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  1. #1

    Icon9 losing Money

    I have a strange problem.
    I´m playing with HRE and everything is good until Round ~109 (this time).

    At this point im losing 12000 florins every turn. After checking the rankings, i think the money that i lost was transfered to Lithuania. But i had no diplomatic contact or contracts, etc.

    The loss was listed as negativ diplomatic "income" of -12000 florins.

    i had nearly the same problem in another game with HRE, but with the Teutonic Order instad of Lithuania.

  2. #2

    Default Re: losing Money

    This issue is to do with the pirates section of the campaign script (at least in 6.0) which seems to run every single turn not matter what (and even for every human faction whether they've had pirates or not). You should find that at the beginning of each turn that the last console command run is "add_money -12000" (launch the console and press the up arrow on your keyboard) and you can put it back by removing the minus sign (though this does mess up the finances scroll).

    The campaign script issue looks to have been fixed in 6.1 but you'll have to start a new campaign for the fix to take effect.

    Byg's Grim Reality Forums
    En mancansa del caval trotta anca el musso

  3. #3
    gracul's Avatar 404 Not Found
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    Default Re: losing Money

    actually its still bugged but now it won't do crazy stuff

  4. #4

    Default Re: losing Money

    gracul
    Why is it bugged?

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

  5. #5
    gracul's Avatar 404 Not Found
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    Default Re: losing Money

    Code:
    monitor_event PreFactionTurnStart FactionIsLocal
    	set_event_counter pirates_accepted = 0
    	set_event_counter pirates_declined = 0
    	set_counter had_pirates  1
    end_monitor
    instead of:
    Code:
    monitor_event PreFactionTurnStart FactionIsLocal
    	set_event_counter great_pirates_accepted = 0
    	set_event_counter great_pirates_declined = 0
    	set_counter had_pirates  1
    end_monitor

  6. #6

    Default Re: losing Money

    i saw the same problem in 6.0. Now for 6.1 it seems to be -5000 instead of -12000 but it is still there. I have not done a test to determine the exact amount (could very well be a multiple of 5000) but it seems there is a script that gets triggered either by turn number or once you reached a certain financial(?) level. It's very annoying because your projections do not include this so you think you'll have more money but you always end up with a lot less while your enemies are able to build full stacks.
    My solution/cheat so far has been to add the last amount of money that has been subtracted...

  7. #7
    gracul's Avatar 404 Not Found
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    Default Re: losing Money

    I think that what you are saying is impossible (99,9% sure).
    One of the conditions in 6.1 for the -5000 is for the event counter of pirates_accepted to be equal to 1, but since there is a typo then no such event exists, so the condition isn't met and the cash isn't taken.

  8. #8

    Default Re: losing Money

    Actually it is what's happening. The pirates_accepted and pirates_declined counters are created automatically when the event is called and you set one of them to 1 by clicking on the relevant button in game. At this point the relevant I_EventCounter monitor fires deducts the money and the had_pirates counter is set to 0. On the next turn the typo in the PreFactionTurnStart monitor means that the event counters aren't reset but had_pirates is reset to 1 at which point the I_EventCounter monitor fires again.

    What's confusing me is why these events (not just the pirates one) fire for all human players in a turn not just one.

    Byg's Grim Reality Forums
    En mancansa del caval trotta anca el musso

  9. #9
    gracul's Avatar 404 Not Found
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    Default Re: losing Money

    lol y, here is the answer -.-:
    Code:
    monitor_event PreFactionTurnStart FactionIsLocal
    	set_event_counter great_pirates_accepted = 0
    	set_event_counter great_pirates_declined = 0
    	set_counter had_pirates  1
    end_monitor
    and thanks for clearing me on that point

  10. #10

    Default Re: losing Money

    This is the solution ??
    Where is that code ??

  11. #11
    Winrich_von_Kniprode's Avatar Laetus
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    Default Re: losing Money

    yes, it would be nice if someone could tell me where and how i can access this code and fix it. thanks in advance..
    Last edited by Winrich_von_Kniprode; June 13, 2008 at 05:26 AM.

  12. #12
    Gorrrrrn's Avatar Citizen
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    Default Re: losing Money

    you'll find this is custom.script_txt

    there is one for both early era and late era.

    in the
    mods/ss6.0/data/world/maps/campaign/imperial campaign/
    and
    mods/SS6.0/data/world/maps/campaign/custom/late _era_campaign/

    folders

    (or at least that's where they are on my system - WinXP)

  13. #13
    Winrich_von_Kniprode's Avatar Laetus
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    Default Re: losing Money

    thanks. for some strange reason though, it still deducts 5000 after i changed the entry as shown above. does anybody know why?

    this is my campaign script:

    ;---------------------- Pirates ------------------------------
    declare_counter had_pirates
    set_counter had_pirates 1

    monitor_event PreFactionTurnStart FactionIsLocal
    set_event_counter great_pirates_accepted = 0
    set_event_counter great_pirates_declined = 0
    set_counter had_pirates 1
    end_monitor

    monitor_event FactionTurnStart FactionIsLocal
    and Treasury > 75000
    and RandomPercent < 10

    historic_event pirates true

    end_monitor


    monitor_conditions I_EventCounter pirates_accepted = 1
    and I_CompareCounter had_pirates = 1

    console_command add_money -5000
    end_monitor

    monitor_conditions I_EventCounter pirates_declined = 1
    and I_CompareCounter had_pirates = 1
    and RandomPercent < 51

    console_command add_money -12000
    end_monitor

  14. #14

    Default Re: losing Money

    If you change the numbers of "console_command add_money" and you write -5 and -12 ,only steal this money per turn?

  15. #15

    Default Re: losing Money

    ok my dear programmers, so how do I fix this?

  16. #16
    Gorrrrrn's Avatar Citizen
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    Default Re: losing Money

    (Hopefully someone (KK?) will add this to the FAQs one day.)

    Go here to Quark's traits thread:
    http://www.twcenter.net/forums/showp...84&postcount=1

    read the first post. then read again. You will notice there is a file to download. DL and install it as per instructions. Re-Read last section of the thread O/P to find what to do with the pirates txt file and which files you need to cut and paste to fix the pirates problem.

    -------

    Just read another thread saying the fix doesn't solve the problem - suggest you PM quark to see if he can shine any light on the matter.

    ------

    Note the traits fix is not save game compatible. If you continue with your campaign after installing the fixed files you'll have all manner of nonsense going on with agents and generals getting the wrong sorts of traits and ancilliaries.

    It is hoped that when KK gets back to work here he'll release a 6.2 patch with this and other problems fixed.
    Last edited by Gorrrrrn; July 07, 2008 at 02:49 AM. Reason: update

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