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Thread: 12 turns per year with proper aging

  1. #601
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: 12 turns per year with proper aging

    Sorry for the long delay. I had a look again at your post #598 and noticed that you have copied everything. Only this part should be copied into the existing script:
    Code:
    ;    1. 12 Turns per year.
    declare_counter quarter
    set_counter quarter 1 ;set to January
    
    
    
    
    monitor_event PreFactionTurnStart FactionIsLocal ; set the season for each quarter
        if I_CompareCounter quarter == 1 ;Jan, Feb, March
            console_command season winter
        end_if
        
        if I_CompareCounter quarter == 2 ;April, May, June
            console_command season summer
        end_if
        
        if I_CompareCounter quarter == 3 ;July, Aug, Sept
            console_command season summer
        end_if
        
        if I_CompareCounter quarter == 4 ;Oct, Nov, Dec
            console_command season winter
        end_if
        
        inc_counter quarter 1 ;advance the quarter
        if I_CompareCounter quarter == 5 ;start a new year
            set_counter quarter 1
        end_if
    end_monitor
    
    
    
    
    monitor_event FactionTurnEnd FactionType slave
        and I_CompareCounter quarter > 1
        console_command season summer
    end_monitor
    After that remove the complete 'ageing script' in Stainless Steel.










  2. #602

    Default Re: 12 turns per year with proper aging

    this a great mod! can you expand on how to add the name of the month as a pop up?
    Last edited by mati_motorloco; April 19, 2019 at 11:50 AM.

  3. #603

    Default Re: 12 turns per year with proper aging

    Quote Originally Posted by Gigantus View Post
    As alreadyded said: simply add historic_event lines into the season script. Move the whole season script to the top of your campaign script - that will assure that these messages pop up first.

    Example:
    Code:
            if I_CompareCounter month == 1                     ; January
                and I_CompareCounter winter_severity == 1     ; normal winter
                historic_event month_january                ; event message to announce month
                console_command season winter
            end_if
    Don't forget to add the supporting text in data\text\historic_events.txt
    PLEASE, could you expand on this?

    Historical events will do that, just insert them into each month of the script. --> how do i insert the historic event in the historical_events.txt? I mean, what should I write? I have already done the " historic_event month_january ; event message to announce month" part in capaign_script
    Last edited by mati_motorloco; April 19, 2019 at 12:07 PM.

  4. #604
    Withwnar's Avatar Script To The Waist
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    Default Re: 12 turns per year with proper aging

    {MONTH_JANUARY_BODY}It is January.
    {MONTH_JANUARY_TITLE}Month
    {MONTH_FEBRUARY_BODY}It is February.
    {MONTH_FEBRUARY_TITLE}Month

    And so on.

  5. #605

    Default Re: 12 turns per year with proper aging

    Hello good afternoon. I've been reading your thread and I have to congratulate you on your work. Although you have been very clear, I can not solve a problem with a submod.
    I'm playing fire and blood last version 3.0.
    two shifts 1 year and the generals age too fast. In the previous version it was 4 shifts per year and it was satisfactory. There is no way I can change it. I have compared the two files of the different versions and I can not find the difference or what I am doing wrong.
    I copy the scrip campaign to see if you can "Illuminate"

    declare_counter month
    declare_counter weather_type ; 0 for summer, 1 for winter
    declare_counter years


    set_counter month 1
    set_counter weather_type 0 ; set to summer
    set_counter years 0


    monitor_event FactionTurnStart FactionIsLocal ; set the season for each month
    if I_CompareCounter month = 1
    and I_CompareCounter weather_type = 0
    console_command season summer
    end_if
    if I_CompareCounter month = 1
    and I_CompareCounter weather_type = 1
    console_command season winter
    end_if

    if I_CompareCounter month = 2
    and I_CompareCounter weather_type = 0
    console_command season summer
    end_if
    if I_CompareCounter month = 2
    and I_CompareCounter weather_type = 1
    console_command season winter
    end_if

    if I_CompareCounter month = 3
    and I_CompareCounter weather_type = 0
    console_command season summer
    end_if
    if I_CompareCounter month = 3
    and I_CompareCounter weather_type = 1
    console_command season winter
    end_if

    if I_CompareCounter month = 4
    and I_CompareCounter weather_type = 0
    console_command season summer
    end_if
    if I_CompareCounter month = 4
    and I_CompareCounter weather_type = 1
    console_command season winter
    end_if

    if I_CompareCounter month = 5
    and I_CompareCounter weather_type = 0
    console_command season summer
    end_if
    if I_CompareCounter month = 5
    and I_CompareCounter weather_type = 1
    console_command season winter
    end_if

    if I_CompareCounter month = 6
    and I_CompareCounter weather_type = 0
    console_command season summer
    end_if
    if I_CompareCounter month = 6
    and I_CompareCounter weather_type = 1
    console_command season winter
    end_if

    if I_CompareCounter month = 7
    and I_CompareCounter weather_type = 0
    console_command season summer
    end_if
    if I_CompareCounter month = 7
    and I_CompareCounter weather_type = 1
    console_command season winter
    end_if

    if I_CompareCounter month = 8
    and I_CompareCounter weather_type = 0
    console_command season summer
    end_if
    if I_CompareCounter month = 8
    and I_CompareCounter weather_type = 1
    console_command season winter
    end_if

    if I_CompareCounter month = 9
    and I_CompareCounter weather_type = 0
    console_command season summer
    end_if
    if I_CompareCounter month = 9
    and I_CompareCounter weather_type = 1
    console_command season winter
    end_if

    if I_CompareCounter month = 10
    and I_CompareCounter weather_type = 0
    console_command season summer
    end_if
    if I_CompareCounter month = 10
    and I_CompareCounter weather_type = 1
    console_command season winter
    end_if
    end_monitor

    monitor_event FactionTurnStart FactionType slave
    inc_counter month 1 ;advance the month


    if I_CompareCounter month = 11 ;start a new year
    set_counter month 1
    end_if
    end_monitor


    monitor_event FactionTurnEnd FactionType slave ;allows game to advance age
    and I_CompareCounter month < 10
    console_command season summer
    end_monitor


    monitor_event FactionTurnEnd FactionType slave ;count the number of years for current season
    and I_CompareCounter month = 10
    inc_counter years 1
    console_command season winter ;fix, otherwise no aging
    end_monitor


    monitor_event FactionTurnEnd FactionType slave ; same season 10 years, 25% chance change season
    and I_CompareCounter years > 9
    and I_CompareCounter weather_type = 0
    if RandomPercent < 5
    set_counter weather_type 1
    set_counter years 0
    historic_event winter_is_here
    set_event_counter Winter 1
    end_if
    end_monitor


    ;monitor_event FactionTurnEnd FactionType slave ; same season 10 years, 25% chance change season
    ; and I_CompareCounter years > 9
    ; and I_CompareCounter weather_type = 1
    ; if RandomPercent < 5
    ; set_counter weather_type 0
    ; set_counter years 0
    ; historic_event summer_is_here
    ; set_event_counter Winter 0
    ; end_if
    ;end_monitor

    ;monitor_event FactionTurnEnd FactionType slave ; same season 25 years, change
    ; and I_CompareCounter years = 25
    ; if I_CompareCounter weather_type = 0
    ; set_counter weather_type 1
    ; set_counter years 0
    ; historic_event winter_is_here
    ; set_event_counter Winter 1
    ; end_if
    ;
    ; if I_CompareCounter weather_type = 1
    ; set_counter weather_type 0
    ; set_counter years 0
    ; historic_event summer_is_here
    ; set_event_counter Winter 0
    ; end_if
    ;end_monitor

  6. #606
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: 12 turns per year with proper aging

    You might be missing out the the required setting in descr_strat:

    You script sets the first turn to summer (weather_type 0 ; set to summer) which means you need to do so like wise in descr_strat in the start_date entry, you also have to set the required number for the time scale - in your case for 12 turns per year:

    start_date [don't change the first number] summer
    timescale 0.0835










  7. #607

    Default Re: 12 turns per year with proper aging

    Good morning, very kind in answering so fast. I put summer on the start date of the game. The only thing I noticed (and what excited me) was that my general had 2 shifts 14 years unlike before the first shift and was past 15 years. After that as always every two shifts 1 year. the truth is exasperating. They had a spectacular mod and ruined it in a childish way. I show you the desc_strat sequence so you see yourself maybe there is something wrong.


    start_date 298 summer
    end_date 900
    timescale 0.0835

  8. #608

    Default Re: 12 turns per year with proper aging

    This is a timeless masterpiece! Not only will it let me enjoy a much longer campaign, but it also negates the headache of fighting the stubborn succession system. Thank you for sharing this beauty!
    Signature by Lucarius.

  9. #609

    Default Re: 12 turns per year with proper aging

    Quote Originally Posted by GrnEyedDvl View Post
    I have reworked my original 12 Turns per Year script into several variations for both M2TW and for Kingdoms. Included are 24 variations of the original script, broken into 4, 6, and 12 turns per year.

    Base script:
    This is the basic script, just drop it into any working M2 or Kingdoms mod folder and set the start_date and timescale in descr_strat.txt properly and it will run fine. Obviously use the Kingdoms version for Kingdoms and the M2 version for regular M2TW.


    4 Turns per Year
    start_date has to be winter
    timescale has to be 0.25

    The 4 Turns per Year script is broken into quarters. Characters age in the first quarter, Jan-Feb-March
    Quarter 1 - Jan-Feb-March - winter
    Quarter 2 - Apr-May-June - summer
    Quarter 3 - July-Aug-Sept - summer
    Quarter 4 - Oct-Nov-Dec - winter

    All of these scripts will work with any M2 or Kingdoms mod that has the slave faction. The only other requirement is that you have a working mod folder. If you do not have a working mod folder, do not try to run this script as it will not work.
    Hey I know this is really old, but I've been trying to use the 4 turns per year basic script, without the winters or traits, but it's not working for me. I changed the start date to winter, and the timescale to 0.25 but it doesn't change the character's aging. They still age every 2 turns. The problem is that I have no idea where to put the script that I downloaded from you. I'm confused. Do I put it in a mod folder? In my campaigns_script.txt file (because that's what your file is called)? I would appreciate it greatly if you could reply to me with all the necessary information and steps. In what folder or in what file do I put the scripts with all the specifics of where I should put it within the folder/file.

  10. #610

    Default Re: 12 turns per year with proper aging

    The 12 turns per year base + traits is not working for me.

    I have put winter as the starting season and the script is set in place at the very start of the campaign script. Timescale is 0.0835.
    However, the characters age double at the end of the 12 turns, AND the seasons change every second turn.
    I'm using the Kingdoms version of the game, as I play the Steam version which is the most recent.
    Anybody got any advice? It's getting annoying.

    Edit: tried to change the season to summer, and tweaked the timescale a little, now the chars age each turn for no reason.
    I'm really lost now.
    Last edited by Sirlion; November 08, 2019 at 09:41 AM.
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  11. #611
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: 12 turns per year with proper aging

    If you are working in the original game then you need to do some nifty footsteps to get the EDCT file being read. Or you can modify my Bare Geomod, a steam compatible mod setup.
    The double aging suggests a format\typo error in the script. Best to remove the old script completely and only leave 'script' at the to and the 'wait_monitor' part at the bottom:

    Code:
    script
    
        your ageing script here
        
        wait_monitors
    end_script










  12. #612

    Default Re: 12 turns per year with proper aging

    Yes it was indeed a typo. I'm not used to work with scripts. Coding in general is not my forte. Thanks.
    My Mods and Projects

    - Realism Core v5 for La Monteé de L'Empire 4.2 (NTW)
    - Battle Chaos, give life to your fights! (NTW)
    - Battleterrain Mod, larger, better campaign battle maps (NTW)
    - Developer for 1800 (ETW) battle mechanics, unit stats
    - Developer for Victoria Total War (ETW) unit modeller \ texturer
    - Developer of Rise of the Eagles (MTW2 - HOSTED), creator \ db \ models \ textures
    - Risorgimento 1859 The Franco-Austrian War (NTW), creator \ developer

  13. #613
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: 12 turns per year with proper aging











  14. #614

    Default Re: 12 turns per year with proper aging

    Hi, Gigantus,

    Do you have any experience with SSHIP script? When I added 4tpy changes to it - it crashes on random AI turn sooner or later (sometimes it's after 20th turn, sometimes it's before 10th turn...) even though I was applying those changes to SS, DBM and TATW without any problems.

  15. #615
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    Default Re: 12 turns per year with proper aging

    I doubt it will be related to 4tpy - if then it would crash within those 4 turns. I am not sure if there was already an ageing script, did you do a search for season to make sure?










  16. #616

    Default Re: 12 turns per year with proper aging

    It seems all errors were caused by something else (unspecified), and after second clean install of SSHIP it started working fine (it was strange though that it didn't work after first clean install). Because unchanged SSHIP worked well and stable for more than 80 turns - I decided to risk again and change it to 4tpy and it works great so far (27th turn).

  17. #617

    Icon5 Re: 12 turns per year with proper aging - Third Age Divide & Conquer

    Hi need some help with changing the aging script within Third Age Divide & Conquer. I'm still a noob at dealing with scripts so would be thankful to anyone who could help. Within the campaign_script file the script for aging is:

    monitor_event PreFactionTurnStart FactionIsLocal
    reset_rand
    set_event_counter is_the_ai 0
    inc_counter seasons_counter 1
    if I_CompareCounter seasons_counter = 4
    set_counter seasons_counter 0
    end_if
    if I_CompareCounter seasons_counter = 0
    console_command season winter
    end_if
    if I_CompareCounter seasons_counter >= 1
    console_command season summer
    end_if
    set_event_counter mordor_rhun_allied 0
    set_event_counter mordor_harad_allied 0
    set_event_counter dale_allied_elves 0
    set_event_counter dale_allied_dwarves 0
    set_event_counter khand_is_allied 0
    set_event_counter nd_peace_gondor 1
    set_event_counter nd_peace_amroth 1
    set_event_counter nd_peace_anduin 1
    set_event_counter nd_peace_dale 1
    set_event_counter nd_peace_bree 1
    set_event_counter nd_peace_rohan 1
    set_event_counter nd_peace_dorwinion 1
    end_monitor

    Previously I tried replacing this script with the 12 turn per year script which I downloaded from this forum - https://www.twcenter.net/forums/show...h-proper-aging
    But this broke all over scripts within the War of the Ring campaign.

    Does anyone know how I would interpret it into the Divide & Conquer campaign.script? Thanks

  18. #618

    Default Re: 12 turns per year with proper aging

    hello everyone, i need a little help. I have MTW2 Definitive edition on Steam (clean, without mods or anything else) and i was wondering how can i activate download file from first post of this topic (i saw on few posts of this topic that some steps are needed to be made before)? Also can you reccomend some mod/patch that goes well with this edit, cause i am new at forum (just discovered it) and there is like million mods and its hard to tell which one is the best/coolest. And is there any topic like this one which fixes certain things in game and makes it realistic? Thanks everyone and sorry for any inconvenience

  19. #619
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: 12 turns per year with proper aging

    The extended version requires text entries which in turn requires a mod set up. I would suggest that you download and install my Bare Geomod modding set up and then edit the required files in there - after that use the mod's desktop shortcut to test your changes.

    A good number of mods have already implemented multiple turns a year, some of them however are not Steam compatible and require a once off 'treatment' - see this tutorial.

    'Realistic' topics - plenty of those around, see the tutorials in their respective forums, the titles are usually a good indicator.
    Last edited by Gigantus; November 05, 2020 at 10:22 AM.










  20. #620

    Default Re: 12 turns per year with proper aging

    i cant implement it properly in bulat steel mod
    can make a guide pls /??

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