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Thread: Artillerycommander, gunpowdercommander traits and admiral ancillaries

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  1. #1

    Default Artillerycommander, gunpowdercommander traits and admiral ancillaries

    Since there are no triggers for good/badartillerycommander and good/badgunpowdercommander, I was wondering if this would work:


    Spoiler Alert, click show to read: 
    ;------------------------------------------
    Trigger V0210_Standard_Battle_Crushing_Victory_Artillery_Commander_VnV_Trigger
    WhenToTest PostBattle

    Condition IsGeneral
    and WonBattle
    and BattleSuccess = crushing
    and PercentageUnitCategory siege > 20

    Affects GoodArtilleryCommander 1 Chance 100

    ;------------------------------------------
    Trigger V0220_Standard_Battle_Crushing_Defeat_Artillery_Commander_VnV_Trigger
    WhenToTest PostBattle

    Condition IsGeneral
    and not WonBattle
    and BattleSuccess = crushing
    and PercentageUnitCategory siege > 20

    Affects BadArtilleryCommander 1 Chance 50

    ;------------------------------------------
    Trigger V0210_Standard_Battle_Crushing_Victory_Gunpowder_Commander_VnV_Trigger
    WhenToTest PostBattle

    Condition IsGeneral
    and WonBattle
    and BattleSuccess = crushing
    and Trait GoodGunpowderCommander >= 1
    and PercentageUnitCategory siege > 20

    Affects GoodGunpowderCommander 1 Chance 100

    ;------------------------------------------
    Trigger V0220_Standard_Battle_Crushing_Defeat_Gunpowder_Commander_VnV_Trigger
    WhenToTest PostBattle

    Condition IsGeneral
    and not WonBattle
    and BattleSuccess = crushing
    and Trait BadGunpowderCommander >= 1
    and PercentageUnitCategory siege > 20

    Affects BadGunpowderCommander 1 Chance 50


    ;------------------------------------------
    Trigger sitting_around_town_with_cannon_manufacture
    WhenToTest CharacterTurnEnd

    Condition IsGeneral
    and EndedInSettlement
    and RemainingMPPercentage = 100
    and SettlementBuildingExists >= gunsmith

    Affects GoodGunpowderCommander 1 Chance 20
    Affects BadGunpowderCommander 1 Chance 10



    And are there any other traits that lack triggers in Vanilla export_descr_character_traits?


    I have another question: would an admiral be considered to be within a settlement if the admiral is located in the settlement's port, for the purposes of traits and ancillaries, or would it be considered to be outside of the settlement and in foreign territory?

  2. #2
    Withwnar's Avatar Script To The Waist
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    Default Re: Artillerycommander, gunpowdercommander traits and admiral ancillaries

    Quote Originally Posted by rebelyell2006 View Post
    would an admiral be considered to be within a settlement if the admiral is located in the settlement's port, for the purposes of traits and ancillaries, or would it be considered to be outside of the settlement and in foreign territory?
    I'm not sure but I doubt very much that he's in the settlement. Probably still AtSea.

  3. #3

    Default Re: Artillerycommander, gunpowdercommander traits and admiral ancillaries

    I imagine I could use this:

    Condition FactionBuildingExists >= merchants_wharf(or whatever)
    and DistanceCapital < 10
    and IsAdmiral


    to let mercenary admirals gain access to traits and ancillaries, but what exactly defines distance, the campaign map coordinates? If so, how can I change this to accommodate factions like the Holy Roman Empire that have ports on their fringe but capital in the middle of the continent?

  4. #4
    Withwnar's Avatar Script To The Waist
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    Default Re: Artillerycommander, gunpowdercommander traits and admiral ancillaries

    what exactly defines distance
    Tiles (coords) I guess but I have never used that one.

    If you're trying to test whether the admiral is at/near a port could you use hard-coded map coords somehow? Ports will always appear at known locations. But I can't think of an "is on tile x,y" condition off the top of my head.

    EDIT: Actually, that's probably no good even if there is such a condition. I was thinking from a script perspective; doing it in EDCT/EDA would be horrendous if even possible.
    Last edited by Withwnar; May 09, 2011 at 10:49 AM.

  5. #5
    Withwnar's Avatar Script To The Waist
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    Default Re: Artillerycommander, gunpowdercommander traits and admiral ancillaries

    Quote Originally Posted by RubiconDecision View Post
    There's this command: ... I_Character_Near_Tile x,y
    I have had a look at the docudemons and I_CharacterTypeNearTile and I_FactionNearTile are the only ones that take x,y parameters, but neither help in this case.

    I_CharacterTypeNearTile can only tell you that a character is near/on the tile, not this character in the context of the trait/anc trigger. So the admiral could get the trait if he or any other admiral is near a port.

    Plus you'd need a separate trigger for each faction that this is for (it's a condition parameter) and a separate trigger for each port (x,y) that needs it. That could add up to a lot of triggers.

    The only thing I can think of is to somehow use the CharacterNearHeretic/Witch events but it would need a heretic/witch fixed to each port location. This introduces other problems of course and still wouldn't guarantee that the admiral is in the port, only adjacent.

  6. #6
    Withwnar's Avatar Script To The Waist
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    Default Re: Artillerycommander, gunpowdercommander traits and admiral ancillaries

    Quote Originally Posted by RubiconDecision View Post
    So like that, you could have an admiral trait using the HighestAttAdjacentChar Command admiral >= 4 and I_Character_Near_Tile x,y. And then fire a special trait based upon that. Your great admiral is near a coordinate such as Vineland, and he get's the trait "great explorer".
    There isn't an I_Character_Near_Tile condition, only I_CharacterTypeNearTile. So it would evaluate to true if any admiral of that faction was at that location, not just the admiral that the trait trigger is presently examining. That condition doesn't take a character_record export (no I_xxx's do) so it can't be used for the character in question. i.e. If one admiral is near the tile then all admirals will get the trait.

    Also HighestAttAdjacentChar would be testing to see if any adjacent admirals have high command instead of this admiral. You could use "Attribute Command >= 4" instead.
    Last edited by Withwnar; May 13, 2011 at 11:26 PM.

  7. #7

    Default Re: Artillerycommander, gunpowdercommander traits and admiral ancillaries

    Quote Originally Posted by rebelyell2006 View Post
    And are there any other traits that lack triggers in Vanilla export_descr_character_traits?
    Yes.
    GoodDiplomacy, BadDiplomacy.

  8. #8
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    Default Re: Artillerycommander, gunpowdercommander traits and admiral ancillaries

    Quote Originally Posted by rebelyell2006 View Post
    And are there any other traits that lack triggers in Vanilla export_descr_character_traits?
    Use my ATVTW trait/ancillary validator, specifically the orphans tab, it will give you a list of all traits/ancillaries that are not achievable by triggers.
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    Default Re: Artillerycommander, gunpowdercommander traits and admiral ancillaries

    Transferable in relation to ancillaries means the player can physically move the pic (and thereby the anc) from one character to another, provided the characters are in the same spot (city, army)

    You can test for the existence of an anc (factionwide and worldwide) and make that a condition for a second anc










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