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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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    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.

  2. #2

    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...

  3. #3
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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?

  4. #4

    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.

  5. #5

    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

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

    I dont. Sorry. Only wild conjecture.

  7. #7

    Default Re: 12 turns per year with proper aging

    Quote Originally Posted by GrnEyedDvl View Post
    I dont. Sorry. Only wild conjecture.
    hmm, there is some way to unativate devastation so I can use he script?

  8. #8

    Default Re: 12 turns per year with proper aging

    Which folder do I drop the basic script into?

    Nevermind, put it in Data/World/maps/campaign/Custom/Late_Era_Campaign

    I get winter and summer every other 2 turns, no problem at least I got over 2,000 turns to work with for 2 month turns.
    Last edited by Buggsy; January 21, 2009 at 03:04 AM.

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

    You can change the modifier in settlement_mechanics so that it has no real effect. Make it 0 or something close to it.

  10. #10

    Default Re: 12 turns per year with proper aging

    Quote Originally Posted by GrnEyedDvl View Post
    You can change the modifier in settlement_mechanics so that it has no real effect. Make it 0 or something close to it.
    Thanks!

    what about the visual effect of it?

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

    Quote Originally Posted by GrnEyedDvl View Post
    You can change the modifier in settlement_mechanics so that it has no real effect. Make it 0 or something close to it.
    Can you likewise increase the effects of devastation, so that it ruins even more money for the victim?

    Any way to translate that damage into profit for the pillager?


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    and may posterity forget that ye were
    our countrymen."
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  12. #12

    Default Re: 12 turns per year with proper aging

    Quote Originally Posted by GrnEyedDvl View Post
    You can change the modifier in settlement_mechanics so that it has no real effect. Make it 0 or something close to it.
    I did it and it removed all economic aspects of devastation as far as I know, but it don't removed the more annoying part of it, the visual effect, how can it be removed, please?

  13. #13

    Default Re: 12 turns per year with proper aging

    that work fine with MTWII kingdoms? 12 turn ever year?
    also great idea for mods with short period

    Always nice script tut,GED rep+
    Only two things are infinite, the universe and human stupidity, and I'm not sure about the former.

  14. #14
    GrnEyedDvl's Avatar Liberalism is a Socially Transmitted Disease
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    Default Re: 12 turns per year with proper aging

    It works for Kingdoms and for M2.

    Caesar I am not sure what to tell you on that as I have no idea why its doing what its doing.

  15. #15

    Default Re: 12 turns per year with proper aging

    Quote Originally Posted by GrnEyedDvl View Post
    It works for Kingdoms and for M2.

    Caesar I am not sure what to tell you on that as I have no idea why its doing what its doing.
    ok, thanks anyway mate!

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

    Well you could do that via script probably. You could check at turn end if a character ended in enemy zoc and if yes then add_money x.

  17. #17

    Default Re: 12 turns per year with proper aging

    Quote Originally Posted by GrnEyedDvl View Post
    Well you could do that via script probably. You could check at turn end if a character ended in enemy zoc and if yes then add_money x.
    Awesome!

  18. #18

    Default Re: 12 turns per year with proper aging

    Hmmm...I want to ask a question: I used the script 12 Turns per Year (M2 Base Script) , when i modified start_date 1030 summer ,and set_counter quarter 3 I found when i start a new game ,sometimes strange things happen : in the certain turn, the original season is winter ,and the next season is winter too,when the turn changes, the map will change to summer first then change to winter. Could someone tell me why this happen?

    and forgive me about my poor english

  19. #19
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    Default Re: 12 turns per year with proper aging

    If you are using 12 turns per year then you should be using a month counter, not a quarter counter.

    Code:
    set_counter month 1 ;Set to January

    The quarter counter is used for 4 turns per year and should be set to 1.

  20. #20

    Default Re: 12 turns per year with proper aging

    I used set_counter month 1 already,although i get the correct results,the changing process is imperfect,i wang to konwn why,could you tell me?

    thanks

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