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Thread: 12 turns per year with proper aging

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  1. #1

    Default Re: 12 turns per year with proper aging

    Ok, I gave that a whirl. I just pasted the command at the bottom of the pref file but the game reacted really badly. The UI was all messed up. I managed to click on the turn button (even though I couldn't see it) and the season turned to summer on turn 2, so I assume it still didn't work. Any other thoughts? I appreciate your patience.

  2. #2
    GrnEyedDvl's Avatar Liberalism is a Socially Transmitted Disease
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    Default Re: 12 turns per year with proper aging

    You need to setup a proper mod folder, I dont know if anyone has a Britannia mod folder, but I have a barebones folder that lets you run the Grand Campaign from the Kingdoms executable.

  3. #3

    Default Re: 12 turns per year with proper aging

    Ok, I'll give this a try. Many thanks!

  4. #4
    aNarion.'s Avatar Centenarius
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    Default Re: 12 turns per year with proper aging

    Same problem for me as macroi, and i've added file_first = true to my medieval2.pref.. But the game still switch to summer and winter every turn.. Im using SS6.1. if you maybe had a look at my campaign script that i uploaded, maybe you could see if there is anything wrong in it?

  5. #5
    aNarion.'s Avatar Centenarius
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    Default Re: 12 turns per year with proper aging

    Hmm. there is no one else here using this for SS 6.1? Would be thankful if someone uploaded there campaign_script if they did..
    Last edited by aNarion.; July 20, 2008 at 08:20 AM.

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

    I didnt look through that script much, you said you had mine working once before you changed stuff in it, so I figured dropping the new one in would solve your problem. I am looking through it now and dont see any obvious problems with my part of that script, though there is an error in the capital script, one of the counters is named wrong. Also when you set a counter you dont put the = sign in it. Did you change the SS part of the script, or my part of the script??

    Code:
    ;------------------------- NEW CAPITAL COSTS ------------------------
    
    set_event_counter NewCapital 0
    
    monitor_event PreFactionTurnStart FactionIsLocal
    	set_event_counter newCapital = 0
    end_monitor
    Is anything showing up in your error log? Do other parts of the script run? Hopefully you made a backup of the original SS script before you made any changes. I dont know what was in their script before, so if you changed it you need to talk to the SS guys.

    If you remove the SS script, does mine run by itself?

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

    Hehe, seems like its working now.. the capital issue could have done it.. thanks for your help there greeneyeddevil!

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

    Crimson Tide alters the file called "descr_geography_new.db" which tells the game to use the snow and dust textures while fighting in different climates, if this mod effects this file that would be the problem.
    Author of Crimson Tide, the Battlefield Aesthetics Mod
    click below for link.


  9. #9
    GrnEyedDvl's Avatar Liberalism is a Socially Transmitted Disease
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    Default Re: 12 turns per year with proper aging

    I guess it depends what they changed. My script just tells it when to be summer and when to be winter. The climates that dont have winter textures stay summer.

  10. #10

    Default Re: 12 turns per year with proper aging

    Quote Originally Posted by GrnEyedDvl View Post
    I guess it depends what they changed. My script just tells it when to be summer and when to be winter. The climates that dont have winter textures stay summer.
    So could you make that work for hotseat, meaning, it's all one month during the first turn of whatever amount of factions you play with and then summer again, for, say July for the turn after until it reaches the winter months? Currently, this script only works for single-player campaign, not hotseat. Would really like if it worked for hotseat.

  11. #11
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    Default Re: 12 turns per year with proper aging

    Original post updated with new script versions.

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

    I really like the 12 turns per year you have done. I wanted this for ages but believed it not possible.

    It would work very well with my supplies system. How do you suppose births, deaths & family tree member availability cope with this?
    Last edited by Byg; August 31, 2008 at 03:29 PM.

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  13. #13
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    Default Re: 12 turns per year with proper aging

    Well there will be a huge impact on the family tree. You get to keep characters much longer, but on the other hand it takes much longer for a son to Come of Age.

    Conisder a child born in turn 1 that comes of age at 16. 16 x 12 = 192 turns before that child comes of age, and thats if its a male. Character management becomes much more important, if you get a general killed foolishly it is a bigger hit on your empire as they are not as readily replaced. Adoption takes care of some of this, but by no means all.

    I have not played a full campaign with a 12 turn system yet, but I suspect it will be a bigger impact than people first think.

  14. #14
    B. Ward's Avatar ★★★★ RockNRolla ★★★★
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    Default Re: 12 turns per year with proper aging

    I'm thinking about giving at go at either 4tpy or 6tpy unless I drastically change the movement points. Trying to find the median between somewhat realistic movement and aging.

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    Default Re: 12 turns per year with proper aging

    Balance is always the tough part, you can get one thing working the way you want but something else is totally screwed up.

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    B. Ward's Avatar ★★★★ RockNRolla ★★★★
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    Default Re: 12 turns per year with proper aging

    yea, this is true. so i guess i'm going with the lesser evil once i test it enough. run a few auto campagins.

  17. #17
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    Default Re: 12 turns per year with proper aging

    Let me know how that works out, especially if factions start running out of generals.

  18. #18

    Default Re: 12 turns per year with proper aging

    First of all I want to say thank you. For king or country wouldn't be possible without this set of scripts.

    Second, I implemented the 12 turns per year campaign script and the movement character traits into my mod folder. Character aging is working, the correct cycle of seasons is working and the date under the egg timer is ticking over one year per 12 turns. However, I noticed one very minor problem and I guess it's something on my end. I set the desc_strat as so:

    start_date 1642 winter
    end_date 1651 winter
    timescale 0.0835

    After 6 turns the overviews tab shows the date as 1643, whereas the date under the egg timer shows that it's still 1642. After 18 turns the overview tab shows the date as 1644 and the egg timer shows 1643. Is this a hardcoded issue or something I did wrong?

    Cheers
    Last edited by AlphaDelta; August 15, 2008 at 12:23 PM.
    "I don't want to sit around Windsor because ermm .. I just generally don't like England that much" - Prince Harry, 3rd in Line for the British Thrown



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  19. #19
    GrnEyedDvl's Avatar Liberalism is a Socially Transmitted Disease
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    Default Re: 12 turns per year with proper aging

    Can you show me a screen shot of that?

  20. #20

    Default Re: 12 turns per year with proper aging

    Sure.



    One other thing. Would it be possible by changing the order of the months to start in April to make the first turn of the game summer?

    Cheers
    "I don't want to sit around Windsor because ermm .. I just generally don't like England that much" - Prince Harry, 3rd in Line for the British Thrown



    For King or Country - The English civil wars.

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