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Thread: J@mes' Kingdoms Scripts

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  1. #1

    Default Re: J@mes' Kingdoms Scripts

    Looks ok to me in the first look.
    Did you see your log file? Scripting errors are logged in it.

  2. #2

    Default Re: J@mes' Kingdoms Scripts

    17:17:28.131 [game.script] [error] Script parsing error at line 695, column 31 in mods/Stainless_Steel_6/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    Settlement name does not exist!.
    17:17:28.131 [game.script] [error] Script parsing error at line 699, column 1 in mods/Stainless_Steel_6/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    Couldn't create a script from file mods/Stainless_Steel_6/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    Not sure how to interpret this but it seem I made a typo in the expanded.txt yet I can't find one, Line 695 is "change_settlement_name Metz Divodurum" Divodurum is in Expanded.txt so is Metz, odd.
    Last edited by KillerBee256; March 17, 2011 at 10:47 AM.

  3. #3
    Swagger's Avatar Imperial Coffee-Runner
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    Default Re: J@mes' Kingdoms Scripts

    we need more than that
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  4. #4

    Default Re: J@mes' Kingdoms Scripts

    there isn't much more but here it is, is there another log file?

    17:16:53.797 [system.rpt] [always] CPU: SSE2
    17:16:53.800 [system.rpt] [always] ==== system log start, build date: Feb 25 2008 version development ===
    17:16:53.804 [system.io] [always] mounted pack packs/data_0.pack
    17:16:53.805 [system.io] [always] mounted pack packs/data_1.pack
    17:16:53.806 [system.io] [always] mounted pack packs/data_2.pack
    17:16:53.807 [system.io] [always] mounted pack packs/data_3.pack
    17:16:53.808 [system.io] [always] mounted pack packs/data_4.pack
    17:16:53.809 [system.io] [always] mounted pack packs/localized.pack
    17:17:28.131 [game.script] [error] Script parsing error at line 695, column 31 in mods/Stainless_Steel_6/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    Settlement name does not exist!.
    17:17:28.131 [game.script] [error] Script parsing error at line 699, column 1 in mods/Stainless_Steel_6/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    Couldn't create a script from file mods/Stainless_Steel_6/data/world/maps/campaign/imperial_campaign/campaign_script.txt

    Sorry I'm new at this so I'm still learning, thank you guys for all your help.
    Last edited by KillerBee256; March 17, 2011 at 10:39 PM.

  5. #5
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: J@mes' Kingdoms Scripts

    Paste the script from line 680 to 710 and mark line 695.

    Is 'metz' in text\imperial_campaign...?










  6. #6

    Default Re: J@mes' Kingdoms Scripts

    Well I found one bug, in the script for Exeter
    monitor_conditions I_SettlementOwner Exeter = byzantium
    change_settlement_name Exeter Isca_Dumnoniorum
    terminate_monitor
    end_monitor
    I notced in expanded.txt Isca_Dumnoniorum was missing the underscore. So I was wrong about 695 being the line for metz it was for Exeter. However after fixing that it's still not working now the log is saying
    Spoiler Alert, click show to read: 

    12:37:59.422 [system.rpt] [always] CPU: SSE2
    12:37:59.425 [system.rpt] [always] ==== system log start, build date: Feb 25 2008 version development ===
    12:37:59.430 [system.io] [always] mounted pack packs/data_0.pack
    12:37:59.430 [system.io] [always] mounted pack packs/data_1.pack
    12:37:59.432 [system.io] [always] mounted pack packs/data_2.pack
    12:37:59.433 [system.io] [always] mounted pack packs/data_3.pack
    12:37:59.434 [system.io] [always] mounted pack packs/data_4.pack
    12:37:59.435 [system.io] [always] mounted pack packs/localized.pack
    12:38:45.122 [game.script] [error] Script parsing error at line 967, column 32 in mods/Stainless_Steel_6/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    Settlement name does not exist!.
    12:38:45.123 [game.script] [error] Script parsing error at line 971, column 1 in mods/Stainless_Steel_6/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    Couldn't create a script from file mods/Stainless_Steel_6/data/world/maps/campaign/imperial_campaign/campaign_script.txt

    in the script that is
    Spoiler Alert, click show to read: 

    monitor_conditions I_SettlementOwner Alexandria = byzantium
    change_settlement_name Alexandria Alexándreia
    terminate_monitor
    end_monitor
    monitor_conditions I_SettlementOwner Cairo = byzantium
    change_settlement_name Cairo Babylon
    terminate_monitor
    end_monitor
    monitor_conditions I_SettlementOwner Damietta = byzantium
    change_settlement_name Damietta Tamiat
    terminate_monitor
    end_monitor
    monitor_conditions I_SettlementOwner Luxor = byzantium
    change_settlement_name Luxor Thebes(967)
    terminate_monitor
    end_monitor
    monitor_conditions I_SettlementOwner Al_Aqaba = byzantium
    change_settlement_name Al_Aqaba Aelana
    terminate_monitor
    end_monitor
    monitor_conditions I_SettlementOwner Kerak = byzantium
    change_settlement_name Kerak kharkh
    terminate_monitor
    end_monitor
    monitor_conditions I_SettlementOwner Jerusalem = byzantium
    change_settlement_name Jerusalem Hierosolyma
    terminate_monitor
    end_monitor

    It this sort of thing common when creating long scripts?
    Last edited by KillerBee256; March 21, 2011 at 11:55 PM.

  7. #7
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: J@mes' Kingdoms Scripts

    I am afraid that can happen when you try to implement repetitive scripts like this one. Simply writing a name in small letters instead of capitalizing it is enough to cause an error. Or the expanded.txt file (or imperial_campaign...) got changed without keeping this script in mind.










  8. #8

    Default Re: J@mes' Kingdoms Scripts

    I looked over the scipt and cut it after the offending line and it works, it only leaves out 8 of the cities or so. So I've been going throught and looking for bugs in the small part of script I cut out and I can't find any. So now I'm wondering if there is a limit to how many cities one can use this script on. Do you guys know if any one has tried a script as long as mine?
    Last edited by KillerBee256; April 07, 2011 at 06:04 PM.

  9. #9

    Default Re: J@mes' Kingdoms Scripts

    I haven't used such a big script but it will run for sure don't worry.

  10. #10

    Default Re: J@mes' Kingdoms Scripts

    Hello

    I dont understand a thing...
    with the city rename script..

    so i dont understand, which name i have to write in the first line, and in the second line..

    is it the name within the brackets (in the text file ) or the one without the brackets ?
    i also wrote it into expanded.txt, so thats not the problem, but which name to put in the script..

    monitor_conditions I_SettlementOwner Adana = turks
    change_settlement_name Adana Ulumbeke
    end_monitor

    this is just fantasy script... but i marked the two, where i dont know, which name to take, and what to write in expanded.txt...

    can someone explain this script bit more detailed for me i tried several variations, but it didnt work..
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  11. #11

    Default Re: J@mes' Kingdoms Scripts

    i tried all variations now, ingame name, descr_regions name, and in both ways..
    but when i conquer it, it does not work !

    im a hopeless scripter
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  12. #12
    Swagger's Avatar Imperial Coffee-Runner
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    Default Re: J@mes' Kingdoms Scripts

    monitor_conditions SettlementTurnStart I_SettlementOwner Adana = turks
    change_settlement_name Adana Ulumbeke
    end_monitor
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  13. #13

    Default Re: J@mes' Kingdoms Scripts

    okay ill try with turn start, hope it works, i didnt do it , because it was not in the tutorial like that..
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  14. #14

    Default Re: J@mes' Kingdoms Scripts

    Can someone help me with the changing religions? I'm trying to convert the suri dynasty from eras total conquest: empires. I followed all instructions but the event wont show up. What is wrong???

  15. #15

    Default Re: J@mes' Kingdoms Scripts

    If one of the eight guests currently viewing this knows how to fix the problem, please create an account (its free) and help me.

  16. #16
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: J@mes' Kingdoms Scripts

    You need to post what you have entered in your script.










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