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Thread: Scripts for spies and diplomatic actions.

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  1. #1

    Default Scripts for spies and diplomatic actions.

    I want to make a script that can allow you to influence AI relationships and stances between the player and themselves. Kind of a scripted add on to what your spies and diplomats should do, so it would cost money to make it happen and have some random chance of success or failure. Maybe a high level diplomatic building and a certain amount in your treasury for it to kick in? Germanicu5 does something similar with the Traveling Merchants mini-mod. I have been thinking up how to go about it, but I can't decide what should cause the script to kick in every once is awhile. Any ideas?

    Anyway, is there a list of commands that work in the script? I can't find one for the life of me. Or does anyone know of a specific command I should use? I am looking to make this script as complex as possible so wild ideas are OK too.

  2. #2
    AJStoner's Avatar Lord of Entropy
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    Default Re: Scripts for spies and diplomatic actions.

    For script commands download the docudemons. For your script idea above you can use a timer to make it come up at a regular set period, perhaps with other conditions (like available funds) thrown in as well. Check out section one of THIS tutorial for setting up event timers.

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

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