Ok, I check it.
And, I repeat my question...
How make if I want a Lithuania change religion in 200th turn ??
--------------------------------
Computer don't want choose a "yes". I will compre my script with a script from teutonic mod.
Ok, I check it.
And, I repeat my question...
How make if I want a Lithuania change religion in 200th turn ??
--------------------------------
Computer don't want choose a "yes". I will compre my script with a script from teutonic mod.
Last edited by StaefanBatory; April 14, 2010 at 09:33 AM.
Mhm, thanks Gigantus!
Solved.
Forgive me but I'm new to this, which text file do you add the scriping into. Awhile back I compiled this http://www.twcenter.net/forums/showthread.php?t=330510 it'd be nice to have them be renamed automaticly instead of having to do manualy every time. Also what text file do I modify to simplely change the names of settlements in general?
imperial_campaign_regions_and_settlement_names.txt.strings.bin file is the one u want to change the name of the settlement.
You need a bin editor or convert the .bin file to .txt via python script.![]()
I have a next problem with script. Now, it's change settlement name.
Settlement change name when the city is in possession of the Turks or Byzantium. It's OK but.... Army in this city (Constantinople) can't move anywhere. Army and agents in city are blocked.... This applies to the Turks and Byzantium, who controled city.
Script is OK...
expanded.txt
{Istanbul}Istambuł
{Konstantynopol}Konstantynopol
campaign_script.txt
monitor_conditions I_SettlementOwner Constantinople = turks
change_settlement_name Constantinople Istanbul
end_monitor
monitor_conditions I_SettlementOwner Constantinople = byzantium
change_settlement_name Constantinople Konstantynopol
end_monitor
But why I can't move army?
Aha. AI can move army, but when I play Byzantium and Turks it will impracticable
Last edited by StaefanBatory; December 27, 2010 at 10:30 AM.
Hmm... I check desc_strat. It's alright... Strange bug. Very strange. I don't remember that problem... Maybe descr_script.txt is to long? It weights 231 KB, but does it matter....
Maybe it's graphic? AI can move army, but for me army in hud is locked.
Last edited by StaefanBatory; December 27, 2010 at 11:27 AM.
Check the region name of the city (right click in the region)
Check the co-ordinates of the city in game: (point mouse, press tilde ( ~ ) to get the console, enter: show_cursorstat, press enter, write down numbers.
Now check in descr_strat who owns the region
Then check whose army is on those co-ordinates (search for x 46, y 122 - replace numbers with your co-ordinates.
I did, no army, there is no.
Heh... strange bug. Only I can income to city, but no escape : )
When I delete the script of settlement name from descr_script.txt, then all is ok.
Hm... I'll have to play without any change settlement name : )
I solved this bug.
Must add line terminate_monitor. Now, can move army from city.Code:monitor_conditions I_SettlementOwner Constantinople = turks change_settlement_name Constantinople Istanbul terminate_monitor end_monitor
Hmm... This script good work. Settlement change name, when Turks controled city. I check it.
But you can change from right, because, when I bounce city Byzantium, then city name's not change.
Use this instead told by J@mes:-
And like Gigantus said that if you use terminate_monitor then your script gets fired only once not again and again.Code:declare_counter Constantinople_turks monitor_conditions I_SettlementOwner Constantinople = turks and I_CompareCounter Constantinople_turks = 0 set_counter Constantinople_turks 1 change_settlement_name Constantinople Istanbul end_monitor monitor_conditions I_SettlementOwner Constantinople = byzantium and I_CompareCounter Constantinople_turks = 1 set_counter Constantinople_turks 0 change_settlement_name Constantinople Constantinople end_monitor
And to make it more good or realistic then you should use events first.
Thanks Ishan, good script. Solved![]()
I have a new question. First let me state my goal here is to customize my copy of Stainless Steel 6.2 so that I no longer have to manually rename cities when I play my Roman conquest games as byzatinum. I've renamed all the starting cities easily, now I need to use the change_settlement_name script to make it so when I take a city, let's use Naples as an example the name of the city changes to Neapolis, with out me having to manually to that. I'm a bit confused by the instructions. What's I'm getting is this; I put this in Expanded.txt
monitor_conditions I_SettlementOwner Naples = byzantium
change_settlement_name Naples Neapolis
end_monitor
But Expanded.txt doesn't seem like the right place for the script, so that's why I'm asking for help
Last edited by KillerBee256; January 23, 2011 at 03:41 PM.
You have to put the names of the settlements in expanded.txt but the script itself will go in the campaign_script.txt file you can find it in:-
SS....\data\world\maps\campaign\imperial_campaign folder.![]()
I'm having some more issues; In my testing I used a few cities to figure out how the scripting worked, once I had those working I want and make script for every city on the map that was in part of the Roman Empire once. I did this because as you well know changes in the scipt are not save game compatable which makes test a pain. So when I went to test it, none of the the cities names will change even the ones that had worked before. It would guess I made a small error some where that throw every else off. What's the test way to look for it and fix it?
Last edited by KillerBee256; March 16, 2011 at 05:58 PM.
gotta show script
Last edited by Swagger; March 16, 2011 at 08:14 PM.
Under the Patronage of the Dreadful cedric37!
Ancs Guide, Emergent Factions , Yes/No Events |L'Outremer for Modders| Swagger's Skymod
![]()
Okay here it is
Spoiler Alert, click show to read:
Expanded.txt
Spoiler Alert, click show to read:
Last edited by KillerBee256; March 16, 2011 at 06:58 PM.