Is there a way to make your general invincible in battel like invulnerable_general, or is there a way to make this cheat work![]()
Is there a way to make your general invincible in battel like invulnerable_general, or is there a way to make this cheat work![]()
I'm not sure about invincible, but you could give your general lots of HP boosting traits like "BattleScarred 4" (+8 HP) and "HaleAndHearty 3" (+6 HP). Alternatively, you could just make your own character trait that gives lots of HP and give this trait to your generals. It won't make your general invincible, but it will be extremely unlikely for him to die unless he's the last man left on the field.
If I make a trait with e.g. hitpoints 999999 (trait works because I have tested create traits with other effects), my general, with this trait still dies in battel. Is there a limit for generals hitpoints.
I believe the HP cap for regular units is 15. I don't know if characters follow that same rule.
Edit: Also, just wondering, how come you're having so much trouble with your general dying if he's at the HP cap? Are you charging him into a large enemy army by himself without any support?
Last edited by kevindrosario; April 27, 2011 at 12:53 PM.
I have no trouble with my general, but I want one general who can stand against a large enemy army and can escape during the fight even he ist surrounded by enemy.
Code:dentifier: invulnerable_general Parameters: character_name Description: invulnerable_general <character_name> : makes that named general invulnerable in battle Sample use: invulnerable_general <rufus> Class: BATTLE_INVULNERABLE_GENERAL Implemented: Yes Author: Adam
Ishan where I have to write that code, I am new in scripting. (sorry for my bad English)
campaign_script
you have to make your general spawn in game via script (at turn 0 = when game starts) and add that line
i never used that command, but it should be something like this should work:
Code:monitor_event FactionTurnStart FactionType england and I_TurnNumber = 0 and invulnerable_general <jesus> spawn_army faction england character jesus, named character, age 20, x 191, y 63 traits LoyaltyStarter 1 unit NE Bodyguard exp 2 armour 1 weapon_lvl 0 end terminate_monitor end_monitor
remember to edit the general name to your wish, and also the faction he belongs to
don't forget to edit the coordinates to the tile you want him to spawn and also his age, traits and his bodyguards unit
![]()
Under the Patronage of the Dreadful cedric37!
Ancs Guide, Emergent Factions , Yes/No Events |L'Outremer for Modders| Swagger's Skymod
![]()
Just to clarify, changes to campaign_script aren't save game compatible.
now I can make a new character .... but I have problems with his name. If I create a character in campaign_script he has no name. Although I give him one -.-
monitor_event FactionTurnStart FactionType normans
and I_TurnNumber = 0
and invulnerable_general <Matteo>
spawn_army
faction normans
character Matteo, named character, age 16, x 177, y 163, family
traits HaleAndHearty 3, LoyaltyStarter 1, Intelligent 3, AcademyTrained 2, Scout 3, HighPersonalSecurity 3, Energetic 4
unit NE Bodyguard exp 0 armour 0 weapon_lvl 0
end
terminate_monitor
end_monitor
That script is very wrong. Perhaps someone will be kind enough to explain - I only have time to point it out.
edit:
For example it's trying to use a command as a condition:
invulnerable_general <Matteo>
That's a command. So it can't be used with 'and' which is used to add conditions to the initial condition (monitor_conditions), or the event and condition (monitor_event). Commands come after the stuff that defines the trigger upon which the command is to be activated.
Last edited by Taiji; April 29, 2011 at 07:22 PM.