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  1. #1
    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

    One turn per year is a bummer: characters only age at the end of the winter turn.










  2. #2

    Default Re: 12 turns per year with proper aging

    Quote Originally Posted by gigantus View Post
    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?
    Contribuitor IBIICB-WOTN-Modeler-Scripter


  3. #3
    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

    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.










  4. #4

    Default Re: 12 turns per year with proper aging

    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.

  5. #5
    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

    Same principle, just a lot of text\coding. you can have one DAY per turn if you choose (and are mad enough to want to create the code).










  6. #6

    Default Re: 12 turns per year with proper aging

    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.

  7. #7

    Default Re: 12 turns per year with proper aging

    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

  8. #8

    Default Re: 12 turns per year with proper aging

    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 ?

  9. #9
    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 missed the year when they learned dividing, right?

    1 divided by 48 = 0.02083

    But then, what are a few zeros and decimals between friends. (Your figure would have been 208.3 years per round)










  10. #10

    Default Re: 12 turns per year with proper aging

    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
    Code:
    start_date 1080 winter
    end_date 1760 winter
    timescale 0.25
    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 line
    Code:
    set_event_counter NewCapital 0
    monitor_event PreFactionTurnStart FactionIsLocal
     set_event_counter NewCapital 0
    end_monitor
    but still no luck. Any help would be greatly appreciated.
    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

  11. #11

    Default Re: 12 turns per year with proper aging

    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

  12. #12

    Default Re: 12 turns per year with proper aging

    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?

  13. #13
    GrnEyedDvl's Avatar Liberalism is a Socially Transmitted Disease
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    Default Re: 12 turns per year with proper aging

    Quote Originally Posted by ronnie76 View Post
    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?
    Yeah thats probably the issue.

  14. #14

    Default Re: 12 turns per year with proper aging

    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?

  15. #15
    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

    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.










  16. #16

    Default Re: 12 turns per year with proper aging



    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.

  17. #17
    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

    I would suggest you download this mod here and start from there. Check what files are used, check how the netries are formulated.
    And then rep the author.










  18. #18
    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

    Not possible.










  19. #19

    Default Re: 12 turns per year with proper 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

  20. #20
    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

    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.










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