Results 1 to 4 of 4

Thread: Byzantine conversion to Catholicism

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    hitokiri2486's Avatar Centenarius
    Join Date
    Aug 2008
    Location
    New York
    Posts
    805

    Default Byzantine conversion to Catholicism

    Hey all,

    I'm trying to get a historic event that allows me to choose to convert the Byzantines to Catholicism, based on the scripts from J@mes: http://www.twcenter.net/forums/showthread.php?t=183388.

    However, I can't get it to work. The historic event pops up like it is supposed to, but I do not get the option to accept or decline (no green check or red "x" buttons), I only have the "close scroll" button.

    Not sure what is going on. Here is my script, which has only one minor change from J@mes':

    Spoiler Alert, click show to read: 
    ;------------------- BYZANTINE CONVERSION TO CATHOLICISM -------------------;

    monitor_event FactionTurnStart
    add_events
    event counter byzantium_conversion_accepted
    event counter byzantium_conversion_declined
    date 0
    end_add_events

    terminate_monitor

    end_monitor

    monitor_event FactionTurnStart FactionType byzantium
    if I_NumberOfSettlements byzantium < 10
    and I_TurnNumber >= 3

    historic_event byzantium_conversion true factions { byzantium, }

    terminate_monitor

    end_if

    end_monitor

    monitor_conditions I_EventCounter byzantium_conversion_accepted = 1

    set_religion byzantium catholic
    retire_characters byzantium priest
    change_population_religion byzantium catholic 75 orthodox

    terminate_monitor

    end_monitor


    I tried using set_event_counter commands and putting them to 0, but that didn't work either. I_Turn_Number isn't breaking it either, because it doesn't work without it, and the historic_event shows up at turn 3 like it's supposed to anyway. Not sure what is going on here. Any help is appreciated!

    Edit: Just some additional info. I'm using Kingdoms 1.5, Retrofit/GUAM as my basis here. Don't think that makes a difference but, you never know.
    Last edited by hitokiri2486; February 24, 2009 at 09:40 PM. Reason: more info
    Let me persuade you with my powerful logic skills.

    In light of the Total War series, a quote from the theologian whom I respect the most:

    The Heavenly City outshines Rome, beyond comparison. There, instead of victory, is truth; instead of high rank, holiness.
    St. Augustine, Bishop of Hippo

  2. #2

    Default Re: Byzantine conversion to Catholicism

    What about this line
    Code:
    change_population_religion byzantium catholic 75 orthodox
    Try it with
    Code:
    change_population_religion byzantium catholic 75 orthodox 25

  3. #3
    hitokiri2486's Avatar Centenarius
    Join Date
    Aug 2008
    Location
    New York
    Posts
    805

    Default Re: Byzantine conversion to Catholicism

    Thanks for the response; I tried what you did, and it's not the solution...although it does give me 75% catholic and 25% orthodox, instead of 75% catholic and 25% mumbo jumbo.

    However, I'm still not getting the option to run the script; everything else works fine except for the whole accepting/declining part. I've gone over my error log a thousand times, and I still don't see any parsing errors or anything from campaign_script.txt that pertains to the code I've posted above. I think my game engine is retarded.
    Let me persuade you with my powerful logic skills.

    In light of the Total War series, a quote from the theologian whom I respect the most:

    The Heavenly City outshines Rome, beyond comparison. There, instead of victory, is truth; instead of high rank, holiness.
    St. Augustine, Bishop of Hippo

  4. #4
    Augustus Lucifer's Avatar Life = Like a beanstalk
    Patrician Citizen

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

    Default Re: Byzantine conversion to Catholicism

    Some things I noticed, you have the line terminate_monitor inside your end_if on the second monitor. You don't need an if statement if you are only doing one check within that event, so just use:

    Code:
    monitor_event FactionTurnStart FactionType byzantium
              and I_NumberOfSettlements byzantium < 10
              and I_TurnNumber >= 3
    
    historic_event byzantium_conversion true factions { byzantium, }
    
    terminate_monitor
    end_monitor
    I never really liked the way CA did it for their accept/decline scrolls. I do it differently and it works for me, like so:

    Code:
    monitor_event FactionTurnStart FactionType byzantium
              and I_NumberOfSettlements byzantium < 10
              and I_TurnNumber >= 3
    
    add_events
        event counter byzantium_conversion_accepted
        event counter byzantium_conversion_declined
        date 0
    end_add_events
    historic_event byzantium_conversion true factions { byzantium, }
    
    terminate_monitor
    end_monitor
    
    monitor_conditions I_EventCounter byzantium_conversion_accepted == 1
    
    set_religion byzantium catholic
    retire_characters byzantium priest
    change_population_religion byzantium catholic 75 orthodox 25
    set_event_counter byzantium_conversion_accepted 0
    
    terminate_monitor
    end_monitor
    Combining the accept/decline add_events with the historic_event has always worked for me, and it is what GED used in his Hiring Ancillaries Script so complications are unlikely. Another thing is that your script isn't very versatile, since there's no way for byzantium to convert back to Orthodox, and it will either fire every turn or never fire after the first time(my mind is forgetting if terminate_monitor permanently kills the monitor or just stops it running in that script loop). Consider using countdown timers instead of terminating it, adding a condition that Byzantium is orthodox(can do so via checking and setting a counter if it won't work in the same monitor), and providing a conversion back to orthodox from Catholic. Lastly, I've had trouble in the past with the I_TurnNumber condition, so you could try something like:

    Code:
    declare_counter byz_time_til_conversion
    
    set_counter byz_time_til_conversion 3
    
    monitor_event PreFactionTurnStart FactionIsLocal
              and FactionType byzantium
              and byz_time_til_conversion > 0
    
    inc_counter byz_time_til_conversion -1
    
    end_monitor
    Then replace the I_TurnNumber with:

    Code:
    and I_CompareCounter byz_time_til_conversion 0
    Counters are much more versatile than any other indicators, so consider using them wherever feasible, because any event from my experience can call them. And if you haven't defined the event byzantium_conversion in historic_events.txt then you need to do so. Finally, the "PreFactionTurnStart" event used above is kingdoms-only, so replace it with FactionTurnStart if you're running the M2.exe
    Last edited by Augustus Lucifer; February 28, 2009 at 10:23 PM.

Posting Permissions

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