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Thread: 12 turns per year with proper aging

  1. #101
    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?

  2. #102
    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.

  3. #103
    thdot44's Avatar Tiro
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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?

  4. #104
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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?

  5. #105
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    Default Re: 12 turns per year with proper aging

    Why can you not download??

  6. #106
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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.

  7. #107
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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?

  8. #108
    thdot44's Avatar Tiro
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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

  9. #109

    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.

  10. #110

    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

  11. #111
    GrnEyedDvl's Avatar Liberalism is a Socially Transmitted Disease
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    Default Re: 12 turns per year with proper aging

    Not that I know of.

  12. #112

    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?

  13. #113
    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?

  14. #114

    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...

  15. #115
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    Default Re: 12 turns per year with proper aging

    Well many turns anyways right? I doubt if the engine thinks in terms of "years" when applying bonuses/penalties, only turns.

    Does it happen with all ground types? Fertile land probably would recover faster than not so fertile land. At least that is how I would code it if I was in charge. I will take a look when I have a free minute or 60. There is no way to stop devastation by script that I know of. Maybe something in settlement_mechanics though.

  16. #116

    Default Re: 12 turns per year with proper aging

    Quote Originally Posted by GrnEyedDvl View Post
    Well many turns anyways right? I doubt if the engine thinks in terms of "years" when applying bonuses/penalties, only turns.

    Does it happen with all ground types? Fertile land probably would recover faster than not so fertile land. At least that is how I would code it if I was in charge. I will take a look when I have a free minute or 60. There is no way to stop devastation by script that I know of. Maybe something in settlement_mechanics though.
    Let me describe how I did it:

    I made the script and started to play, than a devastation happened, and its visual and its economic aspects don't went away in not even 50 turns...

  17. #117
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    Default Re: 12 turns per year with proper aging

    On a 2tpy script 50 turns = 25 years, I agree thats a bit long. Well ok more than a bit lol

    Is that happening with my script as well?

  18. #118

    Default Re: 12 turns per year with proper aging

    Quote Originally Posted by GrnEyedDvl View Post
    On a 2tpy script 50 turns = 25 years, I agree thats a bit long. Well ok more than a bit lol

    Is that happening with my script as well?
    ohhh I was mistaken, I miswrote it, actually the script I did was 1 tpy! really sorry man (for a campaing of 450 turns, one year per turn, with proper aging) [There is no need to do a 2 tpy as you know, btw, 'cause all needed to do to have it is set the year rate at 0.5]

    I don't know why this devastation problem is happening, but I can't seem to solve it...

    I couldn't test your script, I'm without M2TW in this pc now...
    Last edited by CaesarBR; September 22, 2008 at 05:35 PM.

  19. #119

    Default Re: 12 turns per year with proper aging

    Do you know why my 1tpy script with proper aging messed up devastation calculation? it is really important for my mod

  20. #120
    GrnEyedDvl's Avatar Liberalism is a Socially Transmitted Disease
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    Default Re: 12 turns per year with proper aging

    I dont. Sorry. Only wild conjecture.

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