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  1. #1

    Default Cost Scripting Question

    Question for Repman or anyone who would know. I'm no scripting genius myself, but I wanted to know if this was possible:

    The scripted costs in DLV (field costs, agent costs, priest costs, settlement growth balance cost) are great, they make the mod challenging and strategic. My pain was that they are hidden and hence difficult to predict as they don't show up in the economic view window. When the game gets more complex (many field armies, many settlements), it's impossible to do all the math in my head.

    I was wondering if it's possible to replace these invisible costs with King's Purse adjustments. For example, in the campaign_script, the cost line

    console_command add_money france, 500

    would be replaced by the line

    increment_kings_purse france 500

    Then at the start of every turn ( monitor_event CharacterTurnStart TrueCondition ), the Purse would be reset to the constant value for the faction's King's Purse.

    Functionally nothing would change, but all the DLV scripted costs would now flow into the "King's Purse" line in the Economic View, and thus all field costs, etc. would affect your bottom line and you could predict what would happen when you end your turn!

    It's a thought, but I don't know if it would actually work.

    Doge

  2. #2

    Default Re: Cost Scripting Question

    @Doge
    I could make a popup (as the population ones) at the start of each turn showing approx. the extra money spent (field costs +settlement costs) during the last turn

    repman

    BareBonesWars 8.1 for RTW 1.5
    Integration Mod which combines unique strategic challenges due to a 4 Season scripted campaign from 280 BC - 180 AD on several big/small maps and with an ruthless AI on the battlefield.
    Deus lo Vult DLV 6.2 for MTW II Kingdoms
    Norway+Ireland+Flanders+Kiev+Lithuania+Teutonic_Order+Armenia+Crusader+Georgia,1y2t script, army field costs, Ultimate AI 1.6, big map, military career, economic system, age simulation, heraldic system, new factions, garrison script, Crowns + Swords, Trait bugfixer, religion dependent recruiting, ancillary enhancements, darth battle mechanics

  3. #3

    Default Re: Cost Scripting Question

    Quote Originally Posted by repman View Post
    @Doge
    I could make a popup (as the population ones) at the start of each turn showing approx. the extra money spent (field costs +settlement costs) during the last turn

    repman
    That's a cool idea. Though having to close 3 popups every turn may get annoying. Is it possible to make a single popup that shows:

    -unit_index
    -faction_index
    -scripted costs

    all at once? That would be cool, and might even offer the possibility of adding additional monitors for DLV-specific items to that same popup in the future.

    Maybe some others on the community have an opinion on this?

    Doge

  4. #4

    Default Re: Cost Scripting Question

    There are no variables in the script so i would have to cover:
    unit_index x unit_index x scripted costs > 100000... possibilites

    BareBonesWars 8.1 for RTW 1.5
    Integration Mod which combines unique strategic challenges due to a 4 Season scripted campaign from 280 BC - 180 AD on several big/small maps and with an ruthless AI on the battlefield.
    Deus lo Vult DLV 6.2 for MTW II Kingdoms
    Norway+Ireland+Flanders+Kiev+Lithuania+Teutonic_Order+Armenia+Crusader+Georgia,1y2t script, army field costs, Ultimate AI 1.6, big map, military career, economic system, age simulation, heraldic system, new factions, garrison script, Crowns + Swords, Trait bugfixer, religion dependent recruiting, ancillary enhancements, darth battle mechanics

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