Results 1 to 8 of 8

Thread: traits for sacking settlements

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Hunter Makoy's Avatar We got 2 words for ya..
    Join Date
    Apr 2007
    Location
    Dont mess with Texas
    Posts
    5,202

    Default traits for sacking settlements

    i'm trying to create a trait who's trigger only fires if a settlement is sacked and it is atleast a large town.

    i have it set up as

    ---------------------
    trigger sackall
    whentotest sacksettlement

    condition IsGeneral
    and settlementbuildingexists >= wooden_wall

    affects citysack 1 chance 100

    i've been testing it out but nothing seems to work. how would i go about doing this?
    Under the patronage of Lord Condormanius (12.29.08)
    "Yes, I know why the leaf is turning yellow. Its a lack of chloroform."

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

    Default Re: traits for sacking settlements

    I think the trigger should be somewhat different. Like GeneralCaptureSettlement or something. Not sure, not having docudemons with me.
    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
    Hunter Makoy's Avatar We got 2 words for ya..
    Join Date
    Apr 2007
    Location
    Dont mess with Texas
    Posts
    5,202

    Default Re: traits for sacking settlements

    ok that might be correct, i forgot about that one. i'll try it with that in there instead of isgeneral and see how it goes.

    i switched it to generalcaptures settlement, and it stll didn't work. so then i made it so that the only condition was the for wooden_wall, because in the game for extermination it doesn't say anything about the general doing it. but it still didn't work. i think the problem is with the settlementbuildingexists >= wooden_wall part. will it understand it as a requirement for the settlement sacked?

    i need to make this so that the sacker only gets the trait if the city is large enough. and i dont know any other way.

    i am also trying to have a trait for when a general goes into a certain region (like the london region) he gets a trait, regardles sof wat he does there, just for being there. any thoughts on how to do that?
    Last edited by Hunter Makoy; October 31, 2008 at 12:09 PM.
    Under the patronage of Lord Condormanius (12.29.08)
    "Yes, I know why the leaf is turning yellow. Its a lack of chloroform."

  4. #4
    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: traits for sacking settlements

    You have to use events from the docudemons. Also, capitalization matters. Pick one from the list of events and copy it exactly.

  5. #5
    Hunter Makoy's Avatar We got 2 words for ya..
    Join Date
    Apr 2007
    Location
    Dont mess with Texas
    Posts
    5,202

    Default Re: traits for sacking settlements

    yeah i know about capitalization and stuff, i just didn't do it here for time. i've found all those in the docudemons, but i cant find a good example for how to stick those together to make that work.
    Under the patronage of Lord Condormanius (12.29.08)
    "Yes, I know why the leaf is turning yellow. Its a lack of chloroform."

  6. #6
    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: traits for sacking settlements

    I wrote something a long time ago about events and conditions and how to put them together. Its written for scripting but applies to traits and triggers as well. That will probably help you, but if not I also just posted the registration thread in the Uni for Basic Modding.

  7. #7
    Hunter Makoy's Avatar We got 2 words for ya..
    Join Date
    Apr 2007
    Location
    Dont mess with Texas
    Posts
    5,202

    Default Re: traits for sacking settlements

    ok thanx ill look over that.
    Under the patronage of Lord Condormanius (12.29.08)
    "Yes, I know why the leaf is turning yellow. Its a lack of chloroform."

  8. #8
    Evil_Dane's Avatar Semisalis
    Join Date
    Sep 2008
    Location
    Denmark
    Posts
    442

    Default Re: traits for sacking settlements

    Usefull

Posting Permissions

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