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  1. #1

    Default Re: 12 turns per year with proper aging

    Quote Originally Posted by GrnEyedDvl View Post
    There is no way possible I could build something like that for every possible mod my script might be used in. Sorry.
    Thats unfortunate for me i guess.I'll just have to do without.

  2. #2

    Default Re: 12 turns per year with proper aging

    Is it possible to only recieve taxes to the treasury during one month/season with this script. I remember in Shogun Total War you only recieved tax revenue in the fall with the harvest, and I always wished it carried over into the other games.

    -Cheers

  3. #3

    Default Re: 12 turns per year with proper aging

    GED,

    I noticed one more bug. On the first turn every character has full movement points even though it's a winter turn. Once I hit end turn the character gains the winter trait and movement points are reduced. Should I give every character the winter trait at the start?

    Also what is the maximum - Effect MovementPoints number? I tried -200 but characters can still move 1 square. I want to prevent any movement in winter.

    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.

  4. #4
    Augustus Lucifer's Avatar Life = Like a beanstalk
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    Default Re: 12 turns per year with proper aging

    Quote Originally Posted by AlphaDelta View Post
    GED,

    I noticed one more bug. On the first turn every character has full movement points even though it's a winter turn. Once I hit end turn the character gains the winter trait and movement points are reduced. Should I give every character the winter trait at the start?

    Also what is the maximum - Effect MovementPoints number? I tried -200 but characters can still move 1 square. I want to prevent any movement in winter.

    Cheers
    This is the trigger that starts off the counter:

    Code:
    Trigger GameStart
        WhenToTest CharacterTurnStart
        
        Condition I_TurnNumber == 0
    		and not 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
    That should give all of the characters the Winter trait, on turn 0. It is currently being run from CharacterTurnStart, because I don't think there is a PreFactionturnStart for Turn 0. It would seemingly give the character the "Winter" trait, but since the MP is already handled prior to the CharacterTurnStart, it won't be able to affect the MP points on Turn 0. The other triggers use CharacterTurnEnd, which changes the trait before the new turn comes around, so the trait is there to be used as an MP modifier when the Turn Start comes back around. There isn't a TurnEnd before Turn 0 though, so the same effect isn't possible. This is the reason why it is stated that a lot of scripts can't run on Turn 0, because while they can run during that turn, they can't have an effect on that turn.

    You could probably solve the issue by giving the trait "CampaignSeason 2" to every character listed in the descr_strat, but of course this can't be included with the script publicly, since everyone's descr_strat is different, so it's work wasted.

    Cheers,
    Augustus

  5. #5

    Default Re: 12 turns per year with proper aging

    I gave them the trait in descr strat but now they keep the winter trait throughout the year. Removing the gamestart trigger seems to fix the problem.

    Cheers
    Last edited by AlphaDelta; September 02, 2008 at 05:46 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.

  6. #6
    Augustus Lucifer's Avatar Life = Like a beanstalk
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    Default Re: 12 turns per year with proper aging

    Quote Originally Posted by AlphaDelta View Post
    Thanks for that Augustus, I gave them the trait from descr strat and it works perfectly now. Should I remove the GameStart trigger or will there be no conflict?

    Cheers
    You would want to remove the GameStart trigger, since it does the same thing essentially, except for Turn 1(2). I don't know about whether or not it would conflict, since the traits thresholds are one of CA's wonders, as in, you wonder how sane someone can be to make that area so confusing. But you should be able to remove it. The downside of course, is any character you miss in the descr_strat will be off-kilter most probably for their movement, whereas the script insures every character is on the right track, just at turn 1.

    As for the general thing which you ninja edited out, I'm not entirely sure, would have to look into it. My guess though, is it isn't possible to do it like that, you'd have to either deal with the decreased MP, since the AI makes decisions based on their MP, it's probable they'd not decide to move out of a settlement if they only had 1 square worth of MP. Or you could run an AI freeze or similar, which stops other aspects that don't want to be stopped.

    Cheers,
    Augustus

  7. #7

    Default Re: 12 turns per year with proper aging

    As for the general thing which you ninja edited out, I'm not entirely sure, would have to look into it. My guess though, is it isn't possible to do it like that, you'd have to either deal with the decreased MP, since the AI makes decisions based on their MP, it's probable they'd not decide to move out of a settlement if they only had 1 square worth of MP. Or you could run an AI freeze or similar, which stops other aspects that don't want to be stopped.
    I found that my starting_action_points value was too high. At anything more than 100 the maximum minus Effect MovementPoints failed to remove all of their movement points. I should be able to give all characters a movement points bonus for having to decrease the number of MP's.

    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.

  8. #8
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    Default Re: 12 turns per year with proper aging

    Quote Originally Posted by AlphaDelta View Post
    I found that my starting_action_points value was too high. At anything more than 100 the maximum minus Effect MovementPoints failed to remove all of their movement points. I should be able to give all characters a movement points bonus for having to decrease the number of MP's.

    Cheers
    If it works then good . And also something I just noticed, you said the max Effect MovementPoints you tried was -200. Well, MovementPoints is effected on a -1 = -5% basis, so -20 would be -100% (maybe you added an extra 0 on accident?). -6 has also been the tested limit at least via a single trait it seems, but maybe it stacks.

    Cheers,
    Augustus

  9. #9
    thdot44's Avatar Tiro
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    Default Re: 12 turns per year with proper aging

    do i have to enter your custom script for the character to age properly or will that happen when i change the timescale and season start date?

  10. #10
    GrnEyedDvl's Avatar Liberalism is a Socially Transmitted Disease
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    Default Re: 12 turns per year with proper aging

    Characters age when summer turns to winter.

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

    ok so i will have to edit the script to make it stay a certain season for a certain period of time?

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

    GED, unfortunately i cannot download the script you have would it be possible to paste the script in a email and send it me?

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

    Why can you not download??

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

    hey i figuered out a way to do it, thanks for the help though, one more question all i need to do is paste your script from script to end_script anywhere in the game script?

    thanks again
    Last edited by thdot44; September 02, 2008 at 10:54 PM.

  15. #15
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    Default Re: 12 turns per year with proper aging

    There are 4 versions of each script, its a hell of a lot of text to paste. What exactly do you want?

  16. #16
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    Default Re: 12 turns per year with proper aging

    hey thats ok i figuered out a way to do it, i just wanted your base script for the 6ypt so the characters aged right, wasnt worried about the traits and what not. thanks

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

    Not that I know of.

  18. #18

    Default Re: 12 turns per year with proper aging

    Excellent! Man, I tried to make a 2 tpy with proper aging script using this same system, and it worked like a spell, but I started facing problems related to devastation (it wasn't calculated by the engine or something)...do you know how it can be solved?

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

    I havent seen any devastation problems, but then I wasnt looking for them. Can you be a bit more specific?

  20. #20

    Default Re: 12 turns per year with proper aging

    Quote Originally Posted by GrnEyedDvl View Post
    I havent seen any devastation problems, but then I wasnt looking for them. Can you be a bit more specific?
    yeah, seems like the script doesn't calculate devastation end, so when a devastation happen, even many years after the army that caused it leaves the region, it remains there...never goes away...

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