One turn per year is a bummer: characters only age at the end of the winter turn.
Seriously?my mod is going to suffer from this, i have to do some major changes if that is the case, aging it has become a very important aspect of VLL, i will reconsider 620ad 2 turns per year, but if the mod will end at 1050, than that is about 800 turns, no one will play it.
@GED
any solution to my problem?
People will play a game until it attracts them. If you own half the world in 100 turns nobody will play much further.
It is not the scripted length as in the top of the descr_strat, it is the general playability that keeps people hooked.
You have 430 turns already. That is pretty long to play, even on hard\hard. But then that should be immaterial. You could have 400 turns in 33 years if you want and still have all the fun.
I was wondering, would it be possible to make one turn be one week? Then one month would take four turns and one year would take 48 turns.
Could this be done? If so, how?
EDIT: I don't want to change the seasons. I just want the characters to age accordingly with the one week per turn timescale.
Last edited by peanut8; September 06, 2009 at 05:41 AM.
Alright, so from what i figure, you have to divide 1 by the number of turns that you want in a year. So for 48 turns per year i get 208.3, more or less.
I suppose it would be too easy if all i had to do was paste 208.3 into timescale, huh?
I guess the insanely complicated thing would be that i had to assign every single week to a season, but i don't want to change the seasons.
The only reason i want this change is for the Westeros Total War mod, and in Westeros the seasons are identical for years. So, not caring about the changing seasons at all, could i just modify it so that the characters age along with the one week per turn change?
Last edited by peanut8; September 06, 2009 at 05:40 AM.
Hi all,
I'm running into an issue with this and SS6.2. The year increments correctly (from the looks of it) but I just noticed my general's are aging much faster. For example in this campaign the start year is 1220 and at turn 80 is now 1227. However in those 7 years my generals have all aged by 10 years. Anyone seen this issue before where the generals are aging faster? Attached is a copy of my campaign txt file and this is what i have in my descr_strat
start_date 1220 winter
end_date 1560 winter
timescale 0.0835
Just a bad question :
Could the game be changed from TBS to RTS ?
I'm refering at playing it continuously , without turns . To change everything in seconds and minutes . Like the time in Mount and Blade or Knights of Honor ?
Does the core of the game give acces in this way ?
First off thank you so much for coming up with this great script and helping everyone implement it.
Keraaappp!! I need help.
I am using SS 6.1 mod. I have not made any changes to the campaign_script. I have changed the descr_strat quite a bit though.
I changed my descr_strat file to have the following code
When I put GrnEyedDvl's 4 turns campaign_script file into my \imperial_campaign folder replacing SS's campaign_script the seasons and aging work perfectly, but when I copy and paste the code into SS's campaign_script at the end but before the wait_monitors line it doesn't work. I fixed the lineCode:start_date 1080 winter end_date 1760 winter timescale 0.25
but still no luck. Any help would be greatly appreciated.Code:set_event_counter NewCapital 0 monitor_event PreFactionTurnStart FactionIsLocal set_event_counter NewCapital 0 end_monitor
Thanks,
Ronnie
The end of my campaign_script looks like this
Code:;------------------------- NEW CAPITAL COSTS ------------------------ set_event_counter NewCapital 0 monitor_event PreFactionTurnStart FactionIsLocal set_event_counter NewCapital 0 end_monitor monitor_event FactionNewCapital FactionIsLocal and CampaignDifficulty >= hard console_command add_money -5000 set_event_counter NewCapital 1 end_monitor monitor_event FactionNewCapital FactionIsLocal and CampaignDifficulty = medium console_command add_money -2000 set_event_counter NewCapital 1 end_monitor ;---------------------------------------------------- ;show the whole map restrict_strat_radar false ; 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 wait_monitors end_script
Ok so I found where the problem is, but I don't know how to fix it.
When I add the following line to the code just before the last end_monitor line below it stops working.
Code:if I_CompareCounter nowc >= 1
This script works fine
Code:; ; Campaign script ; Written by GrnEyedDvl ; ; Table of Contents ; 1. 4 turns per year, characters age in 1st Quarter ; ; ; ; ; ; ; script ;show the whole map restrict_strat_radar false ; 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 ;BEGIN:------------------- Byg's Grim Reality Recruitment-------------------; declare_counter nowc 0 ;while SettlementTurnEnd and SettlementIsLocal monitor_event SettlementTurnEnd SettlementIsLocal and SettlementName Inverness and GovernorInResidence and GovernorAttribute Charm <= 9 set_counter nowc 1 end_monitor monitor_event SettlementTurnEnd SettlementIsLocal and SettlementName Inverness and GovernorInResidence and GovernorAttribute Charm <= 4 set_counter nowc 2 end_monitor monitor_event SettlementTurnEnd SettlementIsLocal and SettlementName Inverness and not GovernorInResidence set_counter nowc 2 end_monitor monitor_event SettlementTurnEnd SettlementIsLocal and SettlementName Inverness end_monitor wait_monitors end_script
I think the problem may be in Byg's Grim Reality Recruitment in that I replaced some units in the export_descr_unit.txt and didn't delete them from the campaign_script.
Does this sound likely?
Show-off FAIL on my part.
God knows why i multiplied by 10,000.
So, all i would have to do is input 0.02083 into timescale?
That would be a start. And then comes the stuff about building times and recruitment times. And then the stuff about aging. And then the stuff about seasons (because winter is when your characters age)(and because by default every second turn is winter).
Sure you want to do this?
PS forgot the stuff about events - in descr_events they work only at the start of the year. You would have to script events on a turn basis.
Sounds awfully painful. But hey, can't give up without trying.
Could i get a hint of where to find the first few files? I'll start with aging.
Hello there! Anyone, one question :
Dividing 1 through 12 would give 0,8(period_3).
Now the Timescale for this mod is set to 0,835 - Does the game start counting from 0 after a year is finished?
For instance, creating a mod for weeks (52 they are i guess) would mean that one week were
0.019(period_230769). So you simply had to round this figure up and it would work?
Regards
According to GED (who wrote a script for that) the entry is 0.0834, so I guess ist is rounding up to the fourth decimal.