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  1. #1

    Default Turns and Events

    I have 2 questions:

    The events happens by counting turns or years?

    And if I change the game to 2 turns per year, what effects are going to happen in the events? Because I want to have Longbowmen earlier playing 2 turns per year and wait twice the number of turns is going to be really boring...

  2. #2
    Caesar Clivus's Avatar SS Forum Moderator
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    Default Re: Turns and Events

    Events are fired by years, not turns. The dates in descr_events.txt are the years after the campaign starts. So a date of 15 in the early campaign will fire that event in 1115. If you change the time scale, the events still fire in the same year so yes, they would take twice as long to fire.

    BftB2 UPDATED 22nd DECEMBER. Member of the Complete Byzantine Unit Roster team

  3. #3

    Default Re: Turns and Events

    Quote Originally Posted by Caesar Clivus View Post
    Events are fired by years, not turns. The dates in descr_events.txt are the years after the campaign starts. So a date of 15 in the early campaign will fire that event in 1115. If you change the time scale, the events still fire in the same year so yes, they would take twice as long to fire.
    I see.
    Thanks

    Another thing.
    How can I change the event that the Longbowmen will be available ? Maybe put them to appear at the event science_alchemy_book ?

  4. #4
    Caesar Clivus's Avatar SS Forum Moderator
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    Default Re: Turns and Events

    You have to edit their recruitment lines in export_descr_buildings.txt in SS6.3\data

    BftB2 UPDATED 22nd DECEMBER. Member of the Complete Byzantine Unit Roster team

  5. #5

    Default Re: Turns and Events

    Quote Originally Posted by Caesar Clivus View Post
    You have to edit their recruitment lines in export_descr_buildings.txt in SS6.3\data
    I found this:
    recruit_pool "Longbowmen" 1 0.67 4 0 requires factions { england, } and hidden_resource england and event_counter FULL_PLATE_ARMOR 1

    But isnt Heavy Mail Armor event the original one ?
    And i change FULL_PLATE_ARMOR 1 to science_alchemy_book ?

  6. #6
    Caesar Clivus's Avatar SS Forum Moderator
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    Default Re: Turns and Events

    Yep that's what you need to change. Make sure you find all the ones as there are several recruitment lines for each unit

    BftB2 UPDATED 22nd DECEMBER. Member of the Complete Byzantine Unit Roster team

  7. #7

    Default Re: Turns and Events

    Quote Originally Posted by Caesar Clivus View Post
    Yep that's what you need to change. Make sure you find all the ones as there are several recruitment lines for each unit
    Ok

    I changed to this:
    recruit_pool "Longbowmen" 1 0.67 4 0 requires factions { england, } and hidden_resource england and event_counter science_alchemy_book
    recruit_pool "Longbowmen" 0 0.34 2 0 requires factions { england, } and event_counter science_alchemy_book and hidden_resource scotland or hidden_resource ireland or hidden_resource france
    recruit_pool "Longbowmen" 0 0.34 2 0 requires factions { venice, scotland, france, portugal, spain, aragon, moors, milan, papal_states, sicily, hre, norway, denmark, poland, russia, lithuania, cumans, kwarezm, turks, jerusalem, egypt, byzantium, hungary, kievan_rus, teutonic_order, mongols, slave, timurids, } and hidden_resource england and event_counter science_alchemy_book
    recruit_pool "Longbowmen" 1 0.5 3 0 requires factions { england, } and hidden_resource england and event_counter new_era_begins 1 and not event_counter science_alchemy_book
    recruit_pool "Longbowmen" 0 0.25 1 0 requires factions { england, } and event_counter new_era_begins 1 and not event_counter science_alchemy_book and hidden_resource scotland or hidden_resource ireland or hidden_resource france
    recruit_pool "Longbowmen" 0 0.25 2 0 requires factions { venice, scotland, france, portugal, spain, aragon, moors, milan, papal_states, sicily, hre, norway, denmark, poland, russia, lithuania, cumans, kwarezm, turks, jerusalem, egypt, byzantium, hungary, kievan_rus, teutonic_order, mongols, slave, timurids, } and hidden_resource england and event_counter new_era_begins 1 and not event_counter science_alchemy_book
    recruit_pool "Longbowmen" 1 0.34 2 0 requires factions { england, } and hidden_resource england and event_counter ENGLISH_ARCHERS 1 and not event_counter new_era_begins 1
    recruit_pool "Longbowmen" 0 0.17 1 0 requires factions { england, } and event_counter ENGLISH_ARCHERS 1 and not event_counter new_era_begins 1 and hidden_resource scotland or hidden_resource ireland or hidden_resource france
    recruit_pool "Longbowmen" 0 0.17 1 0 requires factions { venice, scotland, france, portugal, spain, aragon, moors, milan, papal_states, sicily, hre, norway, denmark, poland, russia, lithuania, cumans, kwarezm, turks, jerusalem, egypt, byzantium, hungary, kievan_rus, teutonic_order, mongols, slave, timurids, } and hidden_resource england and event_counter HEAVY_MAIL_ARMOR 1 and not event_counter new_era_begins 1
    Last edited by Lord Matt; September 19, 2011 at 01:40 AM.

  8. #8
    Liandro's Avatar Miles
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    Default Re: Turns and Events

    You can just remove the
    and event_counter science_alchemy_book

    from every entry they appear in for the Longbowmen, however they'll be available as soon as you can build the necessary building, not sure if you're wanting that in particular

  9. #9

    Default Re: Turns and Events

    Quote Originally Posted by Liandro View Post
    You can just remove the
    and event_counter science_alchemy_book

    from every entry they appear in for the Longbowmen, however they'll be available as soon as you can build the necessary building, not sure if you're wanting that in particular
    Yeah I want them to be available when I construct an Archery Range and not an Archery Range and Heavy Mail event.

  10. #10
    Caesar Clivus's Avatar SS Forum Moderator
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    Default Re: Turns and Events

    Then remove the event counters entirely. But you might as well just use the Disable RR submod option in the SS launcher

    BftB2 UPDATED 22nd DECEMBER. Member of the Complete Byzantine Unit Roster team

  11. #11

    Default Re: Turns and Events

    I did it. Now I can have Longbowmen sooner.
    Thank you both for your help

  12. #12
    Liandro's Avatar Miles
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    Default Re: Turns and Events

    Disabling RR entirely makes the game unplayable in my opinion, I go thru and change somethings but not everything is available 100 turns after starting an early campaign, however, I'm not waiting until the 1500's for everything either.

  13. #13

    Default Re: Turns and Events

    Quote Originally Posted by Liandro View Post
    Disabling RR entirely makes the game unplayable in my opinion, I go thru and change somethings but not everything is available 100 turns after starting an early campaign, however, I'm not waiting until the 1500's for everything either.
    Disable RR in 6.3 or in 6.4?

  14. #14
    Liandro's Avatar Miles
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    Default Re: Turns and Events

    To - Bane,

    Either really, massive amounts of armies already appear, now add into that massive heavy metal armies of Feudal knights, then in about 25 or so turns after Feudal footmen, then come the Chivalric knights, or worse French Lancers by 1190. Or further east, tons of ME Heavy Archers/Spearmen... Heavy Boyars and so on, it becomes really stupid really quickly, the Mongols come and go like a fart in the wind because of the Byzantine Scholarii and Spatharii tou Vasileous (sp?) troops, actually everyone kinda comes and goes when facing that.
    Last edited by Liandro; September 20, 2011 at 04:03 PM.

  15. #15

    Default Re: Turns and Events

    I'm still using RR and I still can recruit Longbowmen. But I'm using only two units of them. One in Caen and the other in my main army. So the battles still balanced.

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