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  1. #1

    Default Civil War Script?

    Hi
    First: Great mod so far


    Two things i don't get.
    My leader has the "offfended to nobles" trait and i have one disloyal noble.
    As i have read in the manual, i could send him to capital and if there is a dungeon and my king the event should popup...

    Playing as Sicily. My capital is Palermo (Castle=no dungeon possible)
    Change capital does not work the manual said.
    So, what to do?


    Second question:
    I should have +4 Governour-points per turn, but i have zero since 10 turns?
    How come?


    Playing 6.2 on a clean 1.5 Kingdoms install.

  2. #2
    Shadrach's Avatar Miles
    Join Date
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    Location
    Oslo, Norway
    Posts
    325

    Default Re: Civil War Script?

    Only one disloyal noble, you've been lucky! So far... wait until one of the others stab you in the back the thieving bastards

    Only thing to do... leave him in a castle and wait until he dies (internal exile). He cant do anything wrong there.

    Personally I think its wrong that you cannot build dungeons in castles, just not logical so hope thats fixed one day - I play as Hungary so my capital is Buda (also a castle).

    Have you tried building a dungeon in a city and move him into there? I dont know if it will trigger the script though.

    The Danes, I swear, with their half arsed attempts at a 'war'. You gotta give it to 'em, they just dont stop trying. Listen, I've fought the Timurids, ever heard of them? Elephants with cannons on their backs. Yea, Timurids. You guys are like kids on tricycles compared to them. -REZ

  3. #3
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    Default Re: Civil War Script?

    I thought that it worked by having the king in the capital and the rebel alone in a settlement with a dungeon...

    But it's a dodgy script according to Repman, so it might fail even when we follow the steps correctly.

  4. #4

    Default Re: Civil War Script?

    Thanks for the replies.

    Yes i tried both...with King in City/Dungeon and without...nothing!
    It is the same with old age Generals to retire.
    The trigger is capitol with >=city hall + King + General....Palermo is no city, so no city hall


    It is a real disappointment because (without these problems) DLV is the best kingdoms-mod i have ever played. I had in this game game already plans for the generals after retiring...the roleplay elements are really cool.

    Any solutions?
    I have seen there are many factions with a castle as capitol, so imo this needs a fix

  5. #5

    Default Re: Civil War Script?

    is there any way to turn off that script ? i dont get the king event for disloyal nobles same as with Retire Generals.

  6. #6
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    Default Re: Civil War Script?

    Here is the script:

    Code:
    monitor_event CharacterTurnEnd FactionIsLocal
    	and not IsFactionLeader
    	and Trait Disobedient >= 1
    	and Trait Reconciled_to_his_King = 0
    	and Trait Thrown_in_Dungeon = 0
    	and FactionLeaderTrait Seat_of_Power > 0
    	and EndedInSettlement
    	and SettlementBuildingExists >= dungeon
    		historic_event dungeon_prepare
    		set_event_counter dungeon_prepare 1
    end_monitor
    
    monitor_event CharacterSelected CharacterIsLocal 
    	and not IsFactionLeader
    	and Trait Disobedient >= 1
    	and Trait Reconciled_to_his_King = 0
    	and Trait Thrown_in_Dungeon = 0
    	and FactionLeaderTrait Seat_of_Power > 0
    	and EndedInSettlement
    	and I_EventCounter dungeon_prepare = 1
    		historic_event dungeon true
    		set_event_counter dungeon_prepare 0
    		set_counter dungeon_decided 1
    end_monitor
    
    monitor_conditions I_EventCounter dungeon_accepted = 1
    	and I_CompareCounter dungeon_decided = 1
    		e_select_character, console_command give_trait this Thrown_in_Dungeon 1
    		inc_counter gov_points -1
    		set_counter dungeon_decided 0
    end_monitor
    
    monitor_conditions I_EventCounter dungeon_declined = 1
    	and I_CompareCounter dungeon_decided = 1
    		e_select_character, console_command give_trait this Reconciled_to_his_King 1, console_command add_money -3000
    		set_counter dungeon_decided 0
    end_monitor
    ....well that's most of it...

    And we can see that it uses traits to decide on civil war or not:

    give_trait this Reconciled_to_his_King 1

    To use that you only need to open the console and type it in while you have the rebellious charcter selected.

    At least that should work ... please let me know
    Last edited by Taiji; January 04, 2010 at 05:59 AM.

  7. #7

    Default Re: Civil War Script?

    i always done this before i opened the console and on the king remove_trait this Offensive_to_Nobles and on the bad Nobles remove_trait this Disobedient.
    When i remove this script from the campaign script i wont get bothered for the rest of the campaign with this or will the game gets unstable ?

    monitor_event CharacterTurnEnd FactionIsLocal
    and not IsFactionLeader
    and Trait Disobedient >= 1
    and Trait Reconciled_to_his_King = 0
    and Trait Thrown_in_Dungeon = 0
    and FactionLeaderTrait Seat_of_Power > 0
    and EndedInSettlement
    and SettlementBuildingExists >= dungeon
    historic_event dungeon_prepare
    set_event_counter dungeon_prepare 1
    end_monitor

    monitor_event CharacterSelected CharacterIsLocal
    and not IsFactionLeader
    and Trait Disobedient >= 1
    and Trait Reconciled_to_his_King = 0
    and Trait Thrown_in_Dungeon = 0
    and FactionLeaderTrait Seat_of_Power > 0
    and EndedInSettlement
    and I_EventCounter dungeon_prepare = 1
    historic_event dungeon true
    set_event_counter dungeon_prepare 0
    set_counter dungeon_decided 1
    end_monitor

    monitor_conditions I_EventCounter dungeon_accepted = 1
    and I_CompareCounter dungeon_decided = 1
    e_select_character, console_command give_trait this Thrown_in_Dungeon 1
    inc_counter gov_points -1
    set_counter dungeon_decided 0
    end_monitor

    monitor_conditions I_EventCounter dungeon_declined = 1
    and I_CompareCounter dungeon_decided = 1
    e_select_character, console_command give_trait this Reconciled_to_his_King 1, console_command add_money -3000
    set_counter dungeon_decided 0
    end_monitor

  8. #8

    Default Re: Civil War Script?

    Quote Originally Posted by Taiji View Post

    And we can see that it uses traits to decide on civil war or not:

    give_trait this Reconciled_to_his_King 1

    To use that you only need to open the console and type it in while you have the rebellious charcter selected.

    At least that should work ... please let me know
    Good to know

    btw how do you open the console in DLV?
    The ~ or the ^ for german-keyboard button seems not to work...

  9. #9
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    Default Re: Civil War Script?

    If you're confident that you are removing all of the script then yes... so you'd have to work out what else is part of it.

  10. #10
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    Default Re: Civil War Script?

    I lack a german keyboard for reference but on a uk keyboard it's apostrophe (') Or +shift for @

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