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  1. #1

    Default delete

    no longer interested in participating
    Last edited by RubiconDecision; November 13, 2011 at 03:51 PM. Reason: spelling

  2. #2
    kevindrosario's Avatar Ordinarius
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    Default Re: Scripting Knight's Templar Trial 1307

    Quote Originally Posted by RubiconDecision View Post
    Can I put a not event in there like so?
    requires factions { jerusalem, england, scotland, france, saxons, denmark, norway, milan, venice, papal_states, sicily, poland, hungary, ireland, wales, } and region_religion catholic 70 and not event_counter templars_disbanded
    Yeah, but I believe it would be "and not event_counter templars_disbanded 1"

  3. #3
    Polycarpe's Avatar Back into action!
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    Default Re: Scripting Knight's Templar Trial 1307

    Quote Originally Posted by kevindrosario View Post
    Yeah, but I believe it would be "and not event_counter templars_disbanded 1"
    Exactly

  4. #4

    Icon1 Re: Scripting Knight's Templar Trial 1307

    RubiconDecision: One thing to keep in mind about the ‘destroy_units’ command is that you can also destroy units based on an attribute. What makes that so useful is that you can add your own attributes to units in the ‘export_descr_unit’ file:
    Spoiler Alert, click show to read: 
    Code:
    type             Garr_roma
    dictionary       Garr_roma      
    category         infantry
    class            heavy
    voice_type       heavy
    accent           Mediterranean
    banner faction   main_infantry
    banner holy      crusade
    soldier          Garr_roma, 80, 0, 1
    attributes       sea_faring, hardy, can_withdraw, garrison_unit
    formation        1.2, 1.2, 2.4, 2.4, 6, square
    stat_health      1, 0
    stat_pri         10, 6, no, 0, 0, melee, melee_blade, piercing, spear, 14, 1
    stat_pri_attr    ap, spear_bonus_8
    stat_sec         no
    stat_sec_attr    no
    stat_pri_armour  5, 5, 4, leather
    stat_sec_armour  0, 0, flesh
    stat_heat        3
    stat_ground      0, -2, -4, 0
    stat_mental      8, low, untrained
    stat_charge_dist 45
    stat_fire_delay  0
    stat_food        60, 300
    stat_cost        1, 100, 0, 100, 75, 390, 4, 90
    armour_ug_levels 2, 3
    armour_ug_models Garr_roma
    ownership        venice
    Code:
    destroy_units venice garrison_unit
    This means that all you need to do to destroy all Templars units across all factions is add the same attribute to all Templars units in the ‘export_descr_unit’ file:
    Spoiler Alert, click show to read: 
    Code:
    	monitor_event FactionTurnEnd FactionType slave
    		and I_TurnNumber = 381
    		destroy_buildings jerusalem guild_templars_chapter_house true
    		destroy_buildings england  guild_templars_chapter_house true
    		destroy_buildings scotland guild_templars_chapter_house true
    		destroy_buildings france  guild_templars_chapter_house true
    		destroy_buildings saxons  guild_templars_chapter_house true
    		destroy_buildings denmark guild_templars_chapter_house true
    		destroy_buildings norway guild_templars_chapter_house true
    		destroy_buildings milan  guild_templars_chapter_house true
    		destroy_buildings venice  guild_templars_chapter_house true
    		destroy_buildings papal_states guild_templars_chapter_house true
    		destroy_buildings sicily guild_templars_chapter_house true
    		destroy_buildings poland guild_templars_chapter_house true
    		destroy_buildings hungary guild_templars_chapter_house true
    		destroy_buildings ireland guild_templars_chapter_house true
    		destroy_buildings wales guild_templars_chapter_house true
    		destroy_units jerusalem templars_unit
    		destroy_units england  templars_unit
    		destroy_units scotland templars_unit
    		destroy_units france  templars_unit
    		destroy_units saxons  templars_unit
    		destroy_units denmark templars_unit
    		destroy_units norway templars_unit
    		destroy_units milan  templars_unit
    		destroy_units venice  templars_unit
    		destroy_units papal_states templars_unit
    		destroy_units sicily templars_unit
    		destroy_units poland templars_unit
    		destroy_units hungary templars_unit
    		destroy_units ireland templars_unit
    		destroy_units wales templars_unit
    		set_event_counter templars_disbanded 1
    		historic_event templars_disbanded
    	terminate_monitor
    	end_monitor
    Also, because you want to remove the Templars guild from the game you will need to alter the triggers for the Templars guild in the export_descr_guilds file as well:
    Spoiler Alert, click show to read: 
    Code:
    ;------------------------------------------
    Trigger 0150_Crusading_Army_Created
        WhenToTest GeneralJoinCrusade
    
        Condition I_EventCounter templars_disbanded = 0
    
        Guild templars_chapter_house a  25

  5. #5
    Gorrrrrn's Avatar Citizen
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    Default Re: Scripting Knight's Templar Trial 1307

    use of destroy_units explained here:

    http://www.twcenter.net/forums/showthread.php?t=344341

  6. #6
    Gorrrrrn's Avatar Citizen
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    Default Re: Scripting Knight's Templar Trial 1307

    Soz -no CAIor BAI -all far too complicated for me.

    try soulson CAI and germanicu5 BAI

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