Results 1 to 11 of 11

Thread: 2/3 turns per year script

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default 2/3 turns per year script

    I'm looking for a script or the timescale for 2 or 3 turns per year, I've only found 4 turns per year, 6 turns and 12 turns, but I think they're all too much, so please if you know post, thanks.

  2. #2
    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: 2/3 turns per year script

    2 is easy, just set your timescale to .5

  3. #3

    Default Re: 2/3 turns per year script

    Cool thanks, just 0.5? or 0.50?

  4. #4

    Default Re: 2/3 turns per year script

    0.5 OR 0.50 either or
    ...longbows, in skilled hands, could reach further than trebuchets...

  5. #5

    Default Re: 2/3 turns per year script

    THanks guys, got it working Also, I have 2 additional questions, first, is it possible to change the cities you can call crusade on in the first few turns in the text files? For me it's always only vilnius, and all the fatimid cities, but I like playing northern factions (england, denmark, norway) so by the time I get there, they've already been captured, and I've wasted 10 turns for nothing.

    My second question, do you know the names of the Teutonic/Hospitaller/Knights Templar chapels in Desc_strat? I'd like to add them to the northern factions castles, so I can recruit their knights when I start the game. I've tried searching for teutonic/hospitaller/templar in Desc_strat but I can't find it, my bet is that it doesn't exist in there until somebody gets it. But it must be in some text file.

  6. #6
    Augustus Lucifer's Avatar Life = Like a beanstalk
    Patrician Citizen

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

    Default Re: 2/3 turns per year script

    Quote Originally Posted by Sorkenlol View Post
    THanks guys, got it working Also, I have 2 additional questions, first, is it possible to change the cities you can call crusade on in the first few turns in the text files? For me it's always only vilnius, and all the fatimid cities, but I like playing northern factions (england, denmark, norway) so by the time I get there, they've already been captured, and I've wasted 10 turns for nothing.
    The Crusade function is hardcoded, the target faction for a crusade needs to either be non-catholic -or- excommunicated, it seems to target cities but not castles generally, and it might be targeting capitals, but I haven't bothered to do extensive playtesting since there's nothing that can be changed with it.

    Quote Originally Posted by Sorkenlol View Post
    My second question, do you know the names of the Teutonic/Hospitaller/Knights Templar chapels in Desc_strat? I'd like to add them to the northern factions castles, so I can recruit their knights when I start the game. I've tried searching for teutonic/hospitaller/templar in Desc_strat but I can't find it, my bet is that it doesn't exist in there until somebody gets it. But it must be in some text file.
    It isn't in there because they are guild buildings, and guilds are gotten throughout the campaign by earning points in the guild through triggers in export_descr_guilds.txt. You'd need to input these in descr_strat.txt:

    Code:
    	building
    	{
    		type guild_teutonic_knights_chapter_house teutonic_knights_minor_ch
    	}
    Additionally, the settlement needs to be a City or higher or it might cause problems. Also, you need to edit the export_descr_buildings.txt to allow your faction to have the units/buildings:

    Code:
    building guild_teutonic_knights_chapter_house
    {
        convert_to guild_teutonic_knights_chapter_house
        religion catholic
        levels teutonic_knights_minor_ch teutonic_knights_major_ch teutonic_knights_hq 
        {
            teutonic_knights_minor_ch  requires factions { hre, yourfaction, } 
            {
                convert_to 0
                capability
                {
                    recruit_pool "Teutonic Knights"  1   0.4   3  0  requires factions { hre, yourfaction, } 
                }
                material stone
                construction  1 
                cost  1000 
                settlement_min city
                upgrades
                {
                    teutonic_knights_major_ch
                }
            }
            teutonic_knights_major_ch  requires factions { hre, yourfaction, } 
            {
                convert_to 1
                capability
                {
                    recruit_pool "Teutonic Knights"  1   0.5   4  1  requires factions { hre, yourfaction, } 
                }
                material stone
                construction  1 
                cost  2000 
                settlement_min large_city
                upgrades
                {
                    teutonic_knights_hq
                }
            }
            teutonic_knights_hq  requires factions { hre, yourfaction, } 
            {
                convert_to 2
                capability
                {
                    recruit_pool "Teutonic Knights"  1   0.7   6  2  requires factions { hre, yourfaction, } 
                }
                material stone
                construction  1 
                cost  3000 
                settlement_min large_city
                upgrades
                {
                }
            }
        }
        plugins 
        {
        }
    }
    Then you need to edit the export_descr_unit.txt to give your faction ownership of the unit:

    Code:
    type             Teutonic Knights
    dictionary       Teutonic_Knights      ; Teutonic Knights
    category         cavalry
    class            heavy
    voice_type       Heavy
    banner faction   main_cavalry
    banner unit      teutonic
    soldier          Teutonic_Knights, 32, 0, 1
    mount            mailed horse
    mount_effect     elephant -4, camel -4
    attributes       sea_faring, hide_forest, hardy, can_withdraw, can_formed_charge, knight
    formation        2, 4.4, 3, 6, 2, square, wedge
    stat_health      1, 0
    stat_pri         13, 8, no, 0, 0, melee, melee_blade, piercing, spear, 25, 1
    ;stat_pri_ex      0, 0, 0
    stat_pri_attr    no
    stat_sec         13, 4, no, 0, 0, melee, melee_blade, blunt, mace, 25, 1
    ;stat_sec_ex      0, 0, 0
    stat_sec_attr    ap
    stat_pri_armour  7, 5, 4, metal
    ;stat_armour_ex   7, 8, 9, 0, 5, 4, 4, metal
    stat_sec_armour  0, 0, flesh
    stat_heat        5
    stat_ground      0, -2, -4, 0
    stat_mental      11, impetuous, highly_trained
    stat_charge_dist 45
    stat_fire_delay  0
    stat_food        60, 300
    stat_cost        1, 950, 250, 130, 100, 950, 4, 230
    armour_ug_levels 3, 4, 5
    armour_ug_models Teutonic_Knights, Teutonic_Knights_ug1, Teutonic_Knights_ug2
    ownership        hre, yourfaction
    era 1            hre, yourfaction
    era 2            hre, yourfaction
    ;unit_info        13, 0, 16
    Then you need to go into the battle_models.modelsdb and add the unit to the teutonic area:

    Code:
    16 teutonic_knights 
    1 4 
    60 unit_models/_Units/EN_Lmail_Hmail/teutonic_knights_lod0.mesh 121 
    60 unit_models/_Units/EN_Lmail_Hmail/teutonic_knights_lod1.mesh 900 
    60 unit_models/_Units/EN_Lmail_Hmail/teutonic_knights_lod2.mesh 2500 
    60 unit_models/_Units/EN_Lmail_Hmail/teutonic_knights_lod3.mesh 6400 
    2
    3 hre 
    74 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_teutonic.texture 
    81 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_crusader_normal.texture 
    44 unit_sprites/hre_Teutonic_Knights_sprite.spr 
    11 yourfaction 
    74 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_teutonic.texture 
    81 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_crusader_normal.texture 
    44 unit_sprites/hre_Teutonic_Knights_sprite.spr 
    2
    3 hre 
    64 unit_models/AttachmentSets/Final Heater Special_hre_diff.texture 
    64 unit_models/AttachmentSets/Final Heater Special_hre_norm.texture 0  
    11 yourfaction 
    64 unit_models/AttachmentSets/Final Heater Special_hre_diff.texture 
    64 unit_models/AttachmentSets/Final Heater Special_hre_norm.texture 0  
    1 
    5 Horse 
    13 MTW2_HR_Lance 
    12 MTW2_HR_Mace 2 
    21 MTW2_HR_Lance_Primary 
    14 fs_test_shield 2 
    17 MTW2_Mace_Primary 
    14 fs_test_shield 
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002 
    20 teutonic_knights_ug1 
    1 3 
    65 unit_models/_Units/EN_Pplate_Plate/teutonic_knights_ug1_lod0.mesh 121 
    65 unit_models/_Units/EN_Pplate_Plate/teutonic_knights_ug1_lod1.mesh 1225 
    65 unit_models/_Units/EN_Pplate_Plate/teutonic_knights_ug1_lod2.mesh 6400 
    2 
    3 hre 
    70 unit_models/_Units/EN_Pplate_Plate/textures/mtw2_EN_Pplate_hre.texture 
    73 unit_models/_Units/EN_Pplate_Plate/textures/mtw2_EN_Pplate_normal.texture 
    44 unit_sprites/hre_NE_Bodyguard_ug1_sprite.spr 
    11 yourfaction 
    70 unit_models/_Units/EN_Pplate_Plate/textures/mtw2_EN_Pplate_hre.texture 
    73 unit_models/_Units/EN_Pplate_Plate/textures/mtw2_EN_Pplate_normal.texture 
    44 unit_sprites/hre_NE_Bodyguard_ug1_sprite.spr 
    2 
    3 hre 
    64 unit_models/AttachmentSets/Final Heater Special_hre_diff.texture 
    64 unit_models/AttachmentSets/Final Heater Special_hre_norm.texture 0  
    11 yourfaction 
    64 unit_models/AttachmentSets/Final Heater Special_hre_diff.texture 
    64 unit_models/AttachmentSets/Final Heater Special_hre_norm.texture 0  
    1 
    5 Horse 
    13 MTW2_HR_Lance 
    12 MTW2_HR_Mace 2 
    21 MTW2_HR_Lance_Primary 
    14 fs_test_shield 2 
    17 MTW2_Mace_Primary 
    14 fs_test_shield 
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002 
    20 teutonic_knights_ug2 
    1 3 
    65 unit_models/_Units/EN_Pplate_Plate/teutonic_knights_ug2_lod0.mesh 121 
    65 unit_models/_Units/EN_Pplate_Plate/teutonic_knights_ug2_lod1.mesh 1225 
    65 unit_models/_Units/EN_Pplate_Plate/teutonic_knights_ug2_lod2.mesh 6400 
    2
    3 hre 
    70 unit_models/_Units/EN_Pplate_Plate/textures/mtw2_EN_Pplate_hre.texture 
    73 unit_models/_Units/EN_Pplate_Plate/textures/mtw2_EN_Pplate_normal.texture 
    45 unit_sprites/hre_NE_Late_Bodyguard_sprite.spr 
    11 yourfaction 
    70 unit_models/_Units/EN_Pplate_Plate/textures/mtw2_EN_Pplate_hre.texture 
    73 unit_models/_Units/EN_Pplate_Plate/textures/mtw2_EN_Pplate_normal.texture 
    45 unit_sprites/hre_NE_Late_Bodyguard_sprite.spr 
    2 
    3 hre 
    64 unit_models/AttachmentSets/Final Heater Special_hre_diff.texture 
    64 unit_models/AttachmentSets/Final Heater Special_hre_norm.texture 0  
    11 yourfaction 
    64 unit_models/AttachmentSets/Final Heater Special_hre_diff.texture 
    64 unit_models/AttachmentSets/Final Heater Special_hre_norm.texture 0  
    1 
    5 Horse 
    13 MTW2_HR_Lance 
    12 MTW2_HR_Mace 2 
    21 MTW2_HR_Lance_Primary 
    14 fs_test_shield 2 
    17 MTW2_Mace_Primary 
    14 fs_test_shield 
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002
    The bolded text is what needs to be changed/added. The line which says "11 yourfaction", the 11 is the number of letters in "yourfaction", so if you're using venice, it has to be "6 venice", not "11 venice", because there are 6 letters in the word venice.

    Next you need to add the unit pictures. Go to data/ui/units/hre folder and find "#teutonic_knights.tga". Copy this file, and paste it into data/ui/units/yourfaction folder.

    Lastly you need to go into data/ui/unit_info/hre folder and find "teutonic_knights_info.tga" and copy it into data/ui/unit_info/yourfaction folder.

    I think there's a tutorial on this as well. Here: http://www.twcenter.net/forums/showthread.php?t=74945.

    You need to do a similar process for Templars and Hospitallers, unless your faction is one of these:

    factions { england, scotland, france, denmark, milan, venice, papal_states, sicily, poland, hungary, }

    In which case you just need to add:

    Code:
    	building
    	{
    		type guild_templars_chapter_house templars_minor_ch
    	}
    to your descr_strat, again to a settlement of minimum level City. For Hospitaller you need to add:

    Code:
    	building
    	{
    		type guild_st_johns_chapter_house st_johns_minor_ch
    	}
    Again, if your faction is one listed above, if not you need to do all the steps same as teutonic. You can't have both templar and hospitaller, in order to have both, you need to go into export_descr_guilds.txt and find:

    Code:
    ;------------------------------------------
    Guild templars_chapter_house
        building guild_templars_chapter_house
        exclude st_johns_chapter_house
        levels  100 250 500
    
    ;------------------------------------------
    Guild st_johns_chapter_house
        building guild_st_johns_chapter_house
        exclude templars_chapter_house
        levels  100 250 500
    
    ;------------------------------------------
    And remove the exclude lines like so:

    Code:
    ;------------------------------------------
    Guild templars_chapter_house
        building guild_templars_chapter_house
        levels  100 250 500
    
    ;------------------------------------------
    Guild st_johns_chapter_house
        building guild_st_johns_chapter_house
        levels  100 250 500
    
    ;------------------------------------------
    Lastly, you shouldn't have two guilds in the same settlement, you will probably get CTDs as soon as your guild can upgrade if you try adding two guild buildings to one settlement. Maybe I'm wrong on this if it is done through the code, but I don't believe so.

    Cheers,
    Augustus

  7. #7

    Default Re: 2/3 turns per year script

    Doesn't the cusade/jihad resource in descr_regions state where a crusade or jihad can be called?

    Spoiler Alert, click show to read: 

    Iconium_Province
    Iconium
    turks
    Anatolian_Rebels
    17 165 202
    sulfur, wool, jihad, crusade
    5
    4
    religions { catholic 0 orthodox 15 islam 80 pagan 3 heretic 2 }

  8. #8
    Augustus Lucifer's Avatar Life = Like a beanstalk
    Patrician Citizen

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

    Default Re: 2/3 turns per year script

    Quote Originally Posted by Eothese View Post
    Doesn't the cusade/jihad resource in descr_regions state where a crusade or jihad can be called?

    Spoiler Alert, click show to read: 

    Iconium_Province
    Iconium
    turks
    Anatolian_Rebels
    17 165 202
    sulfur, wool, jihad, crusade
    5
    4
    religions { catholic 0 orthodox 15 islam 80 pagan 3 heretic 2 }
    It shouldn't, because an analysis of the Vanilla descr_regions which have this hidden resource, does not compare with all the regions that a crusade can be called upon. It might have something to do with automatically called crusades, but when you request the pope commission a crusade, there are more options than those that have the "crusade" hidden resource. Additionally, it isn't referenced in any file (EDB, EDG, EDCT, EDA, etc.) as far as scripting is concerned, so it's curious.

    Cheers,
    Augustus

  9. #9

    Default Re: 2/3 turns per year script

    True Augustus, the only reason I suggest it is because having added a lot of regions with the jihad/crusade resource and having done some crusade calling testing. By setting faction standings with papal_states at 1.0 etc. I've notice the new regions in the initial crusade list.

    True excommunicated factions and islamic one's have their capitals in the list as well as some rebel, and I think thats the bit that may be hardcoded.

    By stripping some of the vannila regions of the crusade/jihad resource and adding more where you want them, I think you should get the result you are after.

  10. #10
    Augustus Lucifer's Avatar Life = Like a beanstalk
    Patrician Citizen

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

    Default Re: 2/3 turns per year script

    Quote Originally Posted by Eothese View Post
    True Augustus, the only reason I suggest it is because having added a lot of regions with the jihad/crusade resource and having done some crusade calling testing. By setting faction standings with papal_states at 1.0 etc. I've notice the new regions in the initial crusade list.

    True excommunicated factions and islamic one's have their capitals in the list as well as some rebel, and I think thats the bit that may be hardcoded.

    By stripping some of the vannila regions of the crusade/jihad resource and adding more where you want them, I think you should get the result you are after.
    That's certainly a possibility, the only modding I've done involved first and foremost removing any references to crusades and jihads, so clearly no extensive testing, just comparative observation. The capital being hardcoded would make sense, and frankly I'm curious what possessed CA to make "Toulouse" a generic crusade target, considering France was one of the most loyal Crusading nations.

    Cheers,
    Augustus

  11. #11

    Default Re: 2/3 turns per year script

    Thanks alot for the help, much appreciated, didn't know it would take that much effort tho

Posting Permissions

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