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  1. #1
    AJStoner's Avatar Lord of Entropy
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    Default Building-related expenses

    I would like to implement maintenance costs into my mod. Is there a way to attach a per turn cost to a building?

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

  2. #2
    Emperor of Hell's Avatar SPA-NED 1-5
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    Default Re: Building-related expenses

    You should ask the guys from War of the West, you can see in their preview that they have buildings with upkeep.

  3. #3

    Default Re: Building-related expenses

    you can make it by script only.

  4. #4
    kevindrosario's Avatar Ordinarius
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    Default Re: Building-related expenses

    I know this might be kind of ghetto, but what if you just put a negative income bonus on a building?

  5. #5

    Default Re: Building-related expenses

    Negative income only works if you have bonusses to start with and don't give integer numbers.

    I think building it by script is best, It's actually pretty easy to script. SettlementTurnStart SettlementIsLocal/ SettlementBuildingExists (condition might be wrong lol), console_command add_money -250 and you're done!
    I'd Combine it with the "income_bonus" IIRC it shows up as an effect followed by a number but doesn't actually do anything so if you change it in the text strings it could look like: upkeep kost: 250

  6. #6
    Baron Samedi's Avatar Citizen
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    Default Re: Building-related expenses

    Quote Originally Posted by AJStoner View Post
    I would like to implement maintenance costs into my mod. Is there a way to attach a per turn cost to a building?
    Example of a script:
    Code:
    monitor_event SettlementTurnStart SettlementName Imladris
     and SettlementBuildingExists >= m_greek_history
     add_money egypt -250
    end_monitor
    As long as the building is present in the relevant settlement, you will pay each turn 250 maintenance costs.
    Under the patronage of MasterBigAb

  7. #7

    Default Re: Building-related expenses

    You will have to do each building for each settlement for each faction... the script will be large.
    Also, the add_money command does not show up in the treasury scroll until the following turn (and even then it doesnt show up as anything in particular, the money is just not there). So the AI will still think it has that money until the next turn when it will be too late and suddenly the AI is bankrupt. And u as the player will be like, "this scroll doesnt add up, i had 15,000 last turn with an income of 350, and suddenly i have 10,000"... because nothing shows up (or adds up) in the scroll when taken from script unless u do it via kings purse.
    Better i think, but more involved is changing the kings purse +/- When a building is constructed. this way it shows up in the treasury scroll.
    ...longbows, in skilled hands, could reach further than trebuchets...

  8. #8
    Withwnar's Avatar Script To The Waist
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    Default Re: Building-related expenses

    Quote Originally Posted by Tsarsies View Post
    Better i think, but more involved is changing the kings purse +/- When a building is constructed. this way it shows up in the treasury scroll.
    ...and also when destroyed or you lose the region.

  9. #9

    Default Re: Building-related expenses

    Well there is no need to add the name of the settlement, hence one monitor per building you want upkeep for is enough.

    But changing the kings purse ( didn't even know this was possible actually ) does a "set kings purse" command exist ? or only "increase kings purse" ? Alternativly can it go negative ?

  10. #10
    Emperor of Hell's Avatar SPA-NED 1-5
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    Default Re: Building-related expenses

    There is the increment_kings_purse "your faction" "amount of money" command. I guess it will also work like this: increment_kings_purse engeland -200

    EDIT: I just looked in the Docudemons and there is also the set_kings_purse command

  11. #11
    Withwnar's Avatar Script To The Waist
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    Default Re: Building-related expenses

    Yep, negative values work.

  12. #12
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    Default Re: Building-related expenses

    Quote Originally Posted by Withwnar View Post
    Yep, negative values work.
    Yeah but can the kings purse go lower than 0? I never tried this

  13. #13

    Default Re: Building-related expenses

    Quote Originally Posted by Taiji View Post
    Yeah but can the kings purse go lower than 0? I never tried this
    The answer is yes...i was able to make the kings purse increase/decrease when kings gained or lost regions....i have had them fall into the negative before and it worked ok...not sure if they can start at a negative number, though i'm sure i've seen other mods start with them in the negative...
    Last edited by valvegas1; October 27, 2011 at 10:33 PM.

  14. #14
    AJStoner's Avatar Lord of Entropy
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    Default Re: Building-related expenses

    I think there may be a limit to the number of modifications that can be made to the king's purse, though I'm not sure how or why that would be the case. RB uses modifications to the purse to simulate trade agreements with off-map factions and only the first half-dozen or so seem to work. Also, the reduction to the the Irish purse based on retaking all the Irish provinces seems to fail a lot when you turtle the game and have agreed to a large number of these events prior to that happening.

    It could simply be an issue with the number of counters in play of course, since RB uses a large number of them. Or it might be the case that they ARE working and the display doesn't always update correctly...

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

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