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Last edited by RubiconDecision; November 13, 2011 at 09:33 PM.
Can you think of a more simple way to ask your question? It's hard to see what you are after, RTW's population/recruitment mechanics maybe?
Last edited by Taiji; January 27, 2011 at 08:33 AM.
That's RTW and I think it's possible to enable the feature, but I've no idea where you'd find out how.
Sorry I misunderstood. Seeing what you are doing there I really have no suggestions to offer.
Last edited by Taiji; January 27, 2011 at 12:08 PM.
FactionTurnEnd doesn't export a settlement (the log probably tells you as much if you check it), you can use SettlementTurnEnd instead.
Last edited by Taiji; January 27, 2011 at 12:12 PM.
Take a look in descr_campaign_db.xml the first section is recruitment, I'd suggest some experimentation with the 'deplenish' lines. Although they may refer to something else, but if so I don't know what...
I think those deplenish lines refer to the recruitment pool.
For example; <deplenish_multiplier float="0.5"/> with that I'd imagined that perhaps we can have 1 listed in the pool, but then be able to recruit 2 units because recruiting 1 unit reduces the pool by 0.5 units.
Pretty sure I read somewhere that RTW's thing can be turned on... No idea where though.
RubiconDecision, you're welcome. I wish I could remember this RTW thing, it might save you a load of work scripting roughly the same feature.
Last edited by Taiji; January 27, 2011 at 01:09 PM.
Notice that Tsarsies does it to the player only in those examples. Even in RTW where it was a standard feature the AI handled it badly.
Sorry, yes, I should have explained it in that post but I was too busy.
Basically I think the AI looks at how much money it has and then spends, it doesn't check populations. So the interesting mechanic of recruitment reducing population is simply a game the AI doesn't play. Any time we try to get the AI to play a game it isn't designed for it falls flat on it's face, and let's face it - it stumbles around as it is, so it's not surprising.
In that instance 'falling flat on it's face' would mean that it will prevent itself from being able to upgrade settlements (if they still require population level x). An extreme example would be if it decides to exterminate a settlement and then recruit troops, the population is going nowhere. The settlement actually becomes something of a liability, because it keeps producing the only troops it can and will not develop to be able to produce better troops. So the faction has a portion of it's military effectively 'retarded', so to speak.
That looks like it should work if assumptions are correct, e.g. minus values are allowed.
But RubiconDecision's results seem to indicate that the command is not having an effect. Good idea to check that, Gigantus.
Last edited by Taiji; January 28, 2011 at 10:53 AM.
I remember playing RTW in the old days and was initially puzzled why the AI settlements (most notably Gaul) never grew, not even to the next level. I eventually took a settlement somewhere in the North West and it didn't even a population of 1000! And that was somewhere around round 150.
But it certainly made for some epic battles!
The reason why Tsarsies script works, is because the command "add_population" is a console command and needs that 'prefix':
console_command add_population
You had forgotten that.
This will probably work:
monitor_event SettlementTurnEnd SettlementName London
and GarrisonToPopulationRatio > 50
console_command add_population London -500
end_monitor
These are the examples from the DocuDemons:
add_population, London 500 or add_population London, -500
Why don't you first determine if that command works by running a simple monitor without any other conditions:
monitor_event SettlementTurnEnd SettlementName London
console_command add_population London -500
end_monitor
I ran the script with a little adjustment for my mod (1648). See pics for results
Which means it works. Only problem could be the spelling of your settlement, make sure it is the same as in the descr_regions filemonitor_event SettlementTurnEnd SettlementName Visby
console_command add_population Visby -5000
end_monitor
London_Province = Region name
London = Settlement name
Is your campaign_script actually working? There is a simple way to test it:
1. Check if you have this entry right at the bottom of your descr_strat
script
campaign_script.txt
2. add this line right underneath the 'script' entry in your script
restrict_strat_radar false
This entry will remove the radar map restriction (the plank on the left side of it) provided your script works. If the plank doesn't disappear, then you have a problem with your script and need to check your log for errors.
One thing you must remember when using console_command commands is to always have a campaign_wait, after each line. This allows the event to be processed, before moving on to subsequent lines of code. I suggest something like campaign_wait of 0.2, or something.
Nah, a 0.1 wait is almost imperceptible unless you use it on a vast scale.
Gigantus' Help Service proudly presents: "The thingy that spoiled the script" - coming to a mod near you
The thingy that spoiled the script
Simply search the log for this entry: [error] (you got quite a few of those)
Use Notepad++. I use it so I have the line numbers.
In notepad you simply press Ctrl+G and then enter the required line number. But it only works if you don't have wordwrap (Format\WordWrap) switched on.
Your problem actually lies in the descr_cultures file. The mesoamerican culture hasn't got castles assigned to them in there, but apparently in the EDB the conversion from city to castle and vice versa lists the mesoamerican culture in the building requirements, probably as a faction or as a culture or as 'all'. Same problem with the apache I would guess.
To ease the suffering, I would suggest to copy the castle entries in descr_cultures form the southern_european culture into these cultures. Don't forget to make a backup before you start.