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  1. #1

    Default Events

    Well what i would like to know is how many events are in total wich unlock units and at each turn to expect them...

    Im not a big fan to this kind of system, but its not that bad as i tought, im used to have the units as soon as i have the building

    so this is why i want to know the events

  2. #2

    Default Re: Events

    Good question, I wan't to know that too..

  3. #3
    Gorrrrrn's Avatar Citizen
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    Default Re: Events

    check descr_events.txt in the campaign folder and the export_descr_buildings.txt file.

    for every unit that has a date requirement you cross-reference with the event in descr_events.txt

    (the logic should either say :

    requires event_counter whatever 1 (true) (ie it has happened)
    or
    requires not event_counter whatever 1 (it has not happened)

    (the game engine apparently doesn't like the equally valid (but not in m2tw/kingdoms)

    requires event_counter 0 (it has not happened)
    ---

    some units have multiple date requirements reflecting differing recruitment rates at different times for any particular faction / level of barracks/range/stables/walls

    some events have two numbers - those are the first and last dates within which time the event occurs. (ie it is random within those dates.)

    the numbers in descr_events refer to the offset in years (not turns) from the start date of the campaign that the event occurs.

  4. #4

    Default Re: Events

    do we really not have an already compiled list of this? i'm appalled.

  5. #5

    Default Re: Events

    I want to understand this...

    So i took for example, Light men at arms, they require an event wich is called "first_watch"

    now what i can't understand is what the "date" represents?

    i see some events have date 0, this one (first watch) has set date 410

    what does this mean?

    i'm sure it doesnt mean turn number...

  6. #6

  7. #7

    Default Re: Events

    isn't 6.3 with 1 year per turn?

    if it is, something is wrong, if not, im seriously blind oO

  8. #8

    Default Re: Events

    Quote Originally Posted by HolyDevil View Post
    isn't 6.3 with 1 year per turn?
    There is already a 2tpy mod out there, better to be specific
    With 1tpy it would equal turns, but the numbers represent years. E.g. switching to 500 tpy won't make the events fire in the first 2 years.
    if it is, something is wrong, if not, im seriously blind oO
    If RabidSheepLegions post hasn't helped then we really need to know more to find out what's wrong - or not.

  9. #9

    Default Re: Events

    it is 1tpy so far, so 410 watch will pop up 1510ish (1100 starting year + event "date" = arrival) I have a notebook with like 4 pages of the events, so I know what happens
    Don't forget to rep me if you like something I did/ or not lol

    See that green thingy under the Carroburg banner? click it!

    Pwning as the Pope on VH/VH Savage AI SS 6.4!
    http://www.twcenter.net/forums/showthread.php?t=430026


  10. #10

    Default Re: Events

    I tried finding my post bane, where I had all the events posted with notes next to possible events that make units available, I can't find it though >.<
    Don't forget to rep me if you like something I did/ or not lol

    See that green thingy under the Carroburg banner? click it!

    Pwning as the Pope on VH/VH Savage AI SS 6.4!
    http://www.twcenter.net/forums/showthread.php?t=430026


  11. #11

    Default Re: Events

    im really stupid or something, this means that they will only show up in 1500's ?!?

  12. #12

    Default

    Quote Originally Posted by HolyDevil View Post
    im really stupid or something, this means that they will only show up in 1500's ?!?
    Pretty certain you read that line wrong. As irony would have it I just deinstalled 6.3 to make a clean install but I'll quote from RR/RC '09 instead:

    recruit_pool "Light Men at Arms" 1 0.13 1 0 requires factions { england, france, aragon, } and not event_counter first_watch 1 and hidden_resource england or hidden_resource france or hidden_resource aragon

    So as long as there is not the even first_watch = 1 (= 1 means has happened) they will be available. If you don't see them, then you most likely started a campaign with deactivated RR, a function that is removed in the fixpacks because it doesn't work as intended. And if the not is missing, let me know.

    Quote Originally Posted by HolyDevil View Post
    im really stupid or something, this means that they will only show up in 1500's ?!?
    To answer that question: They will show up UNTIL the 1500's

  13. #13

    Default Re: Events

    Doe's those events also apply to Ai recruitment ability, or just players?

  14. #14

    Default Re: Events

    Quote Originally Posted by SplaTt View Post
    Doe's those events also apply to Ai recruitment ability, or just players?
    They apply to everyone.

  15. #15

    Default Re: Events

    Hmm, that's a bit weird. I wa playing as Poland and Lithuania attacked me with some kind of heavy (like half-plate) mounted units. Maybe that were their unique units or something...

    By the way, is it possible to recruit / retrain faction unique units ?

  16. #16

    Default Re: Events

    Yeh read it wrong, but when i apply the fixpack, i can't remove Real Recruitment, wich is i don't like much :/, i don't want to stay 10 turns to recruit 1 unit or wait double that to replenish it...
    not to mention i don't want to start a new campaing right away ><


    anyway, thanks for the answers

  17. #17

    Default Re: Events

    Quote Originally Posted by HolyDevil View Post
    Yeh read it wrong, but when i apply the fixpack, i can't remove Real Recruitment, wich is i don't like much :/, i don't want to stay 10 turns to recruit 1 unit or wait double that to replenish it...
    Then you are going about it the completly wrong way. Let me rephrase my statement, I'm not sure you understand why we removed the option. "Disabling Real recruitment" is removed in the fixpack because it removes units from recruitment that it shouldn't remove. If you can't recruit Light men at arms then it is exactly because you activated a function that is bugged.
    not to mention i don't want to start a new campaing right away ><
    If you want to play without RR then use No Waiting for 6.3 v1.2 for your next game - your current campaign will not show units as it should.

  18. #18

    Default Re: Events

    thanks for the link, i was in a fun campaing, but i do like the old classic way, have the building, have the unit, thanks again for ur patience ^^

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