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Thread: 12 turns per year with proper aging

  1. #21
    GrnEyedDvl's Avatar Liberalism is a Socially Transmitted Disease
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    Default Re: 12 turns per year with proper aging

    Quote Originally Posted by Wolfen View Post
    I love this script, just added it to my game.

    Is their any way at all to change it so the start is summer and not winter?
    You could, but its easiest to do it the way I do it. Find the line that sets the month at 1 and change it to 6 or 7 or whatever. Note that this will screw up when the year changes. It will now change in June or July. Not worth it to me. The game starts counting the timescale at 0, so .0835 X 12 = new year. There is no way to start the timescale at say 500 and then go 6 turns to add teh first year and then count 12 afterr that.

    Quote Originally Posted by aNarion. View Post
    Awesome!!

    Thought this was hardcorded?

    Anyway, if i would like this to work for SS, do i just copy the script text, and put it in campaign_script, and change the timescale, start_date in descr_strat?

    edit: where should i put it exacly in the campaign_script, in the bottom or?
    Obviously not hardcoded

    Place it anywhere you want in the campaign_script as long as there is the wait_monitors command in the bottom rigth before end_script.

    Quote Originally Posted by Furin View Post
    Geez do I feel stupid now, I guess that was my mistake, I overread the winter part. Sorry .


    lol no worries, I figured it was something simple.

    I actually have an update for this I am working on, will post soon.

  2. #22

    Default Re: 12 turns per year with proper aging

    Thanks again GrnEyedDvl.
    The Watchwords Of Midnight
    "The brave and the free fear no foe, go forth, mighty hosts of Midnight! Unto death or victory we go!"

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  3. #23
    GrnEyedDvl's Avatar Liberalism is a Socially Transmitted Disease
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    Default Re: 12 turns per year with proper aging

    Welcome.

  4. #24

    Default Re: 12 turns per year with proper aging

    i've tried make this for 4 turns (3months) but this ends in CTD

    start_date 1174 summer
    end_date 1453 winter
    timescale 0.25
    declare_counter month
    set_counter month 1 ;set to winter

    monitor_event PreFactionTurnStart FactionIsLocal ; set the season for each month
    if I_CompareCounter month == 1 ;winter
    console_command season winter
    end_if

    if I_CompareCounter month == 2 ;spring
    console_command season summer
    end_if

    if I_CompareCounter month == 3 ;summer
    console_command season summer
    end_if

    if I_CompareCounter month == 4 ;Autumn
    console_command season winter
    end_if

    inc_counter month 1 ;advance the month
    if I_CompareCounter month == 5 ;start a new year
    set_counter month 1
    end_if
    end_monitor

    monitor_event FactionTurnEnd FactionType slave
    and I_CompareCounter month < 4
    console_command season summer
    end_monitor
    so what is wrong ?
    Common sense removed due being Disruptive.

  5. #25
    aNarion.'s Avatar Centenarius
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    Default Re: 12 turns per year with proper aging

    Quote Originally Posted by GrnEyedDvl View Post


    Obviously not hardcoded

    Place it anywhere you want in the campaign_script as long as there is the wait_monitors command in the bottom rigth before end_script.

    Hmm.. well i tried it the first time at the top of the script... and then it didnt work, the characters aged after every turn..
    Then after that i tried in the bottom of the script, and voula, it worked! I might have done some mistake the first time, but either may it now works fine!

    I must say that im very satisfiedwith this, rep+!

  6. #26
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    Default Re: 12 turns per year with proper aging

    Quote Originally Posted by Ataegina View Post
    i've tried make this for 4 turns (3months) but this ends in CTD
    I didnt see anything obviously wrong other than you started in summer. That alone might do it. Is there anything in your log?




    Quote Originally Posted by aNarion. View Post
    Hmm.. well i tried it the first time at the top of the script... and then it didnt work, the characters aged after every turn..
    Then after that i tried in the bottom of the script, and voula, it worked! I might have done some mistake the first time, but either may it now works fine!

    I must say that im very satisfiedwith this, rep+!
    Either you made a mistake or there is something in the SS script that confilcts with it. Glad to hear you got it working.

  7. #27

    Default Re: 12 turns per year with proper aging

    ok, so ill try start in winter and see what happen next ....
    Common sense removed due being Disruptive.

  8. #28

    Default Re: 12 turns per year with proper aging

    this still giving me CTD's , also in logs this don't tell nothing about errors in campaign_script or even less in descr_strat
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  9. #29
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    Default Re: 12 turns per year with proper aging

    You have the trace option enabled?

  10. #30

    Default Re: 12 turns per year with proper aging

    Working well for me now, t'was the start winter thingie. Thank's again for the help .

    Under the benevolent guidance of jimkatalanos

  11. #31

    Default Re: 12 turns per year with proper aging

    well this is working for me now, without CTD, the 4 turns per year its working, but..... the character never get old, i've experiment with leader with 54 years and 10 turns later in my case (2 years and half later) he still with 54....so what is wrong? have we found a elixir of eternal youth ?
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  12. #32
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    Default Re: 12 turns per year with proper aging

    Your season isnt changing properly on teh end of the 4th turn.

    make sure you start your campaign in winter.


    Change this line, at teh top of your script:
    set_counter month 1 ;set to winter

    To this:
    set_counter month 0 ;set to winter

  13. #33

    Default Re: 12 turns per year with proper aging

    still the same, nobody gets older after the 4 turn....
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  14. #34
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    Default Re: 12 turns per year with proper aging

    I will try a 4 turn version tomorrow and post it.

  15. #35

    Default Re: 12 turns per year with proper aging

    You know, I was thinking, if you kept the timescale at 0.50 would this mean that the campaign advances at normal speed and just your characters live twelfe times longer? Although that wouldn't be accurate in terms of lifespan or age it would make the gamer grow more attached to his characters than at the moment. I don't know how other people see this but with my chars, it's like one crusade and then you might aswell kill him cuz hes above 40 years old and grows a grey beard...
    Last edited by Furin; July 09, 2008 at 01:35 PM.

    Under the benevolent guidance of jimkatalanos

  16. #36

    Default Re: 12 turns per year with proper aging

    Quote Originally Posted by GrnEyedDvl View Post
    I will try a 4 turn version tomorrow and post it.
    any news ?
    Common sense removed due being Disruptive.

  17. #37
    aNarion.'s Avatar Centenarius
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    Default Re: 12 turns per year with proper aging

    Hmm.. damn.. I made some adds to the script resently.. and all of a suddent the aging thing was not working.. they aged after every second turn, and in the start, summer winter switches after every year.. hm.. tried moving the script around in the file.. but doesnt seem to work..

    Also i get kind of confused of the attached campaign_script and the script on this thread.. which one should i actaully use? im not so good with scripting..

    This is how my Campaign_script looks right now..

  18. #38
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    Default Re: 12 turns per year with proper aging

    Quote Originally Posted by Ataegina View Post
    any news ?
    No sorry about that, I got tied up with another problem. I will try to get on this soon.

    Quote Originally Posted by aNarion. View Post
    Hmm.. damn.. I made some adds to the script resently.. and all of a suddent the aging thing was not working.. they aged after every second turn, and in the start, summer winter switches after every year.. hm.. tried moving the script around in the file.. but doesnt seem to work..

    Also i get kind of confused of the attached campaign_script and the script on this thread.. which one should i actaully use? im not so good with scripting..

    This is how my Campaign_script looks right now..
    I cant look at that right now aNarion, but when I look at Ataeginas 4 turns problem I will look at yours at the same time.

  19. #39
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    Default Re: 12 turns per year with proper aging

    Quote Originally Posted by GrnEyedDvl View Post
    I cant look at that right now aNarion, but when I look at Ataeginas 4 turns problem I will look at yours at the same time.
    Okay, its np.. but i dont think its any detailed problem, probobly some minor tweak that a non-scripter like me couldnt see..

  20. #40
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    Default Re: 12 turns per year with proper aging

    I am doing some stuff with this today. The plan is to have several versions that you can just drop into the script of whatever game you are playing.


    Here is what the goal is.
    Versions:
    12 turns M2, 12 turns Kingdoms
    A randomized script to change how long the winter is
    Traits for reduced movement in winter

    I will do the same for a 4 tpy and a 6 tpy script, one for M2 and one for Kingdoms.

    Technically you could use the M2 versions in a Kingdoms game, but the Kingdoms versions will take advantage of a new command that M2 cannot use.

    aNarion, you will be able to take one of these and plug it into the current game you are running and should have no problems at all.

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