You missed the year when they learned dividing, right?
1 divided by 48 = 0.02083
But then, what are a few zeros and decimals between friends. (Your figure would have been 208.3 years per round)
Show-off FAIL on my part.
God knows why i multiplied by 10,000.
So, all i would have to do is input 0.02083 into timescale?
That would be a start. And then comes the stuff about building times and recruitment times. And then the stuff about aging. And then the stuff about seasons (because winter is when your characters age)(and because by default every second turn is winter).
Sure you want to do this?
PS forgot the stuff about events - in descr_events they work only at the start of the year. You would have to script events on a turn basis.
Sounds awfully painful. But hey, can't give up without trying.
Could i get a hint of where to find the first few files? I'll start with aging.
Hi all,
I'm running into an issue with this and SS6.2. The year increments correctly (from the looks of it) but I just noticed my general's are aging much faster. For example in this campaign the start year is 1220 and at turn 80 is now 1227. However in those 7 years my generals have all aged by 10 years. Anyone seen this issue before where the generals are aging faster? Attached is a copy of my campaign txt file and this is what i have in my descr_strat
start_date 1220 winter
end_date 1560 winter
timescale 0.0835
Just a bad question :
Could the game be changed from TBS to RTS ?
I'm refering at playing it continuously , without turns . To change everything in seconds and minutes . Like the time in Mount and Blade or Knights of Honor ?
Does the core of the game give acces in this way ?
Hello there! Anyone, one question :
Dividing 1 through 12 would give 0,8(period_3).
Now the Timescale for this mod is set to 0,835 - Does the game start counting from 0 after a year is finished?
For instance, creating a mod for weeks (52 they are i guess) would mean that one week were
0.019(period_230769). So you simply had to round this figure up and it would work?
Regards
According to GED (who wrote a script for that) the entry is 0.0834, so I guess ist is rounding up to the fourth decimal.
I tried using the 12 turns per year script for Kingdoms. The characters age perfectly. However the year changed from 1173 to 1174 in the 7th turn. and then to 1175 in the 19th turn. Is that ok, as after the 7th turn, year changes every 12 turns but only for the first year it takes 7 turns?
First off thank you so much for coming up with this great script and helping everyone implement it.
Keraaappp!! I need help.
I am using SS 6.1 mod. I have not made any changes to the campaign_script. I have changed the descr_strat quite a bit though.
I changed my descr_strat file to have the following code
When I put GrnEyedDvl's 4 turns campaign_script file into my \imperial_campaign folder replacing SS's campaign_script the seasons and aging work perfectly, but when I copy and paste the code into SS's campaign_script at the end but before the wait_monitors line it doesn't work. I fixed the lineCode:start_date 1080 winter end_date 1760 winter timescale 0.25
but still no luck. Any help would be greatly appreciated.Code:set_event_counter NewCapital 0 monitor_event PreFactionTurnStart FactionIsLocal set_event_counter NewCapital 0 end_monitor
Thanks,
Ronnie
The end of my campaign_script looks like this
Code:;------------------------- NEW CAPITAL COSTS ------------------------ set_event_counter NewCapital 0 monitor_event PreFactionTurnStart FactionIsLocal set_event_counter NewCapital 0 end_monitor monitor_event FactionNewCapital FactionIsLocal and CampaignDifficulty >= hard console_command add_money -5000 set_event_counter NewCapital 1 end_monitor monitor_event FactionNewCapital FactionIsLocal and CampaignDifficulty = medium console_command add_money -2000 set_event_counter NewCapital 1 end_monitor ;---------------------------------------------------- ;show the whole map restrict_strat_radar false ; 1. 12 Turns per year. declare_counter quarter set_counter quarter 1 ;set to January monitor_event PreFactionTurnStart FactionIsLocal ; set the season for each quarter if I_CompareCounter quarter == 1 ;Jan, Feb, March console_command season winter end_if if I_CompareCounter quarter == 2 ;April, May, June console_command season summer end_if if I_CompareCounter quarter == 3 ;July, Aug, Sept console_command season summer end_if if I_CompareCounter quarter == 4 ;Oct, Nov, Dec console_command season winter end_if inc_counter quarter 1 ;advance the quarter if I_CompareCounter quarter == 5 ;start a new year set_counter quarter 1 end_if end_monitor monitor_event FactionTurnEnd FactionType slave and I_CompareCounter quarter > 1 console_command season summer end_monitor wait_monitors end_script
Ok so I found where the problem is, but I don't know how to fix it.
When I add the following line to the code just before the last end_monitor line below it stops working.
Code:if I_CompareCounter nowc >= 1
This script works fine
Code:; ; Campaign script ; Written by GrnEyedDvl ; ; Table of Contents ; 1. 4 turns per year, characters age in 1st Quarter ; ; ; ; ; ; ; script ;show the whole map restrict_strat_radar false ; 1. 12 Turns per year. declare_counter quarter set_counter quarter 1 ;set to January monitor_event PreFactionTurnStart FactionIsLocal ; set the season for each quarter if I_CompareCounter quarter == 1 ;Jan, Feb, March console_command season winter end_if if I_CompareCounter quarter == 2 ;April, May, June console_command season summer end_if if I_CompareCounter quarter == 3 ;July, Aug, Sept console_command season summer end_if if I_CompareCounter quarter == 4 ;Oct, Nov, Dec console_command season winter end_if inc_counter quarter 1 ;advance the quarter if I_CompareCounter quarter == 5 ;start a new year set_counter quarter 1 end_if end_monitor monitor_event FactionTurnEnd FactionType slave and I_CompareCounter quarter > 1 console_command season summer end_monitor ;BEGIN:------------------- Byg's Grim Reality Recruitment-------------------; declare_counter nowc 0 ;while SettlementTurnEnd and SettlementIsLocal monitor_event SettlementTurnEnd SettlementIsLocal and SettlementName Inverness and GovernorInResidence and GovernorAttribute Charm <= 9 set_counter nowc 1 end_monitor monitor_event SettlementTurnEnd SettlementIsLocal and SettlementName Inverness and GovernorInResidence and GovernorAttribute Charm <= 4 set_counter nowc 2 end_monitor monitor_event SettlementTurnEnd SettlementIsLocal and SettlementName Inverness and not GovernorInResidence set_counter nowc 2 end_monitor monitor_event SettlementTurnEnd SettlementIsLocal and SettlementName Inverness end_monitor wait_monitors end_script
I think the problem may be in Byg's Grim Reality Recruitment in that I replaced some units in the export_descr_unit.txt and didn't delete them from the campaign_script.
Does this sound likely?
I didn't understand a thing of this But I hope someone can help me
I've downloaded your file with WinZip, and tried to put it in the imperial_campaign folder of a mod. Have I done it right? Do I have to do something else?
(Yes, I'm a noob )