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  1. #1

    Default 1648 mod hotseat adaptation

    Hi!

    I'm doing a mini mod for hotseat's adaptation for 1648 mod http://www.twcenter.net/forums/showthread.php?t=315422.

    Pls help solve the problem:
    - when playing hotseat historical events (calendar events - text, images, video like Praha's movie in 2nd turn) can only see the first player, others players has nothing.

    campaign_script.txt has all calendar events like:

    monitor_event FactionTurnStart FactionIsLocal
    if I_TurnNumber = 0
    campaign_wait 1
    historic_event 1618_01
    end_if
    Snx

  2. #2
    Kiliç Alì's Avatar Domesticus
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    Default Re: 1648 mod hotseat adaptation

    write
    historic_event 1618_01 false factions { all, }
    it should work

    Member of the Imperial House of Hader, proud client of The only and sole Ferrit

  3. #3

    Default Re: 1648 mod hotseat adaptation

    Not working .

    Another problem is free upkeep of mercenaries in Kingdoms' fort/castle. It will be correct. Otherwise, all players will buy a lot of mercenaries and will put them in the forts. Mercenaries will like regular soldiers .
    Maybe there is a script for the destruction of mercenary soldiers by placing them in the fort? Or an decrease money for players (addmoney -10000)?

  4. #4

    Default Re: 1648 mod hotseat adaptation

    Quote Originally Posted by vonPeretz View Post
    Not working .

    Another problem is free upkeep of mercenaries in Kingdoms' fort/castle. It will be correct. Otherwise, all players will buy a lot of mercenaries and will put them in the forts. Mercenaries will like regular soldiers .
    Maybe there is a script for the destruction of mercenary soldiers by placing them in the fort? Or an decrease money for players (addmoney -10000)?

    Look for this at the top of descr_strat.txt, the red highlight, either set it to 0, delete it or comment it out, mine's commented out:

    Code:
    marian_reforms_disabled 
    rebelling_characters_active 
    gladiator_uprising_disabled 
    night_battles_enabled 
    ;show_date_as_turns 
    brigand_spawn_value 20 
    pirate_spawn_value 100 
    ;free_upkeep_forts 2


  5. #5
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    Default Re: 1648 mod hotseat adaptation

    Show the whole script - it ends with 'end_monitor'.

  6. #6

    Default Re: 1648 mod hotseat adaptation

    Too huge.

    Spoiler Alert, click show to read: 
    ; === Kalendar Events ===
    monitor_event FactionTurnStart FactionIsLocal
    if I_TurnNumber = 0
    campaign_wait 1
    historic_event 1618_01
    end_if

    if I_TurnNumber > 0
    and I_TurnNumber < 31

    if I_TurnNumber = 1
    campaign_wait 1
    historic_event 1618_01a event\fenstersturz.bik
    end_if

    if I_TurnNumber = 2
    campaign_wait 1
    historic_event 1618_01b
    end_if

    if I_TurnNumber = 3
    campaign_wait 1
    historic_event 1618_01c
    end_if

    if I_TurnNumber = 4
    campaign_wait 1
    historic_event 1618_05
    end_if

    ..........

    if I_TurnNumber = 367
    campaign_wait 1
    historic_event 1648_08
    end_if

    if I_TurnNumber = 369
    campaign_wait 1
    historic_event 1648_10
    end_if

    if I_TurnNumber = 370
    campaign_wait 1
    historic_event 1648_11
    end_if
    end_if

    end_monitor


    campaign_script.txt full
    http://rghost.ru/36783914
    Last edited by vonPeretz; February 29, 2012 at 03:21 PM.

  7. #7
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    Default Re: 1648 mod hotseat adaptation

    Try this:

    monitor_event FactionTurnStart not IsFactionAIControlled

  8. #8

    Default Re: 1648 mod hotseat adaptation

    Quote Originally Posted by Taiji View Post
    Try this:

    monitor_event FactionTurnStart not IsFactionAIControlled
    Not working

    Quote Originally Posted by dannyxx30 View Post
    Look for this at the top of descr_strat.txt, the red highlight, either set it to 0, delete it or comment it out, mine's commented out:

    Code:
    ;free_upkeep_forts 2
    Free upkeeping into the forts is very necessary for the game. Mobile warfare. But we need full upkeep for mercenaries.
    Last edited by vonPeretz; March 01, 2012 at 04:17 PM.

  9. #9
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    Default Re: 1648 mod hotseat adaptation

    Why is this historic event stuff not being done in descr_events?

    And since I don't know HS stuff that well: Are conventional historic events working fine in HS?

    As for why the events aren't firing for every faction, perhaps this randomness will work: Duplicate the script per faction by adding 'FactionType':

    monitor_event FactionTurnStart FactionType france
    and not IsFActionAIControlled
    if I_TurnNumber = 0
    campaign_wait 1
    historic_event 1618_01
    end_if

    etc. (duplicated for every faction)

    Quote Originally Posted by vonPeretz View Post
    Maybe there is a script for the destruction of mercenary soldiers by placing them in the fort? Or an decrease money for players (addmoney -10000)?
    I don't think it's possible to track if a merc is in a fort.

    But also, doesn't it sound really weird to destroy them for entering a fort?

    edit:

    Here's another slightly fuzzy idea:

    monitor_event FactionTurnStart not IsFActionAIControlled
    if I_TurnNumber = 0
    if I_EventCounter 1618_01 == 1
    set_event_counter 1618_01 0
    campaign_wait 1
    historic_event 1618_01
    end_if
    if I_EventCounter 1618_01 == 0
    campaign_wait 1
    historic_event 1618_01
    end_if
    end_if

    It's based on a suspicion that the event needs to be at 0 to be historic-ed. No duplication per faction required (that idea was sillier than this one).
    Last edited by Taiji; March 01, 2012 at 06:38 PM.

  10. #10

    Default Re: 1648 mod hotseat adaptation

    None of the scripts does not work.
    I tried this:
    monitor_event FactionTurnStart FactionIsLocal
    and I_TurnNumber = 0
    campaign_wait 1
    historic_event 1618_01 factions { england , france , hre , }
    terminate_monitor
    end_monitor
    Also not working for all faction - only for first.
    But it works fine if you do not use the save and immediately start the turn of second player, then a third.
    Also if you are using save then next player do not to see game's messages of any changes of traits, etc.

    All problems only with save. What it means?
    Last edited by vonPeretz; March 03, 2012 at 07:59 AM.

  11. #11
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    Default Re: 1648 mod hotseat adaptation

    Quote Originally Posted by vonPeretz View Post
    None of the scripts does not work.
    I tried this:
    Also not working for all faction - only for first.
    But it works fine if you do not use the save and immediately start the turn of second player, then a third.
    Also if you are using save then next player do not to see game's messages of any changes of traits, etc.

    All problems only with save. What it means?
    Finding it very hard to believe you have done as I suggested... If you need clarification then you need to tell us.
    Last edited by Taiji; March 03, 2012 at 11:50 AM.

  12. #12
    Kiliç Alì's Avatar Domesticus
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    Default Re: 1648 mod hotseat adaptation

    try not to use terminate_monitor

    Member of the Imperial House of Hader, proud client of The only and sole Ferrit

  13. #13

    Default Re: 1648 mod hotseat adaptation

    Do not doubt my competence.
    http://www.twcenter.net/forums/showthread.php?t=311023
    http://www.twcenter.net/forums/showt...44#post3646744
    I tried many options but nothing helps. For example using a file descr_events.tht. This file is empty in 1648 mod. Also not helping. No events recorded in this file do not occur!

    I made one thing only. In hotseat's game everything is working properly without saving. In the origin mod hotseat game does not work properly in this case. The first player sees the popup messages of the right, the second player sees the message of twice, third player three times, ...


    But we need to use save files for network game. If we can not solve this problem, the game will not start.
    And the last one. All scripts are working correctly, respawn armies, events, console command, alliances and so on. But there is no popup messages of all the players after the first.

  14. #14
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    Default Re: 1648 mod hotseat adaptation

    It's not a matter of competence, it's just a matter of communication, don't worry.

    monitor_event FactionTurnStart not IsFactionAIControlled
    if I_TurnNumber = 0
    if I_EventCounter 1618_01 == 1
    set_event_counter 1618_01 0
    campaign_wait 1
    historic_event 1618_01
    end_if
    if I_EventCounter 1618_01 == 0
    campaign_wait 1
    historic_event 1618_01
    end_if
    end_if
    end_monitor

    You really corrected the example I gave you tried exactly that above? I'm surprised that doesn't work past this saving obstacle you mention (It works otherwise, huh?).
    Last edited by Taiji; March 03, 2012 at 09:47 PM.

  15. #15

    Default Re: 1648 mod hotseat adaptation

    Again it is not working. That script work like origin. It makes pop-ups +1 for each next players in one PC game and not working pop-up with saves.

    Spoiler Alert, click show to read: 




    Movie

    Best script is
    monitor_event FactionTurnStart FactionIsLocal
    and I_TurnNumber = 0
    campaign_wait 1
    historic_event 1618_01
    terminate_monitor
    end_monitor
    But not working with using the saves, only for one PC's game.
    I wonder what file or script is responsible for the game pop-ups?
    Last edited by vonPeretz; March 04, 2012 at 04:40 AM.

  16. #16

    Default Re: 1648 mod hotseat adaptation

    I tried to take some changes in Configuration.cfg . Not working anyway. A dead end.

  17. #17
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    Default Re: 1648 mod hotseat adaptation

    With my script it should be resetting the event counter and firing the historic event afresh for each non AI player. Any error message in the log when you hit first turn for the second faction having saved during the first factions turn?

    Plus what happened when you forced it to fire per faction, by making separate scripts for each faction like I suggested?

    Also, like I asked you already, why aren't you using descr_events for this? Is it because that file does not support HS and you get the same problem? Or perhaps it's because this mod is 52 turns per year and descr_events works by years not turns, or something like that (which would not apply to a turn 1/year 1 situation)?

    ... Pfff see what I mean about communication not competence now? You're really making me work for this!

    Quote Originally Posted by vonPeretz View Post
    I wonder what file or script is responsible for the game pop-ups?
    For determining whether a historic event that isn't listed in descr_events pops up? - campaign_script.txt

    edit:

    From the video (good idea to upload that btw ) I see that the start of the next player's turn could be 'GameReloaded'. Try launching the event then:

    monitor_event GameReloaded I_EventCounter 1618_1 == 1
    and I_TurnNumber = 0
    historic_event 1618_1
    end_monitor
    Last edited by Taiji; March 04, 2012 at 09:17 AM.

  18. #18

    Default Re: 1648 mod hotseat adaptation

    In order step by step.
    1. There are no mistakes about 1648 mod does not. [system.log.txt] Only as usually in mods
    [system.io] [warning] open: data/menu/icons.tga.dds is missing
    2. I tried all of your scripts separatly for each factions. Like that
    monitor_event FactionTurnStart FactionType france
    and not IsFActionAIControlled
    if I_TurnNumber = 0
    campaign_wait 1
    historic_event 1618_01
    end_if

    monitor_event FactionTurnStart FactionType england
    and not IsFActionAIControlled
    if I_TurnNumber = 0
    campaign_wait 1
    historic_event 1618_01
    end_if
    3. descr_events is empty in 1648 mod. All of my attempts to make something in that file not working. Like that:
    event historic 1618_01
    date 0

    event historic 1618_01a
    date 1

    event earthquake earthquake_in_XXX
    date 3
    position XX, XX
    4. All others mods have events at descr_events and all are working. Yes 1648 mod has 12 turns per year (timescale 0.0834 at descr_strat)
    5. All pop-ups (historic, ingame changes, marriage) work fine only in single campaign. Hot-seat campaign has not any pop-ups for others players except for the first if you will play network game (reloading saves). All events' scripts are working. But we have not pop-ups.

  19. #19
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    Default Re: 1648 mod hotseat adaptation

    OK, thanks, I can see you are trying my suggestions

    Did you try that last script with reloading saves? I was hoping that would fire the event when another player loads the savegame.

    edit:

    Also, you could try using add_events:

    monitor_event FactionTurnStart FactionIsLocal
    and I_TurnNumber = 0
    campaign_wait 1
    add_events
    event historic 1648_1
    date 0
    end_add_events
    historic_event 1618_01
    terminate_monitor
    end_monitor

    Since noone seems to have the slightest idea what add_events is actually for... Perhaps it's for this?
    Last edited by Taiji; March 04, 2012 at 11:56 AM.

  20. #20

    Default Re: 1648 mod hotseat adaptation

    Not working.

    I tried same idea. I found script for all factions:
    ;--- Schweden ---
    declare_counter england_turn
    monitor_event PreFactionTurnStart FactionType england
    set_counter england_turn 1
    set_counter reichs_fraktion 0
    set_counter katholisch 0
    end_monitor
    monitor_event FactionTurnEnd FactionType england
    set_counter england_turn 0
    end_monitor
    declare_counter england_dead
    monitor_event LeaderDestroyedFaction FactionType england
    set_counter england_dead 1
    terminate_monitor
    end_monitor
    I am using that for each factions:

    monitor_event FactionTurnStart FactionIsLocal
    and I_EventCounter england_turn = 1
    and I_TurnNumber = 0
    campaign_wait 1
    historic_event 1618_01
    end_monitor
    Not working too.

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