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Thread: 12 turns per year with proper aging

  1. #501
    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.

  2. #502

    Default Re: 12 turns per year with proper aging

    Quote Originally Posted by Withwnar View Post
    Code:
    declare_counter is_first_faction_turn_after_slave
    set_counter is_first_faction_turn_after_slave 1
    
    monitor_event PreFactionTurnStart not FactionType slave
      
      if I_CompareCounter is_first_faction_turn_after_slave == 1
        set_counter is_first_faction_turn_after_slave 0
      end_if
      
      if I_CompareCounter is_first_faction_turn_after_slave == -1
        set_counter is_first_faction_turn_after_slave 1
      end_if
      
    end_monitor
    So is this single and hotseat compatible? Or should I be using something that doesn't use FactionIsLocal at all like the above to assign AI only?
    Code:
    declare_counter is_the_ai
    
    monitor_event PreFactionTurnStart FactionIsLocal
        and ! FactionType slave
        set_event_counter is_the_ai 0
    end_monitor
    
    
    monitor_event PreFactionTurnStart ! FactionIsLocal
        and ! FactionType slave
        set_event_counter is_the_ai 1
    end_monitor
    Last edited by alreadyded; August 10, 2016 at 03:09 AM.

  3. #503
    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.

  4. #504

    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.

  5. #505
    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".

  6. #506

    Default Re: 12 turns per year with proper aging

    Much appreciated.

  7. #507

    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.

  8. #508
    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.










  9. #509
    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.
    Silias "Twitch Tethers, Ordonian ranger

  10. #510
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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?










  11. #511
    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

  12. #512
    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










  13. #513
    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

  14. #514
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    Default Re: 12 turns per year with proper aging











  15. #515

    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.

  16. #516
    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 your mod (I hope you are not modding the unpacked files in the main directory) uses the medieval2 executable then use the M2 version. 5 winters seems to indicate that the script isn't installed correctly or only partly.

    Check post #512 how to place the script










  17. #517

    Default Re: 12 turns per year with proper aging

    I want to extend the number of turns per year in a mod called "With Fire and Sword 2", but honestly the OP is a bit confusing too me, I have no idea what should I do, I feel a bit overwhelmed with the files and what should I do with them.
    Last edited by The Despondent Mind; January 11, 2017 at 04:32 PM.

  18. #518
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    Default Re: 12 turns per year with proper aging

    You first have to decide how many turns you are looking for. Then if you want to make use of the extreme weather messages. According to that you choose the script (and supporting stuff like EDCT and HE) and set the time scale. Let me know and I point you in the direction.










  19. #519

    Default Re: 12 turns per year with proper aging

    Quote Originally Posted by Gigantus View Post
    You first have to decide how many turns you are looking for. Then if you want to make use of the extreme weather messages. According to that you choose the script (and supporting stuff like EDCT and HE) and set the time scale. Let me know and I point you in the direction.
    Ok, right now the ratio is 2T/1Y I would like to change it to 6T/1Y.

  20. #520
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    Default Re: 12 turns per year with proper aging

    Let's take the basic version as example. I am assuming you are using a kingdoms mod (started with the kingdoms.exe)

    1. Download and extract the attachment.
    2. Browse to the Turns Scripts\6 Turns\Base Script\Kingdoms folder and make copy of the campaign_script file (I always make ups of files I am working with)
    3. Delete all lines below the last end_monitor line (line 59 and below)
    4. Delete all lines from the top until before the ; 1. 12 Turns per year. line (line 1 to 19) The remainder is the actual script part.
    5.This part you can copy now below the script line at the top of your original script or directly below the last end_monitor line. Don't forget to save
    6. Now open descr_strat and at the top (roughly line 40, depending on faction entries) change the entries mentioned in the OP:
    start_date has to be winter
    timescale has to be 0.167










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