Hi
just a quick one how do I turn 4 turns into 1 year in RSII Rome Five Good Emperors im currently play. Alo is it possible to still carry on play my saved campain as Rome.
Thanks.
Hi
just a quick one how do I turn 4 turns into 1 year in RSII Rome Five Good Emperors im currently play. Alo is it possible to still carry on play my saved campain as Rome.
Thanks.
Currently playing Rome Total War SPQR v7.0
is his user name chris or something else also do u have a link to another topic or something that can help.
Currently playing Rome Total War SPQR v7.0
Well...you have already 798 turns...isnt this enough turns ?...playing on 4tpy people are already done with the game long before 150BC...when you play more or less historical and without exploits you go nearly according the historical dates as the difficulty is amended to that
Of course you can take the 4tpy script lines from here:
[RS 2.1a] RS II Four Turns per Year v1.1 -UPDATED WITH BATTLE FIX
and implement them into to my backgroundscript but Iam afraid that this never would work with a savegame...
A 4tpy requires a Re-Start of a campaign as it is not savegame compatible
well..I see the point but on the other hand its nothing more than compressing time as most people are done a lot earlier (refering to the historical dates)
798 turns x 2 = 1596 turns...puuuuhhh....thats a lot of RP...well...nevermind...
@SpiderD
4tpy can be done easily but I think it will cause issues with the advisor popping up each season telling you the date..
As I use the advisor for campaign messages I expect the Player to loose them and have issues as he misses instructions and warnings....
Obvious to say that if you implement 4tpy I will not look into any sort of issue you may encounter durnig the campaign
EDIT: I just had a look to the 4tpy in the Roman 1Turn Campaign. It only goes to 853 AUC...you would have to add the 160 missing monitors up to 933AUC (180ad) before adding it to the backgroundscript
Last edited by chris10; April 12, 2011 at 02:52 PM.
well thanks chris and Ferdiad big help +1 rep ^_^^__^
Currently playing Rome Total War SPQR v7.0
I've been under the impression that 4tpy scripts can mess big time with traits.
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The 4tpy script is directly tied to the core turn counter in the source-code (.exe) . If you only forget to activate the script once the counter gets confused and the game is screwed...the 4tpy is a direct scriptorder to the engine to display date "xxx" and season "zzz" on turn number "yyy"...if this is messed up...it will create a difference between the order to show certain date/season and the turn counter and this screws the date counter and all ingame-events...the date counter could jump to whatever 965AUC and all ingame events are shown AT ONCE as for the engine there have passed maybe 150 years and all thes events have to be triggered at the same time......if you dont have a good stock of saves...goodbye campaign
EBs backgorundscript is 10Mb !!!! (Nearly as long as the source code itself)...I feel thats to big as this slows down considerably the AI turn phase...RSII Roman Campaign is about 600kb and FGE is about 1,2 Mb...they are hardly even noticed
Last edited by chris10; April 13, 2011 at 04:08 AM.
Its cause of the various scripted reforms...as you well know there is only 1 reform trigger in the engine (marian) but in EB there is a polybian,marian and augustus reform and reforms for other factions like celts,sleucid,parthia,egypt as well...
they are triggered by certain events but the new buildings to recruit the different troops have to be spawned...so on each reform you have to check each settlement for ownership, for buildins x not present and if the settlement is not owned by faction xxx...
example:
this is only one monitor of about 199 possible for only that specific reform for that specific faction....Code:monitor_event SettlementTurnStart SettlementName Marakanda and I_CompareCounter Celt_Reform = 2 and not SettlementBuildingExists = celt3 and SettlementBuildingExists > muster_field_D and not SettlementBuildingExists = militia_barracks_D1 and not SettlementBuildingExists = army_barracks_D1 and not SettlementBuildingExists = royal_barracks_D1 and not SettlementBuildingExists = militia_barracks_D2 and not SettlementBuildingExists = army_barracks_D2 and not SettlementBuildingExists = royal_barracks_D2 if not I_SettlementOwner Marakanda = seleucid and not I_SettlementOwner Marakanda = parthia and not I_SettlementOwner Marakanda = pontus and not I_SettlementOwner Marakanda = numidia and not I_SettlementOwner Marakanda = romans_julii and not I_SettlementOwner Marakanda = egypt and not I_SettlementOwner Marakanda = germans and not I_SettlementOwner Marakanda = greek_cities and not I_SettlementOwner Marakanda = macedon and not I_SettlementOwner Marakanda = carthage and not I_SettlementOwner Marakanda = romans_scipii and not I_SettlementOwner Marakanda = dacia and not I_SettlementOwner Marakanda = armenia and not I_SettlementOwner Marakanda = spain and not I_SettlementOwner Marakanda = thrace and not I_SettlementOwner Marakanda = romans_brutii and not I_SettlementOwner Marakanda = saba and not I_SettlementOwner Marakanda = slave console_command create_building Marakanda "celt3" console_command create_building Marakanda "city_barracks_E1" console_command set_building_health Marakanda Barracks_D 0 end_if end_monitor
now you have to duplicate these monitors by the overall amount of reforms and factions in the game and multiplicate them with 199 possible settlements...
+ all the other additional stuff
btw EB script is about 7Mb..the 10Mb one was a garrison and army spawn script for M2TW but anyway...7Mb is to much