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Thread: Creating a World - Named Forts

  1. #41
    Gigantus's Avatar I am not special - I am a limited edition.
    Patrician took an arrow to the knee spy of the council

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    Default Re: Creating a World - Named Forts

    The witch is surprising, that's for sure - but I think she just happened to spawn regularly there.

    The save game problem will not happen with low numbers. In 1648 we had 215 princesses being spawned every round and the problem started at about round 45 = that's more then 9,000 spawns.










  2. #42

    Default Re: Creating a World - Named Forts

    i had 201 princesses being spawned every round and the problem not exist over 200 turns ,if u can see on a pic ,it all about slave fraction, if u use fraction with a family tree then u got a problem ...no ctd with slave princesses being spawned every round ,and u got extra fraction to use ....is that great ?

  3. #43
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Creating a World - Named Forts

    Then I guess it must have been something related to the spawn that caused the problem in 1648. But good to know that this is not a general problem.










  4. #44

    Default Re: Creating a World - Named Forts

    Quote Originally Posted by Gigantus View Post
    Then I guess it must have been something related to the spawn that caused the problem in 1648. But good to know that this is not a general problem.
    is there limit of lines in descr_strat file? ...i got like 35 and intresting thing happen script stop work and 5 last forts not exists...

  5. #45

    Default Re: Creating a World - Named Forts

    Last edited by raubak; July 07, 2015 at 08:02 PM.

  6. #46
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Creating a World - Named Forts

    No limit - you must have made an error (spelling\formatting), that's when the file stops executing.










  7. #47

    Default Re: Creating a World - Named Forts

    Quote Originally Posted by Gigantus View Post
    No limit - you must have made an error (spelling\formatting), that's when the file stops executing.
    yep u right there no limit , it my mistake ....

  8. #48

    Default Re: Creating a World - Named Forts

    2Gigantus is it possible add fort by script or it same like with resources?

  9. #49
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Creating a World - Named Forts

    Same - only in descr_strat.










  10. #50

    Default Re: Creating a World - Named Forts

    Is there a way to make money from the named forts?
    Just to give an economic return from taking those strongholds or minor settlements.

    Thank you.
    Last edited by Luciano B; March 10, 2016 at 11:07 AM.

    PAENINSULA ITALICA project creator

  11. #51
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    Default Re: Creating a World - Named Forts

    It should be possible - but only with some really convoluted scripting.










  12. #52

    Default Re: Creating a World - Named Forts

    Thank you.

    PAENINSULA ITALICA project creator

  13. #53

    Default Re: Creating a World - Named Forts

    Hello, I have everything working great, the only issue I have is that sometimes diplomats change their portraits. It is somewhat disconcerting to see an elvish diplomat looking rather orcish! The faction I am using (ireland) for the princesses is not used for anything other than custom settlements. Should the descr_sm_factions.txt file be changed to where it allows for princesses?
    Spoiler Alert, click show to read: 
    Code:
    faction                        ireland
    culture                        northern_european
    religion                       northmen
    symbol                       models_strat/symbol_ireland.CAS
    rebel_symbol              models_strat/symbol_rebels.CAS
    primary_colour            red 110, green 110, blue 110
    secondary_colour        red 239, green 239, blue 239
    loading_logo               loading_screen/symbols/symbol128_ireland.tga
    standard_index                21
    logo_index                    FACTION_LOGO_IRELAND
    small_logo_index           SMALL_FACTION_LOGO_IRELAND
    triumph_value                5
    intro_movie                    faction/major_intro.bik
    victory_movie                faction/england_win.bik
    defeat_movie                faction/england_lose.bik
    death_movie                    faction/england_lose.bik
    custom_battle_availability    no
    can_sap                        no
    prefers_naval_invasions        no
    can_have_princess              no <----(Does this need to be changed to yes?)
    has_family_tree                no
    There is nothing in the tutorial to do this. I will experiment later to see if this works and report back, however the issue seems to appear after the 50th turn or thereabouts so it may be awhile.
    Last edited by MIKE GOLF; December 24, 2017 at 02:48 PM.

  14. #54
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Creating a World - Named Forts

    Portraits are bound to culture by default and religion by design. More details here. Maybe you inadvertently changed a setting related to it. Setting princesses to YES shouldn't make a difference as that setting pertains to direct female descendants of a leader triggering the spawn of a princess.
    The princesses used in naming forts are preplaced and are not affected by this.










  15. #55

    Default Re: Creating a World - Named Forts

    Out of curiosity... is there a way to change the princesses ownership to prevent her being bumped out? Use a script to sccan for faction and set her to yours? That sort of thing?

    I guess you could also bribe her when taking over a fort....

  16. #56
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Creating a World - Named Forts

    The princesses shouldn't be placed on the fort's co-ordinates but rather North of it just to prevent the bumping. Bribing can be prevented by giving them a trait with high bribe resistance.
    The reason why you use a custom faction is that you can freeze that faction's AI - in other words they won't take any action at all. Not even age afaik.










  17. #57

    Default Re: Creating a World - Named Forts

    That's cool. Been playing with converting princesses into strat objects. freezing the AI may make much of the problems with it go away.
    I'm hoping to use a Princess (Or ship) as a settlement model and then put an invisible fort south of it. Or, free up some visual only resources and use those instead with a princess on an navigable terrain tile instead. AFIK freezing seems to also eliminate animations playing.
    The frozen faction is easy too, I already have one for custom generals.

  18. #58
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    Default Re: Creating a World - Named Forts

    Once you have frozen a faction you can use any of it's strat character models for visual stuff, eg label land marks. You obviously still have the chance of them getting killed, but usually not by the AI










  19. #59

    Default Re: Creating a World - Named Forts

    Lol! Saw a test script to check if a character is alive and then ressurect them if they arent. Probably tey and use that.
    I mean... If people really want to assasinate statues and world trees... Why not? Oh...
    They will be on innaccessible terrain so they cant level up assassins.

  20. #60
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Creating a World - Named Forts

    We had a script like that in 1648, simply test if a character exists at a PreFactionTurnStart FactionIsLocal event and spawn it if not.

    Anecdote: we initially removed the characters at slave turnend (about 300 of them) and then re-spawned them at pre local faction turn. That led to saves that were so bloated (100MB+) that couldn't be loaded anymore, apparently the data of any character that ever got created goes into the save game data.










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