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  1. #1

    Default Turns Per Year Question

    How to change turn-per-year-counter from 1 to 0.5? I tried to edit descr_stat.txt but it dont work...
    P.S sorry for my bad english and thanks for cool mod.

  2. #2

    Default Re: Turns Per Year Question

    There's a sub mod that makes it 2 turns per year, or is that not what you want?
    Veni Vidi Velcro


  3. #3

    Default Re: Turns Per Year Question

    Quote Originally Posted by Avega View Post
    How to change turn-per-year-counter from 1 to 0.5? I tried to edit descr_stat.txt but it dont work...
    P.S sorry for my bad english and thanks for cool mod.
    I presume you're using Stainless Steel 6.3, which has a aging script (turns per year is handled by the campaign script).

    So to change to 2 turns per year you can remove the aging section of the campaign script.

    To do so, go to the campaign folder (the same one descr_strat.txt is in) and open campaign_script.txt in Notepad. Press Ctrl and F and type in "ageing", you should see a small section of the script headed something like this:

    ========= AGEING SCRIPT ==========

    Remove all the text below that line until the:

    ========= CHURCH TITLES ==========

    so it looks like:

    ========= AGEING SCRIPT ==========

    ========= CHURCH TITLES ==========

    Your changes to descr_strat.txt should work now.

    You could also use a 2 turns per year sub mod such as Meneth's 2 TPY Project.
    Last edited by JohnGlave; November 08, 2010 at 12:28 PM. Reason: Missing bracket.

  4. #4

    Default Re: Turns Per Year Question

    Thanks man!

  5. #5

    Default Re: Turns Per Year Question

    myself actually using 4TPY
    just change the ageing script to the following

    =============
    declare_counter quarter


    ; ---------------------
    ; 4 Turns per Year Start in Summer

    set_counter quarter 1 ;
    monitor_event FactionTurnStart FactionIsLocal ;

    if I_CompareCounter quarter == 0 ;
    console_command season summer
    end_if

    if I_CompareCounter quarter == 1 ;
    console_command season summer
    end_if

    if I_CompareCounter quarter == 2 ;
    console_command season winter
    end_if

    if I_CompareCounter quarter == 3 ;
    console_command season winter
    end_if

    inc_counter quarter 1 ;
    if I_CompareCounter quarter == 4 ;
    set_counter quarter 0
    end_if
    end_monitor

    monitor_event FactionTurnEnd FactionType slave
    and I_CompareCounter quarter < 2
    console_command season summer
    end_monitor
    ==========

    and change time scale to 0.5

  6. #6
    Meneth's Avatar I mod, therefore I am
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    Default Re: Turns Per Year Question

    Why are you putting ; at the end of most lines? It's kinda pointless
    Anyway, nice script. What's the aging like, though?

    Edit: Also, here's your script optimized (the player monitor)
    Code:
    monitor_event FactionTurnStart FactionIsLocal ;
    
        if I_CompareCounter quarter < 2
            console_command season summer
        end_if
    
        if I_CompareCounter quarter > 1
            console_command season winter
        end_if
    
        inc_counter quarter 1 
        if I_CompareCounter quarter == 4
            set_counter quarter 0
        end_if
    end_monitor
    And shouldn't the time-scale be 0.25, not 0.5?

  7. #7

    Default Re: Turns Per Year Question

    Agreed on the script, but different question. What's the devastation like?

  8. #8
    Meneth's Avatar I mod, therefore I am
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    Location
    Oslo, Norway
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    5,531

    Default Re: Turns Per Year Question

    Quote Originally Posted by bane_tw View Post
    Agreed on the script, but different question. What's the devastation like?
    I'd guess it'd go down normally, since it's not forcing winter at the end of every single turn, like the regular aging script does.

  9. #9

    Default Re: Turns Per Year Question

    my game became very long afterward....something like 900 turns
    didn't pay much notice to devastation through...

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