It's a sample script now but i know exactly what to do to make it recuitable and fulfill all the formalities.
And all this theory of mine is child's play nothing confusing.
Lol that's just a lame sample to show and do u think i would use that.![]()
Last edited by Ishan; October 16, 2010 at 12:39 AM.
Thank you! Thank you!
The original posters query IS solved.
Though I'd have to admit I considered this concept while extracting and breaking down Housekeeper's scripts. Didn't test it though, as it could only work as an event. Glad to know my guess was right...
BUT I think the work that I was pursuing will still be useful, as it modularizes the spawn into a true 'recruitment' function like other agents.
THAT is what I think Housekeeper's accomplishment was in Bellum Crucius Mod, and what I was trying to revive.
I'm excited to see non-family princesses working, but not so terribly thrilled to insert them into the script for some particular turn like some historical character event.
Unless... LOL Someone cobbled the research on Historical Women and had them spawn by name and correct dates with apropriate attributes etc.. Now THAT could be a fun Mini-Mod, and a fairly simple one to apply to a game.
Otherwise, I'd still be keen to see Royal Court take shape as a princess recruitment building.![]()
I think it is just script right now..but someone probably can make it recruitable or something soon.
hmm, I tried it in my SS, but seems not working...
This is what I put in my filemonitor_event FactionTurnStart FactionType byzantium
and I_TurnNumber > 1
spawn_character byzantium, Anabella, princess, age 14, x 283, y 140,
console_command give_trait Anabella IAmPrincess 1
console_command give_trait Anabella NaturalPrincess 1
console_command give_trait Anabella GoodPrincess 1
console_command give_trait Anabella PrettyWoman 1
terminate_monitor
end_monitor
@Lugiahua
As bane already mentioned the name Anabella might not even exist for the Byzzies so put a name that actually exists for it that is the women names in the descr_names.txt for Byzzies.
@Live2sculpt
I have no problem of doing it bro one day is all i need but first i have to download SS6.3and we should wait what my man Rozanov wants if he wants to do it for his RozMod then it would be more helpful and compatible for SS players and besides he is more skilled than me.
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Still not working on mine, I changed the name to Anna
monitor_event FactionTurnStart FactionType byzantium
and I_TurnNumber > 1
spawn_character byzantium, Anna, princess, age 14, x 284, y 142,
console_command give_trait Anna IAmPrincess 1
console_command give_trait Anna NaturalPrincess 1
console_command give_trait Anna GoodPrincess 1
console_command give_trait Anna PrettyWoman 1
terminate_monitor
end_monitor
It's all about testing which i have proved already try this:-
Just check the name and the traits are valid or remove the trait lines in red.Code:monitor_event FactionTurnStart FactionType byzantium spawn_character byzantium, Aikaterine, princess, age 20, x 284, y 142 console_command give_trait Aikaterine IAmPrincess 1 console_command give_trait Aikaterine NaturalPrincess 1 console_command give_trait Aikaterine GoodPrincess 1 console_command give_trait Aikaterine PrettyWoman 1 terminate_monitor end_monitor
And i presume the coords are valid.
It's working fine for me.![]()
How is it's going, I see that you are busy with modifing files, but do you realy think it will work?
One I removed "and I_TurnNumber > 1" everything works!
Thanks a lot, and I am looking forward to the actual submod soon
my apologies - seems we can't believe anything we read in mod workshop anymore
have successfully spawned an english princess on turn 1 - and she married a new general on turn 2.
neither showed up on family tree.
(england starts with 4 children of current king - I'll see if by removing one (who starts dead anyway) I can make her family -
doesn't want to know about that but an unattached princess does work.
(if it's so easy how come people thought it didn't work?)
Last edited by Gorrrrrn; October 16, 2010 at 04:30 AM.
Well that condition is like random that can occur anytime after turn one so that's why you were not seeing it.
But anyways glad it works for you.
Well i always knew that we can spawn agents and i mean any agent with CS. But i have been busy with many things so i wasn't that much embedded in this thread and that Italian guy's whole script and other things really made me, But then i saw the whole thing carefully and understood that whatever he did is nothing but a waste of time and this can be achieved in a much more simple way.
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Re "and I_TurnNumber > 1"
That's of great interest to me.
Are you saying that the line "and I_TurnNumber > 1" is what makes a monitor trigger randomly? I assumed it was the line that determined what turn the spawn took place on. What is the chance per turn for this, how is it determined, and can it be modified?
And if such monitors for character spawns can give random results, then I see no problem in just dropping a modest list of princesses to pop up 'whenever' for each faction. That, to me, would feel MORE immersive and 'realistic' than recruitability.
If that were true, I would choose to develop that and abandon Royal Court.![]()
idea - once the Royal Court building has been completed (let's make it requires hidden_resource capital and huge_city.)
script an interactive event (ie only for human player) that spawns a princess agent if conditions met?
would that work?
Thankfully the edb takes away part of the conditions...
2 global counters along the lines of (part pseudocode beyond this point)
I've no idea what's possible in regards to the last line, really hoping that there are variables but doubting it (imagine: spawn princess at 0,0,0, move character to current capitol. and no, that's not possible.)Code:monitor_event BuildingCompleted FactionIsLocal and SettlementBuildingFinished = Royal Court historic_event player_built_royal_court set event royal_court_built is 1 terminate_monitor end_monitor monitor counter & spawn if royal_court_built is 1 counter increases every turn +1 endif if royal_lady_counter is 10 ; we could kick the first monitor if we can check for building in capital, else better make royal court indestructible ... counter gets reset on reaching 10 triggering a question like we already have with the trade fair. Yes = -1000 + agent ;No = nothing code to spawn princess random_name and code to identify the capitol and nationality she has to be spawned to end