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Thread: 12 turns per year with proper aging

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  1. #1
    GrnEyedDvl's Avatar Liberalism is a Socially Transmitted Disease
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    I will look into the display issue.

    Starting in April would really screw that up. When you first start the game your timescale counter is at 0. Its going to change years in 12 turns. If you start in April, you will have the year changing in summer instead of winter and it would screw up a couple of counters.

    Ok that is strange, it does the same thing to me.

    It also changes the year every 12 turns after that, so the year on the overview panel changes in July, the year on the main campaign script changes in January like it is supposed to.

    If I set the start date to summer in descr_strat and change the year to July, it swaps them around. The date on the main campaign screen changes in July, and the date in the overview panel changes in Jan.

    As of now I havent come up with a way to synch them up. My best guess is that the game was hardcoded in one area to a limit of 6 turns per year (RTW code) and when they added the timescale they didnt get it all removed.

    I did some testing with the Date condition for events, and it seems like that condition reads the date on the campaign map, not the date on the overview panel.

    If you change your descr_strat to summer and set the date to July as I did, then change it to show turns per year, then you will never see the discrepency, and the date on the overview panel will change in Jan. But then you run into the problem of the Date condition reading the date from the timescale which doesnt match the overview panel. So if you set a date of 1450 for an event, it may actually fire in 1451 depending on the summer/winter setting for the event. Irritating.

    If anyone else has any ideas on this I would be glad to hear them.

    I would never have caught this because I rarely if ever look at that screen. Thanks and + rep.

    EDIT: I will do some testing with the 4 and 6 tpy scripts and this weekend and see if they do the same thing.
    Last edited by Amroth; August 16, 2008 at 10:06 AM. Reason: dp

  2. #2

    Default Re: 12 turns per year with proper aging

    Crap, it is also happening with EB2's 4 tpy script. Thanks for noticing that AD.

  3. #3

    Default Re: 12 turns per year with proper aging

    Thanks for looking into this Ged. It's not something that will bother my campaign however.

    I have another question. Will it cause problems if I condense the winter from 5 months to 3 months? 5 months is too long for there to be snow on the ground in a country like England. Also I wonder if it would be possible to expand the movement restricting traits to Autumn and Spring to give them a 15% movement penalty to take into account the boggy ground?

    Cheers
    Last edited by AlphaDelta; August 17, 2008 at 12:41 AM.
    "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.

  4. #4
    GrnEyedDvl's Avatar Liberalism is a Socially Transmitted Disease
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    Default Re: 12 turns per year with proper aging

    If you are not using the randomized winter it will be easy to change the number of winter months, just set the seasons like the summer months.

    If you build new traits and check the month counter, you can set movement traits for a specific month instead of a specific season. It will be a bit of work, but it can be done. That is not something I ever planned, so I built the movement trait with 2 levels, you just need to add one.

  5. #5

    Default Re: 12 turns per year with proper aging

    Hi GrnEyedDvl
    First of all, great work!

    I've just notice this thread, but I was working in this subject last week with some results.

    My objective was a short (2-3 years) military campaign, with 52 turns per year, but beginning in a given week of the year (in my case week 36), and with a winter season shared between the end of one year and the beginning of the next one.

    The only way to "convince" the game to change the year in the correct moment was to include a second counter (year counter) and force the year change with
    console_command date 1230
    It is a method easy for short campaigns (in years), but it is quite annoying if 150 years must be coded in the same way. :hmmm:

    If you are interested I can send you a model of the script. I like very much your randomized option for winter and I will try to apply it to my own script (if you don't mind )

    Cheers.

  6. #6
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    Default Re: 12 turns per year with proper aging

    I have already seen one like that, the reason i didnt like it is because as you say, you have to code each year. Myyrdraal actually has a similar script on the org to what you are doing if you are interested in his.

  7. #7

    Default Re: 12 turns per year with proper aging

    Quote Originally Posted by GrnEyedDvl View Post
    I have already seen one like that, the reason i didnt like it is because as you say, you have to code each year. Myyrdraal actually has a similar script on the org to what you are doing if you are interested in his.
    Yes, but it is now much easier, and the only reason for this type of code is the possibility of starting the campaing in any period of the year (not necessarily in January).

    Now I've used your idea of randomisation for longer winters, and it works perfectly.

  8. #8

    Default Re: 12 turns per year with proper aging

    I have done some private mods myself but I would never think this is possibel. You have done a wise & great thing here Mr Devil. I will use it myself if that possible?

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

    There are good sides to it, but I wanted go create something that could be dropped into any existing mod, and most of all something short.

  10. #10

    Default Re: 12 turns per year with proper aging

    export_vnvs.txt------------------where is this found?I went to here( data/world/campaign/imperial_campaign.)and i saw all but this ,export_vnvs.txt

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

    Quote Originally Posted by OSDEA7 View Post
    export_vnvs.txt------------------where is this found?I went to here( data/world/campaign/imperial_campaign.)and i saw all but this ,export_vnvs.txt
    It is in the data\text folder (if you have unpacked the game and converted the string.bin file of the same name).










  12. #12

    Default Re: 12 turns per year with proper aging

    where do i add the script to the campaign_script file? just copy all the code from your file to the end of the original campaign_script file? including "script" and "end_script"?

    thanks,

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

    Your file already has the script/end script tags. Put everything except those in your file, someplace before wait_monitors and end_script. As long as you dont have any counter named the same as mine it should run fine.

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

    I dont know what the difficulty level tag refers to. Either way that is a separate monitor from what I have done, written by someone else. If your spawns and other events are not working, there is something wrong. I would not advise adding new script, mine or anyone elses, to a script that is not working. Is there anything in your log about not being able to create a script?? Theres probably an error someplace that is preventing the script from running properly, which is why events and characters do not spawn, and probably keeps my script from running as well.

  15. #15

    Default Re: 12 turns per year with proper aging

    Quote Originally Posted by GrnEyedDvl View Post
    I dont know what the difficulty level tag refers to. Either way that is a separate monitor from what I have done, written by someone else. If your spawns and other events are not working, there is something wrong. I would not advise adding new script, mine or anyone elses, to a script that is not working. Is there anything in your log about not being able to create a script?? Theres probably an error someplace that is preventing the script from running properly, which is why events and characters do not spawn, and probably keeps my script from running as well.

    Nono, what I meant is, when I've used your script before I deleted the WHOLE campaign_script, and then change put yours in, so I only had your script and nothing else, that must be why some events don't trigger. But now I've read your posts and added it in the campaign_script instead of removing the old one, luckily I had a backup. I'm going to try and see if it works now, william wallace should spawn any minute, I'll be back with edit!

  16. #16
    thdot44's Avatar Tiro
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    Default Re: 12 turns per year with proper aging

    If i want to just change the timescale and the start dates in accordance with what you have posted for 6tpy is there any reason that wouldnt work correctly.

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

    The timescale needs to be set to the same thing I posted in the 6tpy script. the date you can make whatever you want, but I would make sure to start in winter.

  18. #18
    thdot44's Avatar Tiro
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    Default Re: 12 turns per year with proper aging

    ok, i changed everything you said to change for the 6tpy in the strat file. start winter timescale changes. the years progress at the right rate. but characters get a year older every two turns.

  19. #19

    Default Re: 12 turns per year with proper aging

    Would it not be easier for us to have and auto loading update,especialy for us noobs who will more than likely just screw the game up.I really like the idea of the 12 turn option per year but i'm just not confident on placing everything in the right place.So i guess i'll have to do with out.

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

    Quote Originally Posted by OSDEA7 View Post
    Would it not be easier for us to have and auto loading update,especialy for us noobs who will more than likely just screw the game up.I really like the idea of the 12 turn option per year but i'm just not confident on placing everything in the right place.So i guess i'll have to do with out.
    There is no way possible I could build something like that for every possible mod my script might be used in. Sorry.

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