Page 1 of 2 12 LastLast
Results 1 to 20 of 33

Thread: Priests and ships.

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    irishron's Avatar Cura Palatii
    Moderator Emeritus

    Join Date
    Feb 2005
    Location
    Cirith Ungol
    Posts
    47,023

    Default Priests and ships.

    Odds are I missed it someplace when I was searching, how can I make it so priests cannont board ships?

  2. #2

    Default Re: Priests and ships.

    descr_cursor_actions.txt file is one u are looking for. Thats is the only way believe me Sir ron.

    I think go under the term
    Code:
    selected family
    {
    	over own
    	{
    In it just add change this
    Code:
    priest						S  (S) S (S)
    to this:-

    Code:
    priest							Na Na				tooltip characters_cannot_go_on_sea
    And check it out if it works for you.
    This should work for Players priest but for AI i think we need to dive in more deeper but it's in this file only.
    Gigantus can nail this it i'm sure.

  3. #3
    /|\/|\/|\/|\/|\/|\/
    Join Date
    Jun 2005
    Posts
    10,770

    Default Re: Priests and ships.

    Yeah, the AI doesn't use a mouse, so obviously that will only affect the player.

    I don't know any way to restrict agents' movements with regards ships, I suspect it isn't possible

    One problem to consider is that they can be combined with armies.
    Last edited by Taiji; August 11, 2010 at 08:35 AM.

  4. #4

    Default Re: Priests and ships.

    Archaon has done something similar with descr_cursor_actions.txt. He removed the ability for certain factions to make/break alliances with one another. The AI factions are affected as well.

    Dominion of the Sword, a Medieval II: Total War Supermod
    Under the patronage of Archaon. Proud member of the House of Siblesz
    My friend died from chain letters. If you don't post this again 100 times, he will come and kill you in your sleep!

  5. #5
    /|\/|\/|\/|\/|\/|\/
    Join Date
    Jun 2005
    Posts
    10,770

    Default Re: Priests and ships.

    Quote Originally Posted by Azim View Post
    Archaon has done something similar with descr_cursor_actions.txt. He removed the ability for certain factions to make/break alliances with one another. The AI factions are affected as well.
    No, he just claimed this was the case, they aren't actually. It's extremely easy to test, but somehow he didn't test it properly.

    I've already complained to him about continuing to mislead people so long after others have done him the favor of proving the work to be false.

    Ask him yourself if you need some assurance.
    Last edited by Taiji; August 11, 2010 at 08:59 AM.

  6. #6

    Default Re: Priests and ships.

    Taiji what do you think about the AI priest sea faring and stuff coz i'm lost here. There gotta be some file that deals with it.

  7. #7
    /|\/|\/|\/|\/|\/|\/
    Join Date
    Jun 2005
    Posts
    10,770

    Default Re: Priests and ships.

    I suspect it just isn't possible, Ishan

    To prevent it for the player it may work to restrict combining with armies too, but that's only half the question answered.
    Last edited by Taiji; August 11, 2010 at 09:05 AM.

  8. #8
    irishron's Avatar Cura Palatii
    Moderator Emeritus

    Join Date
    Feb 2005
    Location
    Cirith Ungol
    Posts
    47,023

    Default Re: Priests and ships.

    Thank you for the feedback. Gigantus has suggested what Ishan did. I can't see how cursor actions would affect it except the ability to select them, especially ai.

    I was thinking more along the lines of the desr_characters.txt of a command that is not listed.

    Food for thought as to why. I have run into priests causing ctds while on ships. The only thing that I can see trigger it is the priest becoming a heretic. I have seen the ai have trouble with this on land in one instance.

  9. #9

    Default Re: Priests and ships.

    @Irishron
    Sir Ron why the CTD in the first place i.e. boarding ships. Has anyone encountered this problem?

  10. #10
    /|\/|\/|\/|\/|\/|\/
    Join Date
    Jun 2005
    Posts
    10,770

    Default Re: Priests and ships.

    Sounds like having an agent from another faction onboard your ship causes the game to sink.

    I don't know the first thing about how to do it but I'd totally reduce the chances of a priest going heretic outside of circumstances that cause CTDs.

    So no ambient chance of becoming heretic, have it only happen when attempting to destroy a heretic.

    I notice that in settlements the problem is avoided by the engine automatically ousting heretics that occur amongst garrisoned priests.

    A shame they are not forced to 'walk the plank' for their heresies at sea...

    edit:

    I suppose it could be these 2 settings from campaign_db:

    <convert_to_heretic_base_modifier float="0.0"/>
    <convert_to_heretic_unorthodox_modifier float="0.0"/>
    Last edited by Taiji; August 11, 2010 at 09:36 AM.

  11. #11
    irishron's Avatar Cura Palatii
    Moderator Emeritus

    Join Date
    Feb 2005
    Location
    Cirith Ungol
    Posts
    47,023

    Default Re: Priests and ships.

    There have been others reporting the same thing so I know senility and insanity haven't totally kicked in yet.

    I don't put priests on ships personally.

    I have had the ai do it twice to me. One was Sicily and one England so it's not faction but maybe Catholic. I have not found an error in the syslog pointing to a trait or ancillary trigger but I could replicate it.

    I'll try your idea, Taiji. Thank you.

  12. #12
    /|\/|\/|\/|\/|\/|\/
    Join Date
    Jun 2005
    Posts
    10,770

    Default Re: Priests and ships.

    You're welcome but I'm really not sure if I've pointed out the right settings to adjust.

    I think it's going to be useful for every mod with priests and boats, including DLV, so please let us know if you discover the answer

  13. #13
    irishron's Avatar Cura Palatii
    Moderator Emeritus

    Join Date
    Feb 2005
    Location
    Cirith Ungol
    Posts
    47,023

    Default Re: Priests and ships.

    I will. The knowledge is for all, not just me.

  14. #14
    irishron's Avatar Cura Palatii
    Moderator Emeritus

    Join Date
    Feb 2005
    Location
    Cirith Ungol
    Posts
    47,023

    Default Re: Priests and ships.

    I changed the campaign_ai>xml to Taiji's figures and immediate impact is a heretic twice as fast but I have not got one a on a ship yet.

    Keep you posted.

  15. #15
    /|\/|\/|\/|\/|\/|\/
    Join Date
    Jun 2005
    Posts
    10,770

    Default Re: Priests and ships.

    It suggests the base chance is reduced by the modifier.

    Perhaps try <convert_to_heretic_base_modifier float="100.0"/>


  16. #16
    irishron's Avatar Cura Palatii
    Moderator Emeritus

    Join Date
    Feb 2005
    Location
    Cirith Ungol
    Posts
    47,023

    Default Re: Priests and ships.

    Quote Originally Posted by Taiji View Post
    It suggests the base chance is reduced by the modifier.

    Perhaps try <convert_to_heretic_base_modifier float="100.0"/>

    Did that and the first priest going heretic was about twice as long as when the float = 10.
    I still have not got one on a ship to find out.

  17. #17
    REDrake's Avatar Decanus
    Join Date
    Jun 2008
    Location
    A hell of my own making (OK, Romania)
    Posts
    521

    Default Re: Priests and ships.

    Irishron, I am also fighting that bug right now. I just added HeresyImmunity effects to several traits. Especially for those traits gained by fighting heretics. Also, I added not AtSea condition to triggers when it comes to priest becoming heretics.

  18. #18
    irishron's Avatar Cura Palatii
    Moderator Emeritus

    Join Date
    Feb 2005
    Location
    Cirith Ungol
    Posts
    47,023

    Default Re: Priests and ships.

    Nothing ventured, nothing gained.

  19. #19
    Squid's Avatar Opifex
    Patrician Artifex Technical Staff

    Join Date
    Feb 2007
    Location
    Frozen waste lands of the north
    Posts
    17,751
    Blog Entries
    3

    Default Re: Priests and ships.

    Similar to what's suggested above create a trait that grants heresy immunity and assign it when a priest boards a ship and remove it when the priest debarks from the ship.

    Spoiler for anti heresy trait and triggers

    Trait Code:
    Code:
    ;------------------------------------------
    Trait AntiHeresyTrait
        Characters priest
        Hidden
    
        Level Cant_Be_Heretic
            Description Cant_Be_Heretic_desc
            EffectsDescription Cant_Be_Heretic_effects_desc
            Threshold  1 
    
            Effect HeresyImmunity  1
    Triggers Code:
    Code:
    Trigger ImmuneToHeresyAtSea
        WhenToTest CharacterTurnEnd
    
        Condition AgentType = priest
               and AtSea
               and Trait AntiHeresyTrait = 0
    
        Affects AntiHereseyTrait  1  Chance  100 
    
    Trigger ImmuneToHeresyAtSeaCancelled
        WhenToTest CharacterTurnStart
    
        Condition AgentType = priest
               and not AtSea
               and Trait AntiHeresyTrait = 1
    
        Affects AntiHereseyTrait -1  Chance  100


    Haven't tried it but this should protect all priests at sea from becoming heretics, if its a problem with other character types adjust the trait/triggers accordingly. I'd make it the first trigger in EDCT so it fires before any other trigger.
    Last edited by Squid; January 04, 2011 at 08:32 AM.
    Under the patronage of Roman_Man#3, Patron of Ishan
    Click for my tools and tutorials
    "Two things are infinite: the universe and human stupidity; and I'm not sure about the universe." -----Albert Einstein

  20. #20
    Gigantus's Avatar I am not special - I am a limited edition.
    Moderator Emeritus Administrator Emeritus

    Join Date
    Aug 2006
    Location
    Goa - India
    Posts
    52,682
    Blog Entries
    35

    Default Re: Priests and ships.

    That sounds like a great idea. Hopefully that will fix it.










Page 1 of 2 12 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •