SHORT VERSION: Seems triggers with SettlementBuildingFinished >= (any guild buildings)DO NOT execute (meaning game works but no effect) BUT they DO execute if there is some other type of building after >= part of the condition. GuidUpgraded event also ISN'T recognize by either export_descr_ancillaries.txt or export_descr_character_traits.txt OR even by campaign_script.txt(of course it makes sense if one doesn't recognize it, neither will the rest but this causes problems and headaches
!)
I have very strange problem. I am trying to mod DLV 6.1. There is a big problem with Hanseatic guild buildings and all scripts concerning them. It looks like someone actually wrote about 610+ triggers in export_descr_ancillaries.txt file (yes OVER 600 I guess they had some Python or similar script) just to add H_Founder_Of_Hanse trait and even with those 600 it seems player can get H_Founder_Of_Hanse trait regardless if can build Hanseatic league buildings or not (England can't even build them so player who built 0 Hanseatic league buildings can still get the trait if I read it right)
They all look like this:
Trigger H_HanseEngland01
WhenToTest CharacterTurnEnd
Condition IsFactionLeader
and not Trait H_Founder_Of_Hanse > 0
and not Trait H_Descendant_Of_Hanse = 1
and not I_WorldwideAncillaryExists H_Comes_Hansae
and I_SettlementOwner London = england
and I_SettlementOwner Antwerp = england
and I_SettlementOwner Hamburg = england
and I_SettlementOwner Stettin = england
and CharFactionType england
Affects H_Founder_Of_Hanse 1 Chance 100
Now I wanted to compress these 610 + traits to save processing cycles (DLV seems to like wasting them a LOT) as one single trait that will actually fire only when you build gm_hanseatic_guild building. Now DLV had only ONE LEVEL for Hanseatic guild buildings but I did menage to make it so there are 3. I tested it and all 3 levels can be built (even without reloading campaign).
After that I tried to make that single trait to give your faction leader trait H_Founder_Of_Hanse (threshold is just 1).
While I could do it in a lot of ways (if m_hanseatic_guild or latger is present or if someone builds building OTHER then a guild with either modifying export_descr_ancillaries.txt or export_descr_character_traits.txt) but I can not at all get it to fire when any building is built. Well I didn't stop there , and tried to use already existing triggers but then I found that any type of trigger that relies on SettlementBuildingFinished WILL NOT EXECUTE (game works but there is no trigger effect) .
For example I tried changing Trigger master_smith_vnv_trigger
WhenToTest GovernorBuildingCompleted
Condition SettlementBuildingFinished >= swordsmiths_guild
AcquireAncillary master_smith chance 100
;I just changed the chance
(and basically ANY similar trigger for any guild, of course before it I changed points awarded each turn for target guild in export_descr_guilds.txt). ALL of these (with different guilds) refused to execute at all. There was never any change no matter what that chance was always 100 and no matter what were the things it affected. As longs as it contained SettlementBuildingFinished >= and after >= there was ANY type of guild building it NEVER worked.
AM I blind and doing something seriously wrong or did DLV makers enter something wrong ; triggers look the same to me as those used in Teutonic or SS (then again I could be blind), or is there some problem with M2TW: Kingdoms code that makes it not execute triggers with SettlementBuildingFinished >= (GUILD BUILDING)? BUT IT DOES execute it if there is some other type of building
Can this type of trigger be written so it will actually execute or do I have to add monitor_event BuildingCompleted to the campaign_script.txt (and will changing of campaign_script.txt require campaign restart to function properly?)
Sorry for rather long post and thanks in advance.




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