Results 1 to 12 of 12

Thread: add_settlement_turmoil

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    GrnEyedDvl's Avatar Liberalism is a Socially Transmitted Disease
    Artifex Technical Staff

    Join Date
    Jan 2007
    Location
    Denver CO
    Posts
    23,851
    Blog Entries
    10

    Default add_settlement_turmoil

    Just a basic information thread, I was doing some testing tonight with this command and ran across some limits.

    This is from the docudemons:
    add_settlement_turmoil
    settlement_name, num_turns
    Adds turmoil to the settlement, will decrease per turn.
    add_settlement_turmoil London 5
    ADD_SETTLEMENT_TURMOIL
    It works just fine. It adds 5% for each turn you want the effect to last. So the 5 in the above example adds 25% to the Unrest in your settlement, the little flame icon. There is an 80% cap so you can use a max of 16 turns.

    What it also doesnt tell you is that the 5% for the first turn is deducted immediately if you use this command in a TurnEnd monitor.

    This monitor adds 50% turmoil, but when the turn rolls around to England again it is at 45%.

    Code:
    monitor_event FactionTurnEnd FactionIsLocal
    add_settlement_turmoil London 10
    terminate_monitor
    end_monitor
    If you put the command in something like SettlementSelected it shows 50%. If you remove the terminate_monitor line it will overwrite the previous command. Instead of stacking the two up and having 100%, or the 80% cap, it starts over at 50%.

  2. #2
    alhoon's Avatar Comes Rei Militaris
    Join Date
    Apr 2008
    Location
    Chania, Greece
    Posts
    24,233

    Default Re: add_settlement_turmoil

    As a note: the 80% cap can be changed from the descr_settlement_mechanics I think.
    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).

  3. #3
    Augustus Lucifer's Avatar Life = Like a beanstalk
    Patrician Citizen

    Join Date
    Aug 2006
    Location
    Mote of Dust
    Posts
    10,725

    Default Re: add_settlement_turmoil

    Not sure why you'd want to have more than 80% additional unrest in a settlement though... :hmmm: seems like one of those useless gameplay deterrents at that extreme, since if it is used to fire other scripts like the Brittania-esque faction emerge, there's probably better ways to do it.

    Nice info GED, as always

    Cheers,
    Augustus

  4. #4
    alpaca's Avatar Harbinger of saliva
    Join Date
    Sep 2005
    Location
    Germany
    Posts
    4,811

    Default Re: add_settlement_turmoil

    Well, for example to punish the player for disobedient behaviour

    No thing is everything. Every thing is nothing.

  5. #5
    GrnEyedDvl's Avatar Liberalism is a Socially Transmitted Disease
    Artifex Technical Staff

    Join Date
    Jan 2007
    Location
    Denver CO
    Posts
    23,851
    Blog Entries
    10

    Default Re: add_settlement_turmoil

    Exactly Alpaca, and I intend to punish a few people.

  6. #6

    Default Re: add_settlement_turmoil

    can you call the command more then once to double the effect?

    good find +rep

    --KRYCEK

  7. #7
    GrnEyedDvl's Avatar Liberalism is a Socially Transmitted Disease
    Artifex Technical Staff

    Join Date
    Jan 2007
    Location
    Denver CO
    Posts
    23,851
    Blog Entries
    10

    Default Re: add_settlement_turmoil

    Already answered.

    Quote Originally Posted by GrnEyedDvl View Post
    If you remove the terminate_monitor line it will overwrite the previous command. Instead of stacking the two up and having 100%, or the 80% cap, it starts over at 50%.

  8. #8

    Default Re: add_settlement_turmoil

    good work i should ready the thread more carefully thanks

    --KRYCEK

  9. #9
    Civis
    Join Date
    Aug 2009
    Location
    Always temporary.
    Posts
    186

    Default Re: add_settlement_turmoil

    Is there a way to do this across the entire faction?

  10. #10
    Titus le Chmakus's Avatar Biarchus
    Join Date
    Aug 2014
    Location
    Skiing on the Spine of the World or hunting in Lurkwood
    Posts
    648

    Default Re: add_settlement_turmoil

    Yeah by giving traits to the characters. What do you want to cause turmoil in your cities ?

    I did it with unrest, not turmoil.

  11. #11
    Civis
    Join Date
    Aug 2009
    Location
    Always temporary.
    Posts
    186

    Default Re: add_settlement_turmoil

    I was thinking that maybe a dynamic event could cause an increase in unrest for the whole faction. If unrest would be easier I could simply do that.... if it's possible.

  12. #12
    Titus le Chmakus's Avatar Biarchus
    Join Date
    Aug 2014
    Location
    Skiing on the Spine of the World or hunting in Lurkwood
    Posts
    648

    Default Re: add_settlement_turmoil

    Yeah, I made it this way, but you can replace the name of the trait by anything you like (Alignment is a common word from my mod's world) :

    Code:
    ;------------------------------------------
    Trait AlignmentAgitator
        Characters family
        
        Level Protester
            Description Protester_desc
            EffectsDescription Protester_effects_desc
            Threshold  1
            
            Effect Unrest 4
            Effect TroopMorale -2
        
        Level Moderate_Agitator
            Description Moderate_Agitator_desc
            EffectsDescription Moderate_Agitator_effects_desc
            Threshold  2
            
            Effect Unrest 7
            Effect TroopMorale -3
        
        Level Troublemaker
            Description Troublemaker_desc
            EffectsDescription Troublemaker_effects_desc
            Threshold  3
            
            Effect Unrest 10
            Effect TroopMorale -4
    
        Level Revolutionary
            Description Revolutionary_desc
            EffectsDescription Revolutionary_effects_desc
            Threshold  4
            
            Effect Unrest 13
            Effect TroopMorale -5
            
        Level Anarchist
            Description Anarchist_desc
            EffectsDescription Anarchist_effects_desc
            Threshold  5
            
            Effect Unrest 16
            Effect TroopMorale -6
    The following is to reset the trait at every turn start, so that the game can test each turn wether to give the trait back or not (thanks to Withwnar). If the player has made things to avoid having the trait coming back, then it is useful. If you want it to be permanent, then do not use it.

    Code:
    ;------------------------------------------
    Trigger agitatoregypt1
      WhenToTest CharacterTurnEnd
    
      Condition AgentType = named character
            and CharFactionType egypt
            and Trait AlignmentAgitator > 0
    
      Affects AlignmentAgitator -5 Chance 100
    The following are the conditions to get the trait. You can replace Chivalry by anything you like, depending on what are the reasons you want the unrest for ... The trait will be given to all the generals of the faction that do match with the conditions (Chivalry). This will only affect the governors of cities for unrest but can affect all the generals on the map for the troopmorale. In any case, it only applies to the "guilty" generals. So if you want it to be factionwide, just change the triggers.

    Code:
    ;------------------------------------------
    Trigger agitatoregypt2
      WhenToTest CharacterTurnEnd
    
      Condition AgentType = named character
            and CharFactionType egypt
            and Attribute Chivalry >= -3
            and Attribute Chivalry <= -1
    
      Affects AlignmentAgitator 1 Chance 100
    
    ;------------------------------------------
    Trigger agitatoregypt3
      WhenToTest CharacterTurnEnd
    
      Condition AgentType = named character
            and CharFactionType egypt
            and Attribute Chivalry >= 0
            and Attribute Chivalry <= 2
    
      Affects AlignmentAgitator 2 Chance 100
      
    ;------------------------------------------
    Trigger agitatoregypt4
      WhenToTest CharacterTurnEnd
    
      Condition AgentType = named character
            and CharFactionType egypt
            and Attribute Chivalry >= 3
            and Attribute Chivalry <= 5
    
      Affects AlignmentAgitator 3 Chance 100 
      
    ;------------------------------------------
    Trigger agitatoregypt5
      WhenToTest CharacterTurnEnd
    
      Condition AgentType = named character
            and CharFactionType egypt
            and Attribute Chivalry >= 6
            and Attribute Chivalry <= 8
    
      Affects AlignmentAgitator 4 Chance 100 
     
    ;------------------------------------------
    Trigger agitatoregypt6
      WhenToTest CharacterTurnEnd
    
      Condition AgentType = named character
            and CharFactionType egypt
            and Attribute Chivalry >= 9
            and Attribute Chivalry <= 10
    
      Affects AlignmentAgitator 5 Chance 100

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •