
Originally Posted by
Apostle Zodd
1. Can a script(or something else) be used to create a popup that allows you to apoint a power of posistion, like duke, count, earl. to generals(i'd rather save space on my edu file w/o creating all the noble status).(instead of just having random anicalleries) if not, is there anyway to manipulate the anicalleries to which you can control them to who gets what?(perhaps a decree type building allowing different apointments?)
2. is there a formal way you can kill(or in this case put family members on 'trial' for unfavorable religion/insurections) having that command kill_character feels rather cheap to me.
3. from what i understand after reading a bit, agents are pretty much hardcoded, but is there a way to get family members of royal bloodline married to foreign princesses? even though they arent 'heir apparent' they should still by royal blood be able to marry into other royal blood correct?
For the popup, you'd need to define what it is you want to manage these positions, like a trait or an ancillary that gives the effects of the position, as events can't directly generate effects. It's possible in a round-about way. Here's one way to do it:
In export_descr_character_traits.txt:
Code:
;------------------------------------------
Trait AppointPosition
Characters family
Hidden
Level Appoint_Duke
Description Appoint_Duke_desc
EffectsDescription Appoint_Duke_effects_desc
Threshold 1
Level Appoint_Count
Description Appoint_Count_desc
EffectsDescription Appoint_Count_effects_desc
Threshold 2
Level Appoint_Earl
Description Appoint_Earl_desc
EffectsDescription Appoint_Earl_effects_desc
Threshold 3
;------------------------------------------
Trait Position
Characters family
Level Duke
Description Duke_desc
EffectsDescription Duke_effects_desc
GainMessage Duke_gain_desc
Epithet Duke_epithet_desc
Threshold 1
Effect Command 1
Level Count
Description Count_desc
EffectsDescription Count_effects_desc
GainMessage Count_gain_desc
Epithet Count_epithet_desc
Threshold 2
Effect Command 2
Level Earl
Description Earl_desc
EffectsDescription Earl_effects_desc
GainMessage Earl_gain_desc
Epithet Earl_epithet_desc
Threshold 3
Effect Command 3
;------------------------------------------
-Triggers-
Code:
Trigger Duke
WhenToTest CharacterTurnStart
Condition IsGeneral
and EndedInSettlement
and SettlementBuildingExists = royal_palace
and Trait AppointPosition == 1
Affects Position 1 Chance 100
;------------------------------------------
Trigger Count
WhenToTest CharacterTurnStart
Condition IsGeneral
and EndedInSettlement
and SettlementBuildingExists = royal_palace
and Trait AppointPosition == 2
Affects Position 1 Chance 100
;------------------------------------------
Trigger Earl
WhenToTest CharacterTurnStart
Condition IsGeneral
and EndedInSettlement
and SettlementBuildingExists = royal_palace
and Trait AppointPosition == 3
Affects Position 1 Chance 100
;------------------------------------------
In export_vnvs.txt:
Code:
{Appoint_Duke}DO NOT TRANSLATE
{Appoint_Duke_desc}DO NOT TRANSLATE
{Appoint_Duke_effects_desc}DO NOT TRANSLATE
{Appoint_Count}DO NOT TRANSLATE
{Appoint_Count_desc}DO NOT TRANSLATE
{Appoint_Count_effects_desc}DO NOT TRANSLATE
{Appoint_Earl}DO NOT TRANSLATE
{Appoint_Earl_desc}DO NOT TRANSLATE
{Appoint_Earl_effects_desc}DO NOT TRANSLATE
{Duke}Duke
{Duke_desc}This man has been appointed a Duke by the royal court.
{Duke_effects_desc}+1 Command
{Duke_gain_desc}Your officer havs been promoted to the appointment of Duke by the royal court.
{Duke_epithet_desc}, Duke
{Count}Count
{Count_desc}This man has been appointed a Count by the royal court.
{Count_effects_desc}+2 Command
{Count_gain_desc}Your general has been promoted to the appointment of Count by the royal court.
{Count_epithet_desc}, Count
{Earl}Earl
{Earl_desc}This man has been appointed an Earl by the royal count.
{Earl_effects_desc}+3 Command
{Earl_gain_desc}Your general has been promoted to the appointment of Earl by the royal court.
{Earl_epithet_desc}, Earl
In campaign_script.txt:
Code:
;--- Royal Title Appointments
monitor_event CharacterSelected CharacterIsLocal
and IsGeneral
and Attribute Command >= 2
and not EndedInSettlement
and not Trait AppointPosition >= 1
set_event_counter appoint_rank 1
end_monitor
monitor_event ScrollOpened character_info_scroll_character_panel
and I_EventCounter appoint_rank = 1
add_events
event counter appoint_rank_accepted
event counter appoint_rank_declined
date 0
end_add_events
historic_event appoint_rank true
end_monitor
monitor_conditions I_EventCounter appoint_rank_accepted = 1
e_select_character
console_command give_trait this AppointPosition 1
set_event_counter appoint_rank 0
set_event_counter appoint_rank_accepted 0
end_monitor
monitor_event FactionTurnEnd FactionIsLocal
and I_EventCounter appoint_rank = 1
set_event_counter appoint_rank 0
end_monitor
In historic_events.txt:
Code:
{APPOINT_RANK_BODY}This character is befitting to be a Duke in our kingdom mi'lord, shall we grant him office?
{APPOINT_RANK_TITLE}Grant Duke Appointment
I could have missed something, pretty tired right now. For the campaign_script part, there's a couple different ways you can handle it, I just put the one for the Duke in there. Essentially what it "should" do, is if you select a character who is a general with more than 2 command outside of a settlement, who hasn't already been made a duke, it sets the counter to 1. Then if you double-click to open the scroll, it should pop up a accept/decline message, which if you accept it should give the character the trait AppointPosition. They won't immediately provide effects though, since the AppointPosition line is the midway, signifying a letter being sent to a commander in the field commissioning them as a Duke. The general then has to return to an area with whatever building is set in the Duke trigger to receive his appointment, bonus, and title, which is handled by the Trait trigger.
Again, could have gotten some of it wrong, am a bit tired right now and no easy way for me to test it. Will see about addressing #2 and #3 tomorrow.
Cheers,
Augustus