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Thread: 12 turns per year script?

  1. #1
    EwenCameron's Avatar Semisalis
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    Default 12 turns per year script?

    Hey~ I was wondering if someone tested GrnEyedDvl's script for proper aging with 12 turn per year for kingdomofthescots? Or will it cause problems for the events and triggers? Bruce? BorderReiver?
    Would love that~ thehe.

    Developer of "The Kingdoms of the Isles" - 2D Artist, Traits & Ancillaries, Family Trees

  2. #2
    Lord Condormanius's Avatar Artifex
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    Default Re: 12 turns per year script?

    I would think that this would cause at least a few problems. Movement points would have to be drastically reduced, which would likely create some pathfinding errors. It would also make the game last for 1904 turns.

    ...just to name a couple from the top of my head...
    "There is a difference between what is wrong and what is evil. Evil is committed when clarity is taken away from what is clearly wrong, allowing wrong to be seen as less wrong, excusable, right, or an obligatory commandment of the Lord God Almighty.

    Evil is bad sold as good, wrong sold as right, injustice sold as justice. Like the coat of a virus, a thin veil of right can disguise enormous wrong and confer an ability to infect others."
    -John G. Hartung

  3. #3

    Default Re: 12 turns per year script?

    Building times, Historic events, Scripting...

    Fairly major changes would be required to implement this sensibly.

  4. #4
    Swagger's Avatar Imperial Coffee-Runner
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    Default Re: 12 turns per year script?

    here's an example:

    let's say a huge cathedral takes (in real time/life) to build...5 years

    5 years = 12 x 5 turns

    12 x 5 = 60 turns

    i hope you understand my point of view..
    Last edited by The Bruce; September 03, 2008 at 07:47 PM.
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  5. #5

    Default Re: 12 turns per year script?

    5 years is actually ridiculously quick to build a medieval cathedral. Many took centuries and all would require several decades.

    There is nothing wrong in principle with increasing the turns per year. I like the idea of 4 turns/year as it provides 3 "campaigning" turns and one winter turn.

    However mods using 12 turns per year should probably be designed as such from the start.
    Last edited by The Bruce; September 03, 2008 at 07:53 PM.

  6. #6
    Swagger's Avatar Imperial Coffee-Runner
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    Default Re: 12 turns per year script?

    i know bruce

    i was just putting a number good for the example...
    Last edited by The Bruce; September 04, 2008 at 08:52 PM.
    Under the Patronage of the Dreadful cedric37!
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  7. #7
    EwenCameron's Avatar Semisalis
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    Default Re: 12 turns per year script?

    ah too bad~ but thx anyway you two - maybe in a further version a 4 turns per year can be implemented ^^ we'll lets see

    Developer of "The Kingdoms of the Isles" - 2D Artist, Traits & Ancillaries, Family Trees

  8. #8
    The Border Reiver's Avatar Artifex
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    Default Re: 12 turns per year script?

    Quote Originally Posted by EwenCameron View Post
    ah too bad~ but thx anyway you two - maybe in a further version a 4 turns per year can be implemented ^^ we'll lets see
    It's funny you should mention 4TPY, as the Scottish Independence Campaign for Version 4 should be including this (fingers crossed).

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