True, in this example nothing is setting the event counter to 0 (or less) so that condition is pointless.
Type: Posts; User: Withwnar; Keyword(s):
True, in this example nothing is setting the event counter to 0 (or less) so that condition is pointless.
The following allows the name changing to be triggered by different events without duplicating all of the script that is doing that name changing. The first three monitors trigger the last monitor;...
call_object_shortcut preferences toggle_sound
... should be the correct choice. No idea why it doesn't work.
Yes, that's my understanding of it. It can only be used with a tag that was...
Both, as I see it. But yeah, resolved is what I meant.
Sorry, no, it's the wrong way around.
recruitment_slots 2 requires not event_counter freeze_recr_pool 1 and building_present_min_level farms farms+2 or building_present_min_level city_hall...
For the record, Belovèse, your original proposed code looks right to me.
And CharacterComesOfAge, yes, and given to all starting family members in descr_strat.
Or possibly this...
declare_counter admiral_exists
monitor_event FactionTurnStart FactionType slave
set_counter admiral_exists 0
if I_CharacterTypeNearTile england admiral 1000 0,0
There's not enough evidence from that small test of mine to say either way. But your conclusion makes more sense than "only variations work". Easy enough to test: if "create_mission...
A possible problem there is that every recruited ship becomes a 'true' admiral --> can't merge with any other ships because they're true admirals too --> no fleets, just single ships, reducing their...
Put a named character (NC) in there and give him a trait that has something like -50 MovementPoints, thus locking him in place. For the AI this also locks any units that are in there or recruit/move...
I have this in my notes...
This gives a "could not create mission" error:
create_mission papal_build_church france Paris (when Paris has small_church)
…but this works…
create_mission...
There is an AddedToBuildingQueue event but no such command that I know of. I can't see it in the docudemons.
I. This says...
I'm not sure what to make of those numbers but I think it means it increases the religion_level value by an additional 33.3% for each 1 of this amplify_religion_level value.
...
Yeah, as Callistonian said. What you really need is a command to put the conversion building into the build queue. There's no way I know of to do that. It is the act of that building completing...
In theory. I can't remember if script, for example, only adds a "SAUS" section or whether it makes changes or additions to other parts of the TATW 3.2 script as well.
No I don't know.
Another one for the list.
This...
monitor_event ArmyTakesCrusadeTarget IsJihad
...only fires when the army - all units within it - is on jihad. It does not fire if the army is a mixture of...
This is one: Unique Names (and avoiding labels)
One known cause is the faction not having a default bodyguard. This would also kill comes-of-age children so if this is not happening to them then that's not the cause.
Default bodyguard = the...
Yes to both of those questions. The OP says that.
Thanks for mentioning that. I'll have that line taken out of the next version. It's presence wasn't critical but might be a cause of CTDs for other players.
Or some lesser gate that used to be...
@AetiusBoemus
I get the crash but can't see why. If others report it in their campaigns then I'll investigate further. For now I'll assume it's a one-off glitch (which is near impossible to find the...
It says so in the very first sentence...
Not the heir. The next heir.
The slave faction never dies, right? In which case you're emerging a faction that is already emerged (alive). That would be fair grounds for a CTD I'd say.
An alliance against Sauron and Mordor, yes, but Barad-dur itself wasn't the intended target for this mod. If a path into Mordor was widened then armies could slip by the 'blocking' settlements...
Settlement level: somewhere in there will be monitors checking the presence of wall buildings and setting a counter. That counter will be used somewhere else as a condition. Remove that condition.
...
...and the script location (and script itself) get saved in the game save files. Hence why your loaded game knows where the script used to be and reports that in the log.
Script and descr_strat...
Are you saying that you already tried making the other factions non-heretic? Your comment is not saying that you did, only that you tried making slaves non-heretic.
Sounds like a reasonable conclusion. You could change the religion of those other factions, e.g. with script, to see if the CTDs disappear. If they do then an alternative solution to not using the...
If this is vanilla TATW then the Balrog is a unit, not a named character, so no, cannot get ancs or traits.
One way to prevent certain characters from getting certain ancs (or traits) is to create...
@Green Partizan
Good news. I can now load your save and can see the problem. Adorn doesn't yet have a Library and it can't be built because you still have a Halabor there. Destroy that, build the...
@Green Partizan
I can't load that save. It crashes the game every time. It could be a problem with my install, maybe I've made changes to my copy of the game that aren't compatible with your save. I...
Interesting. So in short, retraining mercenary_unit units so as to top up their numbers does not have any impact on the merc pool. Yes?
That message is also saying "For now they are still hesitating, and will not chose* at this point in time." Yes? This is shown when you have not yet built the maximum level culture building available...
You're right. Corrected. I suspect that I confused "target" with "faction to give it to", despite docudemons being clear on this parameter.
Two additional observations re TATW's design:
1) The name of the pope is visible, in at least one place, and as TATW always spawns a character/leader/pope with the name of "Sauron" it is always...
Surely not. It is common for a named character to be showing pips in all of their visible attributes, which means they must have Command (at least one kind), Chivalry/Dread, Loyalty and Piety effects...
Were they given the trait by script or descr_strat?
Effect levels don't play a part in epithet replacement. The most recently gained epithet-trait is the epithet they will get. Explained here and also how to make them keep it: reapply the trait every...