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  1. #1

    Default Accept\Decline Events in SS

    i have been trying to make use of accpet\decline events in Stainless Steel, with no success. which leads me to the belif that ss is not a kingdoms only mod??? run from the kingdoms exe without the kingdoms stuff??? it doesnt make any sense, because i can use the exact same script and get the accept\decline events to fire when i load the script in my barebones mod folder, or in any of the kingdoms mod folders. does anyone have any clue as to what is going on there? or does SS not take advantage of the kingdoms additions?
    ...longbows, in skilled hands, could reach further than trebuchets...

  2. #2

    Default Re: Accept\Decline Events in SS

    I'm not exactly sure what it is you're asking, but the main question is are you using 4.1 or 5.1? 4.1 is Vanilla, 5.1 is Kingdoms.

  3. #3

    Default Re: Accept\Decline Events in SS

    5.1 with echads fix pak etc etc... the latest version.

    i realise the batch file requires the kingdoms exe to load. but accept\decline events will not execute properly. they run as normal events.

    i have tested the same script in barbones, british isles, americas, crusades, tuetonic, HRR and DLV. and the events fire as planned. but not so in SS5.1.
    ...longbows, in skilled hands, could reach further than trebuchets...

  4. #4

    Default Re: Accept\Decline Events in SS

    Tsarsies
    Been having exactly the same problem with 5.1, posted in mods thread http://www.twcenter.net/forums/showthread.php?t=149481. I wanted to create a great fair event (amongst others) and I have tried the code every way thats possible - no luck (I can even get it to do video events). The only thing I can think of is there must be something in the .cfg or bat file as it is definately kingdoms.exe that 5.1 is running.

    I gave up and went off and did the education system, but now thats done, I have come back to the issue. If you get a fix or want ideas let me know as have loads.

    To err is human, but to really foul things up you need a computer.
    Paul Ehrlich

  5. #5

    Default Re: Accept\Decline Events in SS

    i have tested the same script in barbones
    This is impossible...Barebones (BBW) mod is a mod for RTW 1.5 ?????

    Strange that the accept\decline events are not working with SS 5.1...

    repman

    BareBonesWars 8.1 for RTW 1.5
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  6. #6

    Default Re: Accept\Decline Events in SS

    Well, I got an accept/decline event in SS 5.1 in regards to two people in my alliance going to war, and I was able to 'accept or decline' siding with the aggressor. I'm not sure if that has always been in M2:TW though. Is it only custom accept/decline events that are having issues?

  7. #7

    Default Re: Accept\Decline Events in SS

    JMSlayer
    Yes - the alliance ones are fine, but we should be able to create our own with kingdoms, only for some reason , they are not working.

    To err is human, but to really foul things up you need a computer.
    Paul Ehrlich

  8. #8
    stefano89's Avatar Civis
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    Default Re: Accept\Decline Events in SS

    I don't know of that feature, what exactly are you refering to?

  9. #9

    Default Re: Accept\Decline Events in SS

    stefano89
    As an example, I wanted to have the option of have great trade fairs occur within europe based on some criteria, lets say great markets being in a settlement. You then pop up a message to the player saying 'My Lord, would you like to host a Trade Fair' Yes/No. If Yes then deduct 2000 gold and give a chance of merchants in the area and generals gaining a trait plus/minus, if no - nothing happens. Theres lots of other stuff i would like to do with these 'interactive' events, but as mentioned, not working in SS for some reason.

    To err is human, but to really foul things up you need a computer.
    Paul Ehrlich

  10. #10

    Default Re: Accept\Decline Events in SS

    I'm pretty sure DLV has these events (I've never played it myself) and repman seems to hang around this forum (as above) so maybe he could take a look, or at least extract the similar events from DLV for comparison.

  11. #11
    stefano89's Avatar Civis
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    Default Re: Accept\Decline Events in SS

    Oh... that's quite good. Thanks for the answer. I never played kingdoms myself, and I didn't know that was possible. I only played kingdoms with Stainless Steel, because I only like playing with the whole map, not just certain areas.

  12. #12

    Default Re: Accept\Decline Events in SS

    Repman, the barebones folder im talking about is just a M2TW mod folder named barebones, not the one from RTW. sorry for the confusion.

    you can have accept\decline events in SS and M2TW but i belive they are 'show_me_script's' and not accept\decline events as they are unique to kingdoms. but they do a similar thing. Anno Domino used them frequently.

    ive looked through the cfg file and nothing there would stop the events from running. the batch file is using the kingdoms .exe file. so i have no idea why they wont work. I have also created a new batch file for it and ran it from there, the events still wont run as desired.
    ...longbows, in skilled hands, could reach further than trebuchets...

  13. #13

    Default Re: Accept\Decline Events in SS

    I believe I have figured out how to get accept\decline event messages working in SS. there are a few files required to get them to work. they will work in M2TW and\or kingdoms with this method. so the accept decline events are NOT unique to kingdoms as some thought. they have just been made ALOT easier to set up and run in kingdoms mods. and from what i presume, it is possible to get them working without any edits in the campaign_script. conditions can be set in other files.

    i have not actually implimented this yet, but it looks straight forward and doable. i will post proof as soon as i have a working event. but i DO belive i can get it to work...

    fingers crossed.
    ...longbows, in skilled hands, could reach further than trebuchets...

  14. #14
    y2day's Avatar TWC STORE NOW OPEN!
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    Default Re: Accept\Decline Events in SS

    Great news! Hopefully you can get this working




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  15. #15

    Default Re: Accept\Decline Events in SS

    I would really like to see this in 6.0 Keep it up man.
    Artifex
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  16. #16

    Default Re: Accept\Decline Events in SS

    Okay, so i was mistaken, there are not many files needed. just 1. I couldnt get the image uploaded into this post, so i attached the image to the post. It is proof i have accept decline events working in SS.

    How to get them to work?
    you need to edit one file to get events to appear with accept decline options. the file is 'descr_event_images', found in your M2TW\data directory. Copy that into your SS\data directory. open it and search for 'historic_event'. you want the historic event not the movie... delete it and in it's place paste this.
    historic_event
    icon historic
    footer_items 1
    importance high
    format
    {
    string center verdana black
    image center
    spacer 8
    multistring left verdana_sml khaki left
    group center 8
    {
    accept right
    decline left
    }
    }

    This will make ALL event messages have the accept decline option. they do nothing unless you script it in the campaign script.txt. script it the EXACT same way you would for a kingdoms only Mod. ive tested it, and it works. as an example, here is the script i used to ensure it works.

    monitor_event FactionTurnStart FactionIsLocal
    historic_event draft_enacted true
    end_monitor

    monitor_conditions I_EventCounter draft_enacted_accepted = 1
    set_event_counter draft_enacted_accepted 0
    add_money england 100000
    end_monitor

    All in all, i thought i could simply add a new 'event'. but it is limited to a certain number of them, and i got crashes to desktop everytime i tried. so i then decided to try editing the historic event one. took me a little while to understand exactly how the file works and its relation to other files, but i figured it out and it works.

    So, we can now have accept\decline events in SS (and any mod not for kingdoms for that matter)
    Last edited by Tsarsies; March 27, 2008 at 10:36 PM.
    ...longbows, in skilled hands, could reach further than trebuchets...

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