Worst script ever.
so that's where all my money was going...
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Worst script ever.
so that's where all my money was going...
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House of Ward ~ Patron of Eothese, Mythic_Commodore, Wundai, & Saint Nicholas
lulz...I told you...the mod is designed for you to lose...period.
From the holy bloodline of GodEmperor Nicholas | The last son of Publius
D|need | uanime5 | xeryx | Naimad | Lord_Calidor | Yelü Dashi | Tyre | Augustus Lucifer | gogo t
Tominokar | morfeasnikos | alien_t | dome | Octavius
Which comment? They all look right to me. What's your screen size?
From the holy bloodline of GodEmperor Nicholas | The last son of Publius
D|need | uanime5 | xeryx | Naimad | Lord_Calidor | Yelü Dashi | Tyre | Augustus Lucifer | gogo t
Tominokar | morfeasnikos | alien_t | dome | Octavius
This one at the end :
But as i said , this may be resolved when you put it in notepad or something ..; Yes, this script is designed for you to lose. Nothing about making the game harder, only to see you fail since the AI sucks just that much. Besides, I got this kick ass losing video for you. You should check it out.
You posted right behind me before I edited. It might be your screen's resolution. All that's on one line on my screen.
From the holy bloodline of GodEmperor Nicholas | The last son of Publius
D|need | uanime5 | xeryx | Naimad | Lord_Calidor | Yelü Dashi | Tyre | Augustus Lucifer | gogo t
Tominokar | morfeasnikos | alien_t | dome | Octavius
No issue.Thanks for that nonetheless.
From the holy bloodline of GodEmperor Nicholas | The last son of Publius
D|need | uanime5 | xeryx | Naimad | Lord_Calidor | Yelü Dashi | Tyre | Augustus Lucifer | gogo t
Tominokar | morfeasnikos | alien_t | dome | Octavius
You tease us with a video, then dont display it?? Epic fail...
In order to test your script, you need a working mod folder to begin with (see here). Then you have to put the script into (your mod's) data/world/maps/campaign/imperial_campaign/campaign_script. Afterwards, start your mod and test your script in-game. If your script increases England's treasury by 10,000 at the end of the turn for example, simply check whether this actually happens.
Curious Curialist curing the Curia of all things Curial.
Looks fine Benz. Like I suggested in another thread, you don't need to use "and not" with conditions that use logic tokens(<, <=, >, >=, ==). It makes more sense to people reading the script to use for instance:
and Treasury <= 0
As opposed to:
and not Treasury > 0
They mean the same thing.
House of Ward ~ Patron of Eothese, Mythic_Commodore, Wundai, & Saint Nicholas
I just got kingdoms installed tonight, again.... will try and write the code up tomorrow at work and test it tomorrow night.
Sorry for being late, but here's mine:
Spoiler Alert, click show to read:
Just an interesting tidbit, since most mods keep all factions at war with the slave faction, the OnAWarFooting condition will always return true.
Under the patronage of Roman_Man#3, Patron of Ishan
Click for my tools and tutorials
"Two things are infinite: the universe and human stupidity; and I'm not sure about the universe." -----Albert Einstein
House of Ward ~ Patron of Eothese, Mythic_Commodore, Wundai, & Saint Nicholas
Actually I did a tiny bit of testing with OnAWarFooting and I dont think it triggers that way but its been a long time and my memory might be a bit off on this.
The AI decision tree has no real entries regarding slaves, either for attacking them or defending them. For purposes of the game the AI doesnt consider them a threat, so they default is "defend_minimal" and "invade_priority" = 0.
I dont think OnAWarFooting triggers until a certain amount of points has built up regarding a certain faction. I did do some stuff with using a TargetFactionType condition with OnAWarFooting but cant remember how that turned out.
It should be easy to test if it always fires true though:
Code:monitor_event FactionTurnEnd FactionIsLocal and OnAWarFooting ; TrueCondition if needed, then test TargetFactionType historic_event test_event end_monitor
I wouldn't assume it has anything to do with the AI decision tree but rather the diplomatic stances that are established for the various factions. Admittedly my sample is small, and based mostly on RTW, but OnAWarFooting seems to be true if you are at war with a faction, regardless of how much of a threat they are. Hence my comment about the slaves which every faction is usually, if not always at war with. Everyone always being at war with the slaves causes the condition to be true all the time.
The main problem is the documentation on the condition is somewhat sparse and doesn't provide a lot of detail.
Under the patronage of Roman_Man#3, Patron of Ishan
Click for my tools and tutorials
"Two things are infinite: the universe and human stupidity; and I'm not sure about the universe." -----Albert Einstein
As a coder, don't I know it!! I've been, and I'm sure continue to be, guilty of it as well.
Under the patronage of Roman_Man#3, Patron of Ishan
Click for my tools and tutorials
"Two things are infinite: the universe and human stupidity; and I'm not sure about the universe." -----Albert Einstein