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Thread: *Solved*Marriage Proposals & Children - What about a Non-Family Princess ?

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  1. #1
    Merula's Avatar Campidoctor
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    Default Re: Marriage Proposals & Children - What about a Non-Family Princess ?

    Quote Originally Posted by Ishan View Post
    Thread Title changed to Solved.
    This is awesome Ishan!! Well Done!!
    Yes, I say keep going if it is that easy
    So are they recruitable or is it just scripting??

  2. #2

    Default Re: Marriage Proposals & Children - What about a Non-Family Princess ?

    Quote Originally Posted by blip99 View Post
    This is awesome Ishan!! Well Done!!
    Yes, I say keep going if it is that easy
    So are they recruitable or is it just scripting??
    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.


    Quote Originally Posted by Live2sculpt View Post
    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.
    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.

  3. #3
    Live2sculpt's Avatar Senator
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    Default Re: Marriage Proposals & Children - What about a Non-Family Princess ?

    Quote Originally Posted by Ishan View Post
    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.
    Ishan, if you truly have the time to make the recruit-ability function work too I'd be so very psyched.

    And I wouldn't care much if none of my BC/Housekeeper effort went into it, as I still learned lots in the process.
    Cheers!!

  4. #4
    Live2sculpt's Avatar Senator
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    Default Re: Marriage Proposals & Children - What about a Non-Family Princess ?

    Quote Originally Posted by Ishan View Post
    Thread Title changed to Solved.
    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.

  5. #5

    Default Re: Marriage Proposals & Children - What about a Non-Family Princess ?

    Quote Originally Posted by Ishan View Post
    Thread Title changed to Solved.
    So, the only solution is to arrange spawn editing certain files, right ?
    Is there ANY WAY to recruit the princess for islamic factions?

  6. #6

    Default Re: Marriage Proposals & Children - What about a Non-Family Princess ?

    Quote Originally Posted by vtec.dominion View Post
    So, the only solution is to arrange spawn editing certain files, right ?
    Is there ANY WAY to recruit the princess for islamic factions?
    Yes only by scripting.
    And Yes for Islamic factions also but one has to enable them first that is allow the Islamic to have princesses as agents like the European factions.

  7. #7

    Default Re: Marriage Proposals & Children - What about a Non-Family Princess ?

    Quote Originally Posted by Ishan View Post
    Yes only by scripting.
    And Yes for Islamic factions also but one has to enable them first that is allow the Islamic to have princesses as agents like the European factions.
    Thank you sir.

    1. So if i allow Islamic factions to have princesses acting as agents i can spawn
    the character onto campaign map, right ?
    2. What is needed to be done to enable princesses recruitment for Islamic
    factions ?
    3. Is there any sub-mod enabling this option ?

  8. #8

    Default Re: *Solved*Marriage Proposals & Children - What about a Non-Family Princess ?

    I think it is just script right now..but someone probably can make it recruitable or something soon.

  9. #9

    Default Re: *Solved*Marriage Proposals & Children - What about a Non-Family Princess ?

    hmm, I tried it in my SS, but seems not working...

    monitor_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
    This is what I put in my file

  10. #10

    Default Re: *Solved*Marriage Proposals & Children - What about a Non-Family Princess ?

    Quote Originally Posted by Lugiahua View Post
    hmm, I tried it in my SS, but seems not working...



    This is what I put in my file
    That's a sample script, you'd have to adapt it to your needs and start a new game. If you want help on that you really have to tell more on what you have done for us to be able to tell you why it's not working.

  11. #11

    Default Re: *Solved*Marriage Proposals & Children - What about a Non-Family Princess ?

    @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 SS6.3 and 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.

  12. #12

    Default Re: *Solved*Marriage Proposals & Children - What about a Non-Family Princess ?

    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

  13. #13

    Default Re: *Solved*Marriage Proposals & Children - What about a Non-Family Princess ?

    Quote Originally Posted by Lugiahua View Post
    Still not working on mine, I changed the name to Anna
    It's all about testing which i have proved already try this:-

    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
    Just check the name and the traits are valid or remove the trait lines in red.
    And i presume the coords are valid.
    It's working fine for me.

  14. #14

    Default Re: *Solved*Marriage Proposals & Children - What about a Non-Family Princess ?

    How is it's going, I see that you are busy with modifing files, but do you realy think it will work?

  15. #15

    Default Re: *Solved*Marriage Proposals & Children - What about a Non-Family Princess ?

    One I removed "and I_TurnNumber > 1" everything works!
    Thanks a lot, and I am looking forward to the actual submod soon

  16. #16
    Gorrrrrn's Avatar Citizen
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    Default Re: *Solved*Marriage Proposals & Children - What about a Non-Family Princess ?

    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.

  17. #17

    Default Re: *Solved*Marriage Proposals & Children - What about a Non-Family Princess ?

    Quote Originally Posted by Lugiahua View Post
    One I removed "and I_TurnNumber > 1" everything works!
    Thanks a lot, and I am looking forward to the actual submod soon
    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.

    Quote Originally Posted by Rozanov View Post
    (if it's so easy how come people thought it didn't work?)
    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.

  18. #18
    Live2sculpt's Avatar Senator
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    Default Re: *Solved*Marriage Proposals & Children - What about a Non-Family Princess ?

    Re "and I_TurnNumber > 1"

    Quote Originally Posted by Ishan View Post
    Well that condition is like random that can occur anytime after turn one so that's why you were not seeing it.
    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.

  19. #19
    Gorrrrrn's Avatar Citizen
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    Default Re: *Solved*Marriage Proposals & Children - What about a Non-Family Princess ?

    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?

  20. #20

    Default Re: *Solved*Marriage Proposals & Children - What about a Non-Family Princess ?

    Thankfully the edb takes away part of the conditions...
    2 global counters along the lines of (part pseudocode beyond this point)
    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
    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.)

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