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Thread: Kalmar/arnor union script problems

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  1. #1
    smoesville's Avatar Vicarius
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    Default Kalmar/arnor union script problems

    So i'm trying to make it so the kalmar/arnor script in TATW no longer relies on a character label to occur but instead i used an ancillary. Basically the trait is given if the father had it (ie a bloodline trait system) and if you have the trait and are king you get the ancillary which should flip the switch on the true_heir counter which should mean the main script should work if you have the other conditions met. I know the trait/anc works but it doesn't seem to flip the counter, any idea why?

    Code:
    ;############################ elendilmir ###############################
    declare_counter true_heir
    
    
            monitor_event CharacterTurnStart FactionType turks
    			and not IsFactionAIControlled
                            and not FactionwideAncillaryExists elendilmir true
            
    			set_counter true_heir 0
    
    	terminate_monitor
            end_monitor
    
            monitor_event CharacterTurnStart FactionType turks
    			and not IsFactionAIControlled
                            and FactionwideAncillaryExists elendilmir true
            
    			set_counter true_heir 1
    
    	terminate_monitor
            end_monitor
    
    ;############################ 001 Arnor Union #########################
    ;CONDITIONS
    declare_counter union_offered
    
    monitor_event FactionTurnEnd FactionType turks
    and not IsFactionAIControlled
    and I_LocalFaction turks
    ;and I_CharacterExists strider1 
    and I_CompareCounter true_heir >= 1
    and DiplomaticStanceFromFaction sicily = Allied
    ;and I_SettlementOwner Shire = turks	
    ;and I_SettlementOwner Bywater = turks
    ;and I_SettlementOwner Southfarthing = turks
    ;and I_SettlementOwner Bree = turks
    ;and I_SettlementOwner Staddle = turks
    ;and I_SettlementOwner Cardolan = turks
    ;and I_SettlementOwner Weather-Hills = turks
    and I_SettlementOwner Lake_Evendim = turks
    ;and I_SettlementOwner Arthedain = turks
    ;and I_SettlementOwner Mitheithel = turks
    ;and I_SettlementOwner Lone-lands = turks	;Tharbad
    ;and I_SettlementOwner Ettenmoors = turks
    and FactionBuildingExists >= house_of_kings
    and I_CompareCounter union_offered = 0
    
    	add_events
    	event counter union_accepted
    	event counter union_declined
    	end_add_events
    
    	historic_event union true factions { turks, }
    	set_counter union_offered 1
    
    terminate_monitor
    end_monitor
    Were there but a tree in this godforsaken place i would have hanged myself.

  2. #2

    Icon1 Re: Kalmar/arnor union script problems

    Smoesville: Try doing it this way:
    Spoiler Alert, click show to read: 
    Code:
    ;############################ elendilmir ###############################\
    
    declare_counter true_heir
    set_counter true_heir 1
    
            monitor_event BecomesFactionLeader CharFactionType turks
    		and CharacterIsLocal
    		and Trait BloodlineTrait = 0       
    		set_counter true_heir 0
            end_monitor
    
            monitor_event BecomesFactionLeader CharFactionType turks
    		and CharacterIsLocal
    		and Trait BloodlineTrait = 1   
    		set_counter true_heir 1
            end_monitor

  3. #3
    smoesville's Avatar Vicarius
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    Default Re: Kalmar/arnor union script problems

    Well it works, thanks TNZ. There is however a hole which i would like to plug. If the conditions are met in the same turn the faction leader (Aragorn for instance) dies then the reunite option is never presented. This has only occurred when i completed the last objective and during the cycling through of the other factions (in this case it was the rebels who killed him). I think this is because his heir doesn't have the right trait in that period between the end of turn 5 and the start of turn 6 or something like that. It works if Aragorn is alive or dead a full turn but there is that tiny interval between then you're buggered really

    Edit:
    OK so not as bad as i thought since if he dies in say turn 5 and the house of kings is completed then, that's fine (you will get the notification in turn 6), it's only if he dies during one of the other factions turn between your turn 5 and 6 (their turn 5?). So it is a small window.
    Last edited by smoesville; November 26, 2011 at 01:51 PM.
    Were there but a tree in this godforsaken place i would have hanged myself.

  4. #4

    Default Re: Kalmar/arnor union script problems

    Actually I don't think you need the "true_heir" counter,
    Assuming only the turks can get this new anc you made, adding this condition to the event conditions should do the trick.
    "I_WorldwideAncillaryExists Bloodline_Trait"
    Since this combined with the "I_LocalFaction turks"
    Means the event will only run for Local player turks with the true king as faction leader, wich is what you want right ?

    in short:
    Code:
    declare_counter union_offered
    
    monitor_event FactionTurnEnd FactionType turks 
    and not IsFactionAIControlled 
    and I_LocalFaction turks 
    and I_WorldwideAncillaryExists Bloodline_Trait
    ;and I_CharacterExists strider1 
     and I_CompareCounter true_heir >= 1 
    and DiplomaticStanceFromFaction sicily = Allied 
    ;and I_SettlementOwner Shire = turks     
    ;and I_SettlementOwner Bywater = turks 
    ;and I_SettlementOwner Southfarthing = turks 
    ;and I_SettlementOwner Bree = turks 
    ;and I_SettlementOwner Staddle = turks 
    ;and I_SettlementOwner Cardolan = turks 
    ;and I_SettlementOwner Weather-Hills = turks 
    and I_SettlementOwner Lake_Evendim = turks 
    ;and I_SettlementOwner Arthedain = turks 
    ;and I_SettlementOwner Mitheithel = turks 
    ;and I_SettlementOwner Lone-lands = turks    ;Tharbad 
    ;and I_SettlementOwner Ettenmoors = turks 
    and FactionBuildingExists >= house_of_kings 
    and I_CompareCounter union_offered = 0      
    and I_EventCounter union == 0
    
    add_events
         event counter union_accepted     
         event counter union_declined     
    end_add_events
    
         historic_event union true factions { turks, }     
         set_counter union_offered 1  
    terminate_monitor 
    end_monitor
    Should work without the 2 extra monitors, I think it will solve the loop hole aswel but I'm not sure;
    When does the anc trigger ? could you give us that info ? with it the loophole should be easily fixed.
    (BTW The removed lines are redundant for various reasons. )
    Last edited by ilmrik; November 26, 2011 at 02:18 PM.

  5. #5
    smoesville's Avatar Vicarius
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    Default Re: Kalmar/arnor union script problems

    Quote Originally Posted by ilmrik View Post
    Actually I don't think you need the "true_heir" counter,
    Assuming only the turks can get this new anc you made, adding this condition to the event conditions should do the trick.
    "I_WorldwideAncillaryExists Bloodline_Trait"
    Since this combined with the "I_LocalFaction turks"
    Means the event will only run for Local player turks with the true king as faction leader, wich is what you want right ?

    in short:
    Spoiler Alert, click show to read: 
    Code:
    declare_counter union_offered
    
    monitor_event FactionTurnEnd FactionType turks 
    and not IsFactionAIControlled 
    and I_LocalFaction turks 
    and I_WorldwideAncillaryExists Bloodline_Trait
    ;and I_CharacterExists strider1 
     and I_CompareCounter true_heir >= 1 
    and DiplomaticStanceFromFaction sicily = Allied 
    ;and I_SettlementOwner Shire = turks     
    ;and I_SettlementOwner Bywater = turks 
    ;and I_SettlementOwner Southfarthing = turks 
    ;and I_SettlementOwner Bree = turks 
    ;and I_SettlementOwner Staddle = turks 
    ;and I_SettlementOwner Cardolan = turks 
    ;and I_SettlementOwner Weather-Hills = turks 
    and I_SettlementOwner Lake_Evendim = turks 
    ;and I_SettlementOwner Arthedain = turks 
    ;and I_SettlementOwner Mitheithel = turks 
    ;and I_SettlementOwner Lone-lands = turks    ;Tharbad 
    ;and I_SettlementOwner Ettenmoors = turks 
    and FactionBuildingExists >= house_of_kings 
    and I_CompareCounter union_offered = 0      
    and I_EventCounter union == 0
    
    add_events
         event counter union_accepted     
         event counter union_declined     
    end_add_events
    
         historic_event union true factions { turks, }     
         set_counter union_offered 1  
    terminate_monitor 
    end_monitor
    Should work without the 2 extra monitors, I think it will solve the loop hole aswel but I'm not sure;
    When does the anc trigger ? could you give us that info ? with it the loophole should be easily fixed.
    (BTW The removed lines are redundant for various reasons. )
    Most of the removed lines i didn't write they're from the original TATW script so i reckoned leave well enough alone
    It might just be my inexperience with med2 coding language but basically what i want is a trait (passed only from father to son) to dictate the ability to create this union, if the male line of succession is broken (through adoption or through the female line) then no union. My problem was i couldn't get the game to recognise just the trait so i put in the extra step of an anc that is only given if the trait is present. The true_heir counter was another way around this which meant it checked for the trait (not the anc) and said ye or nay to the condition. This was because there may be a case when the true heir (one with the trait) is underage when the king dies or gains the crown so the next heir won't have the trait but there is still hope of the union if the underage FM becomes king in the future. All the anc really does is give a pretty picture and a description of the conditions of the union.

    Below is the full script that involves the union, i'll admit i only understand parts of it entirely and most of it partly

    Spoiler Alert, click show to read: 
    Code:
    ;############################ elendilmir ###############################
    declare_counter true_heir
    set_counter true_heir 1
    
            monitor_event BecomesFactionLeader CharFactionType turks
    			and CharacterIsLocal
    			and Trait RangerKing = 0
    			set_counter true_heir 0
    
    	terminate_monitor
            end_monitor
    
            monitor_event BecomesFactionLeader CharFactionType turks
    			and CharacterIsLocal
    			and Trait RangerKing >= 1
    			set_counter true_heir 1
    
    	terminate_monitor
            end_monitor
    
    ;############################ 001 Arnor Union #########################
    ;CONDITIONS
    declare_counter union_offered
    
    monitor_event FactionTurnEnd FactionType turks
    and not IsFactionAIControlled
    and I_LocalFaction turks
    ;and I_CharacterExists strider1 
    and I_CompareCounter true_heir = 1
    and DiplomaticStanceFromFaction sicily = Allied
    and I_SettlementOwner Shire = turks	
    and I_SettlementOwner Bywater = turks
    and I_SettlementOwner Southfarthing = turks
    and I_SettlementOwner Bree = turks
    and I_SettlementOwner Staddle = turks
    and I_SettlementOwner Cardolan = turks
    and I_SettlementOwner Weather-Hills = turks
    and I_SettlementOwner Lake_Evendim = turks
    and I_SettlementOwner Arthedain = turks
    and I_SettlementOwner Mitheithel = turks
    and I_SettlementOwner Lone-lands = turks	;Tharbad
    and I_SettlementOwner Ettenmoors = turks
    and FactionBuildingExists >= house_of_kings
    and I_CompareCounter union_offered = 0
    
    	add_events
    	event counter union_accepted
    	event counter union_declined
    	end_add_events
    
    	historic_event union true factions { turks, }
    	set_counter union_offered 1
    
    terminate_monitor
    end_monitor
    
    ;----------------- accept ------------------------------------
    monitor_conditions I_EventCounter union_accepted = 1
    and I_LocalFaction turks
    
    set_faction_banner
    faction turks
    banner byzantium
    end_set_faction_banner
    move_strat_camera 101, 264
    give_everything_to_faction byzantium turks false
    
    set_religion turks numenorian
    change_population_religion turks numenorian 75 northmen
    destroy_buildings turks academic true
    destroy_buildings turks castle_academic true
    
    historic_event arnor_reunited event/arnor_reunited.bik
    terminate_monitor
    end_monitor
    
    ;CHANGE BATTLE MAP MODELS
    ;change faction heir battle model
    monitor_event CharacterTurnEnd FactionType turks
    and I_EventCounter union_accepted > 0
    and Trait Factionheir >= 1 
    change_battle_model turks heir arnor_general
    end_monitor 
    
    ;change Aragorn's battle model & give new ancillary
    monitor_event CharacterTurnEnd FactionType turks
    and I_EventCounter union_accepted > 0
    and I_CharacterExists strider1
    change_battle_model turks leader elessar
    terminate_monitor
    end_monitor
    
    ;change leader's battle model if Aragorn is dead
    monitor_event CharacterTurnEnd FactionType turks
    and I_EventCounter union_accepted > 0
    and not I_CharacterExists strider1
    change_battle_model turks leader arnor_general
    end_monitor
    
    ;------------------ reject ------------------------------------
    declare_counter union_rejected
    
    monitor_conditions I_EventCounter union_declined = 1
    and not IsFactionAIControlled
    	historic_event union_declined factions { turks, }
    	set_counter union_declined 1
    terminate_monitor
    end_monitor 
    
    ;INFORMATION ABOUT PROGRESS
    declare_counter step_done
    set_counter step_done 0
    
    monitor_event FactionTurnStart FactionType turks
    and not IsFactionAIControlled
    and I_CompareCounter step_done = 0
    and DiplomaticStanceFromFaction sicily = Allied
    set_counter step_done 1
    terminate_monitor
    end_monitor
    
    monitor_event FactionTurnStart FactionType turks
    and not IsFactionAIControlled
    and I_CompareCounter step_done = 0
    and I_SettlementOwner Shire = turks	
    and I_SettlementOwner Bywater = turks
    and I_SettlementOwner Southfarthing = turks
    and I_SettlementOwner Bree = turks
    and I_SettlementOwner Staddle = turks
    and I_SettlementOwner Cardolan = turks
    and I_SettlementOwner Weather-Hills = turks
    and I_SettlementOwner Lake_Evendim = turks
    and I_SettlementOwner Arthedain = turks
    and I_SettlementOwner Mitheithel = turks
    and I_SettlementOwner Lone-lands = turks	;Tharbad
    and I_SettlementOwner Ettenmoors = turks
    set_counter step_done 1
    terminate_monitor
    end_monitor
    
    monitor_event FactionTurnStart FactionType turks
    and not IsFactionAIControlled
    and I_CompareCounter step_done = 0
    and FactionBuildingExists >= house_of_kings
    set_counter step_done 1
    terminate_monitor
    end_monitor
    
    monitor_event FactionTurnStart FactionType turks
    and not IsFactionAIControlled
    and I_CompareCounter step_done = 1
    historic_event union_notification factions { turks, } 
    set_counter step_done 2
    terminate_monitor
    end_monitor
    
    ;########################## AI Arnor Union #############################
    
    monitor_event FactionTurnStart FactionType turks
    	and IsFactionAIControlled
    	and I_TurnNumber >= 85
    ;	and I_SettlementOwner Bree = turks
    	and I_SettlementOwner Lake_Evendim = turks
    ;set_faction_banner
    ;faction turks
    ;banner byzantium
    ;end_set_faction_banner
    ;give_everything_to_faction byzantium turks false
    set_religion turks numenorian
    change_population_religion turks numenorian 90 northmen
    destroy_buildings turks academic true
    destroy_buildings turks castle_academic true
    set_event_counter union_accepted 1
    historic_event ai_arnor_reunited event/arnor_reunited.bik
    terminate_monitor
    end_monitor
    Last edited by smoesville; November 26, 2011 at 02:48 PM.
    Were there but a tree in this godforsaken place i would have hanged myself.

  6. #6

    Default Re: Kalmar/arnor union script problems

    Hmm,

    I don't know very much about the traits/ ancs but what you're saying makes sense.
    So if I get it right the trait is passed from father to son, I imagine when the character comes of age and the father has the trait right ?
    Then when a character with this trait becomes faction leader the anc appears?
    If you fulfill all the conditions and your king has the anc the event occurs.

    Now what you're doing is making a monitor to check wether or not the character that just became king has your trait and this in turn sets a counter and triggers the event ( with the other conditions).

    These monitors are not needed however as you can use a I_WorldWideAncillaryExists to replace both these monitors. Since logic dictates the only way the anc can exist is when the faction leader has the trait so no need for extra monitors.
    So basically the code I mentioned above ( with or without the other alterations) with the single
    "and I_WorldwideAncillaryExists Bloodline_Trait" Condition added in should work fine.
    Obviously the "I_CompareCounter true_heir >= 1" would have to be removed.


    The TATW script has some redundant pieces but that doesn't really matter I'm just a perfectionist like that
    Last edited by ilmrik; November 26, 2011 at 03:42 PM.

  7. #7
    smoesville's Avatar Vicarius
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    Default Re: Kalmar/arnor union script problems

    Quote Originally Posted by ilmrik View Post
    Hmm,

    I don't know very much about the traits/ ancs but what you're saying makes sense.
    So if I get it right the trait is passed from father to son, I imagine when the character comes of age and the father has the trait right ?
    Then when a character with this trait becomes faction leader the anc appears?
    If you fulfill all the conditions and your king has the anc the event occurs.

    Now what you're doing is making a monitor to check wether or not the character that just became king has your trait and this in turn sets a counter and triggers the event ( with the other conditions).

    These monitors are not needed however as you can use a I_WorldWideAncillaryExists to replace both these monitors. Since logic dictates the only way the anc can exist is when the faction leader has the trait so no need for extra monitors.
    So basically the code I mentioned above ( with or without the other alterations) with the single
    "and I_WorldwideAncillaryExists Bloodline_Trait" Condition added in should work fine.
    Obviously the "I_CompareCounter true_heir >= 1" would have to be removed.


    The TATW script has some redundant pieces but that doesn't really matter I'm just a perfectionist like that
    I'll have a look and hopefully it'll fix the bug and thanks for the advice. As to perfect code well... mostly if it works i'm happy with it but it might have been easier to understand the original code if it had been more strictly written
    Were there but a tree in this godforsaken place i would have hanged myself.

  8. #8

    Icon1 Re: Kalmar/arnor union script problems

    smoesville: Actually I wrote a very similar script which I never got around to testing. Here is that script, with your concept added to it:
    Spoiler Alert, click show to read: 
    campaign_script:
    Code:
    ;############################ Kingdom Of Arnor #########################
    
    declare_counter true_heir
    declare_counter union_offered
    declare_counter union_offered
    declare_counter union_rejected
    declare_counter step_done
    
    set_counter true_heir 1
    
    ;----------------- conditions ------------------------------------
    
            monitor_event BecomesFactionLeader CharFactionType turks
    		and CharacterIsLocal
    		and I_EventCounter union_accepted = 0
    		and Trait RangerKing = 0
    		set_counter true_heir 0
            end_monitor
    
            monitor_event BecomesFactionLeader CharFactionType turks
    		and CharacterIsLocal
    		and I_EventCounter union_accepted = 0
    		and Trait RangerKing = 1
    		set_counter true_heir 1
            end_monitor
    
    	monitor_event FactionTurnEnd FactionType turks
    		and I_CompareCounter union_offered = 0
    		if I_LocalFaction turks
    		and I_CompareCounter true_heir = 1
    		and I_SettlementOwner Shire = turks	
    		and I_SettlementOwner Bywater = turks
    		and I_SettlementOwner Southfarthing = turks
    		and I_SettlementOwner Bree = turks
    		and I_SettlementOwner Staddle = turks
    		and I_SettlementOwner Cardolan = turks
    		and I_SettlementOwner Weather-Hills = turks
    		and I_SettlementOwner Lake_Evendim = turks
    		and I_SettlementOwner Arthedain = turks
    		and I_SettlementOwner Mitheithel = turks
    		and I_SettlementOwner Lone-lands = turks	;Tharbad
    		and I_SettlementOwner Ettenmoors = turks
    		and I_CompareCounter union_offered = 0
    		historic_event union true factions { turks, }
    		set_counter union_offered 1
    	end_if
    		if I_IsFactionAIControlled turks
    		and I_TurnNumber >= 85
    		and I_SettlementOwner Lake_Evendim = turks
    		historic_event ai_arnor_reunited event/arnor_reunited.bik
    		set_event_counter union_accepted 1
    		set_counter union_offered 1
    	end_if
    	end_monitor
    
    ;----------------- accept ------------------------------------
    
    	monitor_conditions I_EventCounter union_accepted = 1
    		if I_LocalFaction turks
    		change_population_religion turks numenorian 75 northmen
    		move_strat_camera 101, 264
    		historic_event arnor_reunited event/arnor_reunited.bik
    	end_if
    		if I_IsFactionAIControlled turks
    		change_population_religion turks numenorian 90 northmen
    	end_if
    		set_faction_banner
    		faction turks
    		banner byzantium
    		end_set_faction_banner
    		set_religion turks numenorian
    		destroy_buildings turks academic true
    		destroy_buildings turks castle_academic true
    	terminate_monitor
    	end_monitor
    
    ;----------------- change battle map models ------------------------------------
    
    	monitor_conditions I_EventCounter union_accepted = 1
    		if I_CharacterExists strider1
    		change_battle_model turks leader elessar
    	end_if
    		if not I_CharacterExists strider1
    		change_battle_model turks leader arnor_general
    	end_if
    		change_battle_model turks heir arnor_general
    	terminate_monitor
    	end_monitor
    
            monitor_event BecomesFactionLeader CharFactionType turks
    		and I_EventCounter union_accepted = 1
    		change_battle_model turks leader arnor_general
    	end_monitor
    
            monitor_event BecomesFactionHeir CharFactionType turks
    		and I_EventCounter union_accepted = 1
    		change_battle_model turks heir arnor_general
    	end_monitor
    
    ;------------------ reject ------------------------------------
    
    	monitor_conditions I_EventCounter union_declined = 1
    		historic_event union_declined factions { turks, }
    		set_counter union_rejected 1
    	terminate_monitor
    	end_monitor 
    
    ;INFORMATION ABOUT PROGRESS
    
    	monitor_event FactionTurnStart FactionType turks
    		and FactionIsLocal
    		and I_CompareCounter step_done = 0
    		and I_SettlementOwner Shire = turks	
    		and I_SettlementOwner Bywater = turks
    		and I_SettlementOwner Southfarthing = turks
    		and I_SettlementOwner Bree = turks
    		and I_SettlementOwner Staddle = turks
    		and I_SettlementOwner Cardolan = turks
    		and I_SettlementOwner Weather-Hills = turks
    		and I_SettlementOwner Lake_Evendim = turks
    		and I_SettlementOwner Arthedain = turks
    		and I_SettlementOwner Mitheithel = turks
    		and I_SettlementOwner Lone-lands = turks	;Tharbad
    		and I_SettlementOwner Ettenmoors = turks
    		historic_event union_notification factions { turks, } 
    		set_counter step_done 1
    	terminate_monitor
    	end_monitor
    
    ;########################## Arnor Techtree #############################
    
    add_events
    	event	counter	northmen_turks
    	event	counter	dunedain_turks
    	date	0
    end_add_events
    
    set_event_counter northmen_turks 1
    set_event_counter dunedain_turks 1
    
    	monitor_event PreFactionTurnStart FactionType turks
    		and I_EventCounter union_accepted = 0
    		set_event_counter northmen_turks 1
    		set_event_counter dunedain_turks 0
    	end_monitor
    	
    	monitor_event PreFactionTurnStart FactionType turks
    		and I_EventCounter union_accepted = 1
    		set_event_counter northmen_turks 0
    		set_event_counter dunedain_turks 1
    	end_monitor
    
    	monitor_event PreFactionTurnStart not FactionType turks
    		set_event_counter northmen_turks 1
    		set_event_counter dunedain_turks 1
    	end_monitor

    Here are some extra bits that work in conjunction with this script:
    Spoiler Alert, click show to read: 
    export_ancillaries:
    Code:
    {elendilmir} Elendilmir
    {elendilmir_desc} This man is a descendant of the ancient kings of Arnor.  As such, if he were to unite the old Arnor’s provinces of Bree-land, South Downs, Cardolan, Weather Hills, Lake Evendim, Arthedain, Mitheithel, Swanfleet, Ettenmoors and the three farthings of the Shire he could claim his birthright, and be acclaimed King of Arnor! 
    {elendilmir_effects_desc} +2 Authority
    export_descr_buildings:
    Code:
    building house_of_kings
    {
        levels house_of_kings
        {
            house_of_kings city requires factions { byzantium, turks, } and hidden_resource annuminas and event_counter union_accepted 1
            {
                capability
                {
                    recruit_pool "Dunedain Knights2"  1   0.08   1  0  requires factions { byzantium, turks, }  and event_counter union_accepted 1
                    recruit_pool "Dismounted Dunedain Knights"  1   0.08   1  0  requires factions { byzantium, turks, }  and event_counter union_accepted 1
                    law_bonus bonus 1
                    happiness_bonus bonus 3
                }
                material wooden
                construction  12 
                cost  32000
                settlement_min large_city
                upgrades
                {
                }
            }
    
        }
        plugins 
        {
        }
    }

    It may not be such a good idea to uses ‘terminate_monitor’ in your elendilmir script. If Aragorn has a son, but Aragorn dies before the event and the next faction leader does not have the bloodline trait, you won't be able to switch the counter back when Aragorn’s son becomes faction leader.

    I should also mention the script removes the need for an alliance with Gondor. The House of Kings building is a reward, for saying yes to the event rather than a requirement for it.

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