You're welcome. I'm glad it works for you.
Greetings
You're welcome. I'm glad it works for you.
Greetings
Script for selecting heir | Script for annexing faction by marriage ties | Unlock non playable factions
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Under the patronage of Mega Tortas de Bodemloze
I am working on Odovacer and a mod I am developing using Odovacer but set in the years prior its events, precisely I have set the start date at 442 AD. But I have noticed that in either mods the script is not working as it should. There seem to be an issue with the turns per year script. The one in Odovacer is not working either, the season alternate from winter to summer to winter, and the characters age at the first turn, winter-summer. I used some of Green Eyed Dragons scripts but with out any success. I checked the IBFD script and it works fine, so I used it to test both Odovacer and my mod, the problem remained there. I also deleted the map.rwn file so that the game generates a new one but again I failed. I changed the date in the descr_strat.txt to start_date 442 winter end_date 500 winter timescale 0.167. I am asking for a bit of help, I don't know if there are any other files that I have to edit, but it seems that in odovacer the script is not being found. I have attached a copy of the start file with GED 6 turns per year script.
Script
Cheers
That means the script is not working due to some formatting\typing error. restrict_strat_radar false is primarily used to remove the otherwise default restriction of the radar map, the secondary use is to check that the script is fully functional (apart from logical errors).
The script you posted above is fine, so I can only assume your descr_strat file is missing the script call at the bottom of it:
script
campaign_script.txt
Spoiler for formatted script:
Great scripts, been using the the 12 and 4 turns (optional) with randomized winters with traits for a long while now. I want change it to -40% for severe winters, -20% for normal winters, and -10% for mild. Would it be easier to just redo the trait triggers than try to edit the current ones to account for normal and mild winter thresholds?
Last edited by alreadyded; January 02, 2015 at 04:05 AM.
I have a problem with incorporating the script into my campaign script. I've changed the start from summer to winter and the the timescale to 0.0835. The characters age perfectly well and each year has 12 turns, but the script breaks the triggering of events. I've experimented with different approaches, but couldn't find a solution so far. Can anybody help me, please?
Here's the beginning of my campaign script where I've inserted the script:
Code:; ; Campaign script ; script ; --------------------- ; counters declare_counter Opened_Faction_Overview_Scroll declare_counter Opened_Settlement_Scroll declare_counter mongols_sarkel declare_counter mongols_yerevan declare_counter mongols_baghdad declare_counter timurids_sarkel declare_counter timurids_yerevan declare_counter timurids_baghdad ; --------------------- ; start up freeze_faction_ai aztecs ;---------------------- ; monitors ; 1. 12 Turns per year. declare_counter month set_counter month 1 ;Set to January monitor_event FactionTurnStart FactionIsLocal ; set the season for each month if I_CompareCounter month == 1 ;January console_command season winter end_if if I_CompareCounter month == 2 ;February console_command season winter end_if if I_CompareCounter month == 3 ;March console_command season summer end_if if I_CompareCounter month == 4 ;April console_command season summer end_if if I_CompareCounter month == 5 ;May console_command season summer end_if if I_CompareCounter month == 6 ;June console_command season summer end_if if I_CompareCounter month == 7 ;July console_command season summer end_if if I_CompareCounter month == 8 ;August console_command season summer end_if if I_CompareCounter month == 9 ;September console_command season summer end_if if I_CompareCounter month == 10 ;October console_command season winter end_if if I_CompareCounter month == 11 ;November console_command season winter end_if if I_CompareCounter month == 12 ;December console_command season winter end_if inc_counter month 1 ;advance the month if I_CompareCounter month == 13 ;start a new year set_counter month 1 end_if end_monitor monitor_event FactionTurnEnd FactionType slave and I_CompareCounter month < 12 console_command season summer end_monitor ;-- Mongols invasions -- monitor_event EventCounter EventCounterType mongols_invasion_warn and EventCounter > 0 ; ADD SCOUTING INVASION add_events event counter mongols_invasion date 4 8 end_add_events if I_EventCounter mongols_invasion_warn == 2 terminate_monitor end_if end_monitor monitor_event EventCounter EventCounterType mongols_invasion and EventCounter > 0 if I_EventCounter mongols_invasion == 1 add_events ;;; SCOUTING INVASION event emergent_faction mongols date 0 ; region Tbilisi_Province region Yerevan_Province region Bulgar_Province region Sarkel_Province region Baghdad_Province movie event/mongols_invade.bik ;ADD MONGOL INVASION 1 event counter mongols_invasion date 2 end_add_events end_if if I_EventCounter mongols_invasion == 2 ;Sarkel if I_CharacterTypeNearTile mongols named_character, 30 258, 134 set_counter mongols_sarkel 1 end_if ;Tbilisi / Yerevan if I_CharacterTypeNearTile mongols named_character, 20 278, 101 set_counter mongols_yerevan 1 end_if ;Baghdad if I_CharacterTypeNearTile mongols named_character, 30 291, 70 set_counter mongols_baghdad 1 end_if
If you have a timescale that does not have simple division, eg 4 or 6 turns per year, 0.25 and 0.5 timescale respectively, then events wrapped in 'add_events' may only fire once (date zero) or not at all (date other then zero). That is a known short coming.
With some additional scripting and using random counters (eg for date 4 8) the same time delay effect can be achieved.
Try placing it at the bottom of your campaign script, it worked for me when I had similar problems.
All my generals live until 120y.o how to fix this?
Hello. What mod are you using? Take a look at the "descr_campaign_db_xml" file
Code:<family_tree> <max_age uint="90"/> <max_age_for_marriage_for_male uint="75"/> <max_age_for_marriage_for_female uint="40"/> <max_age_before_death uint="105"/> <max_age_of_child uint="10"/> <old_age uint="60"/> <age_of_manhood uint="16"/> <daughters_age_of_consent uint="16"/> <daughters_retirement_age uint="40"/> <age_difference_min int="-10"/> <age_difference_max int="30"/> <parent_to_child_min_age_diff uint="12"/> <min_adoption_age uint="20"/> <max_adoption_age uint="30"/> <max_age_for_conception uint="50"/> <age_of_manhood_close uint="14"/> <max_number_of_children uint="4"/> </family_tree>
Script for selecting heir | Script for annexing faction by marriage ties | Unlock non playable factions
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Under the patronage of Mega Tortas de Bodemloze
Oh here is my
Code:<family_tree> <max_age uint="300"/> <max_age_for_marriage_for_male uint="75"/> <max_age_for_marriage_for_female uint="45"/> <max_age_before_death uint="150"/> <max_age_of_child uint="10"/> <old_age uint="60"/> <age_of_manhood uint="16"/> <daughters_age_of_consent uint="14"/> <daughters_retirement_age uint="45"/> <age_difference_min int="-10"/> <age_difference_max int="30"/> <parent_to_child_min_age_diff uint="12"/> <min_adoption_age uint="20"/> <max_adoption_age uint="30"/> <max_age_for_conception uint="50"/> <age_of_manhood_close uint="14"/> <max_number_of_children uint="4"/> </family_tree>
300!!!
Ok. Then adjust the maximum age to your liking. Or you can also copy the numbers I put in the previous post, is the default settings of the game.
Script for selecting heir | Script for annexing faction by marriage ties | Unlock non playable factions
________________________________________
Under the patronage of Mega Tortas de Bodemloze
You're welcome
Script for selecting heir | Script for annexing faction by marriage ties | Unlock non playable factions
________________________________________
Under the patronage of Mega Tortas de Bodemloze
Hi
I've got a question.
I've put the 4 Turns/Base with Traits/Kindoms version im my mod. The mod is based on retrofit. If I put the campaign_script.txt into it, it works. There is a winter, two summers and a winter and this goes on repeatedly.
I put Export_vnvs into the text library (there's no this kind of file originally so i don't have to delete any bin) the game is running in this case too.
But when I paste the export_descr_character_traits.txt, the game quits with an error while loading in.
Could it be the problem that there are new regions?
My logs: https://www.sendspace.com/file/4y3t5p
The problem is solved but the normal military units ae not influenced by the winter's slowing.
If i mark them individually, they can move normally.
I do not find the editing, indulgence for the double writing.