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Thread: Limiting the New World.

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  1. #1
    s.rwitt's Avatar Shamb Conspiracy Member
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    Default Limiting the New World.

    Is there any way that I could limit the AI and myself from going to the New World before a certain year? It kind of kills the campaign for me to see all of Western Europe taking it over in 1200 AD.

    Thanks

  2. #2

    Default Re: Limiting the New World.

    Would be interested in editing this also.

  3. #3

    Default Re: Limiting the New World.

    Sure there is a way, but it require a new campaign.

    Go into the script file, remove the entry about the american invansion.

    Then you wont see america before "the world is round" event. Chances are you'll never see that event though since DVL use 2 turns per year, meaning you need to play 600 something turns before that event pop

    Can only speak for myself, but im normaly bored of my campaign around gun powder event and that alot sooner.

    Caspand

  4. #4
    s.rwitt's Avatar Shamb Conspiracy Member
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    Default Re: Limiting the New World.

    Is there a way to make it happen in, say, 1400 instead of 1492?

  5. #5

    Default Re: Limiting the New World.

    event historic america_invasion
    date 102 110

    What do the numbers mean [102-110] as far as dates go.

  6. #6

    Default Re: Limiting the New World.

    i believe those are the turn numbers that it becomes possible for that event to fire.

    HC

  7. #7

    Default Re: Limiting the New World.

    If I delete this line event [historic america_invasion
    date 39 42] in the descr_events file or change the date numbers would it mess things up very badly or is it safe to play with, and the later listed scrip [event historic america_invasion
    date 102 110].
    Last edited by Christop; March 14, 2008 at 07:37 PM.

  8. #8

    Default Re: Limiting the New World.

    The "date 102 110" is supposed to signify when the warning about the thing popping up occurs and the second number to signify when it actually happens. It deals with the number of turns passed, but each turn is 2 years. So the warning will happen 204 years after the game's start and 220 years about the game's start the event will actually occur. Since this mod uses a 2 turns per year thing, that means you have to effectively quadruple that number to get the number of turns that has to pass.

  9. #9

    Default Re: Limiting the New World.

    Quote Originally Posted by Korlon View Post
    The "date 102 110" is supposed to signify when the warning about the thing popping up occurs and the second number to signify when it actually happens. It deals with the number of turns passed, but each turn is 2 years. So the warning will happen 204 years after the game's start and 220 years about the game's start the event will actually occur. Since this mod uses a 2 turns per year thing, that means you have to effectively quadruple that number to get the number of turns that has to pass.

    the other way 'round: a year is 2 turns. =>51 years resp. 55 years
    noone waits till 1400 to take a look what is oversea


    [..] you seem to like fantasy then. Also you are not much TOLERANT to put that in middle words.
    Voted worst AAR Writer of TWC '08

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