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  1. #1

    Default Re: 12 turns per year with proper aging

    I tried using the 12 turns per year script for Kingdoms. The characters age perfectly. However the year changed from 1173 to 1174 in the 7th turn. and then to 1175 in the 19th turn. Is that ok, as after the 7th turn, year changes every 12 turns but only for the first year it takes 7 turns?

  2. #2
    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

    Did you set the entry for game start in descr_strat to winter?










  3. #3

    Default Re: 12 turns per year with proper aging

    Yes

  4. #4
    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's how it should look, otherwise I wouldn't know why yours changes after six turns.
    start_date 1173 winter
    end_date 1548 winter
    timescale 0.0834










  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

    That sounds very likely. If the unit is not available in the EDU, then you will get an error.










  6. #6
    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 entries need to be added to the various files as described in the included readme file.










  7. #7
    ChivalrousKiller's Avatar Domesticus
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    Default Re: 12 turns per year with proper aging

    Quote Originally Posted by gigantus View Post
    The entries need to be added to the various files as described in the included readme file.
    I found the README, but it didn't help me

    Am I just supposed to replace the campaign script with the 12 turns campaign script?

  8. #8
    ChivalrousKiller's Avatar Domesticus
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    Default Re: 12 turns per year with proper aging

    No matter where I copy it, characters still age for the turns, and it turns to summer in turn 2

    What must I do? Isn't there anyone that can help?

  9. #9
    Laetus
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    Default Re: 12 turns per year with proper aging

    I'm trying to incorperate the 12month script in SS 6.3, with no luck. I made it work for the regular Medieval game, never tried it for Vanilla Kingdoms though.

    Is it possible to do in SS 6.3?


    Oh yeah I took out SS 6.3 aging script and replaced it with the 12 turn script still no luck.

    Any ideas???

  10. #10
    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 script gets copied into the campaign_script file. The start date and time scale has to be adjusted in descr_strat. It is all in the README file. Just make up your mind which flavor of turns you want and then do it step by step.










  11. #11
    ChivalrousKiller's Avatar Domesticus
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    Default Re: 12 turns per year with proper aging

    Quote Originally Posted by gigantus View Post
    The script gets copied into the campaign_script file. The start date and time scale has to be adjusted in descr_strat. It is all in the README file. Just make up your mind which flavor of turns you want and then do it step by step.
    Ok, I've adjusted the turn start to winter, and set the timescale to 0.0835 (for 12 turns).

    I want 12 turns, so then I just take the Kingdoms Base Script (it's a kingdoms mod I want it for)?

    Then I take the 12 turns basic script and copy all of it into the regular campaign script? A special place in the campaign script or just whereever?
    Last edited by ChivalrousKiller; March 11, 2010 at 11:24 AM.

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    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 can put it anywhere between the first and the last two lines. My suggestion: right under the line at the top that says "script".










  13. #13
    ChivalrousKiller's Avatar Domesticus
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    Default Re: 12 turns per year with proper aging

    IT WORKS!!!

    Thank's so much to GrnEyedDvl for the script and gigantus for all the help

  14. #14
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    Default Re: 12 turns per year with proper aging

    One is glad to be of service










  15. #15
    Byg's Avatar Read The Manual
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    Default Re: 12 turns per year with proper aging

    Hi, I'm doing BGR V mod incorporating your lovely 12 tpy script and wondered how settlement mechanics, EDB, missions etc will view the turns. Will they see each month as a turn or each year? I figure if they still see each turn as a turn then I need change nothing in them to maintain the same gameplay.
    Last edited by Byg; March 16, 2010 at 06:34 AM.

    NEW BGR V 20150324! . . . . . . . .. . . .BGRIV_E

  16. #16
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    Default Re: 12 turns per year with proper aging

    The game regards winter as the end \beginning (not sure which) of a year. This mod has only one "real winter" turn.
    There are no changes necessary as missions are in turns - and that doesn't get changed.










  17. #17

    Default Re: 12 turns per year with proper aging

    I modified the script to 52 turns per year. I am using it in an upcoming mod i am working on (Defender of the Crown). Thought i would share it on here aswell. Simply adjust your timescale to 0.019235 in descr_strat and then add the following to your campaign_script...

    Spoiler Alert, click show to read: 

    Code:
     
    ; 1. 52 Turns per year.
    declare_counter week
    ; set the season for each week
    monitor_event FactionTurnStart FactionIsLocal
     inc_counter week 1
    ;January
     if I_CompareCounter week == 1
      console_command season winter
     end_if
     
     if I_CompareCounter week == 2
      console_command season winter
     end_if
     
     if I_CompareCounter week == 3
      console_command season winter
     end_if
     
     if I_CompareCounter week == 4
      console_command season winter
     end_if
    ;February 
     if I_CompareCounter week == 5
      console_command season winter
     end_if
     
     if I_CompareCounter week == 6
      console_command season winter
     end_if
     
     if I_CompareCounter week == 7
      console_command season winter
     end_if
     
     if I_CompareCounter week == 8
      console_command season winter
     end_if
     
     if I_CompareCounter week == 9
      console_command season winter
     end_if
     
    ;March
     if I_CompareCounter week == 10
      console_command season summer
     end_if
     
     if I_CompareCounter week == 11
      console_command season summer
     end_if
     
     if I_CompareCounter week == 12
      console_command season summer
     end_if
     
     if I_CompareCounter week == 13
      console_command season summer
     end_if
    ;April 
     if I_CompareCounter week == 14
      console_command season summer
     end_if
     
     if I_CompareCounter week == 15
      console_command season summer
     end_if
     
     if I_CompareCounter week == 16
      console_command season summer
     end_if
     
     if I_CompareCounter week == 17
      console_command season summer
     end_if
    ;May 
     if I_CompareCounter week == 18
      console_command season summer
     end_if
     
     if I_CompareCounter week == 19
      console_command season summer
     end_if
     
     if I_CompareCounter week == 20
      console_command season summer
     end_if
     
     if I_CompareCounter week == 21
      console_command season summer
     end_if
     
     if I_CompareCounter week == 22
      console_command season summer
     end_if
    ;June 
     if I_CompareCounter week == 23
      console_command season summer
     end_if
     
     if I_CompareCounter week == 24
      console_command season summer
     end_if
     
     if I_CompareCounter week == 25
      console_command season summer
     end_if
     
     if I_CompareCounter week == 26
      console_command season summer
     end_if
    ;July 
     if I_CompareCounter week == 27
      console_command season summer
     end_if
     
     if I_CompareCounter week == 28
      console_command season summer
     end_if
     
     if I_CompareCounter week == 29
      console_command season summer
     end_if
     
     if I_CompareCounter week == 30
      console_command season summer
     end_if
    ;August 
     if I_CompareCounter week == 31
      console_command season summer
     end_if
     
     if I_CompareCounter week == 32
      console_command season summer
     end_if
     
     if I_CompareCounter week == 33
      console_command season summer
     end_if
     
     if I_CompareCounter week == 34
      console_command season summer
     end_if
     
     if I_CompareCounter week == 35
      console_command season summer
     end_if
    ;September 
     if I_CompareCounter week == 36
      console_command season summer
     end_if
     
     if I_CompareCounter week == 37
      console_command season summer
     end_if
     
     if I_CompareCounter week == 38
      console_command season summer
     end_if
     
     if I_CompareCounter week == 39
      console_command season summer
     end_if
    ;October 
     if I_CompareCounter week == 40
      console_command season summer
     end_if
     
     if I_CompareCounter week == 41
      console_command season summer
     end_if
     
     if I_CompareCounter week == 42
      console_command season summer
     end_if
     
     if I_CompareCounter week == 43
      console_command season summer
     end_if
    ;November 
     if I_CompareCounter week == 44
      console_command season winter
     end_if
     
     if I_CompareCounter week == 45
      console_command season winter
     end_if
     
     if I_CompareCounter week == 46
      console_command season winter
     end_if
     
     if I_CompareCounter week == 47
      console_command season winter
     end_if
     
     if I_CompareCounter week == 48
      console_command season winter
     end_if
    ;December 
     if I_CompareCounter week == 49
      console_command season winter
     end_if
     
     if I_CompareCounter week == 50
      console_command season winter
     end_if
     
     if I_CompareCounter week == 51
      console_command season winter
     end_if
     
     if I_CompareCounter week == 52
      console_command season winter
     end_if
    ;start a new year
     if I_CompareCounter week == 53
      set_counter week 1
     end_if
    end_monitor
    monitor_event PreFactionTurnStart FactionIsLocal
     and I_CompareCounter week < 52
     console_command season summer
    end_monitor


    Note that 4 months have been given 5 weeks as opposed to 4. This is because most months have a few additional days that make up a total of 4 weeks in a year. I simply gave the last month of a given season 5 weeks. (Using december as the start of a season as an example). 4 months of winter or 13 weeks. with 8 months (39 weeks) summer.

    It wouldnt be much more work to add GeD's severe/mild winter script into this aswell. and you could extend winter upto 6 months if you desired...

    I will be adding to this script to include yearly events. More so to aid the player in knowing what week/month it is. It is very easy to forget what week it is if you dont remind the player as the date will not change for 52 turns.

    The mod i am using it in takes place in a 10 year period. 520 turns. and is quite localized.
    ...longbows, in skilled hands, could reach further than trebuchets...

  18. #18

    Default Re: 12 turns per year with proper aging

    You should use GeD's approach.
    In your 4tpy script you have an IF statement that checks if the counter is > 0, if so set the season to summer. You then have an IF statement that checks to see if the counter is 3... these 2 IF sttements conflict as they can both be true at the same time.

    For future reference:
    When writing IF statements you should make ALL IF's slightly different so that only one can be true. As soon as you start having more then one possible outcome it can cause you issues.
    Your script does not work because the > 0 will always fire true so the script never reads the final IF statement. Therefore, its always summer.

    GeD's approach is flawless...
    Add this to your campaign_script and remove your 4tpy script.

    I did not check the rest of the campaign script for errors.

    Spoiler Alert, click show to read: 

    Code:
     
    declare_counter quarter
    ;set to January
    set_counter quarter 1
     ; set the season for each quarter
    monitor_event PreFactionTurnStart FactionIsLocal 
    ;Jan, Feb, March
    if I_CompareCounter quarter == 1 
    console_command season winter
    end_if
    ;April, May, June
    if I_CompareCounter quarter == 2 
    console_command season summer
    end_if
    ;July, Aug, Sept
    if I_CompareCounter quarter == 3 
    console_command season summer
    end_if
    ;Oct, Nov, Dec
    if I_CompareCounter quarter == 4 
    console_command season winter
    end_if
     
    inc_counter quarter 1 ;advance the quarter
    ;start a new year
    if I_CompareCounter quarter == 5
    set_counter quarter 1
    end_if
    end_monitor
     
    monitor_event FactionTurnEnd FactionType slave
    and I_CompareCounter quarter > 1
    console_command season summer
    end_monitor
    ...longbows, in skilled hands, could reach further than trebuchets...

  19. #19
    Ahlerich's Avatar Praeses
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    Default Re: 12 turns per year with proper aging

    acually i get one month of winter from the script it seems to be working now that i added wait_monitors to the end

    i ll test a bit more and maybe the use yours instead. i just noticed that with greeneyeds script generals age twice in the first year i think.

  20. #20

    Default Re: 12 turns per year with proper aging

    If the slave turn ends in winter, characters age. In GeD's script the first and last quarters are winter, but the script is set to summer at the end of every slave turn, unless it is quarter 1 (which is set if quarter is 5... quarter 5 IS quarter 1). Therefore it is really only winter on one turn.

    Quarter is incremented to 2 on the first turn, so it is actually summer as far as ending the slave turn. The quarter is incremented to 5 during the 4th quarter, as stated, 5 IS 1 in this script. During the Slave turn it is set to winter.

    The script can be hard to follow because the counters are not valid during the entire turn, they change. It starts as 1 but ends as 2, it starts as 4 but ends as 1 (it is not 5 for long, as 5 is 1).
    ...longbows, in skilled hands, could reach further than trebuchets...

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