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  1. #1

    Default Devastation and ageing script

    So, my question is rather simple: Is there any way at all to solve how the ageing script messes up devastation?
    Personally I just cant play the campaign due to that, especially in early.

  2. #2
    newt's Avatar Primicerius
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    Default Re: Devastation and ageing script

    Remove the aging script. Devastation is hard coded

  3. #3

    Default Re: Devastation and ageing script

    Quote Originally Posted by newt View Post
    Remove the aging script. Devastation is hard coded
    How to? And didnt the characters age 1YPT in vanilla? If the usual is 1TPY in ss I dont see why the script was needed at all, especially if it comes with such an incredible price.

  4. #4
    Beowulf1990's Avatar Senator
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    Default Re: Devastation and ageing script

    What is the exact effect of the script on devastation?
    En Romanos, rerum dominos, gentemque togatam!

  5. #5

    Default Re: Devastation and ageing script

    Quote Originally Posted by Beowulf1990 View Post
    What is the exact effect of the script on devastation?
    It never, ever disappears.
    If your region gets some in the early 12th century, it will still be there by the 16th.

  6. #6
    Beowulf1990's Avatar Senator
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    Default Re: Devastation and ageing script

    Quote Originally Posted by Fraemi View Post
    It never, ever disappears.
    If your region gets some in the early 12th century, it will still be there by the 16th.
    Ah, ok that sucks.
    En Romanos, rerum dominos, gentemque togatam!

  7. #7

    Default Re: Devastation and ageing script

    Quote Originally Posted by Fraemi View Post
    It never, ever disappears.
    If your region gets some in the early 12th century, it will still be there by the 16th.
    Really, wasn't that "just" insanely slow? Even depending from how bad the devastation was?

  8. #8
    newt's Avatar Primicerius
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    Default Re: Devastation and ageing script

    Quote Originally Posted by Fraemi View Post
    How to? And didnt the characters age 1YPT in vanilla? If the usual is 1TPY in ss I dont see why the script was needed at all, especially if it comes with such an incredible price.

    In vanilla they age in winter. If you delete the script they will age every 2 turns. If you want proper aging you need to change timescale to 0.5. The problem with that is that events will take twice as long to happen, so instead of waiting 100 turns for better units, you will wait 200.

    If you edit the events and divide all by 2 you wont have to wait longer, but it wont be accurate year wise. If you don't care about that, go for it!

    edit:

    To remove script, open campaign_script.txt and search for ageing script delete the lines under it. Not save game compatible.
    for timescale, it's in descr_strat

    All files including events file are in:
    Medieval II Total War\mods\SS6.3\data\world\maps\campaign\imperial_campaign\
    Last edited by newt; September 09, 2010 at 05:41 AM.

  9. #9

    Default Re: Devastation and ageing script

    Can i remove devastation by editing the descr_campaign_db.xml?
    By removing the following line ?

    <fort_devastation_distance uint="20"/>
    <army_devastation_distance uint="20"/>
    <fort_devastation_modifier float="1.0"/>
    <army_devastation_modifier float="1.0"/>

    I like the aging script and the 1 turn per year campaign and i prefer to remove the devastation instead of having character living 2x the years.

    And on a side note i usually get rid of any rebel on my territories as soon as i see them.
    Last edited by Wrain; September 09, 2010 at 06:23 AM.

  10. #10
    Beowulf1990's Avatar Senator
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    Default Re: Devastation and ageing script

    Just to make sure, deleting the ageing script causes my generals to age at vanilla speed right?
    So in an early campaign, where years pass by faster. (more YPT) My generals will end up living quite a bit longer in years, but the same in turns when compared to vanilla?
    En Romanos, rerum dominos, gentemque togatam!

  11. #11
    ninja51's Avatar Biarchus
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    Default Re: Devastation and ageing script

    Quote Originally Posted by Wrain View Post
    Can i remove devastation by editing the descr_campaign_db.xml?
    By removing the following line ?

    <fort_devastation_distance uint="20"/>
    <army_devastation_distance uint="20"/>
    <fort_devastation_modifier float="1.0"/>
    <army_devastation_modifier float="1.0"/>

    I like the aging script and the 1 turn per year campaign and i prefer to remove the devastation instead of having character living 2x the years.

    And on a side note i usually get rid of any rebel on my territories as soon as i see them.

    Just do exactly what he says and you wont have to worry about it at all. This method removes devestation completely, but thats much better than having it never go away. I set it all to zero and its been working like a charm in my new campaign.

  12. #12

    Default Re: Devastation and ageing script

    They will live twice the turns.

    Edit:
    I have messed a bit with the numbers of the 4 line regarding devastation. If you set them to zero devastation will not appear.
    Last edited by Wrain; September 09, 2010 at 06:42 AM.

  13. #13
    Beowulf1990's Avatar Senator
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    Default Re: Devastation and ageing script

    Quote Originally Posted by Wrain View Post
    They will live twice the turns.

    Edit:
    I have messed a bit with the numbers of the 4 line regarding devastation. If you set them to zero devastation will not appear.
    Ah, so i had it backwards. Thanks.

    On devastation, does anyone actually feel like it represents an important aspect of the mechanics? I've never really felt like it matters all that much. (obviously if it doesn't go away, it does matter)
    En Romanos, rerum dominos, gentemque togatam!

  14. #14
    Paladin94610's Avatar Senator
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    Default Re: Devastation and ageing script

    I have removed ageing script and mod the game into 2 turns per year. The devastation seems to be working fine for me. I got 185 dev. by a rebel army, 6 turns later only 93 remained. It is just normal for me. Someone should try 2tpy with ageing script removed and see if it works.
    EDIT: But I can't play a game with 450 turns especially on higher difficulties. And 2tpy is better for the late era campaign coz you will get twice time preparing for Mongol invasions. For me 2TPY and removed ageing script is the best choice.
    Last edited by Paladin94610; September 09, 2010 at 07:25 AM.
    Formerly Iberia Auxilia


  15. #15

    Default Re: Devastation and ageing script

    so I followed the directions to get 2 turns per year and have my generals age properly, but I am wondering if I need to balance the in game events for two turns per year. I really don't want the Mongols invading 100 years before Genghis Khan was born .
    also, do you think I should mess with the building turns or do you think they are already good enough.

  16. #16

    Default Re: Devastation and ageing script

    Quote Originally Posted by Iberia Auxilia View Post
    I have removed ageing script and mod the game into 2 turns per year. The devastation seems to be working fine for me. I got 185 dev. by a rebel army, 6 turns later only 93 remained. It is just normal for me. Someone should try 2tpy with ageing script removed and see if it works.
    EDIT: But I can't play a game with 450 turns especially on higher difficulties. And 2tpy is better for the late era campaign coz you will get twice time preparing for Mongol invasions. For me 2TPY and removed ageing script is the best choice.
    OK, I understand that not only the againg, where forced to play 2tpy to fix the devastation problem.
    If you only remove againg script the devastation still permanent and don't go.
    The question is how fix the problem in 1YPT campaign without disable devastation option

  17. #17
    newt's Avatar Primicerius
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    Default Re: Devastation and ageing script

    You only need to change events if you want things to happen faster. They will still happen on the correct year if you leave them alone.

    As for buildings, change them if you want a very long campaign, I don't because I don't care.

  18. #18

    Default Re: Devastation and ageing script

    Thanks

  19. #19

    Default Re: Devastation and ageing script

    Please help!

    I accidentally removed the ageing script and backed up only the file that has the script removed. Can somebody please copy and paste unmodified ageing script for me? (If you don't mind, can you also include a few lines from the preceding and the succeeding scripts? I don't want to accidentally mess up the spacing, which can cause problems)

  20. #20
    Meneth's Avatar I mod, therefore I am
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    Default Re: Devastation and ageing script

    Quote Originally Posted by agc28 View Post
    Please help!

    I accidentally removed the ageing script and backed up only the file that has the script removed. Can somebody please copy and paste unmodified ageing script for me? (If you don't mind, can you also include a few lines from the preceding and the succeeding scripts? I don't want to accidentally mess up the spacing, which can cause problems)
    Code:
        console_command add_money -50
            historic_event sack_player
    end_monitor
    
    ;=================== AGEING SCRIPT ======================
    declare_counter season
    monitor_event PreFactionTurnStart FactionIsLocal
        inc_counter season 1
        if I_CompareCounter season == 1
            console_command season summer
        end_if;
    
        if I_CompareCounter season == 2
            console_command season winter
            set_counter season 0
        end_if
    end_monitor
    
    monitor_event FactionTurnEnd FactionType slave
        console_command season winter
    end_monitor
    
    ;=================== CHURCH TITLES ======================
    declare_counter bishop_count
    declare_counter patriarch_count

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