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  1. #1

    Default Towns

    When some faction capture the province capital the entire region become His... so i thinked what about add some town by the permanent castle system and give the owner of the town some florins for hold it and possible upgrade this income by upgrading the town (change the model and upgrade the income) via a building(maybe by the agriculture system town income came basic from agriculture good in medieval times) in the province capital.
    About the A.I Not be able to properly defende a emergency levy would solve this (Tsaries script did something like that ).
    This is possible ,very hard or impossible ?


    This allied with a 4tpy would be very interesting for hardcore players .

  2. #2
    Caesar Clivus's Avatar SS Forum Moderator
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    Default Re: Towns

    I'm pretty sure that would be impossible. I could be wrong but I dont think you can script anything to do with forts.

    BftB2 UPDATED 22nd DECEMBER. Member of the Complete Byzantine Unit Roster team

  3. #3

    Default Re: Towns

    Quote Originally Posted by Caesar Clivus View Post
    I'm pretty sure that would be impossible. I could be wrong but I dont think you can script anything to do with forts.
    which part ?
    check who is the owner of the town(fort) and award some florins?
    change the model via script fired by building something?
    Or generate a emergency levy ?

  4. #4
    Caesar Clivus's Avatar SS Forum Moderator
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    Default Re: Towns

    Quote Originally Posted by betto View Post
    which part ?
    check who is the owner of the town(fort) and award some florins?
    change the model via script fired by building something?
    Or generate a emergency levy ?
    All of them AFAIK.

    BftB2 UPDATED 22nd DECEMBER. Member of the Complete Byzantine Unit Roster team

  5. #5

    Default Re: Towns

    I thought that there was a Rome mod that scripted fort cash but I really don't know, sorry.
    ...ceterum autem censeo Carthaginem esse delendam.

  6. #6

    Default Re: Towns

    In my understanding, a Fort is treated like a resource in that it is not specifically owned by anyone. If it is in your factions borders you do not really own it as an enemy army could be camped in it. therefore you cant check for ownership of a fort. You could, i guess, check to see if a character was present in that specific tile (where the fort is) and run a script off of that (but you would need to know the pacement of the fort which is impossible for any fort not pre placed).

    I believe it is possible to change a model via script, but it would change it universally and not just region to region. and i think changing models via script is only for character models...

    and you could spawn an emergency levy anywhere you liked, but once again, if its for a fort, you need to know the location of it.

    The whole idea you have of granting the owner an income bonus for holding a fort (town) inside enemy borders is however very interesting. The only way i could see u could do something like that is use pre placed forts -or towns- (and disable the construction of additional forts). That way you KNOW the coordinates and can base a script off of it (you would not really be using the fort perse, just the coords). And you would run into a lot of issues concerning turn lag as the script would likely be rather lenghty and involve monitors that run during the AI's turn < thats the turn lag... But i guess it would depend on how you wanted to check for ownership of that tile (coord)...
    ...longbows, in skilled hands, could reach further than trebuchets...

  7. #7

    Default Re: Towns

    Quote Originally Posted by Tsarsies View Post
    In my understanding, a Fort is treated like a resource in that it is not specifically owned by anyone. If it is in your factions borders you do not really own it as an enemy army could be camped in it. therefore you cant check for ownership of a fort. You could, i guess, check to see if a character was present in that specific tile (where the fort is) and run a script off of that (but you would need to know the pacement of the fort which is impossible for any fort not pre placed).

    I believe it is possible to change a model via script, but it would change it universally and not just region to region. and i think changing models via script is only for character models...

    and you could spawn an emergency levy anywhere you liked, but once again, if its for a fort, you need to know the location of it.

    The whole idea you have of granting the owner an income bonus for holding a fort (town) inside enemy borders is however very interesting. The only way i could see u could do something like that is use pre placed forts -or towns- (and disable the construction of additional forts). That way you KNOW the coordinates and can base a script off of it (you would not really be using the fort perse, just the coords). And you would run into a lot of issues concerning turn lag as the script would likely be rather lenghty and involve monitors that run during the AI's turn < thats the turn lag... But i guess it would depend on how you wanted to check for ownership of that tile (coord)...
    Sorry for not explain very well

    I thinked about towns(forts) in pre-placed locations and disable buildable forts. in locations that not make the A.I gone crazy while traveling

    I thiked in a algoritm like this

    check all locations of town (permanent forts) one by one to determine if the faction hold it and grant some florins
    if own the town check if the region capital is owned by the faction and by which level of farming/trade give extra florin for hold that town


    this can work ?
    Last edited by betto; September 12, 2009 at 09:54 AM.

  8. #8

    Default Re: Towns

    It would be possible to script. But the script would be very lengthy and add quite a bit to turn lag as the script will be firing during the AI's turn and checking settlement building info (for farms for the increased florins).

    Lets say you have only 50 forts (towns) pre placed on the map (thats 1 town for every 4 regions roughly). You will need 50 seperate monitors for EACH faction just to check ownership of the fort (town) each turn (and thats if you can check ownership of a coordinate with just 1 moniotr). (just 20 factions would require 1000 monitors). Then you would need to check a settlements building level of farms (or just see if they are present), which is another 50 monitors for each faction... so 30 factions would require atleast 3000 monitors. And thats not taking into account any monitors to determine if other factions have characters present in a fort within anothers borders.

    So it IS possible, just not very practical. Unfortunatly the scripting language available to us is very limiting in that sense.

    There are 2 Events which monitor activities to do with Forts. GeneralCaptureResidence (This one also monitors watchtowers being captured) and UngarrisonedFort and only 1 condition being IsFortGarrisoned. Nothing that connects ownership of a fort to a faction or anything related to a fort being anything other than garrisoned or not. Which is why you would have to monitor the whole thing by coordinates and players/AI characters being on a specific tile.
    ...longbows, in skilled hands, could reach further than trebuchets...

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