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  1. #1

    Default crowns...

    i know theres a faction crown mod, but i dont like how the requirements that comes with it is to just capture a rival capital and kill their current faction leader (if he already has the crown), and i know that standard 6.0/6.1 comes with a moderate crown system, ie, reclaim RL territories to get your crown.

    now seeing as
    Spoiler Alert, click show to read: 

    Trigger crown_england
    WhenToTest CharacterTurnEnd
    Condition IsFactionLeader
    and EndedInSettlement
    and FactionType england
    and I_SettlementOwner London = england
    and I_SettlementOwner Nottingham = england
    and I_SettlementOwner York = england
    and I_SettlementOwner Exeter = england
    and I_SettlementOwner Winchester = england
    and I_SettlementOwner Caernarvon = england
    and I_SettlementOwner Edinburgh = england
    and I_SettlementOwner Aberdeen = england
    and I_SettlementOwner Inverness = england
    and not FactionwideAncillaryExists crown_england

    AcquireAncillary crown_england chance 100


    if i change faction type, to... any? (i dont know what the correct syntax is), will it enable the crown to be obtainable by any other nation? or do i simply remove

    and FactionType england
    and I_SettlementOwner London = england
    etc...

    basically, i want the ability to capture other crowns (aside from my own at least), by achieving the same requirements as if i were england (and same goes for the other crowns)

    a quick example is, lets say im playing as france, and i capture: paris, rheims, clermont, bordeaux, toulouse, rennes, caen, bruges, mets, dijon, lyon, and marsielle, i get the french crown. now if i go and capture the whole of iberia, i get the spanish, or in this case, the iberian crown.

    is any of this possible?

  2. #2

    Default Re: crowns...

    Yes its possible, but you would need to duplicate that script for each faction for each crown. So that script would need to be written for each individual faction, and then you would need to do the same for every other crown. Making the script rather lengthy, and as it is not necessarily going to fire during the players turn it could slow the whole script down.

    an additional issue you will find later is duplicate crowns, you will need to ensure that there is not another crown of the same in existance. Im not sure if elsewhere in the script you speak of checks that, but it will be an issue that will have to be addressed.
    ...longbows, in skilled hands, could reach further than trebuchets...

  3. #3

    Default Re: crowns...

    Quote Originally Posted by Tsarsies View Post
    Yes its possible, but you would need to duplicate that script for each faction for each crown. So that script would need to be written for each individual faction, and then you would need to do the same for every other crown. Making the script rather lengthy, and as it is not necessarily going to fire during the players turn it could slow the whole script down.
    yeah, thats why i was hoping that by removing:

    and FactionType england

    as well as the settlement owner conditions:

    and I_SettlementOwner London = england <----- and leaving it blank so that all nations can aquire it
    Quote Originally Posted by Tsarsies View Post
    an additional issue you will find later is duplicate crowns, you will need to ensure that there is not another crown of the same in existance. Im not sure if elsewhere in the script you speak of checks that, but it will be an issue that will have to be addressed.
    you mean this?:
    and not FactionwideAncillaryExists crown_england

    edit:
    this is what fcm used:

    and not I_WorldwideAncillaryExists crown_england
    Last edited by luciferleigh; March 01, 2009 at 11:11 PM.

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