ''standard'' events. As the engine check for all the structures in the map, there is no specific region defined in the StartEvent ScriptCommand, The kind of display you mention are code related and cannot be achieve...
by Bohémond
Tue May 09, 2017 5:51 pm
Forum: CW2 Mods
Topic: Abilities on structures?
Replies: 34
Views: 2398

Re: Abilities on structures?

You are welcome.

Do not hesitate to ask if you have any issue,

Regards
by Bohémond
Tue May 09, 2017 1:45 am
Forum: CW2 Mods
Topic: Abilities on structures?
Replies: 34
Views: 2398

Re: Abilities on structures?

The event is always true as the Conditions Block is empty. You can try this ; StartEvent = STRScriptHospital|999|0|NULL|NULL|NULL|NULL Conditions SelectSubUnits = Region EvalSubUnitSel = NULL Actions SelectSubUnits = Region AlterCuSubUnit = ApplytoList; ChgCohesionPerc 25 SelectSubUnits = Region Alt...
by Bohémond
Mon May 08, 2017 12:51 am
Forum: CW2 Mods
Topic: Abilities on structures?
Replies: 34
Views: 2398

Re: Abilities on structures?

You can switch back the 1 to 0 in the StartEvent Scriptcommand.
Then add a GenTextMsg ScriptCommand (http://www.ageod.net/agewiki/GenTextMsg) in the action Block.

Please let me know if it helps.

Regards
by Bohémond
Fri May 05, 2017 12:10 am
Forum: CW2 Mods
Topic: Abilities on structures?
Replies: 34
Views: 2398

Re: Abilities on structures?

Do you add the event name to the localStrings file and switch the 0 to 1 in the StartEvent SctiptCommand ?
by Bohémond
Thu May 04, 2017 1:09 pm
Forum: CW2 Mods
Topic: Abilities on structures?
Replies: 34
Views: 2398

Re: Abilities on structures?

Nice job.

As you noted, there was a syntax error in my template (Value should not be there).

Regards
by Bohémond
Sun Apr 30, 2017 2:43 am
Forum: CW2 Mods
Topic: Abilities on structures?
Replies: 34
Views: 2398

Re: Abilities on structures?

If you want to ''associate'' the medical service ability to a structure, you will have to create a event associated with the structure that will be similar to ; StartEvent = STRScriptHospital|999|0|NULL|NULL|NULL|NULL Conditions Actions SelectSubUnits = Region AlterCuSubUnit = ApplytoList; SetCohesi...
by Bohémond
Sat Apr 29, 2017 9:23 pm
Forum: CW2 Mods
Topic: Abilities on structures?
Replies: 34
Views: 2398

Re: Abilities on structures?

You are right, the script is looking for conscripts everywhere, please try this ; StartEvent = STRScriptWestPoint|999|0|NULL|NULL|NULL|NULL Conditions Actions SelectSubUnits = Region; models $mdl_USA_Inf5 AlterCuSubUnit = ApplytoList; Attempts 1; Convert $mdl_USA_Inf1 SelectSubUnits = Region; models...
by Bohémond
Sat Apr 29, 2017 1:00 am
Forum: CW2 Mods
Topic: Abilities on structures?
Replies: 34
Views: 2398

Re: Abilities on structures?

Thanks a lot! I'll try this and let you know how it works :-) EDIT: I tried creating a brigade of conscripts but they never upgraded to regular infantry. In my brigade there are two regiments of INF5 and two INF6 but at least the two INF5 should have been upgraded I think. Can I add multiple units ...
by Bohémond
Thu Apr 27, 2017 10:54 pm
Forum: CW2 Mods
Topic: Abilities on structures?
Replies: 34
Views: 2398

Re: Abilities on structures?

At the end of your str file add ; ScriptFileName = Structures ScriptName = STRScriptWestPoint Create a .sct file names Structures.sct un Event game folder. In it you should have something like this in it ; StartEvent = STRScriptWestPoint|999|0|NULL|NULL|NULL|NULL Conditions Actions SelectSubUnits = ...
by Bohémond
Wed Apr 26, 2017 5:19 pm
Forum: CW2 Mods
Topic: Abilities on structures?
Replies: 34
Views: 2398

Re: Abilities on structures?

You can do it by

-Creating a custom structure with a script event associated.

Do you download the CW2 DB files ?

Let me know if you need some guidance to create the structure and the event.

Regards

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