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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

    Randomized winter has historical events afaik - if their text is missing then it will certainly crash.










  2. #2

    Default Re: 12 turns per year with proper aging

    I just noticed that when I have a character start with the severe weather trait the game does not change that trait to summer for the first year, it stays winter on the trait but the season is correct. After that it works as usual. Any idea what is causing the trait to not change right away on turns per year script? Or change when it does?

  3. #3
    Withwnar's Avatar Script To The Waist
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    Default Re: 12 turns per year with proper aging

    Quote Originally Posted by alreadyded View Post
    I just noticed that when I have a character start with the severe weather trait the game does not change that trait to summer for the first year
    Oh, the first year, not the first turn? Then maybe because your triggers are only subtracting 1 point, when characters might have 3 or 4 points, so it takes a few turns to get back down to the 'proper' values of 1 or 2.

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

    Can you show its trigger?

  5. #5

    Default Re: 12 turns per year with proper aging

    I am using the one from the first post;

    Code:
    ;------------------------------------------Trait CampaignSeason
        Characters all
    
    
        Level Summer
            Description Summer_desc
            EffectsDescription Summer_effects_desc
            Threshold  1
    
    
        Level Winter
            Description Winter_desc
            EffectsDescription Winter_effects_desc
            Threshold  2
    
    
            Effect MovementPoints  -6   
            Effect Farming  -1
            Effect LineOfSight  -2 
            Effect Attack  -1 
            Effect Command -1 
            Effect Law  -1
    Spoiler Alert, click show to read: 
    Code:
    Trigger WinterToSummer    WhenToTest CharacterTurnEnd
        
        Condition ! AgentType = admiral
            and Trait CampaignSeason = 2
            and I_EventCounter summer_winter == 1
        
        Affects CampaignSeason -1 Chance 100
       
    ;------------------------------------------
    Trigger SummerToWinter
        WhenToTest CharacterTurnEnd
        
        Condition ! AgentType = admiral
            and Trait CampaignSeason = 1
            and I_EventCounter summer_winter == 2
    ;        and IsRegionOneOf 0, 2, 3, 4, 5, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 18, 19, 21, 25, 26, 29, 30, 31, 32, 33, 34, 35, 36, 38, 40, 41, 42, 43, 44, 45, 47, 48, 49, 50, 51, 52, 53, 54, 55, 57, 58, 60, 61, 63, 67
        
        Affects CampaignSeason 1 Chance 100  
       
    ;------------------------------------------
    Trigger GameStart
        WhenToTest CharacterTurnStart
        
        Condition I_TurnNumber == 0
            and ! AgentType = admiral
    ;        and IsRegionOneOf 0, 2, 3, 4, 5, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 18, 19, 21, 25, 26, 29, 30, 31, 32, 33, 34, 35, 36, 38, 40, 41, 42, 43, 44, 45, 47, 48, 49, 50, 51, 52, 53, 54, 55, 57, 58, 60, 61, 63, 67
    
    
        Affects CampaignSeason 2 Chance 100  
       
    ;------------------------------------------
    Trigger ComesOfAgeSummer
        WhenToTest CharacterComesOfAge
        
        Condition FatherTrait CampaignSeason == 1
            and ! AgentType = admiral
    
    
        Affects CampaignSeason 1 Chance 100 
       
    ;------------------------------------------
    Trigger ComesOfAgeWinter
        WhenToTest CharacterComesOfAge
        
        Condition FatherTrait CampaignSeason == 2
            and ! AgentType = admiral
    
    
        Affects CampaignSeason 2 Chance 100   
       
    ;------------------------------------------
    Trigger CatchAllWinter
        WhenToTest CharacterTurnEnd
        
        Condition Trait CampaignSeason == 0
            and ! AgentType = admiral
            and I_EventCounter summer_winter == 2
    ;        and IsRegionOneOf 0, 2, 3, 4, 5, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 18, 19, 21, 25, 26, 29, 30, 31, 32, 33, 34, 35, 36, 38, 40, 41, 42, 43, 44, 45, 47, 48, 49, 50, 51, 52, 53, 54, 55, 57, 58, 60, 61, 63, 67
    
    
        Affects CampaignSeason 2 Chance 100   
       
    ;------------------------------------------
    Trigger CatchAllSummer
        WhenToTest CharacterTurnEnd
        
        Condition Trait CampaignSeason == 0
            and ! AgentType = admiral
            and I_EventCounter summer_winter == 1
    
    
        Affects CampaignSeason 1 Chance 100 
        
    ;------------------------------------------
    Trigger MoveToSummer
        WhenToTest CharacterTurnEnd
        
        Condition Trait CampaignSeason == 2
            and ! AgentType = admiral
            and I_EventCounter summer_winter == 2
    ;        and ! IsRegionOneOf 0, 2, 3, 4, 5, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 18, 19, 21, 25, 26, 29, 30, 31, 32, 33, 34, 35, 36, 38, 40, 41, 42, 43, 44, 45, 47, 48, 49, 50, 51, 52, 53, 54, 55, 57, 58, 60, 61, 63, 67
    
    
        Affects CampaignSeason -1 Chance 100 
        
    ;------------------------------------------
    Trigger MoveToWinter
        WhenToTest CharacterTurnEnd
        
        Condition Trait CampaignSeason == 1
            and ! AgentType = admiral
            and I_EventCounter summer_winter == 2
    ;        and IsRegionOneOf 0, 2, 3, 4, 5, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 18, 19, 21, 25, 26, 29, 30, 31, 32, 33, 34, 35, 36, 38, 40, 41, 42, 43, 44, 45, 47, 48, 49, 50, 51, 52, 53, 54, 55, 57, 58, 60, 61, 63, 67
    
    
        Affects CampaignSeason 1 Chance 100 
        
    ;------------------------------------------
    Trigger SummerAdoption
        WhenToTest OfferedForAdoption
        
        Condition Trait CampaignSeason == 0
            and ! AgentType = admiral
            and I_EventCounter summer_winter == 1
    
    
        Affects CampaignSeason 1 Chance 100 
    
    
    ;------------------------------------------
    Trigger LesserSummerAdoption
        WhenToTest LesserGeneralOfferedForAdoption
        
        Condition Trait CampaignSeason == 0
            and ! AgentType = admiral
            and I_EventCounter summer_winter == 1
    
    
        Affects CampaignSeason 1 Chance 100 
        
    ;------------------------------------------
    Trigger WinterAdoption
        WhenToTest OfferedForAdoption
        
        Condition Trait CampaignSeason == 0
            and ! AgentType = admiral
            and I_EventCounter summer_winter == 2
    ;        and IsRegionOneOf 0, 2, 3, 4, 5, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 18, 19, 21, 25, 26, 29, 30, 31, 32, 33, 34, 35, 36, 38, 40, 41, 42, 43, 44, 45, 47, 48, 49, 50, 51, 52, 53, 54, 55, 57, 58, 60, 61, 63, 67
            
        Affects CampaignSeason 2 Chance 100 
        
    ;------------------------------------------
    Trigger LesserWinterAdoption
        WhenToTest OfferedForAdoption
        
        Condition Trait CampaignSeason == 0
            and ! AgentType = admiral
            and I_EventCounter summer_winter == 2
    ;        and IsRegionOneOf 0, 2, 3, 4, 5, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 18, 19, 21, 25, 26, 29, 30, 31, 32, 33, 34, 35, 36, 38, 40, 41, 42, 43, 44, 45, 47, 48, 49, 50, 51, 52, 53, 54, 55, 57, 58, 60, 61, 63, 67
            
        Affects CampaignSeason 2 Chance 100



    Turned out to be the "Gamestart" trigger, without it all is well, not that I really understand why (was it making it 4?). So anyone that wants the weather effects to affect the first turn and the trait to show up top in plain view by adding it to descr_strat should delete that trigger apparently.
    Last edited by alreadyded; August 05, 2016 at 03:53 AM.

  6. #6
    Withwnar's Avatar Script To The Waist
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    Default Re: 12 turns per year with proper aging

    If they have the Summer trait (1) in descr_strat then the GameStart trigger will be adding 2 points --> now 3 --> above the Winter threshold so they get the Winter trait. If they have the Winter trait (2) in descr_strat then they'll now have 4 points, which is still above the Winter threshold so they keep the Winter trait.

    To give them the Summer trait instead, for the GameStart trigger you could do:

    Affects CampaignSeason -2 Chance 100
    Affects CampaignSeason 1 Chance 100

    The first line will take them back to 0 points (removing the trait) regardless of whether they had 1 or 2 (or nothing) assigned as the trait level in descr_strat, then the second line will give them Summer.

    Or just remove the trait entirely from descr_strat and use...

    Affects CampaignSeason 1 Chance 100

    ... for the GameStart trigger.

    Assuming it's always Summer in the first turn, that is.

  7. #7

    Default Re: 12 turns per year with proper aging

    It has to start in winter though doesn't it? I do want it to start at CampaignSeason 2 so the movement and stuff take affect on the first turn, it didn't with the trigger giving it on turn 0 was the original problem I was having long ago (so I added to descr_strat and forgot to delete the trigger way back then). Also the trait only shows and stays up top (a really big deal to me) if you start with the trait at some threshold in descr_strat as the first trait for anyone that is a stickler about that.

  8. #8
    Withwnar's Avatar Script To The Waist
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    Default Re: 12 turns per year with proper aging

    That's only part of what I posted but yes, that whole season script is compatible with both.

    Not sure what you're getting at with that second bit of code, nor why slave isn't to be counted as AI. I can say that the declare_counter line is declaring a counter which you're not using: the monitors are setting an event counter, not that declared 'normal' counter.

    I'm not familiar with the script/system that this thread is describing (not sure how I got here in the first place ) so can't really answer your other question.

  9. #9

    Default Re: 12 turns per year with proper aging

    That code is to separate the player from the AI factions other than slave. I was just curious if it works the same (same effect) as the conditions I quoted from you for hotseat. I am not sure if using FactionIsLocal in hotseat is flat out wrong or if it just depends on how it is used.

  10. #10
    Withwnar's Avatar Script To The Waist
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    Default Re: 12 turns per year with proper aging

    Mine is only figuring out if it is the turn of the faction after slave, which could still be AI in hotseat (I think?) and doesn't help in a multi-player-factions hotseat situation.

    "Local" in hotseat still means "not AI", so will be true for each player faction, but I recall gsthoed reporting somewhere that if you use the "control" command then it isn't reliable. Safer to use FactionIsAIControlled.

    In hotseat "local" means "player faction AND it's their turn" (i.e. current player) whereas in normal game it means simply "player faction" (in any faction's turn). FactionIsAIControlled means the same thing in both: "not a player faction, regardless of whose turn it is", and conversely "not FactionIsAIControlled" means "is a player faction, regardless of whose turn it is".

    So yeah, that is_the_ai code should be fine in both normal and hotseat, but probably best to change it to use "not FactionIsAIControlled" instead of FactionIsLocal, and FactionIsAIControlled instead of "not FactionIsLocal".

  11. #11

    Default Re: 12 turns per year with proper aging

    Much appreciated.

  12. #12

    Default Re: 12 turns per year with proper aging

    Isn't a timescale of 0,0834 more correct for 12 turn/year since 1/12 is 0,083333.... instead of 0,0835.

  13. #13
    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

    It is - but being the fourth digit it doesn't have any real impact.










  14. #14
    warl0rd13's Avatar Semisalis
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    Default Re: 12 turns per year with proper aging

    I think I did something wrong, I set it for 12 turns a year but my generals are aging normally, I set the start date to winter so I'm not sure what I did wrong.
    Stabber, Ikanan teen.
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  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

    Did you add the script to the campaign_script.txt file? Did you set the time scale correctly?










  16. #16
    warl0rd13's Avatar Semisalis
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    Default Re: 12 turns per year with proper aging

    Yeah the time scale is working fine, I added the script but maybe I put it in the wrong area in the file? I'm trying to use it in vanilla if that makes a difference.
    Stabber, Ikanan teen.
    Silias "Twitch Tethers, Ordonian ranger

  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

    Best put it right at the end, but before the 'wait_monitors' line. That way you can avoid inserting it in between other script parts.

    Code:
        end_monitor   end of last monitor\script part
        
        put your script here
        
        wait_monitors
    end_script










  18. #18
    warl0rd13's Avatar Semisalis
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    Default Re: 12 turns per year with proper aging

    That was the trick, works like a charm now, cheers mate.
    Stabber, Ikanan teen.
    Silias "Twitch Tethers, Ordonian ranger

  19. #19
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    Default Re: 12 turns per year with proper aging











  20. #20

    Default Re: 12 turns per year with proper aging

    Hi, if I have M2TW Kindgoms but I play the vanilla(still kingdoms is installed), which version should I use, M2 or Kingdoms? Thank you. I use the vanilla version now and works fine but winter lasts for 5 turns.

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