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  1. #1

    Default FOE: Script use...help

    Can't Figure out how to start and stop the script and when to do it,, HELP
    -BrianBergh
    E:TW - Give Pikemen some strength

  2. #2
    Maurits's Avatar ЯTR
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    Default Re: FOE: Script use...help

    When you start a new game, the script should start automatically.

    When loading a saved game, left click on a city so that the advisor appears, click on it and the script will start.

    When quitting a game with the intention of loading another save without restarting RTR, click on the '?' button to terminate the script, and when the save is loaded start it again by left clicking on a city and the advisor.

    I hope that this is correct and that it'll help you

    RTR: Imperium Surrectum Team Member
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  3. #3

    Default Re: FOE: Script use...help

    Quote Originally Posted by Maurits View Post
    I hope that this is correct
    It is

  4. #4

    Default Re: FOE: Script use...help

    Helps alot, clicking on on the adviser icon/face/picture directly or how?
    -BrianBergh
    E:TW - Give Pikemen some strength

  5. #5

    Default Re: FOE: Script use...help

    Quote Originally Posted by BrianBergh View Post
    Helps alot, clicking on on the adviser icon/face/picture directly or how?
    Left click on any city and the advisor should appear in the top left of the screen.
    Click on the Advisor (portrait) and this should start the script. (I think the advisor then disappears)
    Semi-Retired RTR Developer and Researcher
    Dont get into a fight if there is nothing to win


  6. #6

    Default Re: FOE: Script use...help

    Thanks now i understand :-)
    -BrianBergh
    E:TW - Give Pikemen some strength

  7. #7

    Default Re: FOE: Script use...help

    If you have a general in the field, clicking the mercenaries button also seems to start the script, interestingly enough.
    • RTR VII Beta Tester


  8. #8

    Default Re: FOE: Script use...help

    That helps me too but I don't know if i messed up or not. When are the Punic Reforms supposed to occur with African Infantry made available.
    I'm up to 230 bc and still nothing.

  9. #9

    Default Re: FOE: Script use...help

    Not.

    We couldn't manage to get it finished before FoE got released as we had no-one in the team who knew how to do that. We still haven't managed to get them ingame (we do have guidelines from florin80 now, which helps a lot!), but it's one of the main goals with RTR VII to get the reforms working

  10. #10

    Default Re: FOE: Script use...help

    Thanks. I would have drove myself crazy looking for it.

  11. #11

    Default Re: FOE: Script use...help

    Hi everyone,

    RTR:FOE is a great mod. I've been loving playing it the past few days.

    I'm a bit confused about the script though.

    How can I tell if the script is running ok?
    What kinds of things does the script provide?

    The first battle with Pyrrhus and the subsequent battle we witness in Western Sicily is great. Do more things like that happen throughout the game? (I played through for a few years, but no other big events seem to be happening).

    Can I ensure the script is running ok at anytime by:
    1. Pressing 'esc' and then clicking on the question mark in the dialog that appears (to terminate the current script).
    2. Returning to game and clicking on a settlement to start the script.

  12. #12

    Default Re: FOE: Script use...help

    hi i just want to know when loading the game, how much turns per year is it going to be? my generals aged every 2 turns.

    is there a way to view at the desc file whether my general and campaign is having 4 turns per year.. tnx

  13. #13
    Carados's Avatar Senator
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    Default Re: FOE: Script use...help

    Quote Originally Posted by TroyC View Post
    How can I tell if the script is running ok?
    What kinds of things does the script provide?
    FTPY, or four turns per year. You'll know about that if you do it wrong. Other ways to find out if the script is working is whether the first two battles play out properly. Sometimes, if it doesn't trigger properly, you'll only see the first battle and not the second.

    The first battle with Pyrrhus and the subsequent battle we witness in Western Sicily is great. Do more things like that happen throughout the game? (I played through for a few years, but no other big events seem to be happening).
    Yeah, around 220BC. I've never had a game last that long though

    Can I ensure the script is running ok at anytime by:
    1. Pressing 'esc' and then clicking on the question mark in the dialog that appears (to terminate the current script).
    2. Returning to game and clicking on a settlement to start the script.
    No idea. I'd be careful about that though. What you should do is just start up a game, and not touch anything for a few seconds. After that you must click on a settlement and that should bring up the advisor, all you do then is click on the advisor and the script should start.
    Developer for the Extended Realism mod for RTR Platinum.
    Developer for RTRVII and protégé of Caligula Caesar

    The ExRM forum: come for the mod, stay for the Classical History discussions. Or vice versa.


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