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  1. #1

    Default region_religion in campaign_script.txt

    Is there something like region_religion from EDB for campaign_script.txt?
    I've looked in the docudemons but found nothing useful.
    (Searched for religion. Found: ReligionShift no, PopulationOwnReligion no is only for a character, CharacterReligion no, TimeSinceReligion only for a character, NeighbourReligion not exactly what I need but almost, ReligionShift argh.)

    Want to move this part of my modded EDB:
    Code:
    recruit_pool "Dismounted Kofm"  0   0   4  0  requires factions { sicily, }
                    recruit_pool "Dismounted Kofm"  0   0.1   0  0  requires factions { sicily, } and region_religion numenorian 25
                    recruit_pool "Dismounted Kofm"  0   0.1   0  0  requires factions { sicily, } and region_religion numenorian 75
    to the campaign_script.
    In the meaning of:
    Code:
    monitor_event SettlementTurnEnd SettlementName Anorien
         if region_religion numenorian 25
               inc_recruit_pool Anorien_Province 0.1 Dismounted Kofm
         end_if
         if region_religion numenorian 75
               inc_recruit_pool Anorien_Province 0.1 Dismounted Kofm
         end_if
    end_monitor
    Reason: There seems to be a limit for recruit_pool statements per faction in the EDB. When I am going past 32 or 34 I'll get crashes with an unspecified error etc.

    Regards

    Aramiteus
    Last edited by Aramiteus; March 18, 2011 at 10:12 AM.

  2. #2

    Icon1 Re: region_religion in campaign_script.txt

    Aramiteus: Have you tried doing this in the ‘export_descr_buildings’ file:
    Code:
    recruit_pool "Dismounted Kofm"  0   0.1   0  0  requires factions { sicily, } and region_religion numenorian 25 and not region_religion numenorian 75
    recruit_pool "Dismounted Kofm"  0   0.1   0  0  requires factions { sicily, } and region_religion numenorian 75

  3. #3

    Default Re: region_religion in campaign_script.txt

    Thats not the issue. The EDB entry in my first post works fine. I want to have the cummulative effect. (At Religion level above 75% 0.1 +0.1 Dismounted Kofms shall be added each turn)
    Everything else is said above.
    I see no way by the docudemons but perhaps someone knows an undocumented way.
    Goal is to lower recruitment for freshly conquered settlements.
    Seems like I have to go for counters for each settlement in which I save how long a settlment belongs to a faction.

    Code:
    monitor_event SettlementTurnEnd SettlementName Anorien
         inc_event_counter Anorien_conquered_counter 1
         if I_Event_Counter Anorien_conquered_counter > 25
               inc_recruit_pool Anorien_Province 0.1 Dismounted Kofm
         end_if
         if I_Event_Counter Anorien_conquered_counter > 75
               inc_recruit_pool Anorien_Province 0.1 Dismounted Kofm
         end_if
    end_monitor
    and set it to 0 again when the settlement changes it owner.
    A bit poor, because now as player I have no way to influence the speed of it.
    Perhaps I'll let that counter go faster by the existence of certain buildings (religion buildings).
    Last edited by Aramiteus; March 18, 2011 at 10:29 AM.

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