Re English army spawning one could check to see how many settlements the English have before spawning an army.
if they have 0 (or whatever number) settlements then don't spawn?
Re English army spawning one could check to see how many settlements the English have before spawning an army.
if they have 0 (or whatever number) settlements then don't spawn?
Oh, but I do want them to spawn an English army if England is no more. Unless the game refuses such requests by CTDs.
(Hypothesis: If a factional army spawns when its faction is deceased, the army will automatically rebel)
Under the patronage and bound to the service of the
artist formerly known as Squeakus Maximus
Stoic Pantheist of S.I.N
Archaon is it possible to spawn an enemy army if one faction destroys a building in their settlement?
I've made the following script but I'm unsure if it's correct (especially the settlement checking part). Can you seen any obvious errors?
Code:declare_counter Merv_oghuz declare_counter sieged_Merv_oghuz set_counter sieged_Merv_oghuz 0 monitor_event PreFactionTurnStart SettlementName Merv if SettlementBuildingExists = oghuz and I_CompareCounter sieged_Merv_oghuz = 0 set_counter Merv_oghuz 0 end_if if not SettlementBuildingExists = oghuz and I_CompareCounter sieged_Merv_oghuz = 0 set_counter Merv_oghuz 1 end_if end_monitor monitor_event FactionTurnStart FactionType slave and I_CompareCounter Merv_oghuz = 1 spawn_army faction slave, sub_faction russia character random_name, named character, family, age 32, x 249, y 227, label Invade_Merv, direction N unit bodyguard seljuks exp 0 armour 1 weapon_lvl 0 unit turkoman light maceman exp 0 armour 1 weapon_lvl 0 unit turkoman light maceman exp 0 armour 1 weapon_lvl 0 unit turkoman light maceman exp 0 armour 1 weapon_lvl 0 unit turkoman medium swordsmen exp 0 armour 1 weapon_lvl 0 unit turkoman medium swordsmen exp 0 armour 1 weapon_lvl 0 unit turkoman heavy macemen exp 0 armour 1 weapon_lvl 0 unit turkoman light bowman exp 0 armour 1 weapon_lvl 0 unit turkoman light bowman exp 0 armour 1 weapon_lvl 0 unit turkoman medium bowman exp 0 armour 1 weapon_lvl 0 unit turkoman medium bowman exp 0 armour 1 weapon_lvl 0 unit turkoman heavy bowman exp 0 armour 1 weapon_lvl 0 unit turkoman light swordsmen cavalry exp 0 armour 1 weapon_lvl 0 unit turkoman light swordsmen cavalry exp 0 armour 1 weapon_lvl 0 unit turkoman light archer cavalry close bow exp 0 armour 1 weapon_lvl 0 unit turkoman light archer cavalry close bow exp 0 armour 1 weapon_lvl 0 unit turkoman medium archer cavalry close bow exp 0 armour 1 weapon_lvl 0 unit turkoman medium archer cavalry close bow exp 0 armour 1 weapon_lvl 0 sieging siege_settlement Invade_Merv, Merv, maintain set_counter sieged_Merv_oghuz 1 end_monitor
Last edited by uanime5; January 18, 2010 at 10:05 AM. Reason: Script attempt
Morning Sun (adds Korea and China to the Shogun 2 map)
http://www.twcenter.net/forums/forum...28-Morning-Sun
Expanded Japan mod (97 new regions and 101 new factions)
http://www.twcenter.net/forums/showt...ew-factions%29
How to split a region in TWS2
http://www.twcenter.net/forums/showt...split-a-region
Eras Total Conquest 2.3 (12 campaigns from 970-1547)
The sieged_Merv_oghuz is just there so that this event will only occur once after this building has been destroyed. Without it the slave faction would continue to get sieging armies until this building was rebuilt.
Just realised I need to reset the Merv_oghuz counter.
Morning Sun (adds Korea and China to the Shogun 2 map)
http://www.twcenter.net/forums/forum...28-Morning-Sun
Expanded Japan mod (97 new regions and 101 new factions)
http://www.twcenter.net/forums/showt...ew-factions%29
How to split a region in TWS2
http://www.twcenter.net/forums/showt...split-a-region
Eras Total Conquest 2.3 (12 campaigns from 970-1547)
gigantus I keep getting an error message for the 'monitor_event PreFactionTurnStart SettlementName' PreFactionTurnStart and FactionTurnStart cannot be applied to settlements. Is there a SettlementTurnStart or another command I can use instead.
Morning Sun (adds Korea and China to the Shogun 2 map)
http://www.twcenter.net/forums/forum...28-Morning-Sun
Expanded Japan mod (97 new regions and 101 new factions)
http://www.twcenter.net/forums/showt...ew-factions%29
How to split a region in TWS2
http://www.twcenter.net/forums/showt...split-a-region
Eras Total Conquest 2.3 (12 campaigns from 970-1547)
Thanks for your help gigantus.
Morning Sun (adds Korea and China to the Shogun 2 map)
http://www.twcenter.net/forums/forum...28-Morning-Sun
Expanded Japan mod (97 new regions and 101 new factions)
http://www.twcenter.net/forums/showt...ew-factions%29
How to split a region in TWS2
http://www.twcenter.net/forums/showt...split-a-region
Eras Total Conquest 2.3 (12 campaigns from 970-1547)
Could someone explain what that line actually do and confirm does this actually work:
It was said that it's necessary to spawn a slave army, but it's not quite true. It's enough to put there "faction slave" and it will also spawn an army.spawn_army
faction faction_name, sub_faction faction_name
What I'm trying to do is to set crusader model for spawned army:
All I get is proper crusader banner, but model is just the same as in case of other slave generals... Is it possible to have Latin slave general model appear on the map?Code:spawn_army faction slave, sub_faction france character Doge, named character, age 42, x 91, y 265 traits GoodCommander 3 , PublicFaith 1 , Loyal 4 unit leopold exp 9 armour 0 weapon_lvl 0
I did it and nothing changed - models are the same.
At the same time I realized that banner type is determined by the region in whic spawned army appears.
So, I bogged down.
Yes, that is correct.
But I'm trying to script models in campaign_script.txt, not in descr_strat.txt...
Is there any way to assign specific models to invasion army spawned in campaign_script.txt? Because now I'm getting just a slave general model and can't get any other... It's rather weird to see Middle Eastern general model representing leaders of the 4th crusade...
I'm not sure if I get you correctly, but it can't be done as it is for those two factions, because then it would be Kingdom of Jerusalem's armies besieging Constantinople - and that would be incorrect.
That's why I'm asking: is it possible to assign a specific general's model to a slave army. It seems to me that "faction slave, sub_faction france" doesn't result in having france slave model of a general on the map, though each rebellious KoJ (france) general is getting that specific rebel model. So, is it possible to get such feature via campaing_script.txt?
Last edited by wudang_clown; August 28, 2010 at 04:51 PM.
Why can't the same thing be done that is done for the Mongols and Timurids? They are all listed as spawn armies.
Then the problem would be converting a Middle Eastern convert to Catholicism, or have a Middle Eastern faction emerge as Catholic as I see it. Is this what you are trying to accomplish?
What I'm trying to accomplish is, one more time, having a Latin general's model on the head of Latin crusader army besieging Constantinople in 1204. No less, no more.
Now scripting of 4th crusade results in having ME general (faction slave) as the model of Latin crusader army.
Accordingly to Archaon's finding, "sub_faction france" added to the faction line should result in having specific model appear, but it seems not to work.
I'm asking if it works really, because it's very possible than I'm scripting it incorrectly. But I need to know if it works before I can conclude that I'm doing something wrongly.