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Thread: move_character and Spy names?

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  1. #1

    Default move_character and Spy names?

    Heya

    I use the console command every now and again to make sure I can keep all factions alive for as long as possible. I try to play historically as Rome so progress is slow for the first 80 years. Thus I want to move my spies using the move_character console command occasionally. It's not working for Roman spies much of the time and I'm curious as to what I'm doing wrong? I've searched the forums and found most of my answers, but was curious about the Spies' names (e.g. Vibius of Capua)

    If you check the names.txt, Capua or Arretium or Grumentum etc etc are not there so...

    move_charatcer "Vibius of_Capua" x,y won't work and neither will move_character "Vibius" x,y

    The spies don't have roman names like FM's or Assassins so I find myself perplexed at the proper syntax? I can always use toggle_fow, but I'm curious as to why the move_character is not working (e.g. error: character not found) and how to get it to work?

    any help would be appreciated and thanks in advance!

    cheers
    XonE:32

  2. #2

    Default Re: move_character and Spy names?

    Really? No one knows? Is it because the pertinent info was left out of the names.txt by accident? Anyone? Anyone? ...Bueller?


    EDIT: Oooooooooooooohhh! Well that's odd, but at least I got it sorted out.

    Example:
    1: create a spy
    2: When you're ready, end your turn
    3: On your next turn your spy is created say in Rhegion so his name is something like Appius of Rhegion.
    4: move your spy out of Rhegion and use show_cursorstat for an x,y coordinate for where you want to move him.. say 243,145 for outside Rome as an example
    5: Now you can type move_character "Appius of_Rhegion" 243,145 <--(incorrect) or rather, move_character "Appius" 243,145 <--(CORRECT) 'till your hearts content, but he aint gonna get moved. The second syntax is perfectly correct but...
    6: you have to reload the game from desktop for the game to see the name. At least that's what i had to do.

    In short, after I reloaded the game move_character "Appius" 243,145 worked fine. Perhaps stopping the background script and restarting it while in game might work as well. I haven't tried.
    Last edited by XonE:32; October 03, 2011 at 06:08 PM. Reason: Figured out the solution

  3. #3

    Default Re: move_character and Spy names?

    In fact, the "epithet" does replace part of the name, in the case of the spies, it's made as soon as created as the trait is given to them at this point.

    So, I guess the best way would be to disable the given epithet, so you may see the real name.

    (Text/export_VnVs.txt)

  4. #4

    Default Re: move_character and Spy names?

    I don't mind reloading and that way I can keep the epithets which I think are rather cool. I just thought it was weird. I also noticed the game doesn't recognized anyone in your first turn in 280BC. Again, reloading does the trick.

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