the Trait_1, after it has been activated, it increases 1 per turn... and after sth i have scripted happens, it goes to 0 and the Trait_2 is enabled, which is also goes up by 1 every turn...
but then in the game i have this:
Spoiler Alert, click show to read:
the public order was about 100%, and when the last (or so) level of Trait_1 was reached, the public order had still remained the same, as in the beginning...
and also when some levels of the Trait_2 were reached, again the percentage remained about 100% (there might have been a change in the governor's traits... increase in population... or so... that probably why it's is 95%)
so my question is:
a) why the bonuses appear all on screen, despite that only one is "activated" every time...??
b) why they don't work, by increasing or decreasing the public order....???
thanks in advance!!
Last edited by SpyrosM91; October 27, 2012 at 08:08 AM.
Proud Tsardoms Total War: Historian - Coder - Scripter - Mapper
Just a shot in the dark, maybe add a not for the other counters.
happiness_bonus bonus -1 requires factions { byzantium, } and event_counter trait_one_counter 1 and not event_counter trait_one_counter 2 and not event_counter trait_one_counter 3 and not etc...
Just a shot in the dark, maybe add a not for the other counters.
happiness_bonus bonus -1 requires factions { byzantium, } and event_counter trait_one_counter 1 and not event_counter trait_one_counter 2 and not event_counter trait_one_counter 3 and not etc...
VB
Originally Posted by Aikanár
The use of event counters outside the campaign_script is limited to either 0 = off or 1 = on.
= the game does not recognise event counters set to anything else than 0 or 1 outside of the campaign script, which in this case means insight the edb
Because you can't fire event counters after settlementturnstart and have them affect building capabilities. You might see an effect on the building description but it isn't there in time to be taken into account by the game.
Also, event counters only work with 0 and 1 in edb - So use seperate counters.
And you should need to add a condition that the event counters for the bonuses you don't want are set to 0 or they will all be listed. But individual capabilities vary in how conditions can be used with them, and I haven't checked happiness, so see how it goes.