| warning |
noob questions  |
no1: about capital (garisson scripts)
Is there a way to determine a factions capital (so that you add more units there as garisson in the script) through a variable/counter/something instead of just the name of the settlement? (in case the capital changes place)
no2: about "money script"
I thought of something and really have no idea if others have already done this...
So, how about just raising the king's purse for all factions in descr_strat for let's say 1000-2000-idk florins, and then in campaign_script we add something like, and maybe vary the amount according to difficulty?
Code:
monitor_event FactionTurnStart FactionIsLocal
and I_NumberOfSettlements = 1
set_kings_purse 1500
terminate_monitor
end_monitor
Of course, that doesn't save them from going bankrupt

But i'm only asking if this would give some more capability to AI to last longer... ?
edit: Actually, i think this is more like what i was trying to do
Code:
; monitors
;-- Anti-money script (for the human)
monitor_event FactionTurnStart FactionIsLocal
and not IsFactionAIControlled
if CampaignDifficulty = very_hard
set_kings_purse 1800
end_if
if CampaignDifficulty = hard
set_kings_purse 3000
end_if
if CampaignDifficulty = medium
set_kings_purse england 4000
end_if
if CampaignDifficulty = easy
set_kings_purse england 4500
end_if
terminate_monitor
end_monitor
...assuming i've given all the factions a king's purse between 3500 and 4500. Of course, those numbers can change for better ones.
Is the terminate_monitor needed there?
I'm trying to keep code short, too