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  1. #1
    Squid's Avatar Opifex
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    Default Re: Console command list

    If used in a script all console commands must be prefaced with console_command the few that don't need it, don't need it because they are also script commands so not putting console_command in front is using the script command version.
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  2. #2

    Default Re: Console command list

    ...@ Taiji #24...just seen your edit...(and made corrections to #23)
    ...Update...if I copy paste battle.rpy and campaign_battle_rpy to replays folder, I can access them from Load battle replay option...(pic left)...
    ...Though battle seems to play ok as a standard replay, the campaign_battle comes up Finished (see pic) and doesn't do anything...
    ...If this is what you meant?
    Last edited by Voice of Treason; June 14, 2011 at 06:01 PM.

  3. #3
    Germanicu5's Avatar Will buy spare time...
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    Default Re: Console command list

    ai_turn_speed doesn't have any effect on processing turns by AI, if I recall properly (I tested it a while ago), it directly affects the speed of AI units on strat map if AI's turn isn't skipped.

    ad. call_object_shortcut strat_ui speedup_ai - afaik it's a well known command with known applications.

    Regards
    Last edited by Germanicu5; June 15, 2011 at 05:41 AM.
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  4. #4
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    Default Re: Console command list

    Quote Originally Posted by Germanicu5 View Post
    ai_turn_speed doesn't have any effect on processing turns by AI, if I recall properly (I tested it a while ago), it directly affects the speed of AI units on strat map if AI's turn isn't skipped.
    Ah that reminds me (if I remember correctly); 'call_object_shortcut strat_ui speedup_ai' just toggles between 'ai_turn_speed 255' and 'ai_turn_speed 0'.
    Last edited by Taiji; June 15, 2011 at 06:13 AM.

  5. #5

    Default Re: Console command list

    ...I've tested a few more of the more "player beneficial" types...
    ...create_unit Town Name of unit in quotation marks with no underscore ie “Spear Militia” (Pic) + multiple recruitment + experience/armour/weapon works...(see pic)...
    ...this is probably why process_rq is redundant, it is done this way...
    ...(I did test by reloading same battle then giving overwhelming “Vindaloo” odds for empirical fairness...
    ...auto_win then either attacker or defender...then obviously, you hit autoresolve for effect...(see squashed pic)...

    ...sometimes it is just a question of getting the underscore or capital letter or quotation marks in the right place...

    ...Update 1...
    ...The give_ancillary and remove_ancillary both work. Example, give_ancillary "name of character in brackets using underscores" then ancillary (see pic)....
    ...It seems it only recognises your character by the original (String? is that the phrase?) name in texts, so if you have changed the original name from William d'Arc to Bilbo Bumgoblin, use William d'Arc...(it is probably the same principle if you have renamed ancillaries too?)
    ...Though some cross pollination is possible, see pic of George de Vere's fruity friend...though I don't know whether it would have any effect?, some won't take, Like giving some Islamics to westerner...nor can you exceed the 8 .tga picture limit...ie Give 10 ancillaries...
    ...(Though all testing is not absolutes...just trials/error)....
    Last edited by Voice of Treason; June 15, 2011 at 08:38 AM.

  6. #6
    Squid's Avatar Opifex
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    Default Re: Console command list

    Quote Originally Posted by Voice of Treason View Post
    ...I've tested a few more of the more "player beneficial" types...
    ...create_unit Town Name of unit in quotation marks with no underscore ie “Spear Militia” (Pic) + multiple recruitment + experience/armour/weapon works...(see pic)...
    ...this is probably why process_rq is redundant, it is done this way...
    Not quite as create_unit can be used to create any unit while process_rq works within the confines of recruitment setup for that settlement. In other words you can't use process_rq to recruit a unit that you could not add into the recruitment queue that turn.

    ...(I did test by reloading same battle then giving overwhelming “Vindaloo” odds for empirical fairness...
    ...auto_win then either attacker or defender...then obviously, you hit autoresolve for effect...(see squashed pic)...

    ...sometimes it is just a question of getting the underscore or capital letter or quotation marks in the right place...


    Not seeing anything in your pictures that shows auto_win doing anything. That being said it does work and the attacker/defender will always win as specified.

    ...Update 1...
    ...The give_ancillary and remove_ancillary both work. Example, give_ancillary "name of character in brackets using underscores" then ancillary (see pic)....
    ...It seems it only recognises your character by the original (String? is that the phrase?) name in texts, so if you have changed the original name from William d'Arc to Bilbo Bumgoblin, use William d'Arc...(it is probably the same principle if you have renamed ancillaries too?)
    ...Though some cross pollination is possible, see pic of George de Vere's fruity friend...though I don't know whether it would have any effect?, some won't take, Like giving some Islamics to westerner...nor can you exceed the 8 .tga picture limit...ie Give 10 ancillaries...
    ...(Though all testing is not absolutes...just trials/error)....
    Both of these are already known to work and are used extensively in various scripts. The limit of 8 ancillaries is a hardcoded limit and cannot be changed. The command give_ancillary still follows excludesculture rules set for the ancillary in EDA. So you an ancillary that excludes the northern european culture it cannot be given to a northern european character using give_ancillary.
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  7. #7
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    Default Re: Console command list

    Quote Originally Posted by Voice of Treason View Post
    ...I've tested a few more of the more "player beneficial" types...
    ...create_unit Town Name of unit in quotation marks with no underscore ie “Spear Militia” (Pic) + multiple recruitment + experience/armour/weapon works...(see pic)...
    ...this is probably why process_rq is redundant, it is done this way...
    ...(I did test by reloading same battle then giving overwhelming “Vindaloo” odds for empirical fairness...
    ...auto_win then either attacker or defender...then obviously, you hit autoresolve for effect...(see squashed pic)...

    ...sometimes it is just a question of getting the underscore or capital letter or quotation marks in the right place...
    Very interesting, especially the "+ experience/armour/weapon works" bit - I didn't know about that stuff

    Quote Originally Posted by Voice of Treason View Post
    ...Update 1...
    ...The give_ancillary and remove_ancillary both work. Example, give_ancillary "name of character in brackets using underscores" then ancillary (see pic)....
    ...It seems it only recognises your character by the original (String? is that the phrase?) name in texts, so if you have changed the original name from William d'Arc to Bilbo Bumgoblin, use William d'Arc...(it is probably the same principle if you have renamed ancillaries too?)
    ...Though some cross pollination is possible, see pic of George de Vere's fruity friend...though I don't know whether it would have any effect?, some won't take, Like giving some Islamics to westerner...nor can you exceed the 8 .tga picture limit...ie Give 10 ancillaries...
    ...(Though all testing is not absolutes...just trials/error)....
    Good stuff

    In script you can also use 'this' instead of the name, and the command will act upon the currently selected noble. I'm not sure if that works from the console.

  8. #8

    Default Re: Console command list

    Quote Originally Posted by Taiji View Post
    In script you can also use 'this' instead of the name, and the command will act upon the currently selected noble. I'm not sure if that works from the console.
    not sure if you found out about this yet or not but "this" does work in the console as long as the selected character is not garrisoned in a structure of any type.....

  9. #9
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    Default Re: Console command list

    There are no rude comments that I can see, I think you are mistaken. Sorry if you're offended.

    If you tested it twice for 1 turn then you would have enough data to show it makes a difference, just the time taken would tell you. But look higher up the thread; G5's comments reminded me how it works. It adjusts the AI's animation playback speed.
    Last edited by Taiji; June 16, 2011 at 08:25 AM.

  10. #10

    Default Re: Console command list

    ...@ Squid #36...
    ... a better reference pic concerning auto_win...
    ...anyhow, I have long been neglecting my campaign.......so off to resume ;
    ...Gentlemen

  11. #11

    Default Re: Console command list

    I've heard that the flooding disaster doesn't work/has negative glitches regarding forts, but that it works fine if spawned via an event. Would "spawning" a "routine" flood disaster via console command scripts be a suitable workaround for regular occurences?
    A well informed opinion is a well formed opinion.

  12. #12

    Default Re: Console command list

    set_option <opt_name> <opt_value> : Set new value for specified option (use 1 and 0 for boolean options)

    that seem not to work, console suggest different syntax - set_option <opt_value> <opt_name>

    Plus, I guess, config file must be unlocked for writing.

    But still doesnt work. I've tried to use it on teutonic hotseat for autoresolve_battles. So my syntax were:

    set_option 1 autoresolve_battles
    and
    set_option true autoresolve_battles

    still didnt work, any help?

  13. #13
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    Default Re: Console command list

    Try it via campaign script, with and without 'console_command' preceding it.

  14. #14

    Default Re: Console command list

    Hi all!
    We want to try hotseat game using 1648 mod.
    But we have some problems. When we are disabling console commands some scripts in mod does not work. For example.

    12 turns per year (3 - winter, 9 - summer). In hotseat we must to have 2nd turn as february (winter), but we have summer.
    I tried to use admin panel and before 2nd turn of first player to send command [season winter] but that does not working!
    Spoiler Alert, click show to read: 




    toggle_fow is working!
    I do not understand!
    Any idea?
    Last edited by vonPeretz; March 24, 2012 at 07:30 AM.

  15. #15

    Default Re: Console command list

    Very helpful, thanks!

  16. #16
    Red-bearded's Avatar Foederatus
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    Default Re: Console command list

    Hi all! Is there a comand to open the gate to the settlement, or to create a spy in a settlement?

  17. #17
    Withwnar's Avatar Script To The Waist
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    Default Re: Console command list

    See damage_wall in the OP. Never tried it but "gate" I assume means the gate is destroyed and therefore open.

    You can't spawn a spy into a settlement. Although you can spawn him outside and walk him in. He could die in the attempt of course.

  18. #18
    Ngugi's Avatar TATW & Albion Local Mod
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    Default Re: Console command list

    Hi folks
    Quote Originally Posted by Taiji View Post
    kill_faction <faction_type> : removes the faction from the game
    Tries to make use of this command, but each attempt fail. I assumed, as I want to wipe sicily, it should be kill_faction sicily but get error that the command is not recognised
    Anyone who have a pointer to me to type it properly?

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  19. #19
    irishron's Avatar Cura Palatii
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    Default Re: Console command list

    Some commands are for script only. Try it in the campaign script, yet?

  20. #20
    Ngugi's Avatar TATW & Albion Local Mod
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    Default Re: Console command list

    Doh, good call hehe, will give it a go

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    DCI: Last Alliance
    - WIP Second Age mod | DCI: Tôl Acharn - mighty Dúnedain Counter Invasions |
    Additional Mercenary Minimod - more mercs; for TATW and DCI | Family Tree minimods - lore improvements | Remade Event Pictures - enhance cultures trough images |
    Favorite TATW compilation: Withwnars Submod Collection
    Patron of Mank, Kiliç Alì, FireFreak111, MIKEGOLF & Arachir Galudirithon, Earl of Memory

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