While GED's script is generally functional, it requires Winter to be the starting and ending turn each year.
Additionally, there are some pathological cases in which alternating seasons are unavoidable, as reported by others in GED's thread. I don't know exactly why, but the cause must be something external, interfering with GED's scheme between the "slave" turn and the human player start.
So I worked out this one which is all internal to the human player turn.
Basically, before your turn starts, every season is set to Summer, then at the start one is conditionally set to Winter, like this:
Tested on a number of Kingdoms mods (including the pathological ones) and it works.Code:;;; ----- TURNS PER YEAR ----- monitor_event PreFactionTurnStart FactionIsLocal console_command season summer end_monitor declare_counter tpycount set_counter tpycount 1 monitor_event FactionTurnStart FactionIsLocal if I_CompareCounter tpycount == 4 console_command season winter set_counter tpycount 0 end_if inc_counter tpycount 1 end_monitor
It goes without saying, descr_strat.txt must be modified accordingly.
Also, the example is for 4 turns per year, but changing to N turns is straightforward
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