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  1. #1

    Default delete

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    Last edited by RubiconDecision; November 14, 2011 at 06:21 AM.

  2. #2
    RollingWave's Avatar Praepositus
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    Default Re: Modding the start of the Little Ice Age in

    That script have some potential to screw up things like aging and devastations IIRC...

    There is a simplier way around this IMHO, scripts tend to slow down the game if you have too much so you should avoid using them if there are simplier alternatives.

    Here's what you do

    A. set up new events (Called Little Ice Age or something) in descr_events.txt

    go to the core buildings in EDB (Walls or Castle Walls) and put in something like.

    population_growth_bonus bonus -1 requires event_counter little_ice_age 1
    income_bonus bonus -50 requires event_counter little_ice_age 1
    law_bonus bonus -2 requires event_counter little_ice_age 1
    which means that as soon as that even hit all settlements immediately suffers a reduction in population growth and a fixed income (you can use trade income too if you don't have many fixed income bonuses) obviously you can scale it by level of walls.

    This is fairly simple way of gaining the desired effect of reduced population growth and income due to the colder weather.

    You can even set multi stage. for example first stage is 1250-1315, and at 1315 you set a second event great_famine and then change the lines to something like

    population_growth_bonus -1 requires event_counter little_ice_age 1 and not event_counter great_famine 1
    population_grwoth_bonus -2 requires event_counter great_famine 1
    you can also set it to have different effects in different places easily by using hidden_resources

    for example

    population_growth_bonus -2 requires event_counter great_famine 1 and hidden_resource andalusia and hidden_resource egypt and hidden_resource moors and hidden_resource turks and hidden_resource byznatium

    population_growth_bonus -3 requires event_counter great_famine 1 and hidden_resource spain and hidden_resource aragon and hidden_resource france and hidden_resource hre and hidden_resource england and hidden_resource scotland
    you get the idea. this can bring out the more realistic effect of the weather change... aka lost of population and income and deterioation in law. the previous script have the potential problem of battles fought in summer snowing.. which is fairly ridiculas unless it's Scandinavia or something.
    Last edited by RollingWave; May 11, 2011 at 03:20 AM.
    1180, an unprecedented period of peace and prosperity in East Asia, it's technology and wealth is the envy of the world. But soon conflict will engulf the entire region with great consequences and lasting effects for centuries to come, not just for this region, but the entire known world, when one man, one people, unites.....

  3. #3
    RollingWave's Avatar Praepositus
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    Default Re: Modding the start of the Little Ice Age in

    I'm not too good with scripts so I really don't know for sure how that script works in particular though since it uses console command that might be the issue, since console command is essentially cheats for the human player, for example opening fog of war or creating / destroying units / buildings etc... so that might be why it only effects human players.


    I'm Asian though the nickname is mostly something from a poem. though waves is a very common term used in any sort of literature related wording in east Asia yes.
    1180, an unprecedented period of peace and prosperity in East Asia, it's technology and wealth is the envy of the world. But soon conflict will engulf the entire region with great consequences and lasting effects for centuries to come, not just for this region, but the entire known world, when one man, one people, unites.....

  4. #4
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Modding the start of the Little Ice Age in

    The script works for all players as aging takes place at the end of the winter turn. The script resets the winter turn to summer multiple times (depending on the number of turns per year). This effects every player.
    Other effects like building times that are depending on the amount of rounds passed will not be affected. If it takes 6 rounds to build, then it will still take six rounds to build. Same with events in descr_events - but these will need to be recalculated to happen in the proper year.










  5. #5
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Modding the start of the Little Ice Age in

    Number of traits are not limited.
    You can achieve your goal by using the historic_event as a trigger in the EDCT or a turn number by using I_EventCounter or I_TurnNumber as a condition in the trigger.










  6. #6
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Modding the start of the Little Ice Age in

    Quote Originally Posted by RubiconDecision View Post
    So do you think that adding in more event turns to be constructed for the 6TY is not working then? If a chapel takes 3 turns to make with a turn of 1 year (1TY) [so three years) and you switch to 6TY, then isn't it correct to make it take six times longer, so 18 turns?

    I want to add some turn based information for creating a story for the player, with a random section for mixing up the displayed text through an alternate historical event (otherwise it's the same old message each turn).
    You have to adjust the building time to something sensible, 18 turns for a chapel is obviously ridiculous.

    The script will not cause lag - it is only one or two monitors

    I use a 'calendar' script to display event messages that are turn linked. It is only one monitor due to the if sections (same as the season script) - the 'campaign_wait' line is there to assure it's display:

    Code:
    monitor_event FactionTurnStart FactionIsLocal
        if I_TurnNumber = 0
            campaign_wait 1
            historic_event    1618_01
        end_if
    
        if I_TurnNumber = 1
            campaign_wait 1
            historic_event 1618_01a    event\fenstersturz.bik
        end_if
    
        if I_TurnNumber = 2
            campaign_wait 1
            historic_event 1618_01b
        end_if
    
        if I_TurnNumber = 3
            campaign_wait 1
            historic_event 1618_01c
        end_if
    
        if I_TurnNumber = 4
            campaign_wait 1
            historic_event held_halber factions { scotland, }
        end_if
    
    end_monitor










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