I will try a 4 turn version tomorrow and post it.
I will try a 4 turn version tomorrow and post it.
You know, I was thinking, if you kept the timescale at 0.50 would this mean that the campaign advances at normal speed and just your characters live twelfe times longer? Although that wouldn't be accurate in terms of lifespan or age it would make the gamer grow more attached to his characters than at the moment. I don't know how other people see this but with my chars, it's like one crusade and then you might aswell kill him cuz hes above 40 years old and grows a grey beard...
Last edited by Furin; July 09, 2008 at 01:35 PM.
Under the benevolent guidance of jimkatalanos
Hmm.. damn.. I made some adds to the script resently.. and all of a suddent the aging thing was not working.. they aged after every second turn, and in the start, summer winter switches after every year.. hm.. tried moving the script around in the file.. but doesnt seem to work..
Also i get kind of confused of the attached campaign_script and the script on this thread.. which one should i actaully use? im not so good with scripting..![]()
This is how my Campaign_script looks right now..
I am doing some stuff with this today. The plan is to have several versions that you can just drop into the script of whatever game you are playing.
Here is what the goal is.
Versions:
12 turns M2, 12 turns Kingdoms
A randomized script to change how long the winter is
Traits for reduced movement in winter
I will do the same for a 4 tpy and a 6 tpy script, one for M2 and one for Kingdoms.
Technically you could use the M2 versions in a Kingdoms game, but the Kingdoms versions will take advantage of a new command that M2 cannot use.
aNarion, you will be able to take one of these and plug it into the current game you are running and should have no problems at all.
Well the problem still remains.. did you take a look at my campaign script i uploaded? because i still shift between winter and summer after every turn..
And.. im still quite confused whrere to put it.. and what i should copy in your script file, the whole thing or just where ; 1. 12 Turns per year. starts...?
Same here. I've done my best to follow your directions implicitly, but it keeps alternating from winter to summer with every turn. I'm using the 12 turn, randomized winter version. I've also tried using the 12 turn normal version with the same result.
Do we copy/paste the entire campaign_script file you've provided (including the wait_monitor, end_script portions at the bottom)? The reason I ask is because in the normal version "wait_monitors" and "end_script" are included far down at the bottom of the page, but in the randomized version they are not. It's a bit confusing.
Also, where do I put the "historical_events" file? Does it go in the same location as the other files, or should it be in the data folder?
Great mod, by the way. I'm dying to get it working!![]()
Last edited by Macroi; July 17, 2008 at 11:10 AM.
I didn't understand a thing of thisBut I hope someone can help me
I've downloaded your file with WinZip, and tried to put it in the imperial_campaign folder of a mod. Have I done it right? Do I have to do something else?
(Yes, I'm a noob)
Original post updated.
I havent gotten to writing install instructions yet as I am still working on a few things, but I will give you a quick and dirty how to here.
The script is designed to be a complete script, you can replace your current campaign_script with this one and it should run fine. The exception to that is the Kingdoms random script, as Macroi pointed out I left off the wait_monitors and end_script on that file. Sorry.
To add my script to another script, you need to take from the first declare_counter to the last end_monitor. You should not have two end_scripts or two wait_monitors.
If you are placing my script AFTER the end_script in your current campaign_script, then the script will not work.
Your campaign script should look something like this:
script
commands
commands
commands
wait_monitors
end_script
Place my script somewhere in between script and wait_monitors, other than that it doesnt matter where you place it as long as you dont have any counter or event_counters with the same names as the ones I used in my script.
Also you HAVE to start in winter, and you HAVE to have the correct timescale in descr_strat. If not, the script will not work properly.
With the other files I will be adding such as historic_events and the traits files that are coming, what I am including is new sections of code. They need to be merged with whatever you are currently using. Just append my text to the bottom of your current files. In the case of historic_events you may have to convert the strings.bin version first.
I have the traits working for the 12 turn versions, working on the others tonight. When I am finished with all of it I will place a read_me with detailed instructions in the file, but hopefully this helps.
If you want to do a quick test, make a copy of your current campaign_script then run my base script by itself in your mod. If it runs ok then you have descr_strat setup properly and can merge the scripts. If it doesnt run fine then there is an issue somewhere.
Ok, I just tried putting your campaign_script (for 12 turn variable winter) in by itself and unfortunately it still alternates winter to summer every turn. I remembered to change the starting and ending seasons to winter in the strat file as you recommended (as well as the dates to 1080 and 1530).
At first I thought it was because I forgot to include the missing wait_monitors / end_scripts commands at the bottom of the page, but even after I put them in there was no change. The game still alternates seasons every turn. I had your old 12 turn file working a few days ago with no problem whatsoever, so I can't imagine what I might be doing wrong or different this time. Very strange indeed.
I'm using vanilla Kingdoms by the way. The only other mod I have is the "Crimson Tide" mod.
Did you set the timescale?
Yup, it's set to 0.0835.
Hmmmm, dunno, it works here. You have this in a working mod folder?
Yeah, I'm just putting it in my Britannia mod folder. Like I said, what's really strange is that the one you posted a few days ago was working fine. I don't get it.
Are you running that through a bat file or from the executable??
Yes, you dont have a properly working mod setup. You need the file_first method working. I dont suggest changing the vanilla files, but if you just want to change that one thing then add this to your medieval2.preference.cfg file:
Code:[io] file_first = true