To me it is unconscionable that such an original discovery has gone unnoticed in the RTW subforum for so long. I am reposting it for MTW2 here:
From:
Originally Posted by Squid
Click the Green arrow
Guide: The Complete Guide to Plugins
Last edited by Squid; October 15, 2011 at 09:09 PM.
"If ye love wealth greater than liberty,
the tranquility of servitude greater than
the animating contest for freedom, go
home from us in peace. We seek not
your counsel, nor your arms. Crouch
down and lick the hand that feeds you,
and may posterity forget that ye were
our countrymen."
I don't quite understand what the plugins do. Could you give a better example on what can be done with them and how?
Not with the traits, with the plugins. For example, the iron plugin should be added by hand or the game puts one?
alhoon is not a member of the infamous Hoons: a (fictional) nazi-sympathizer KKK clan. Of course, no Hoon would openly admit affiliation to the uninitiated.
"Angry Uncle Gordon" describes me well.
_______________________________________________________
Beta-tester for Darthmod Empire, the default modification for Empire Total War that does not ask for your money behind patreon.
Developer of Causa Belli submod for Darthmod, headed by Hammeredalways and a ton of other people.
Developer of LtC: Random maps submod for Lands to Conquer (that brings a multitude of random maps and other features).
The uses for this are pretty advanced, not a simple thing like an extra button that does something graphically pretty. You could store variables about each region, within its core_building. There are other uses listed in the opening post. I think the ideas is just really cool in general.
"If ye love wealth greater than liberty,
the tranquility of servitude greater than
the animating contest for freedom, go
home from us in peace. We seek not
your counsel, nor your arms. Crouch
down and lick the hand that feeds you,
and may posterity forget that ye were
our countrymen."
I cannot really think of many uses for plugins, except for the trait/ancilliary 'simplification'. Its not like they unlock something that was previously not accessible, since it seems you cannot control building options with plugins. Not only the core_building could be a good place to put the plugins. Roads or farms could be also used to store plugins without the possibility of them getting destroyed.
However if its possible to somehow control building/unit construction with plugins, then i can think of a lot of possibilities.
You can control construction with plugins, as far as I know:
instead of "practice_field" as your requirement, you'd specify "practice_field bowyer"
"If ye love wealth greater than liberty,
the tranquility of servitude greater than
the animating contest for freedom, go
home from us in peace. We seek not
your counsel, nor your arms. Crouch
down and lick the hand that feeds you,
and may posterity forget that ye were
our countrymen."
No, you would use GovernorPluginExists (see opening post).
"If ye love wealth greater than liberty,
the tranquility of servitude greater than
the animating contest for freedom, go
home from us in peace. We seek not
your counsel, nor your arms. Crouch
down and lick the hand that feeds you,
and may posterity forget that ye were
our countrymen."
However thats not something you could not have done with the use of hidden_resources.
That means that plugins have no real 'special' use, special meaning something which was previously inaccessible can be done with them.
Or maybe someone already thought of some nice way to use plugins.
Plugins are the only way for traits/ancillaries to have access to resource/hidden resource information about a region, as there is no other way through conditions to check for them, therefore for that reason alone, plugins have a special purpose. Aside from that is makes coding various trait/ancillary ideas significantly easier to code.
For example, say you wanted to code that characters acquire a particular trait in any of 10 regions, without plugins each region would need a trigger, and if you later decide to change which/how many regions the trait can be acquired in it takes a lot of changing of triggers. With plugins you need a single trigger and changing which regions can acquire the trait is a minor change in descr_strat.
Under the patronage of Roman_Man#3, Patron of Ishan Click for my tools and tutorials
"Two things are infinite: the universe and human stupidity; and I'm not sure about the universe." -----Albert Einstein
Plugins can serve the same purpose as hidden_resources, but in no way they have any access to information about the hidden_resources, or resources of a settlement.
Earlier i agreed that yes plugins can simplify some trait/ancillary triggers, i am quite aware of this. Not only a plugin could be acquired in only 10 regions with just one trigger, you could also make dynamic changes to where you could acquire it with the use of the campaign script and console_command construct_building, without the need of tons of conditions on your trigger. However its not like i can code a priest to acquire a particular trait in any of 10 regions with the use of plugins... and i don't think re-reading your guide will give me any clue about how to do that.
Plugins are a very nice find, don't think im against them, but with the restriction to only GovernorPluginExists its hard to do much with them. Ive spent some time testing them with most of the campaign scripts conditions, and only that one worked. Plugins could be very powerful and make the life of a modder a lot easier if CA wouldn't just scrap them .
I.e if I put a plugin (i.e "Greek") in the Core building of a city, can I make a similar one (i.e "c_Greek") for castle core buildings and use the convert_to_castle in the plugin or building?
Originally Posted by SigniferOne
Plugins and Scripts:
The create_building console command can be extended to place a plugin into a settlement using the following sytax:
This will add a practice_field with a bowyer plugin to the settlement.
Does this work on existing buildings too, or you have to destroy the building first and construct it with the plugin later?
Last edited by alhoon; February 03, 2009 at 11:14 AM.
alhoon is not a member of the infamous Hoons: a (fictional) nazi-sympathizer KKK clan. Of course, no Hoon would openly admit affiliation to the uninitiated.
"Angry Uncle Gordon" describes me well.
_______________________________________________________
Beta-tester for Darthmod Empire, the default modification for Empire Total War that does not ask for your money behind patreon.
Developer of Causa Belli submod for Darthmod, headed by Hammeredalways and a ton of other people.
Developer of LtC: Random maps submod for Lands to Conquer (that brings a multitude of random maps and other features).
If you convert the city Core to the castle one, then the castle one will be in effect.
"If ye love wealth greater than liberty,
the tranquility of servitude greater than
the animating contest for freedom, go
home from us in peace. We seek not
your counsel, nor your arms. Crouch
down and lick the hand that feeds you,
and may posterity forget that ye were
our countrymen."
What new use have you found for plugins Alhoon? Please remember to always share with the community.
"If ye love wealth greater than liberty,
the tranquility of servitude greater than
the animating contest for freedom, go
home from us in peace. We seek not
your counsel, nor your arms. Crouch
down and lick the hand that feeds you,
and may posterity forget that ye were
our countrymen."
81 plug-ins per building tree, is that what I'm reading? With 128 trees that means over 10,000 plug-ins. Just seems like an unreasonably high amount for a hardcap in current iterations of CA games. Has Squid or anyone else used them extensively enough to see if they interfere with the building tree cap or anything else of that nature?
Have always been intrigued by the plug-in system, would love to see examples of in-game uses by others if there are any. I haven't had reason to store things in plug-ins at this juncture, but I certainly will with time I'm sure. I know at least that I've pondered before storing the region name in plug-ins, seems like a viable application at least.
Yes, 81 distinct plugin levels per building tree; however we never added in enough plugins to determine if there was some overall cap to the number of plugins/plugin levels that can be used.
Under the patronage of Roman_Man#3, Patron of Ishan Click for my tools and tutorials
"Two things are infinite: the universe and human stupidity; and I'm not sure about the universe." -----Albert Einstein
Okay, has anyone made some discoveries regarding plugins?
In particular: what is the purpose of #generic_plugin1.tga in vanilla\data\ui\generic? Is there any way to make a plugin to appear via UI?
What you see here is what was discovered. There is no way to make plugins appear via the UI and the image is just the image that would have been used probably as a place holder, presumably like building pictures you'll run into problems if your plugin does not have the corresponding ui pictures present.
Under the patronage of Roman_Man#3, Patron of Ishan Click for my tools and tutorials
"Two things are infinite: the universe and human stupidity; and I'm not sure about the universe." -----Albert Einstein