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Thread: 12 turns per year with proper aging

  1. #141

    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.

  2. #142

    Default Re: 12 turns per year with proper aging

    Hi grneyedvl.....i got a question about 12 turns mod
    Is it supposed to show month or just season
    I've got a winter icon but no way of telling what month im in
    I've followed instuctions and got right amount of turns....but i wanted it to show month on campaign map

    be happy if u could help

    W4SPY

  3. #143

    Default Re: 12 turns per year with proper aging

    How to show the date as year and month, and not as turn?

    Thanks!

  4. #144
    GrnEyedDvl's Avatar Liberalism is a Socially Transmitted Disease
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    Default Re: 12 turns per year with proper aging

    Quote Originally Posted by W4SPY View Post
    Hi grneyedvl.....i got a question about 12 turns mod
    Is it supposed to show month or just season
    I've got a winter icon but no way of telling what month im in
    I've followed instuctions and got right amount of turns....but i wanted it to show month on campaign map

    be happy if u could help

    W4SPY
    Just the season. The game is not coded to show the month.


    Quote Originally Posted by Osiride View Post
    How to show the date as year and month, and not as turn?

    Thanks!
    You can show year, but not month.

    The only way to get the month to show is to create 12 historic_events, one for each month, and pop a new event every FactionTurnEnd.

  5. #145

    Default Re: 12 turns per year with proper aging

    hi,

    iam using the 12 turns with traits.

    but when i wanted to start a new game med has a ctd

    the 12 turns without traits run without any problems

    but when iam editing the export_descr_character_traits.txt and the export_vnvs.txt and deleting export_VnVs.txt.strings.bin the game chrashes by starting a new game.

    so whats wrong?

    and what do you mean with you have to convert the export_vnvs.txt?
    Last edited by sellmax; April 11, 2009 at 01:56 PM.

  6. #146
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    Default Re: 12 turns per year with proper aging

    and what do you mean with you have to convert the export_vnvs.txt?
    By deleting the string.bin version you force the game to create a new file from the txt version.

    To get the txt file in the first place you need to convert the string.bin file with the StringBin Converter










  7. #147
    Talic's Avatar Libertus
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    Default Re: 12 turns per year with proper aging

    I need some help, feels stupid stupid to ask but WHERE Exactly I put WHAT files? Do I put "12 Turns" or folders that are inside "12 Turns" into Medieval2 or into Third Age folder?

  8. #148
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    Default Re: 12 turns per year with proper aging

    Neither.

    You need to add the code to the campaign script of the game you are playing:

    ....\data\world\maps\campaign\imperial_campaign

    open campaign_script.txt, check if the script already has a turns-per-year script (Vanilla does not, playing a mod you should ask the makers). When not, scroll down to the bottom and place the code of your turns-per-year script above the lines

    Code:
        wait_monitors
    
    end_script
    Afterwards open descr_strat.txt and make the needed changes to

    Code:
    start_date    1080 summer
    end_date    1530 winter
    timescale    0.50

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  9. #149
    Talic's Avatar Libertus
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    Default Re: 12 turns per year with proper aging

    Ok you just confused me more, can someone tell what exactly I have to do? From what konny said I got feeling that downloading that file was useless.

  10. #150

    Default Re: 12 turns per year with proper aging

    Men this is AWESOME! Work really well with my Third Ages Campaign thanks alot

  11. #151

    Default Re: 12 turns per year with proper aging

    No, not useless. You must copy and paste the contents of the 12 turn script to the bottom of your campaign_script.txt file.

  12. #152
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    Default Re: 12 turns per year with proper aging

    Thanks Redxavier, that helped alot I go test it right away
    So should it look like this?: trying to post whole crap
    Code:
    unit_deploy_stakes unit31
        unit_deploy_stakes unit32
        unit_deploy_stakes unit33
        unit_deploy_stakes unit34
        unit_deploy_stakes unit35
        unit_deploy_stakes unit36
        unit_deploy_stakes unit37
        unit_deploy_stakes unit38
        
        ai_active_set on
        set_counter label_ready 0
    end_monitor
    
    ;----------------------------------------------------
            ; keep script unfinised until last monitor termination
        wait_monitors
    
    end_script
    ;
    ; Campaign script
    ;    Written by GrnEyedDvl
    ;
    ;    Table of Contents
    ;    1. 12 turns per year, characters age in December
    ;
    ;
    ;
    ;
    ;
    ;
    ;
    
    script
    
        ;show the whole map
        restrict_strat_radar false
    
    ;    1. 12 Turns per year.
    declare_counter month
    set_counter month 1 ;set to January
    
    monitor_event PreFactionTurnStart FactionIsLocal ; set the season for each month
        if I_CompareCounter month == 1 ;January
            console_command season winter
        end_if
        
        if I_CompareCounter month == 2 ;February
            console_command season winter
        end_if
        
        if I_CompareCounter month == 3 ;March
            console_command season summer
        end_if
        
        if I_CompareCounter month == 4 ;April
            console_command season summer
        end_if
        
        if I_CompareCounter month == 5 ;May
            console_command season summer
        end_if
        
        if I_CompareCounter month == 6 ;June
            console_command season summer
        end_if
        
        if I_CompareCounter month == 7 ;July
            console_command season summer
        end_if
        
        if I_CompareCounter month == 8 ;August
            console_command season summer
        end_if
        
        if I_CompareCounter month == 9 ;September
            console_command season summer
        end_if
        
        if I_CompareCounter month == 10 ;October
            console_command season winter
        end_if
        
        if I_CompareCounter month == 11 ;November
            console_command season winter
        end_if
        
        if I_CompareCounter month == 12 ;December
            console_command season winter
        end_if
        
        inc_counter month 1 ;advance the month
        if I_CompareCounter month == 13 ;start a new year
            set_counter month 1
        end_if
    end_monitor
    
    monitor_event FactionTurnEnd FactionType slave
        and I_CompareCounter month < 12
        console_command season summer
    end_monitor
    
        wait_monitors
    
    end_script
    Last edited by Talic; May 19, 2009 at 08:06 AM.

  13. #153
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    Default Re: 12 turns per year with proper aging

    Code:
    unit_deploy_stakes unit31
        unit_deploy_stakes unit32
        unit_deploy_stakes unit33
        unit_deploy_stakes unit34
        unit_deploy_stakes unit35
        unit_deploy_stakes unit36
        unit_deploy_stakes unit37
        unit_deploy_stakes unit38
        
        ai_active_set on
        set_counter label_ready 0
    end_monitor
    
    ;----------------------------------------------------
            ; keep script unfinised until last monitor termination
        wait_monitors
    
    end_script
    ;
    ; Campaign script
    ;    Written by GrnEyedDvl
    ;
    ;    Table of Contents
    ;    1. 12 turns per year, characters age in December
    ;
    ;
    ;
    ;
    ;
    ;
    ;
    
    script  
    
        ;show the whole map
        restrict_strat_radar false
    
    ;    1. 12 Turns per year.
    declare_counter month
    set_counter month 1 ;set to January
    
    monitor_event PreFactionTurnStart FactionIsLocal ; set the season for each month
        if I_CompareCounter month == 1 ;January
            console_command season winter
        end_if
        
        if I_CompareCounter month == 2 ;February
            console_command season winter
        end_if
        
        if I_CompareCounter month == 3 ;March
            console_command season summer
        end_if
        
        if I_CompareCounter month == 4 ;April
            console_command season summer
        end_if
        
        if I_CompareCounter month == 5 ;May
            console_command season summer
        end_if
        
        if I_CompareCounter month == 6 ;June
            console_command season summer
        end_if
        
        if I_CompareCounter month == 7 ;July
            console_command season summer
        end_if
        
        if I_CompareCounter month == 8 ;August
            console_command season summer
        end_if
        
        if I_CompareCounter month == 9 ;September
            console_command season summer
        end_if
        
        if I_CompareCounter month == 10 ;October
            console_command season winter
        end_if
        
        if I_CompareCounter month == 11 ;November
            console_command season winter
        end_if
        
        if I_CompareCounter month == 12 ;December
            console_command season winter
        end_if
        
        inc_counter month 1 ;advance the month
        if I_CompareCounter month == 13 ;start a new year
            set_counter month 1
        end_if
    end_monitor
    
    monitor_event FactionTurnEnd FactionType slave
        and I_CompareCounter month < 12
        console_command season summer
    end_monitor
    
        wait_monitors
    
    end_script

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  14. #154
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    Default Re: 12 turns per year with proper aging

    Code:
    end_script
    ;
    ; Campaign script
    ;    Written by GrnEyedDvl
    ;
    ;    Table of Contents
    ;    1. 12 turns per year, characters age in December
    Take out this instance marked in red. It has to be at the end of the script and you have it there already due to the copying.

    Edit: too late and forgot about the wait_monitors










  15. #155
    Talic's Avatar Libertus
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    Default Re: 12 turns per year with proper aging

    Thanks, testing it soon

  16. #156

    Default Re: 12 turns per year with proper aging

    ok i am using your 6 turn a year proper aging and it works great as does the winter randomiser i want to add the movement penality in but the mod i am using has a custom map so my question is how do i find what regions are affected by winter eg there regional id numbers so i can change the triggers so it affects the areas in the new map with the movement pen ??

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  17. #157
    GrnEyedDvl's Avatar Liberalism is a Socially Transmitted Disease
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    Default Re: 12 turns per year with proper aging

    You will have to get each region ID individually. Put your mouse over a region, open the console and type show_cursor_stat. That will give you the region_id.

  18. #158

    Default Re: 12 turns per year with proper aging

    when i try typing show_cursor_stat all i get is err comand not recognised?? is there a similar command to this i have tried every varaition i can think of

    ah never mind i looked through some of the other stuff and saw a screen shot of someone who had done it and the command was show_cursorstat LOl no space bar in there got it working the script is great my thanks and a plus rep from me
    Last edited by Soul Firez; May 22, 2009 at 11:24 AM.

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  19. #159
    GrnEyedDvl's Avatar Liberalism is a Socially Transmitted Disease
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    Default Re: 12 turns per year with proper aging

    Sorry about that. It happens when you get old and your memory starts to go

    You are correct its show_cursorstat

  20. #160

    Default Re: 12 turns per year with proper aging

    hmm i aided the traits section of your script and for some reason it just CTDs at the end of the load screen for the campaign it has remade the string bings as it is ment to i not sure what could be causing it the first 2 parts of your script 6 turns and randomised winter worked fine made new string bing for historic events all worked fine but the traits is causing a crash and its is not putting any errors in my log ?? any possible reasons it may be doing this some where i may need to start looking???

    it will let me continue my campaign i had saved with just the 6 turns a year and randomised winter but start a new campaign with the traits now installed at crashs straight away at end of loading screen ??
    Last edited by Soul Firez; May 22, 2009 at 02:23 PM.

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