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Thread: [RELEASED] 12 turns per year mod

  1. #1
    Lord Baal's Avatar Praefectus
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    Icon4 [RELEASED] 12 turns per year mod

    I know most people dislikes this kind of mods and tend to think they are really bad, but SS is so, SO damn good that I want to make a grand campaign taking my time to think and enjoy it as much as I can.

    UPDATE

    Done. Rebalanced time scale to 12 turns per year.

    Done. Rebalanced building times to 12 turns per year.
    Spoiler Alert, click show to read: 

    City Walls:
    Wooden pallisades takes 3 months to build.
    Wooden walls takes 8 months to be build.
    Stone walls takes two years to be build.
    Large stone walls takes two and a half years to be build.
    Huge stone walls takes three years months to be build.

    Castles:
    Motte and bailey castle needs 1 year and 4 months to be build.
    Wooden Castle need 2 years to be build.
    Castle takes 3 years to be build.
    Fortress Castle takes 3 years more to build. Considering its a expansion of the castle, I guess this is fine.
    Citadel Castle now takes 3 more years.

    Castle Plugins:
    All the add ons takes 6 months, except the motte and bailey that takes one year.

    Stables:
    Stables takes now 4 months to build, since how much time it takes to arm a relative rudimentary stable?
    Knights stables now takes 8 months to be constructed
    Barons stables takes 6 months to be build, since it's a improvement of the Knights stables?
    Earls stables takes 7 months since they are a improvement over the already good Barons stables?
    Kings stables takes almost a year (10 months) since it has to be the top of the line, it's the king we are talking about!

    Town Garrisons:
    Town watch takes 2 months to be build, it's just a hasty prepared institution taking over any building viable.
    Town guard needs 3 more months to be upgraded (expanding the building or finding a new one?)
    city watch takes 3 more months, still a not so professional guys? Taking a building instead of having one.
    Militia Drill Square needs only 4 months are needed to prepare a place for mustering and drilling.
    Militia Barracks the first truly professional level needs 6 mints to be build.
    Army Barracks it takes 8 months more to upgrade a mere militia installations to a army one.

    Castle Barracks:
    Mustering hall takes two months.
    Garrison quarters takes 6 months.
    Drill square takes 4 months.
    Barracks takes 6 months
    The armoury takes 6 months as well.

    Professional Military:
    Military academy takes eight months to be build.
    Officers academy takes eight months too.

    Missiles:
    Bowyer needs 3 months.
    A Practice range takes only two months to be set up.
    The archery range needs 4 months.
    The marksman range need only 3 months more, a natural extension of the previous building.

    Siege city:
    Ballista range 4 months.
    Catapult range 6 months.
    Siege works 8 months.

    Siege castle:
    Ballista range 4 months.
    Catapult range 6 months.
    Siege works 8 months.

    Cannon:
    Gunsmith takes 8 months.
    Expand the gunsmith to manufacture Cannons too takes 6 months.
    A Cannon_foundry takes a year to set up.
    A royal arsenal needs a whole year too.

    Castle cannon
    Gunsmith takes 8 months.
    Expand the gunsmith to manufacture Cannons too takes 6 months.
    A Cannon_foundry takes a year to set up.
    A royal arsenal needs a whole year too.

    Urban equestrian:
    A Racing track 8 months.
    Sultans racing track needs a year and 6 months.

    Smith:
    Leather tanner three months.
    Blacksmith 6 months.
    Armourer 6 months.
    Heavy armourer 8 months.
    Plate armourer 12 months.
    Gothic armourer 12 months.

    Castle smith:
    Leather tanner three months.
    Blacksmith 6 months.
    Armourer 6 months.
    Heavy armourer 8 months.
    Plate armourer 12 months.
    Gothic armourer 12 months.

    Port:
    A basic Port takes 8 months.
    Shipwright takes 8 months.
    Dockyard takes 10 months.
    Naval drydock 12 months.

    Castle port:
    A basic Port takes 8 months.
    Shipwright takes 8 months.
    Dockyard takes 10 months.
    Naval drydock 12 months.

    Sea trade:
    Merchants wharf takes 8 months.
    Warehouse takes 8 months.
    Docklands takes 8 months.

    Admiralty:
    Naval academy takes 8 months.
    Admiralty takes 12 months.

    Market:
    Corn exchange takes 4 months.
    Market takes 4 months.
    Fairground takes 4 months.
    Great market takes 8 months.
    Merchants quarter takes 10 months.

    Hinterland roads:
    Roads takes 4 months.
    Paved roads takes 8 months.
    Highways takes 12 months.

    Hinterland castle roads:
    Roads takes 4 months.
    Paved roads takes 8 months.
    Highways takes 12 months.

    Hinterland farms:
    Farms takes 6 months.
    Farms+1 takes 12 months.
    Farms+2 takes 18 months.
    Farms+3 takes 24 months.

    Hinterland mines
    Mines takes 8 months
    Mines+1 takes 12 months.

    Hinterland castle mines
    Mines takes 8 months.
    Mines+1 takes 12 months.

    Health:
    Public baths takes 6 months.
    Aqueduct takes 8 months.

    Hospital:
    Bimaristan takes 8 months.
    Great bimaristan takes 12 months.

    Academic:
    Alchemists lab takes 8 months.
    Alchemy school takes 12 months.

    Temple dievas:
    Dievas altar 2 months.
    Dievas sanctuary 5 months.
    Dievas temple takes 12 months.

    Temple dievas castle:
    Dievas altar 2 months.

    Temple perkunas:
    Perkunas altar 2 months.
    Perkunas sanctuary 5 months.
    Perkunas temple takes 12 months.

    Temple perkunas castle:
    Perkunas altar 2 months.

    Temple giltine:
    Giltine altar 2 months.
    Giltine sanctuary 5 months.
    Giltine temple takes 12 months.

    Temple giltine castle:
    Giltine altar 2 months.

    Temple tengir:
    Tengir altar 2 months.
    Tengir sanctuary 5 months.
    Tengir temple takes 12 months.

    Temple tengir castle:
    Tengir altar 2 months.

    Temple catholic:
    Small church takes 6 months.
    Church takes 6 months.
    Abbey takes 12 months.
    Cathedral takes 24 months.
    Huge cathedral takes 24 months.

    Temple catholic castle:
    Small chapel takes 4 months.
    Chapel takes 8 months.

    Temple orthodox:
    Small church takes 6 months.
    Church takes 6 months.
    Abbey takes 12 months.
    Cathedral takes 24 months.
    Huge cathedral takes 24 months.

    Temple orthodox castle:
    Small chapel takes 4 months.
    Chapel takes 8 months.

    Temple muslim:
    Small masjid takes 6 months.
    Masjid takes 6 months.
    Minareted masjid takes 12 months.
    Jama takes 24 months.
    Great jama takes 24 months.

    Temple muslim castle:
    Small masjid takes 6 months.
    Masjid takes 6 months.

    Taverns:
    Brothel takes 4 months.
    Inn takes 4 months.
    Tavern takes 4 months.
    Coaching house takes 8 months.
    Pleasure palace takes 12 months.

    Castle Taverns:
    Brothel takes 4 months.

    City hall:
    Town hall takes 4 months.
    Council chambers takes 12 months.
    City hall takes 12 months.
    Mayors palace takes 16 months.

    Byzantine mercenary barracks:
    Mercenary barracks takes 4 months.
    Mercenary barracks2 takes 6 months.
    Mercenary barracks3 takes 12 months.

    Art:
    Artist studio takes 6 months.
    Artist gallery takes 12 months.

    Bullring:
    Plaza del toro takes 12 months.

    Bank:
    Merchant bank takes 12 months.
    Merchant vault takes 24 months.

    Paper:
    Printing press takes 6 months.
    Printing house takes 8 months.

    Icon art:
    Ikoner studio takes 6 months.
    Master ikoner studio takes 8 months.

    Music:
    Theatre takes 12 months.
    Conservatorium takes 24 months.

    Tourney:
    Jousting lists takes 3 months.
    Tourney fields takes 8 months.

    Castle academic:
    Castle_library takes 6 months.
    Academy takes 12 months.

    Caravan:
    Caravan stop takes 6 months.
    Caravanersary takes 6 months.
    Silk_road_stop takes 8 months.

    Castle caravan:
    Caravan stop takes 6 months.
    Caravanersary takes 6 months.

    Templars chapter house:
    Templars minor takes 12 months.
    Templars major takes 24 months.

    St. Johns chapter house:
    St. Johns minor takes 12 months.
    St. Johns major takes 24 months.

    Montesa chapter house:
    Montesa minor takes 12 months.
    Montesa major takes 24 months.

    Teutonic knights chapter house:
    Teutonic knights takes 12 months.
    Teutonic knights takes 24 months.

    Knights of Santiago chapter house:
    Knights of Santiago takes 12 months.
    Knights of Santiago takes 24 months.

    Education libraries:
    Library takes 8 months.
    Great library takes 18 months.

    Education university:
    School takes 12 months.
    University takes 20 months.
    Great_university takes 36 months.

    Bakery:
    Bakery takes 4 months.
    Pastry shop takes 4 months.

    Castle bakery:
    Bakery takes 4 months.

    Stonemason:
    Stonemason takes 8 months to be setup.

    Logging camp:
    Logging camp takes 3 months to be setup.

    Castle gallows:
    The gallows require only a month to be setup.

    Hinterland river access:
    River port takes 6 months to build.

    Wonders1:
    Wonder aqueduct takes 6 years to be build.

    Wonders2:
    Wonder Hagia Sophia takes 5 years and teen months to be build. Just like in real life did.

    Wonders3:
    Wonder holy sepulchre takes 50 years to be build. However I wonder how much balanced is this?

    Wonders4:
    Wonder dome rock takes 2 years to be build. Just like in real life did.

    Wonders5:
    Wonder kaaba takes 6 years to be build. I didn't find any reference of time building of this.

    Wonders6:
    Wonder St. Marks basilica takes 4 years to be build. Just like in real life did I think.

    Wonders7:
    Wonder Notre Dame takes 19 years to be build. This is the time it took from the first stone to the first choirs and services according to wikipedia.

    Wonders8:
    Wonder Cordoba mosque takes 6 years to build. However this is something really.... I don't know, the thing was built along a long arse time...

    Guild theologians guild:
    Theologians guild takes 6 months to be build.
    M theologians guild takes 6 months to be build.
    Gm theologians guild takes 6 months to be build.

    Guild masons guild:
    Masons guild takes 6 months to be build.
    M masons guild takes 6 months to be build.
    Gm masons guild takes 6 months to be build.

    Guild merchants guild:
    Merchants guild takes 6 months to be build.
    M merchants guild takes 6 months to be build.
    Gm merchants guild takes 6 months to be build.

    Guild explorers guild:
    Explorers guild takes 6 months to be build.
    M explorers guild takes 6 months to be build.
    Gm explorers guild takes 6 months to be build.

    Guild assassins guild:
    Assassins guild takes 6 months to be build.
    M assassins guild takes 6 months to be build.
    Gm assassins guild takes 6 months to be build.

    Guild thiefs guild:
    Thieves guild takes 6 months to be build.
    M thieves guild takes 6 months to be build.
    Gm thieves guild takes 6 months to be build.

    Guild swordsmiths guild:
    levels swordsmiths guild takes 6 months to be build.
    M swordsmiths guild takes 6 months to be build.
    Gm swordsmiths guild takes 6 months to be build.

    Guild woodsmens guild:
    Woodsmens guild takes 6 months to be build.
    M woodsmens guild takes 6 months to be build.
    Gm woodsmens guild takes 6 months to be build.

    Guild horse breeders guild:
    Horse breeders guild takes 6 months to be build.
    M horse_breeders guild takes 6 months to be build.
    Gm horse breeders guild takes 6 months to be build.

    Guild hanseatic guild:
    Hanseatic guild takes 6 months to be build.

    Convert to castle:
    Village to wooden castle takes 8 months to be build.
    Small town to stone keep takes 12 months to be build.
    Large town to castle takes 18 months to be build.

    Convert to city:
    Wooden castle to village takes 6 months to be build.
    Stone keep to small town takes 8 months to be build.
    Castle to large town takes 10 months to be build.
    Large castle to city takes 12 months to be build.
    Fortress to city takes 14 months to be build.

    I don't know if all the buildings are used on the mod but still, I tweaked all. Please feel free to correct/point out any mistake or inaccuracy made by me.



    Done. Rebalanced land and sea units rate of movement to 12 turns per year.
    Done. Rebalanced missions length to 12 turns per year.
    Done. Rebalanced supply and moral system to 12 turns per year (I think, it has been working fine for me, but because of time constrains I haven't tested it on the long run.
    Done. Rebalanced certain traits like Absent Mind to 12 turns per year.

    On progress. Rebalanced troops recruitment (done) and replenishment times to 12 turns per year (doing it).
    On progress. Rebalanced campaign events to 12 turns per year (further testing will say if it's done or not).


    Pending
    . Trade income by merchants.
    Pending. Rebalanced rate of heirs born.
    Pending. Turns a settlement cant withstand siege.
    Pending. Rebalanced rate city grow.
    Pending (again). Rebalanced economy (trade, Kings purses and what not) to 12 turns per year. But it needs A LOT of testing for balance porpoises. I messed up a lot the mod and somehow one will always loose tons of money (like 5K per turn even with no units or buildings in progress and with high taxes). So I reverted all changes, this has become the least priority, since I fell is working balanced (for now). When I'm done with everything else I'll come back to this and try to make everyone poorer (but not bankrupt).

    I'm still struggling with the movement penalty in winter (so only the armies on places with snow gets the slow down).

    Thanks to mr. bɑne for the help he's giving me, to RubiconDecision, St. Polycarpe, Curt2013, wolfslayer, Morfans, Byg, Seraph07 and Fair Prince for their advices and encouragement!

    Traducción al español
    Spoiler Alert, click show to read: 

    Also, para los que hablan español aqui está una traducción para el mod (este mod actualmente trae una traducción incluida para BRG, pero por si acaso mejor utilicen la otra que hice y estoy seguro que funciona a la perfección. De todos modos luego haré una versión de este mod que integre la traducción). La traducción independiente la pueden conseguir aqui.


    Any feed back or help in the small changes I've made would be highly appreciated!

    To install decompress the data folder from the .rar, and paste it on the mod directory, where the data directory is. It will ask for overwrite, say yes to everything. Just in case please make a back up of the xml and text files on the data directory. (not longer necessary because of the uninstall, keep reading)

    As I said before, I could put together a "uninstall" that would put back the SS "vanilla" files. And I did, is right there, to go back and uninstall this crazy mod, so you get back a clean vanilla mod. Is there and the instructions are the same of the installer.

    BTW I take no responsibility for anything that could happen to your savegames etc...
    Last edited by Lord Baal; December 20, 2011 at 01:10 PM. Reason: Release of public 1.2

  2. #2
    Polycarpe's Avatar Back into action!
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    Default Re: 12 turns per year?

    Here mate, check this thread http://www.twcenter.net/forums/showthread.php?t=175383

    This will teach you everything you should know to adapt a 12TPY-6TPY-4TPY.

    For my mod, I would use 4TPY to represent each seasons.

    Hope this will help , need more info just ask.

  3. #3
    Lord Baal's Avatar Praefectus
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    Default Re: 12 turns per year?

    Thanks a lot pal! I had that mod like 4 years ago when I first played this game, I'll check the thread and see what can I do by myself. In any case thanks again, if I get stuck, come out successful or something else I'll let you know.
    Last edited by Lord Baal; May 05, 2011 at 01:29 PM.

  4. #4

    Default Re: 12 turns per year?

    just changed my personal mod to 4 tpy as well an it was quite a bit of work, the files that had to be altered off the top of my head

    desc strat
    desc merc
    desc script
    building times
    pop growth
    income

    but well worth it, to see your generals for many for years good luck.

  5. #5
    Lord Baal's Avatar Praefectus
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    Default Re: 12 turns per year?

    By this far I have been unable to merge this with SS 6.4. I keep getting a unknown error when trying to play a campaign, whoever I can play customs and quick battles fine.

    Now I made it run by checking the log file on the mod directory! But its wrong, now my generals age every turn and also the winter and summer still happen in a 2 turns years... I'm kinda of lost here...

    Curt2013 or St. Polycarpe, would you be son kind to show me exactly which files need editing? Or would you lend me the files, knowing exactly what to change would kick start me, since if I see how to put it in a 4 turns per year I will be able to change it to 12 turns per year.

    Additionally I have to say, I'm trying to use the random winter with movement reduction one, maybe that's my trouble?
    Last edited by Lord Baal; May 06, 2011 at 11:18 PM.

  6. #6
    Polycarpe's Avatar Back into action!
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    Default Re: 12 turns per year?

    Before changing the campaign_script. Go in that file, do ctrl+F and write ageing, remove the whole entry. After that, follow the read me of the tutorial link I gave you.

  7. #7
    Morfans's Avatar Semisalis
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    Default Re: 12 turns per year?

    Quote Originally Posted by Curt2013 View Post
    just changed my personal mod to 4 tpy as well an it was quite a bit of work, the files that had to be altered off the top of my head

    desc strat
    desc merc
    desc script
    building times
    pop growth
    income

    but well worth it, to see your generals for many for years good luck.

    I guess the hardest is the campaign script, because in most cases you don't realize you messed up something until very late in the game. Guilds may be tricky too. I would not touch "income" params and be very cautious at increasing building times (it always ends up soporific ...) - unit replenishment must be drastically reduced or by the time you have good units available (with RR) your campaign is basically over.

    I've not browsed the SS thread since 6.2 and I'm a bit confused - can you please help:
    • Is there any "proven" 4TPY for 6.4 ? EE & LE ?
    • If not, what about 2TPY ?

  8. #8
    Andytheplatypus's Avatar Domesticus
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    Default Re: 12 turns per year?

    Quote Originally Posted by Morfans View Post
    I guess the hardest is the campaign script, because in most cases you don't realize you messed up something until very late in the game. Guilds may be tricky too. I would not touch "income" params and be very cautious at increasing building times (it always ends up soporific ...) - unit replenishment must be drastically reduced or by the time you have good units available (with RR) your campaign is basically over.

    I've not browsed the SS thread since 6.2 and I'm a bit confused - can you please help:
    • Is there any "proven" 4TPY for 6.4 ? EE & LE ?
    • If not, what about 2TPY ?
    No 4TPY for SS as far as I know, this is a 2TPY submod http://www.twcenter.net/forums/showthread.php?t=405904

  9. #9
    Morfans's Avatar Semisalis
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    Default Re: 12 turns per year?

    Quote Originally Posted by Andytheplatypus View Post
    No 4TPY for SS as far as I know, this is a 2TPY submod http://www.twcenter.net/forums/showthread.php?t=405904

    Wow! Isn't that a great submod ? I understand it is a WIP, but is the released part "stable" enough for a full campaign ? ( I mean CTD's etc)

  10. #10
    Andytheplatypus's Avatar Domesticus
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    Default Re: 12 turns per year?

    I use it and I like it a lot. Its pretty much an open beta. Rolling Wave continuously updates the game so there will always be some minor bugs. There arent many CTD's he has worked out most of the bugs, plus if you ever get a problem just post in the thread and it can usually get solved.

  11. #11
    Lord Baal's Avatar Praefectus
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    Default Re: 12 turns per year?

    Quote Originally Posted by St. Polycarpe View Post
    Before changing the campaign_script. Go in that file, do ctrl+F and write ageing, remove the whole entry. After that, follow the read me of the tutorial link I gave you.
    Mission acomplished!! Thanks a lot sir. Now, would any one be interested in helping out to balance the things?

  12. #12
    wolfslayer's Avatar Senator
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    Default Re: 12 turns per year?

    Shorter movement points of course. I like the idea of more turns per year, the closer to realtime one gets, the more realistic the gaming is.
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  13. #13
    Lord Baal's Avatar Praefectus
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    Default Re: 12 turns per year?

    Ummm now I have to investigate how much a medieval army could move in a month, and make a extrapolation to the movement points in the campaign map, both for infantry and calvary. Oh! Also for the medieval ships and navies .

  14. #14

    Default Re: 12 turns per year?

    Quote Originally Posted by Morfans View Post
    I guess the hardest is the campaign script, because in most cases you don't realize you messed up something until very late in the game. Guilds may be tricky too. I would not touch "income" params and be very cautious at increasing building times (it always ends up soporific ...) - unit replenishment must be drastically reduced or by the time you have good units available (with RR) your campaign is basically over.



    I've not browsed the SS thread since 6.2 and I'm a bit confused - can you please help:
    • Is there any "proven" 4TPY for 6.4 ? EE & LE ?
    • If not, what about 2TPY ?
    imo campaign script is one of the easiest to modify for this, just need to implement the dlv 4 seasons mod or perhaps grneyedevls script an you will know right off the bat if it works. the reason i mentioned the othe files to adjust is because in my mod i made the game last a bit longer after i changed the tpy from 1.5 to 0.25. so yes if you do not plan on changing the amount of turns you get then of course do not edit the previous mentioned files. now you only get 10 years for 40 turns at 4tpy so i felt it best to change others as well. makes the campaign last pretty long i think i have 1200 turns but im a turtle player anyways an the unit recruitment were also reduced as well.
    Last edited by Curt2013; May 08, 2011 at 12:05 PM.

  15. #15

    Default Re: 12 turns per year?

    Quote Originally Posted by wolfslayer View Post
    Shorter movement points of course. I like the idea of more turns per year, the closer to realtime one gets, the more realistic the gaming is.
    agree with this but doesnt changing the movement points also effect cai quite abit?

  16. #16
    Lord Baal's Avatar Praefectus
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    Default Re: 12 turns per year?

    From here:
    http://netsword.com/ubb/Forum4/HTML/000225.html
    I can say that a army should move an average of 600 km per turn, take or give perhaps 100 depending on a lot of stuff... so now is a matter of google earth this to get some approximated.

    Also some interesting stuff I found in this page:
    http://www.au.af.mil/au/awc/awcgate/..._logistics.htm
    Having the supply train should increase, not decrease the movement of a army, since they don't have to stop to forage anything. Altought the diference is not that huge since the oxen and other beast of burden (including humans ) are slow.
    Last edited by Lord Baal; May 09, 2011 at 01:34 PM.
    PROUD TO BE A PESANT. And for the dimwitted, I know how to spell peasant. <== This blue things are links, you click them and magical things (like not ending up like a fool) happens.
    Visit my utterly wall of doom here.
    Do you wanna play SS 6.4 and take your time while at it? Play with my 12 turns per year here.
    Y también quieres jugar Stainless Steel 100% en español? Mira por aca.

  17. #17
    Lord Baal's Avatar Praefectus
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    Default Re: 12 turns per year?

    Now I'm trying to add the traits that control the penalty of movement on the:
    export_descr_character_traits.txt
    :S

    Don't know how to fix this. Maybe is something to do with the region systems?

    This is what the log tellme:
    Spoiler Alert, click show to read: 
    20:08:12.298 [system.rpt] [always] CPU: SSE2
    20:08:12.298 [system.rpt] [always] ==== system log start, build date: Feb 25 2008 version development ===
    20:08:12.327 [system.io] [always] mounted pack packs/data_0.pack
    20:08:12.343 [system.io] [always] mounted pack packs/data_1.pack
    20:08:12.362 [system.io] [always] mounted pack packs/data_2.pack
    20:08:12.379 [system.io] [always] mounted pack packs/data_3.pack
    20:08:12.395 [system.io] [always] mounted pack packs/data_4.pack
    20:08:12.408 [system.io] [always] mounted pack packs/localized.pack
    20:08:20.152 [game.script] [error] Condition parsing error in mods/SS6.3/data/export_descr_character_traits.txt, at line 53975, column 19
    Trait not recognised
    20:08:20.152 [game.script] [error] Condition parsing error in mods/SS6.3/data/export_descr_character_traits.txt, at line 53985, column 19
    Trait not recognised
    20:08:20.152 [game.script] [error] Condition parsing error in mods/SS6.3/data/export_descr_character_traits.txt, at line 54005, column 27
    Trait not recognised
    20:08:20.152 [game.script] [error] Condition parsing error in mods/SS6.3/data/export_descr_character_traits.txt, at line 54014, column 27
    Trait not recognised
    20:08:20.152 [game.script] [error] Condition parsing error in mods/SS6.3/data/export_descr_character_traits.txt, at line 54023, column 21
    Trait not recognised
    20:08:20.153 [game.script] [error] Condition parsing error in mods/SS6.3/data/export_descr_character_traits.txt, at line 54034, column 21
    Trait not recognised
    20:08:20.153 [game.script] [error] Condition parsing error in mods/SS6.3/data/export_descr_character_traits.txt, at line 54044, column 21
    Trait not recognised
    20:08:20.153 [game.script] [error] Condition parsing error in mods/SS6.3/data/export_descr_character_traits.txt, at line 54055, column 21
    Trait not recognised
    20:08:20.153 [game.script] [error] Condition parsing error in mods/SS6.3/data/export_descr_character_traits.txt, at line 54066, column 21
    Trait not recognised
    20:08:20.153 [game.script] [error] Condition parsing error in mods/SS6.3/data/export_descr_character_traits.txt, at line 54076, column 21
    Trait not recognised
    20:08:20.153 [game.script] [error] Condition parsing error in mods/SS6.3/data/export_descr_character_traits.txt, at line 54086, column 21
    Trait not recognised
    20:08:20.153 [game.script] [error] Condition parsing error in mods/SS6.3/data/export_descr_character_traits.txt, at line 54097, column 21
    Trait not recognised
    20:09:12.433 [game.script] [error] Trigger processing error in <SizeSet1>
    : PercentageUnitAttribute needs a living character with an army.

    when testing <PercentageUnitAttribute> condition
    20:09:12.433 [game.script] [error] Trigger processing error in <SizeSet2>
    : PercentageUnitAttribute needs a living character with an army.

    when testing <PercentageUnitAttribute> condition
    20:09:12.433 [game.script] [error] Trigger processing error in <SizeSet3>
    : PercentageUnitAttribute needs a living character with an army.

    when testing <PercentageUnitAttribute> condition
    20:09:12.433 [game.script] [error] Trigger processing error in <SizeSet4>
    : PercentageUnitAttribute needs a living character with an army.

    when testing <PercentageUnitAttribute> condition
    20:09:12.460 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.
    Last edited by Lord Baal; May 11, 2011 at 07:37 AM.
    PROUD TO BE A PESANT. And for the dimwitted, I know how to spell peasant. <== This blue things are links, you click them and magical things (like not ending up like a fool) happens.
    Visit my utterly wall of doom here.
    Do you wanna play SS 6.4 and take your time while at it? Play with my 12 turns per year here.
    Y también quieres jugar Stainless Steel 100% en español? Mira por aca.

  18. #18
    Byg's Avatar Read The Manual
    Patrician

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    Default Re: 12 turns per year mod

    Regarding the middle section of errors, you would need to show what is on the lines that the errors refer to.

    The last section of sizeset errors can be ignored.
    Last edited by Byg; May 11, 2011 at 06:09 PM.

    NEW BGR V 20150324! . . . . . . . .. . . .BGRIV_E

  19. #19
    Lord Baal's Avatar Praefectus
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    Default Re: 12 turns per year mod

    Ok, my guessing is that the lines are the ones where the trait is defined, like the first one (Trait CampaignSeason) I added them at the end of the export_descr_character_traits.txt. If I remove them then the game runs fine, but in winter there's no reduction on the movement points.

    Spoiler Alert, click show to read: 

    Trait CampaignSeason ;like this one
    Characters all
    ;Hidden

    Level Summer
    Description Summer_desc
    EffectsDescription Summer_effects_desc
    Threshold 1

    Level Winter
    Description Winter_desc
    EffectsDescription Winter_effects_desc
    Threshold 2

    Effect MovementPoints -6

    ;------------------------------------------
    Trigger WinterToSummer
    WhenToTest CharacterTurnEnd

    Condition not AgentType = admiral
    and Trait CampaignSeason = 2
    and I_EventCounter summer_winter == 1

    Affects CampaignSeason -1 Chance 100

    ;------------------------------------------
    Trigger SummerToWinter
    WhenToTest CharacterTurnEnd

    Condition not AgentType = admiral
    and Trait CampaignSeason = 1
    and I_EventCounter summer_winter == 2
    and IsRegionOneOf 0, 2, 3, 4, 5, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 18, 19, 21, 25, 26, 29, 30, 31, 32, 33, 34, 35, 36, 38, 40, 41, 42, 43, 44, 45, 47, 48, 49, 50, 51, 52, 53, 54, 55, 57, 58, 60, 61, 63, 67

    Affects CampaignSeason 1 Chance 100

    ;------------------------------------------
    Trigger GameStart
    WhenToTest CharacterTurnStart

    Condition I_TurnNumber == 0
    and not AgentType = admiral
    and IsRegionOneOf 0, 2, 3, 4, 5, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 18, 19, 21, 25, 26, 29, 30, 31, 32, 33, 34, 35, 36, 38, 40, 41, 42, 43, 44, 45, 47, 48, 49, 50, 51, 52, 53, 54, 55, 57, 58, 60, 61, 63, 67

    Affects CampaignSeason 2 Chance 100

    ;------------------------------------------
    Trigger ComesOfAgeSummer
    WhenToTest CharacterComesOfAge

    Condition FatherTrait CampaignSeason == 1
    and not AgentType = admiral

    Affects CampaignSeason 1 Chance 100

    ;------------------------------------------
    Trigger ComesOfAgeWinter
    WhenToTest CharacterComesOfAge

    Condition FatherTrait CampaignSeason == 2
    and not AgentType = admiral

    Affects CampaignSeason 2 Chance 100

    ;------------------------------------------
    Trigger CatchAllWinter
    WhenToTest CharacterTurnEnd

    Condition Trait CampaignSeason == 0
    and not AgentType = admiral
    and I_EventCounter summer_winter == 2
    and IsRegionOneOf 0, 2, 3, 4, 5, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 18, 19, 21, 25, 26, 29, 30, 31, 32, 33, 34, 35, 36, 38, 40, 41, 42, 43, 44, 45, 47, 48, 49, 50, 51, 52, 53, 54, 55, 57, 58, 60, 61, 63, 67

    Affects CampaignSeason 2 Chance 100

    ;------------------------------------------
    Trigger CatchAllSummer
    WhenToTest CharacterTurnEnd

    Condition Trait CampaignSeason == 0
    and not AgentType = admiral
    and I_EventCounter summer_winter == 1

    Affects CampaignSeason 1 Chance 100

    ;------------------------------------------
    Trigger MoveToSummer
    WhenToTest CharacterTurnEnd

    Condition Trait CampaignSeason == 2
    and not AgentType = admiral
    and I_EventCounter summer_winter == 2
    and not IsRegionOneOf 0, 2, 3, 4, 5, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 18, 19, 21, 25, 26, 29, 30, 31, 32, 33, 34, 35, 36, 38, 40, 41, 42, 43, 44, 45, 47, 48, 49, 50, 51, 52, 53, 54, 55, 57, 58, 60, 61, 63, 67

    Affects CampaignSeason -1 Chance 100

    ;------------------------------------------
    Trigger MoveToWinter
    WhenToTest CharacterTurnEnd

    Condition Trait CampaignSeason == 1
    and not AgentType = admiral
    and I_EventCounter summer_winter == 2
    and IsRegionOneOf 0, 2, 3, 4, 5, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 18, 19, 21, 25, 26, 29, 30, 31, 32, 33, 34, 35, 36, 38, 40, 41, 42, 43, 44, 45, 47, 48, 49, 50, 51, 52, 53, 54, 55, 57, 58, 60, 61, 63, 67

    Affects CampaignSeason 1 Chance 100

    ;------------------------------------------
    Trigger SummerAdoption
    WhenToTest OfferedForAdoption

    Condition Trait CampaignSeason == 0
    and not AgentType = admiral
    and I_EventCounter summer_winter == 1

    Affects CampaignSeason 1 Chance 100

    ;------------------------------------------
    Trigger LesserSummerAdoption
    WhenToTest LesserGeneralOfferedForAdoption

    Condition Trait CampaignSeason == 0
    and not AgentType = admiral
    and I_EventCounter summer_winter == 1

    Affects CampaignSeason 1 Chance 100

    ;------------------------------------------
    Trigger WinterAdoption
    WhenToTest OfferedForAdoption

    Condition Trait CampaignSeason == 0
    and not AgentType = admiral
    and I_EventCounter summer_winter == 2
    and IsRegionOneOf 0, 2, 3, 4, 5, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 18, 19, 21, 25, 26, 29, 30, 31, 32, 33, 34, 35, 36, 38, 40, 41, 42, 43, 44, 45, 47, 48, 49, 50, 51, 52, 53, 54, 55, 57, 58, 60, 61, 63, 67

    Affects CampaignSeason 2 Chance 100

    ;------------------------------------------
    Trigger LesserWinterAdoption
    WhenToTest OfferedForAdoption

    Condition Trait CampaignSeason == 0
    and not AgentType = admiral
    and I_EventCounter summer_winter == 2
    and IsRegionOneOf 0, 2, 3, 4, 5, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 18, 19, 21, 25, 26, 29, 30, 31, 32, 33, 34, 35, 36, 38, 40, 41, 42, 43, 44, 45, 47, 48, 49, 50, 51, 52, 53, 54, 55, 57, 58, 60, 61, 63, 67

    Affects CampaignSeason 2 Chance 100


    I don't know if the traits needs to be defined in other file or are they conflicting with another trait in this file? I tried to look for this but did not found a thing.
    PROUD TO BE A PESANT. And for the dimwitted, I know how to spell peasant. <== This blue things are links, you click them and magical things (like not ending up like a fool) happens.
    Visit my utterly wall of doom here.
    Do you wanna play SS 6.4 and take your time while at it? Play with my 12 turns per year here.
    Y también quieres jugar Stainless Steel 100% en español? Mira por aca.

  20. #20
    Lord Baal's Avatar Praefectus
    Join Date
    Apr 2011
    Location
    Republica de Venezuela
    Posts
    6,704

    Default Re: 12 turns per year mod

    Well, since I'm now modding shogun 2 I putted this project to a "halt"... but I will not be for too long.

    I dedicated some hours this weekend to it, and since it's mostly a tweaking matter I think is better to wait for a "final" SS release.
    PROUD TO BE A PESANT. And for the dimwitted, I know how to spell peasant. <== This blue things are links, you click them and magical things (like not ending up like a fool) happens.
    Visit my utterly wall of doom here.
    Do you wanna play SS 6.4 and take your time while at it? Play with my 12 turns per year here.
    Y también quieres jugar Stainless Steel 100% en español? Mira por aca.

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