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Thread: Generals live even longer! 12 turns = 1 year

  1. #1

    Default Generals live even longer! 12 turns = 1 year

    There was a thread requesting a 12 turns = 1 year mod to be made a while back, so i tried to make one.

    This allows for generals to live longer than usually since every 12 turns equal 1 year aged for the general.

    The timedate above the campaign mini-map ( the one that's goes " 2954 TA" ) still goes at 1 year every 4 turns.

    If a campaign script has been changed by another mod, you can copy and paste the bold text at the end of the script. The unbolded text just shows where you should copy and paste it to.
    Spoiler Alert, click show to read: 
    unit_deploy_stakes unit35
    unit_deploy_stakes unit36
    unit_deploy_stakes unit37
    unit_deploy_stakes unit38

    ai_active_set on
    set_counter label_ready 0
    end_monitor

    ;----------------------------------------------------
    ; 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
    console_command season summer
    end_if

    if I_CompareCounter quarter == 2 ;Feb
    console_command season summer
    end_if

    if I_CompareCounter quarter == 3 ;March
    console_command season summer
    end_if

    if I_CompareCounter quarter == 4 ;April
    console_command season summer
    end_if

    if I_CompareCounter quarter == 5 ;May
    console_command season summer
    end_if

    if I_CompareCounter quarter == 6 ;June
    console_command season summer
    end_if

    if I_CompareCounter quarter == 7 ;July
    console_command season winter
    end_if

    if I_CompareCounter quarter == 8 ;Aug
    console_command season winter
    end_if

    if I_CompareCounter quarter == 9 ;Sept
    console_command season winter
    end_if

    if I_CompareCounter quarter == 10 ;Oct
    console_command season winter
    end_if

    if I_CompareCounter quarter == 11 ;Nov
    console_command season winter
    end_if

    if I_CompareCounter quarter == 12 ;Dec
    console_command season winter
    end_if

    inc_counter quarter 1 ;advance the quarter
    if I_CompareCounter quarter == 13 ;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

    ; keep script unfinised until last monitor termination
    wait_monitors


    end_script

    I did use Sohn des Khaine's "Generals are ageing to fast" script as a guideline

    Download this file and overwrite the one in:
    mods\Third_Age\data\world\maps\campaign\imperial_campaign folder

    Make sure to back up your old file before overwriting with this one!

    Unfortunately, it's non-save compatible.
    Last edited by blindbladexxx; May 28, 2009 at 08:24 PM.

  2. #2

    Default Re: Generals live even longer! 12 turns = 1 year

    Cool, this is rep-worthy.

  3. #3

    Default Re: Generals live even longer! 12 turns = 1 year

    cool ill try it now
    "you are soldiers of Gondor, no matter what comes through that gate you will stand your ground!"

  4. #4

    Default Re: Generals live even longer! 12 turns = 1 year

    didn't work for me. In about 5/6 turns Legolas (the only general i've checked so far) aged from 22 to 24. Its a fresh install of the mod so I had no option but to start a new game. I've also double checked the file to make sure i had the right one in there. I see the added lines that state time should move in 12 turns but even if it is working (sorry I didn't check the dates) it is not affecting the generals.

    I'm no modder so I have no idea how to make it work past installing it correctly. Heres hoping something can be done as I just hate the thought of 'Legolas has gone West' crap that I will inevitably see.

  5. #5

    Default Re: Generals live even longer! 12 turns = 1 year

    Hmm, Rizla, is it TATW 1.1 or TATW 1.0 that you installed? Are there any other possible mods you could have put in the folder? Did you put it in the Third age data folder or did you put it in the Medieval 2 data folder?

    I've just done a small test with the Silvan elves and it works perfectly, at turn 13, Legolas is 23

  6. #6

    Default Re: Generals live even longer! 12 turns = 1 year

    The easiest way is to use green eyed devils 12 turn a year script the date clicks over correctly characters age properly and it also includes options to add randomised winters and a trait based winter movement penality in snowy regions and is real easy to use a mere cut and paste job of a few files i use it and well its great

    Heroes Hordes & beyond The official submod of KGCM (click the sig)

  7. #7

    Default Re: Generals live even longer! 12 turns = 1 year

    Quote Originally Posted by blindbladexxx View Post
    Hmm, Rizla, is it TATW 1.1 or TATW 1.0 that you installed? Are there any other possible mods you could have put in the folder? Did you put it in the Third age data folder or did you put it in the Medieval 2 data folder?

    I've just done a small test with the Silvan elves and it works perfectly, at turn 13, Legolas is 23
    Its TATW 1.1 i believe. I just installed it today and followed the installation instructions to the letter.

    I have SS mod but I was told that they are installed in different places so wouldn't effect each other.

    I put it in the Medieval 2 data folder, should I put it in the Third age one?

    EDIT: man, I normally pride myself on reading everything carefully. I spotted my mistake. I installed into MTW data instead of the Third age data. :S
    Thanks for the heads up blindblade
    Last edited by rizla69; May 24, 2009 at 12:29 PM. Reason: stupid mistake

  8. #8
    Ceasar Gubius's Avatar Ducenarius
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    Default Re: Generals live even longer! 12 turns = 1 year

    Wow, thanks ! I'll have to download this when I have the chance.... Thanks a million!!!
    RTR RULES!!!!

  9. #9

    Default Re: Generals live even longer! 12 turns = 1 year

    Quote Originally Posted by rizla69 View Post
    Its TATW 1.1 i believe. I just installed it today and followed the installation instructions to the letter.

    I have SS mod but I was told that they are installed in different places so wouldn't effect each other.

    I put it in the Medieval 2 data folder, should I put it in the Third age one?

    EDIT: man, I normally pride myself on reading everything carefully. I spotted my mistake. I installed into MTW data instead of the Third age data. :S
    Thanks for the heads up blindblade
    Lol, np. I did the same thing once

  10. #10

    Default Re: Generals live even longer! 12 turns = 1 year

    Cam I just cut and paste something, I have other mods and I don't want to overwrite my whole script

  11. #11

    Default Re: Generals live even longer! 12 turns = 1 year

    This is not working at all for me. I did not directly replace your campaign though. I used installation instructions from Sohns mod. I don't want to overwrite my Real Combat file. If you could show what text needs to be cut and paste that would be helpful

  12. #12

    Default Re: Generals live even longer! 12 turns = 1 year

    Quote Originally Posted by Mhydrian View Post
    This is not working at all for me. I did not directly replace your campaign though. I used installation instructions from Sohns mod. I don't want to overwrite my Real Combat file. If you could show what text needs to be cut and paste that would be helpful
    Could copy and paste a couple of the lines at the end of the campaign script from RC?

  13. #13

    Default Re: Generals live even longer! 12 turns = 1 year

    Quote Originally Posted by blindbladexxx View Post
    Could copy and paste a couple of the lines at the end of the campaign script from RC?
    Well RC has Sohns script there....so I just overwrote it with this new one. It's now working at all...generals age every two turns. I am getting a tad bit frustrated.

  14. #14

    Default Re: Generals live even longer! 12 turns = 1 year

    could you paste it anyways?

  15. #15

    Default Re: Generals live even longer! 12 turns = 1 year

    Quote Originally Posted by blindbladexxx View Post
    could you paste it anyways?
    I tried it it does nothing.....Really nothing at all. This is nuts

  16. #16

    Default Re: Generals live even longer! 12 turns = 1 year

    No like what you have at the end of the script right now, paste it here on the forums.

  17. #17

    Default Re: Generals live even longer! 12 turns = 1 year

    ;########################## Germanicu5 Stakes script ###########################
    declare_counter label_ready


    monitor_event BattleDeploymentPhaseCommenced FactionIsLocal
    and ! I_BattleStarted

    prepare_for_battle

    ai_active_set off

    ;;;Army 1
    label_unit 0 0 0 General1

    ;;;Army 2
    label_unit 1 0 0 General2
    label_unit 1 0 1 unit20
    label_unit 1 0 2 unit21
    label_unit 1 0 3 unit22
    label_unit 1 0 4 unit23
    label_unit 1 0 5 unit24
    label_unit 1 0 6 unit25
    label_unit 1 0 7 unit26
    label_unit 1 0 8 unit27
    label_unit 1 0 9 unit28
    label_unit 1 0 10 unit29
    label_unit 1 0 11 unit30
    label_unit 1 0 12 unit31
    label_unit 1 0 13 unit32
    label_unit 1 0 14 unit33
    label_unit 1 0 15 unit34
    label_unit 1 0 16 unit35
    label_unit 1 0 17 unit36
    label_unit 1 0 18 unit37
    label_unit 1 0 19 unit38

    define_unit_group army2 General2 unit20 unit21 unit22 unit23 unit24 unit25 unit26 unit27

    unit28 unit29 unit30 unit31 unit32 unit33 unit34 unit35 unit36 unit37 unit38

    ai_active_set on
    set_counter label_ready 1
    end_monitor

    monitor_conditions I_BattleStarted
    and I_BattlePlayerArmyIsAttacker
    and ! I_ConflictType FailedAmbush
    and ! I_ConflictType Siege
    and ! IsNightBattle
    and I_CompareCounter label_ready = 1
    and I_UnitEnemyUnitInRadius General2 115

    ai_active_set off

    unit_group_order_halt army2

    unit_deploy_stakes General2
    unit_deploy_stakes unit20
    unit_deploy_stakes unit21
    unit_deploy_stakes unit22
    unit_deploy_stakes unit23
    unit_deploy_stakes unit24
    unit_deploy_stakes unit25
    unit_deploy_stakes unit26
    unit_deploy_stakes unit27
    unit_deploy_stakes unit28
    unit_deploy_stakes unit29
    unit_deploy_stakes unit30
    unit_deploy_stakes unit31
    unit_deploy_stakes unit32
    unit_deploy_stakes unit33
    unit_deploy_stakes unit34
    unit_deploy_stakes unit35
    unit_deploy_stakes unit36
    unit_deploy_stakes unit37
    unit_deploy_stakes unit38

    ai_active_set on
    set_counter label_ready 0
    end_monitor

    ;----------------------------------------------------
    ; keep script unfinised until last monitor termination
    wait_monitors


    end_script

  18. #18

    Default Re: Generals live even longer! 12 turns = 1 year

    ;########################## Germanicu5 Stakes script ###########################
    declare_counter label_ready


    monitor_event BattleDeploymentPhaseCommenced FactionIsLocal
    and ! I_BattleStarted

    prepare_for_battle

    ai_active_set off

    ;;;Army 1
    label_unit 0 0 0 General1

    ;;;Army 2
    label_unit 1 0 0 General2
    label_unit 1 0 1 unit20
    label_unit 1 0 2 unit21
    label_unit 1 0 3 unit22
    label_unit 1 0 4 unit23
    label_unit 1 0 5 unit24
    label_unit 1 0 6 unit25
    label_unit 1 0 7 unit26
    label_unit 1 0 8 unit27
    label_unit 1 0 9 unit28
    label_unit 1 0 10 unit29
    label_unit 1 0 11 unit30
    label_unit 1 0 12 unit31
    label_unit 1 0 13 unit32
    label_unit 1 0 14 unit33
    label_unit 1 0 15 unit34
    label_unit 1 0 16 unit35
    label_unit 1 0 17 unit36
    label_unit 1 0 18 unit37
    label_unit 1 0 19 unit38

    define_unit_group army2 General2 unit20 unit21 unit22 unit23 unit24 unit25 unit26 unit27

    unit28 unit29 unit30 unit31 unit32 unit33 unit34 unit35 unit36 unit37 unit38

    ai_active_set on
    set_counter label_ready 1
    end_monitor

    monitor_conditions I_BattleStarted
    and I_BattlePlayerArmyIsAttacker
    and ! I_ConflictType FailedAmbush
    and ! I_ConflictType Siege
    and ! IsNightBattle
    and I_CompareCounter label_ready = 1
    and I_UnitEnemyUnitInRadius General2 115

    ai_active_set off

    unit_group_order_halt army2

    unit_deploy_stakes General2
    unit_deploy_stakes unit20
    unit_deploy_stakes unit21
    unit_deploy_stakes unit22
    unit_deploy_stakes unit23
    unit_deploy_stakes unit24
    unit_deploy_stakes unit25
    unit_deploy_stakes unit26
    unit_deploy_stakes unit27
    unit_deploy_stakes unit28
    unit_deploy_stakes unit29
    unit_deploy_stakes unit30
    unit_deploy_stakes unit31
    unit_deploy_stakes unit32
    unit_deploy_stakes unit33
    unit_deploy_stakes unit34
    unit_deploy_stakes unit35
    unit_deploy_stakes unit36
    unit_deploy_stakes unit37
    unit_deploy_stakes unit38

    ai_active_set on
    set_counter label_ready 0
    end_monitor

    ;----------------------------------------------------
    ; 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
    console_command season summer
    end_if

    if I_CompareCounter quarter == 2 ;Feb
    console_command season summer
    end_if

    if I_CompareCounter quarter == 3 ;March
    console_command season summer
    end_if

    if I_CompareCounter quarter == 4 ;April
    console_command season summer
    end_if

    if I_CompareCounter quarter == 5 ;May
    console_command season summer
    end_if

    if I_CompareCounter quarter == 6 ;June
    console_command season summer
    end_if

    if I_CompareCounter quarter == 7 ;July
    console_command season winter
    end_if

    if I_CompareCounter quarter == 8 ;Aug
    console_command season winter
    end_if

    if I_CompareCounter quarter == 9 ;Sept
    console_command season winter
    end_if

    if I_CompareCounter quarter == 10 ;Oct
    console_command season winter
    end_if

    if I_CompareCounter quarter == 11 ;Nov
    console_command season winter
    end_if

    if I_CompareCounter quarter == 12 ;Dec
    console_command season winter
    end_if

    inc_counter quarter 1 ;advance the quarter
    if I_CompareCounter quarter == 13 ;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


    ; keep script unfinised until last monitor termination
    wait_monitors


    end_script











    Try that, the ones in bold is the new text. If this doesn't work, i'll try to get RC and see if its even compatible.

  19. #19

    Default Re: Generals live even longer! 12 turns = 1 year

    ok thanks lemee see what that did

  20. #20

    Default Re: Generals live even longer! 12 turns = 1 year

    fixed it thanks a ton.....I had to delete the other entry and leave what you added at the end but that did it. Thanks a ton

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