Thanks, testing it soon
Thanks, testing it soon
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 ??
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.
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
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 ??
Sorry about that. It happens when you get old and your memory starts to go
You are correct its show_cursorstat
If you are continuing a game then you are not using the new traits file, I believe that is part of the saved game.
I would have to see what you added, probably a typo someplace in the copy/paste.
dohhhhh sorry to have wasted your time i found my problem and a bloody silly one it was to the scripts are split into traits top half triggers bottom half i put the whole script into the bottom of the character traits when i split it and put the traits up with the traits and left the triggers down with the triggers it worked perfectlymaybe add that to the installation instructions for dummies like me LOL and again brilliant script there Mr Devil ill plus rep you again when i am able to
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not sure if its the same but if you do that in RTW and change number of traits/levels you find saved game has all wrong traits given to existing generals as it seems to record them within the save on a positional rather than named basis.... anyway don't change traits and try and continue old game![]()
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Something I found curious about this that I hadn't noticed until just now, is that it seems to be achieving 4 by alternating between 5 and 3? Is this intentional?
What I mean by this is I clicked end turn, checked the number displayed on the UI to indicate what turn it was, and then checked the details scroll to check what year the game thought it was. This was the result:
(Number in brackets was notation for I_TurnNumber)
3rd turn = 1172 (2)
8th turn = 1173 (7)
11th turn = 1174 (10)
16th turn = 1175 (15)
19th turn = 1176 (18)
These are all the first turn that it recognizes a new year. It seems to alternate recognizing a new year either 3 or 5 turns after the last time it recognized a new year. I don't think it has to do with my script since I just copied it directly, but here's what mine looks like:
Spoiler Alert, click show to read:
If I had to guess, I'd say it has to do with the last two bits of the script:
Maybe it's somehow reading the inc_counter, and then doing something with what the game thinks the year is before setting the counter back to 1? I'm not quite sure. It may also have something to do with the fact the first year listed only lasts 2 turns(yes, the start and end dates are both winter).Code:inc_counter quarter 1 ;advance the quarter if I_CompareCounter quarter == 5 ;start a new year set_counter quarter 1 end_if end_monitor
So is this intentional or a fluke that is just hard to pinpoint?
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hmm have to ask mr devil is it just me or does the script do strange things playing hotseat which i have just noticed?? if you play a single player hot seat it works as it does in single campaign but if you have multi human players it seems the turn of each player seems to count as a turn for the weather.
what i find happens is first turn its winter for player one but first turn for player 2 it says it winter but the map displays as if it sumer and actually winter arives at turn 4 instead of turn 6 or 5 with server winter it then turns winter again on turn 7 the change over of the year and this results in a character aging 2 times in one year due to the strange second winter mid year .
have you tested hotseat with the script?? does it do this for you and if not what have you changed to fix that as like i say it seems to be counting each players turn as a turn not the 2 players turn as 1 turn ??![]()
it's logical that it wouldn't work with multiplayer hotseat as its triggered from
monitor_event PreFactionTurnStart FactionIsLocal
in multiplayer you'll get more than one FactionIsLocal turn start per 'turn'
I'd guess you'd need to have it triggered by one of the named factions pre-turn start instead... ?
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Can I apply this to any mod? How?
strangely setting it to a faction type has one of 2 effecfts a playable one makes it change to winter in turn 4 instead of turn 6 as i am using the 6 turn version and selecting a non playable one eg papal or slave makes it winter all year changing for just one turn on round 7 the year change over this option atleast does have them age properly atleast as there is only one season change a year but still not sure it close to the answer of running hot seat with a multiple turn a year.
I never considered it for a hotseat, so there will obviously be problems. The script runs off the IsLocal condition, and with a hotseat campaign the turn end is always local. Probably the best solution is to trigger it off the Slave turn end for a hotseat campaign.
There are instructions in the read me file.
I had probs getting this script to work properly with no errors listed in the log.
The only poss answer to this porb was that I had a list of regions in the strat file at the bottom (as in britannia campaign). removal of these regions enbled the campaign script to be read. Not sure why this should be so. Any answers would be appreciated since I now can't locate my forts or watchtowers !!
The brittania campaign doesnt have a problem here reading it's own script so I'm a little baffled why this should be so.
Does anyone know the command in the CFG to activate the console?
Last edited by The_Steppenwulf; July 23, 2009 at 06:25 AM.
Hi do I have yourpermission to use your mod for my own project (see sig) ?
Any time the campaign script doesn't start indicates some problem in the descr_strat file.The only poss answer to this porb was that I had a list of regions in the strat file at the bottom (as in britannia campaign). removal of these regions enbled the campaign script to be read. Not sure why this should be so. Any answers would be appreciated since I now can't locate my forts or watchtowers !!
If your entries were not correct for the watch towers and forts, then this is what happened.
Example: the co-ordinates of your fort are not in the region that you have listed at the bottom of the file. This could be simply due to a change in borders in the map_regions file.
my mod is not aging properly , i am using 1 turn per year and the characters seems to age slower is not entirely 0.50 per turn but is very close to that for what i have counted.
Time scale is set to 1.0
Is there another file to edit other than descr_strat?