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Thread: Lesson 3

  1. #41
    Romanos IV's Avatar The 120th Article, § 4
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    Default Re: Lesson 3

    Code:
    monitor_event FactionTurnEnd FactionIsLocal ;Player does not have automatic acess
    set_event_counter construction_allowed_sets 0
    end_monitor
    
    
    monitor_event FactionTurnEnd not FactionIsLocal ;AI has automatic access
     set_event_counter construction_allowed_sets 1
    end_monitor
     
    
    monitor_event FactionTurnEnd FactionType england ; faction conditions set
     and FactionIsLocal
     and not I_FactionBesieging papal_states ; well, if at war with the pope, how many will believe you're religious?
     and not SettlementsTaken >5 ; if the player would, I condsider him to have killed to many christians to be considered one
     and BattlesFought < 5 ; same here
     and I_PlayerHasPreferati ; only a strong catholic man would convince the locals to spend money to build things
     and not FactionExcommunicated england 
     
    set_event_counter construction_allowed_sets 1
    end_monitor
     
    
    monitor_event SettlementSelected FactionType england ; settlement conditions set
     and FactionIsLocal
     and IsSettlementGarrisoned 
     and SettlementName London ; they are the only ones to know how to do it
     and SettlementBuildingExists wooden_wall
     and SettlementTaxLevel < tax_high 
    
     set_event_counter construction_allowed_sets 1
    end_monitor
    
      
    monitor_event SettlementSelected FactionTypeEngland ; character conditions set
     and FactionIsLocal
     and GovernorInResidence London
      
     set_event_counter construction_allowed_sets 1
    end_monitor
    and here (edb)
    Code:
            small_church city requires factions { normans, denmark, hre, scotland, france, england, hungary, poland, venice, papal_states, portugal, spain, sicily, milan, } and event_counter construction_allowed_sets
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  2. #42
    Benz282's Avatar Vicarius
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    Default Re: Lesson 3

    I'll finish this lesson in a few hours. Already read through it and understand it all.

  3. #43
    Augustus Lucifer's Avatar Life = Like a beanstalk
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    Default Re: Lesson 3

    @ Theodotos:

    Looks fine. Trade agreements have to be handled differently, because there isn't a command to monitor their breaking/making. The following is an example(you'd also want to set france_trade outside monitors to 0 or 1 based on the starting setup):
    Spoiler Alert, click show to read: 

    Code:
    monitor_event FactionTradeAgreementMade FactionIsLocal
     and TargetFactionType france
      if I_EventCounter france_trade == 0 ;no treaty
       and I_EventCounter france_trade_change == 0 
         set_event_counter france_trade 1
         set_event_counter france_trade_change 1
      end_if
     
      if I_EventCounter france_trade == 1 ;treaty exists
       and I_EventCounter france_trade_change == 0 
         set_event_counter france_trade 0 ;treaty broken
         set_event_counter france_trade_change 1
      end_if
    
      set_event_counter france_trade_change 0
    end_monitor
    
    monitor_event FactionTradeAgreementMade France
     and TargetFactionIsLocal
      if I_EventCounter france_trade == 0 ;no treaty
       and I_EventCounter france_trade_change == 0 
         set_event_counter france_trade 1
         set_event_counter france_trade_change 1
      end_if
     
      if I_EventCounter france_trade == 1 ;treaty exists
       and I_EventCounter france_trade_change == 0 
         set_event_counter france_trade 0 ;treaty broken
         set_event_counter france_trade_change 1
      end_if
    
      set_event_counter france_trade_change 0
    end_monitor

    I haven't tested the above personally, it's an excerpt from a script GED made with some of my changes to remove unnecessary bits, change a condition, and fix the problem his script had of not coping with two agreements made in the same turn.

    @ Astaroth:

    Looks fine. You're missing the 'and' in and event_counter faction_excommunicated 0 but otherwise should work. You can also use more than one event counter on each requires line, so in your setup it would make sense for both of the knights to require both counters:
    Code:
    recruit_pool "Mailed Knights"  1   0.4   3  0  requires factions { england, scotland, france, hre, spain, portugal, milan, venice, papal_states, sicily, Normans, } and event_counter faction_excommunicated 0 and event_counter governor_present 1
    @ Skandranon Rakshae:

    When the event exports settlement, you would use the condition SettlementIsLocal. The three main locals are: FactionIsLocal, SettlementIsLocal, CharacterIsLocal. There is also RegionIsLocal and ArmyIsLocal, as well as Target variants of most of the aforementioned, but those will come up very sparingly due to their very specific export requirements.

    The problem with Set 3 is to my knowledge the AI doesn't select settlements like a player does. So the SettlementSelected event will never fire for the AI, otherwise there'd be no need to reset the counters for them if they processed their decisions in the same empirical way as the player. Set 2 will work fine without needing to set the counter for them.

    @ Romanos IV:

    I think you get the gist of it but need to spend a bit more time analyzing the DocuDemons you use and considering what exactly each one will do.

    The problem with the first two monitors is I don't think it's doing what you want it to do. Let's look at them:
    Code:
    monitor_event FactionTurnEnd FactionIsLocal ;Player does not have automatic acess
    set_event_counter construction_allowed_sets 0
    end_monitor
    What it says: When the faction turn ends, and the faction whose turn is ending is the local faction, disable the construction of the defined building.

    Code:
    monitor_event FactionTurnEnd not FactionIsLocal ;AI has automatic access
     set_event_counter construction_allowed_sets 1
    end_monitor
    What it says: When the faction turn ends, and the faction whose turn is ending is not the local faction(any faction besides a local faction), enable the construction of the defined building.

    If you analyze it I'm sure you can guess the issue, but since this is a learning experience I'll elaborate. When the player clicks Turn End, the counter will be set to 0, because it is the local faction ending its turn. This means that the next faction after the player will not have access to the building. When that faction's turn ends, it will set it to 1, because it is not a local faction and is ending its turn. This means the subsequent factions will be able to build it. When the last non-player turn ends, it will still be set to 1 so by the time the player turn comes around, the player will be able to build it. The two key problems are the player will get access and one AI faction won't, in a hotseat game the second problem would be magnified for every player that doesn't have a turn in sequence(I'm not sure how hotseat games process their turn order).

    Rather than tell you how to fix it, it's a good test experience to try and figure that out on your own. I'll point you in the right direction by saying that there are a few options to do so, including reversal of the switching, the usage of turn start commands, and the utilization of the slave turn end as the precursor to the player turn(as the slave faction always comes last so it in effect functions as an event that fires before PreFactionTurnStart FactionIsLocal).

    On to the second part. There is one minor syntax error with the lack of a space after > in and not SettlementsTaken >5. There is also one condition which I don't think is doing what you think it's doing:
    Code:
    Identifier:              I_FactionBesieging
    Trigger requirements:    
    Parameters:              faction type
    Sample use:              not I_FactionBesieging romans_julii
    Description:             Is the faction besieging a settlement somewhere?
    Battle or Strat:         Strat
    Class:                   FACTION_BESIEGING
    Implemented:             Yes
    Author:                  Guy
    Note the line in red. A settlement somewhere. It doesn't seem to specify that it is besieging a settlement of the player faction, simply that it is besieging some settlement, somewhere. At first glance that makes it seem a hell of a lot less useful... and it is... but there's a lot of commands that could be a lot better if they included an additional parameter or omitted one, such is the way of things. Since you seem to want to gauge a war with the Papal States, it's best to ditch that condition which likely works as specified, and instead look into conditions to monitor a war between factions.

    The third one looks fine. The fourth one has two errors. There's an error in the first line, compare it to your other first lines and I'm sure you'll catch it. There's also an error in the usage of the GovernorInResidence condition, so have a look at the DocuDemon entry for that condition and see if you can figure that out as well. You should also consider adding monitors to set the counter back to 0 if some of the conditions for the selected settlement aren't true, because as it stands the player could meet the conditions and click London then build it in any settlement in his empire.

    And keep this in mind, there might be a lot of feedback on your script, but it's because you took a lot of liberties outside your comfort zone, which is a good thing. It's better to figure out some of those intricacies and pitfalls of scripting now than later, so I encourage everyone to utilize similarly inventive scripts in their course submissions.
    Last edited by Augustus Lucifer; July 21, 2009 at 09:21 AM.

  4. #44
    ♔Jean-Luc Picard♔'s Avatar Domesticus
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    Default Re: Lesson 3

    Okay, I have changed set 3 to read like this
    Spoiler Alert, click show to read: 
    Code:
    ;;; set 3
    
    monitor_event SettlementSelected SettlementIsLocal
     and SettlementBuildingExists => fairground
     set_event_counter hit_the_trail 1 ;needed for paved roads
    end_monitor
    
    monitor_event SettlementSelected SettlementIsLocal
     and SettlementBuildingExists < fairground
     set_event_counter hit_the_trail 0
    end_monitor
    
    monitor_event FactionTurnEnd FactionIsLocal
     set_event_counter hit_the_trail 1
    end_monitor

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  5. #45

    Default Re: Lesson 3

    Quote Originally Posted by Augustus Lucifer View Post
    @ Astaroth:

    Looks fine. You're missing the 'and' in and event_counter faction_excommunicated 0 but otherwise should work. You can also use more than one event counter on each requires line, so in your setup it would make sense for both of the knights to require both counters:
    Code:
    recruit_pool "Mailed Knights"  1   0.4   3  0  requires factions { england, scotland, france, hre, spain, portugal, milan, venice, papal_states, sicily, Normans, } and event_counter faction_excommunicated 0 and event_counter governor_present 1
    Thanks. The excommunication monitor was the only one I couldn't quickly test in-game so I'm not surprised that a slip of the pen occurred.
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  6. #46

    Default Re: Lesson 3

    Okay, well, I'm not done this lesson, AG--I still need to script based on settlement conditions. However, here is a screen for my historic_event off my leather tanner building. Explains more of the reasoning behind the script.
    Spoiler Alert, click show to read: 
    Son of PW

  7. #47
    Hesus de bodemloze's Avatar The Gaul
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    Default Re: Lesson 3

    I think i might need some help because this is doing a lot of strange things.

    This part of the script works just fine.

    PART I
    Code:
    monitor_event SettlementSelected GovernorInResidence
     set_event_counter governor_present 1
    end_monitor
    
    
    monitor_event SettlementSelected not GovernorInResidence
     set_event_counter governor_present 0
    end_monitor
    
    
    monitor_event FactionTurnEnd FactionIsLocal
     set_event_counter governor_present 1
    end_monitor
    Code:
     garrison_quarters castle requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, } and event_counter governor_present 1
    I want to make this so that only the faction leader is able to recruit the longbowmen.

    PART II
    Code:
    monitor_event CharacterSelected CharacterIsLocal
     set_event_counter faction_leader 1
    end_monitor
    
    
    monitor_event CharacterSelected CharacterIsLocal
     set_event_counter faction_leader 0
    end_monitor
    
    
    monitor_event FactionTurnEnd FactionIsLocal
     set_event_counter faction_leader 1
    end_monitor
    Code:
    practice_range castle requires factions { denmark, hre, scotland, france, england, middle_eastern, eastern_european, greek, southern_european, } 
            {
                capability
                {
                    recruit_pool "Longbowmen"  1   0.7   6  0  requires factions { england, } and event_counter faction_leader 1
    Last edited by Hesus de bodemloze; July 22, 2009 at 12:35 PM.
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  8. #48
    Romanos IV's Avatar The 120th Article, § 4
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    Default Re: Lesson 3

    @ΑL

    Oh, I see what I did there. Thank you for the explanations and feedback, you should maybe become a RL teacher as well. Really though, your teaching skills are really really good.

    Now, I think this is better
    Code:
    monitor_event FactionTurnStart FactionIsLocal ;Player does not have automatic acess
    set_event_counter construction_allowed_sets 0
    end_monitor
    
    monitor_event FactionTurnStart not FactionIsLocal ;AI has automatic access
     set_event_counter construction_allowed_sets 1
     end_monitor
     
    monitor_event FactionTurnStart FactionType england ; faction conditions set
     and FactionIsLocal
     and DiplomaticStanceFromFaction papal_states = AtWar ; well, if at war with the pope, how many will believe you're religious?
     and not SettlementsTaken > 5 ; if the player would, I condsider him to have killed to many christians to be considered one
     and BattlesFought < 5 ; same here
     and I_PlayerHasPreferati ; only a strong catholic man would convince the locals to spend money to build things
     and not FactionExcommunicated england 
     
    set_event_counter construction_allowed_sets 1
    end_monitor
     
    monitor_event SettlementSelected FactionType england ; settlement conditions set
     and FactionIsLocal
     and IsSettlementGarrisoned 
     and SettlementName London ; they are the only ones to know how to do it
     and SettlementBuildingExists wooden_wall
     and SettlementTaxLevel < tax_high 
    
     set_event_counter construction_allowed_sets 1
     end_monitor
     
     monitor_event SettlementSelected FactionType england ; character conditions set
     and FactionIsLocal
     and not GovernorInResidence London
      
     set_event_counter construction_allowed_sets 1
    end_monitor
     
     monitor_event FactionTurnStart FactionType england ; set it back to zero if this is not London
      and FactionIsLocal
      and event_counter construction_allowed_sets 1
      and SettlementName not London  
      
      set_event_counter construction_allowed_sets 0
    end_monitor
    Let's pray it's all good now.
    Last edited by Romanos IV; July 21, 2009 at 03:14 PM.
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  9. #49

    Default Re: Lesson 3

    I think i'm done now:

    Spoiler Alert, click show to read: 
    Code:
    script
    
    ;;; armoury ;;;
    
    monitor_event SettlementSelected SettlementBuildingExists = plate_armourer
    
     set_event_counter armory_present 1
    
    end_monitor
    
    monitor_event SettlementSelected not SettlementBuildingExists = plate_armourer
    
     set_event_counter armory_present 0
    
    end_monitor
    
    monitor_event FactionTurnEnd FactionIsLocal
    
     set_event_counter armory_present 1
    
    end_monitor
    
    ;;;;;;;;;;;Holy unit ;;;;;;;;;;;
    
    monitor_event FactionTurnStart FactionType england
      and FactionIsLocal
      and DiplomaticStanceFromFaction papal_states > Allied
      and I_SettlementOwner Jerusalem = england
    
     set_event_counter holy_unit 1 ; needed for holy barracks
    
    end_monitor
    
    monitor_event FactionTurnStart FactionType england
      and FactionIsLocal
      and DiplomaticStanceFromFaction papal_states < Allied
      and I_SettlementOwner Jerusalem = england
    
     set_event_counter holy_unit 0 ; needed for holy barracks
    
    end_monitor
    
    monitor_event FactionTurnStart FactionType england
      and FactionIsLocal
      and DiplomaticStanceFromFaction papal_states > Allied
      and not I_SettlementOwner Jerusalem = england
    
     set_event_counter holy_unit 0 ; needed for holy barracks
    
    end_monitor
    
    monitor_event FactionTurnEnd FactionIsLocal
    ;   and not FactionType england
    
     set_event_counter holy_unit 1 ; needed for holy barracks
    
    end_monitor
    
    ;;;;;;;;;; Hero stuff ;;;;;;;;;;;;;
    
    monitor_conditions I_FactionLeaderTrait england GoodCommander >= 2
    
     set_event_counter hero 1
    
    end_monitor
    
    monitor_conditions I_FactionLeaderTrait england GoodCommander <= 3
    
     set_event_counter hero 0
    
    end_monitor
    
    monitor_event FantionTurnEnd FactionIsLocal
    
     set_event_counter hero 1
    
    end_monitor
    
    wait_monitors
    end_script
    Last edited by Killerbee; July 27, 2009 at 08:00 AM.

  10. #50

    Default Re: Lesson 3

    Alright i think i have the first 2 scripts done and working. I am having trouble with the third,

    What i want to do is disable a building unless england has control of York. At the moment it does not seem to be working. Here i have so far

    In campaign script .txt

    Spoiler Alert, click show to read: 

    ;England are expanding lets build a stone wall

    monitor_event FactionTurnEnd FactionType england
    and FactionIsLocal
    and I_SettlementOwner York = england
    set_event_counter proud_people 1
    end_monitor

    monitor_event FactionTurnEnd FactionType england
    and FactionIsLocal
    I_SettlementOwner York <= england
    set_event_counter proud_people 0

    monitor_event FactionTurnEnd FactionIsLocal
    set_event_counter proud_people 1
    end_monitor

    ; keep script unfinished until last monitor termination
    wait_monitors
    end_script



    In EDB
    Spoiler Alert, click show to read: 

    stone_wall city requires factions { northern_european, mesoamerican, middle_eastern, eastern_european, greek, southern_european, } proud_people 1



    Maybe its something obvious and i just need to leave it for a bit and come back to it.
    Last edited by Alex-ander; July 25, 2009 at 07:39 AM.

  11. #51

    Default Re: Lesson 3

    Is nobody willing to help. I was not expecting an instant reply but i did think i would have a reply by now.

  12. #52

    Default Re: Lesson 3

    You'll need this :

    Code:
    script
    
    monitor_event FactionTurnEnd FactionType england
    and FactionIsLocal
    and I_SettlementOwner York = england
     set_event_counter proud_people 1
    end_monitor
    
    monitor_event FactionTurnEnd FactionType england
    and FactionIsLocal
    and not I_SettlementOwner York = england
     set_event_counter proud_people 0
    end_monitor
    
    
    monitor_event FactionTurnEnd FactionIsLocal
    set_event_counter proud_people 1
    end_monitor
    
    wait_monitors
    end_script

  13. #53

    Default Re: Lesson 3

    Thank you for the help KingTheoden1

  14. #54

    Default Re: Lesson 3

    Lesson 3 is finished here are my 3 scripts,

    Script 1
    Spoiler Alert, click show to read: 

    Settlement happy script
    ;Is the population happy of the city unhappy
    ;If they are unhappy lets build them build a Brothel
    monitor_event SettlementSelected SettlementLoyaltyLevel < loyalty_content
    set_event_counter population_unhappy 1
    end_monitor

    ;If they are happy they don’t need one
    monitor_event SettlementSelected SettlementLoyaltyLevel > loyalty_happy
    set_event_counter population_unhappy 0
    end_monitor

    ;Make sure the AI can build a Brothel
    monitor_event FactionTurnEnd FactionIsLocal
    set_event_counter population_unhappy 1
    end_monitor


    ; keep script unfinished until last monitor termination
    wait_monitors
    end_script


    Script 2
    Spoiler Alert, click show to read: 

    ;If there is a governor in the city we will build a brothel if not we wont
    monitor_event FactionTurnEnd FactionIsLocal
    set_event_counter governor_present 1
    end_monitor

    monitor_event SettlementSelected GovernorInResidence
    set_event_counter governor_present 1
    end_monitor

    monitor_event SettlementSelected not GovernorInResidence
    and FactionIsLocal
    set_event_counter governor_present 0
    end_monitor



    Script 3
    Spoiler Alert, click show to read: 

    ;England are expanding lets build a stone wall
    monitor_event FactionTurnEnd FactionType england
    and FactionIsLocal
    I_SettlementOwner York = england
    set_event_counter proud_people 1
    end_monitor

    monitor_event FactionTurnEnd FactionType england
    and FactionIsLocal
    and not I_SettlementOwner York = england
    set_event_counter proud_people 0

    monitor_event FactionTurnEnd FactionIsLocal
    set_event_counter proud_people 1
    end_monitor

    ; keep script unfinished until last monitor termination
    wait_monitors
    end_script



    Bring on lesson 4

  15. #55

    Default Re: Lesson 3

    My Settlement-related script.

    Campaign Script:
    Code:
    monitor_event SettlementSelected 
                if HealthPercentage < 35
                set_event_counter putrid_streets 1
                historic_event sewage_problem
                end_if
    end_monitor
    
    monitor_event FactionTurnEnd FactionIsLocal
                set_event_counter putrid_streets 1
    end_monitor
    EDB:
    Code:
    building health
    {
        levels public_baths aqueduct 
        {
            public_baths city requires factions { greek, }  and building_present_min_level market market and event_counter putrid_streets 1
            {
                capability
                {
                    population_health_bonus bonus 2
                    population_growth_bonus bonus 1
                }
                material wooden
                construction  4 
                cost  800 
                settlement_min large_city
                upgrades
                {
                    aqueduct
                }
    Son of PW

  16. #56
    aduellist's Avatar Push the button Max!
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    Default Re: Lesson 3

    Sorry, folks. Had a few RL issues at work and then been down with the flu. Should have mine posted by the end of the week.
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  17. #57
    ♔Jean-Luc Picard♔'s Avatar Domesticus
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    Default Re: Lesson 3

    Quote Originally Posted by Theodotos I View Post
    My Settlement-related script.

    Campaign Script:
    Code:
    monitor_event SettlementSelected 
                if HealthPercentage < 35
                set_event_counter putrid_streets 1
                historic_event sewage_problem
                end_if
    end_monitor
    
    monitor_event FactionTurnEnd FactionIsLocal
                set_event_counter putrid_streets 1
    end_monitor
    Shouldn't there be a monitor to change putrid_streets back to 0 or is it meant to only be used once?

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  18. #58

    Default Re: Lesson 3

    Quote Originally Posted by Skandranon Rakshae View Post
    Shouldn't there be a monitor to change putrid_streets back to 0 or is it meant to only be used once?
    Meant to be only used once. The idea behind it is that medieval cities weren't big on sanitation, so this won't let you build sanitation buildings until they're well past necessary. Of course, the AI shouldn't be so hampered.
    Son of PW

  19. #59
    ♔Jean-Luc Picard♔'s Avatar Domesticus
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    Default Re: Lesson 3

    I see, a keep up or else stratagem.

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  20. #60
    Augustus Lucifer's Avatar Life = Like a beanstalk
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    Default Re: Lesson 3

    @ All:

    Apologies for not being around, had a nasty spider bite this last week and allergic reaction + flu-like symptoms confined me to bed most of the time.

    @ Skandranon Rakshae:

    Looks fine. Out of curiosity, does it work using => ? I've always used <= and >=, and the engine is fairly picky, so I'm curious if it accepts => and =<.

    @ Hesus de bodemloze:

    Is your script not firing or is it just that you want it to fire for the faction leader only? The command IsFactionLeader should work with CharacterSelected to determine that.

    @ Romanos IV:

    Teachers don't get paid enough!

    A few things. The GovernorInResidence command doesn't specify a settlement, so the London part after it is not a valid parameter. As well, and SettlementName not London should be and not SettlementName London. Lastly, event_counter isn't a condition , you want to use and I_EventCounter construction_allowed_sets == 1(note also the = operator).

    I'm also not seeing SettlementSelected monitors which sets it back to 0 when those conditions aren't true. At current I could select London which meets the conditions, then during that turn build it in every one of my settlements, because it only resets to 0 at my next turn start. Other than that it looks fine.

    I've credited you, but I recommend you consider how to do something of this nature. One of the important caveats of scripting is realizing the unintended side effects, often times you'll pick up on them by running through the scenarios in your head or personally playing it and noticing it. I'm a staunch believer that scripters don't need to cover every little forced exploit, but since scripting is supposed to be unobtrusive, in this case the player wouldn't know he was exploiting it necessarily.

    @ KingTheoden1:

    There's one typo in the very last monitor, but I'll let that slide, I'm sure you'll see it. In an unrelated matter, does the holy unit script portion work? The reason I ask is that you expect a diplomatic stance which is greater than Allied. I'm not so sure there is a diplomatic stance greater than allied, but it might be more prudent either way to use >= instead.

    @ Alex-ander:

    Script 1 and 2 look fine. Script 3 is missing an end_monitor in one of the monitors, and an and before one of the conditions, will let you parse it to see which ones. I'll still credit you as completing Lesson 3.

    @ Theodotos I:

    Have you tested this one? It shouldn't work as written, because you're using a condition which requires a trigger in an if statement. The only conditions which can be used in if statements start with I_ because the event doesn't export its triggers to if statements within it. What the I_ conditions do is supply their own trigger parameters or require none except a true/false, which is why they work independently of events and often require more parameters than their counterparts.

    @ aduellist:

    That's fine.
    Last edited by Augustus Lucifer; July 30, 2009 at 06:10 AM.

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