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  1. #1

    Default play_test folder

    DVK, I think it would be good to start using this again for a working copy for any changes we make to the Roman campaign that are likely to be game breaking...there are loads of trait changes coming up with the loyalty work and we need to be able to communicate these to each other and not double up on work as well as not disrupting testing.

    Have uploaded a copy of the Roman files in the play_test folder
    Last edited by tone; October 17, 2011 at 03:59 AM.


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  2. #2

    Default Re: play_test folder

    To be able to start it using the launcher, go to the last tab, and add Play_test as a submod.
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  3. #3

    Default Re: play_test folder

    Thanks, I'd forgotten you'd added that!


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  4. #4
    dvk901's Avatar Consummatum est
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    Default Re: play_test folder

    Quote Originally Posted by tone View Post
    DVK, I think it would be good to start using this again for a working copy for any changes we make to the Roman campaign that are likely to be game breaking...there are loads of trait changes coming up with the loyalty work and we need to be able to communicate these to each other and not double up on work as well as not disrupting testing.

    Have uploaded a copy of the Roman files in the play_test folder
    You beat me to it. I was thinking of doing that today.

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  5. #5

    Default Re: play_test folder

    ...the only problem is that something is causing it crash at the moment on loading the campaign after the menu and I couldn't get Squid's checker to work. Any chance you could have a look?...it's probably something in the new populares and optimates traits


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  6. #6
    dvk901's Avatar Consummatum est
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    Default Re: play_test folder

    OK.

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    dvk901's Avatar Consummatum est
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    Default Re: play_test folder

    The headers for each trait must follow this order, or you get errors:

    Trait Trait_Name
    Characters Character_Type
    Hidden
    ExcludeCultures Excluded_Culture(s)
    NoGoingBackLevel No_Going_Back_Level
    AntiTraits Anti_Trait(s)

    You have this:

    ;------------------------------------------
    Trait Populares_Counter
    Characters family
    ;Hidden
    ExcludeCultures barbarian, nomad, greek, egyptian, carthaginian, eastern
    AntiTraits Optimates_Counter
    NoGoingBackLevel 3

    I'm fixing it.

    Also:

    ;------------------------------------------;
    Trigger_Populares_Behaviour_Counter_1
    WhenToTest CharacterTurnEnd

    Condition EndedInSettlement
    and GovernorLoyaltyLevel > loyalty_content

    Affects Populares_Counter 1 Chance 20

    ;------------------------------------------;
    Trigger_Populares_Behaviour_Counter_2
    WhenToTest CharacterTurnEnd

    Condition EndedInSettlement
    and GovernorTaxLevel = tax_low

    Affects Populares_Counter 1 Chance 20

    The underscore after 'Trigger' causes an error.

    This:

    ;------------------------------------------;
    Trigger Populares_Builder_Counter_3
    WhenToTest GovernorBuildingCompleted

    Condition SettlementBuildingFinished >= amphitheatres

    Affects Populares_Counter 1 Chance 100

    Needs to be this:

    ;------------------------------------------;
    Trigger Populares_Builder_Counter_3
    WhenToTest GovernorBuildingCompleted

    Condition SettlementBuildingFinished >= stone_amphitheatre

    Affects Populares_Counter 1 Chance 100
    Last edited by dvk901; October 17, 2011 at 10:46 AM.

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  8. #8

    Default Re: play_test folder

    Thanks!


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  9. #9
    dvk901's Avatar Consummatum est
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    Default Re: play_test folder

    Ok, the Play_Test folder works now. I also updated the 'RS2_BI.bat' file with a play test line (the last choice). I always test with BI, so I keep that one updated. I'll fix the others later.

    No problem, I usually find the same thing after I've added stuff..typos and space-cadet mistakes.

    If you want to check with Squid's checker, what I do is copy the files into the main data folder of a duplicate test install of SVN (EDCT and export_vnvs.txt) and then run the checker in there. If I changed descr_strat.txt, I copy that in there to. With the Roman files I just ignore client state\annex building errors (because EDB for Rome is different), and errors in DS about 'thrace' not being allowed to have Roman traits (because they're Barbarian in the Main data folder).
    Last edited by dvk901; October 17, 2011 at 11:09 AM.

    Creator of: "Ecce, Roma Surrectum....Behold, Rome Arises!"
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  10. #10

    Default Re: play_test folder

    Great....all's working, thanks. BTW, I've set up the finances in the EDB to give Rome a core income of 1200 which allows for playing AI campaigns as Rome.


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  11. #11

    Default Re: play_test folder

    For those that are using the Play_Test campaign, please go to the data/scripts/show_me folder and right click on background_script.txt and select SVN Update just on that file...it'll provide a little extra fun in the form of a garrison script courtesy of Chris10 from 5 Good emperors.

    This is save game compatible.


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  12. #12
    Cartledge's Avatar Civis
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    Default Re: play_test folder

    I just updated with SVN just then. A general update (right clicked on the RS2 beta folder) the only thing updated was the background_script file so ill start with that. Ive played some of that submod and I think its pretty cool. I have a question about that garrison script from that submod, does the garrison scripting apply to the AI factions as well? I mean are they going to be running into the same problems that the player has to face?
    Roma Surrectum 2.2 Beta Tester

  13. #13

    Default Re: play_test folder

    No...only to the Roman player at present

    Just to be aware that the delete map.rwm button won't do this for you - you have to it manually /Play_Test/data/world/maps/base and delete it there.


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