Results 1 to 3 of 3

Thread: Watchtowers- possible supply stations?

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default Watchtowers- possible supply stations?

    It occured to me that watchtowers might be converted to a "supply outpost" for supply trains and the like. The only reference to them in script is the "GeneralCapturesResidence" which can apparently refer to a fort or a watchtower...
    it doesn't look possible, but maybe a preplaced watchtower/resource combo could do the trick?
    A well informed opinion is a well formed opinion.

  2. #2
    AJStoner's Avatar Lord of Entropy
    Join Date
    Dec 2010
    Location
    Currently exiled to Florida
    Posts
    1,746

    Default Re: Watchtowers- possible supply stations?

    I based my export_descr_character_traits file on the Broods, Bloodlines, & Bastards mod which had a trigger condition that the notes said was explicitly there to prevent the resupply triggers from working at forts. After removing them however, characters in forts still do not have their supply trait reset.

    *MEMBER OF THE HOUSE OF HADER* *UNDER THE CRUEL & MERCILESS PATRONAGE OF y2day*

  3. #3

    Default Re: Watchtowers- possible supply stations?

    IIRC the BBB script uses a "notInsettlement" condition to ensure that it isn't in a fort. Watchtowers are different though, and in any event they are always buildable from my understanding...
    That said, might a "resource" work as a substitute? IE a non-tradeable resource (value 0- prevents merchants from trying to use it and no income for the region) that would refer to the player's presence there.
    That doesn't solve the problem of owning it, though. Perhaps if an army enters "enemy" or "neutral" lands, then they need to have an army/unit on there (it's a supply depot- you need to guard it!) and an enemy/hostile nation needs to kick you off it by conquest. Maybe paired with a perm "stone fort" "village" for raiding purposes.
    So if you don't have a garrison there, then an enemy unit can swoop in and take it, starving you into submission. Allied regions (with military access?) would support your armies as well.

    So...

    Code:
    monitor_event GeneralCaptureResidence (fort or watchtower apparently)
    and FactionIsLocal
    and OnResource (it requires character record, and no "fort" will be on any resources aside from the "supply depot")
    and not RegionIsLocal (Hotseat?  it would only work for players, but still...)
    and IsRegionOneOf (RegionX)
     
    inc_event_counter supply?regionX 1
     
    end_monitor
    and

    Code:
    monitor_event GeneralCaptureResidence
    and not FactionIsLocal
    and OnResource
    and I_EventCounter supplyregionx > 0
    and isRegionOneOf RegionX
     
    inc_event_counter supply_regionx -1
     
    end_monitor
    ...for every desired fort/supply combination on the map.
    ..
    Alternatively one could use "CharacterTurnEnd" and OnResource/NearTile...
    maybe

    Code:
    monitor_event GeneralCaptureResidence (for faction A)
    and FactionType FactionA
    and IsRegionOneOf RegionX
    and I_FactionNearTile FactionA d x z (of regionx)
    inc_event_counter FactionARegionX 1
    end_monitor
     
    monitor_event GeneralCaptureResidence
    and not FactionType FactionA
    and IsRegionOneOf RegionX
    and I_EventCounter FactionARegionX > 0
    inc_event_counter FactionARegionX -1
    end_monitor
    ... this would be a LONG process, plus the traits... though a single trait with numerous triggers might expedite it somewhat.
    A well informed opinion is a well formed opinion.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •