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  1. #1

    Icon5 Adepting 12 turns per year aging script

    I have tried to use the script provided within this thread :

    http://www.twcenter.net/forums/showthread.php?t=175383

    in mods like Broken Crescent and Chivalry II the Sicilian vespers.

    However changing the time scale in descr_strat, and copying the
    base script into the campaign script has accomplished nothing, therefore I'm missing something.

    I have managed to get this to work on stainless steel, the only diffrence I can tell of is that stainless
    steel has an aging script in use within the campaign script from the start, which was easy to replace.

    The latter two mods mentioned do not have an aging script, but I figured that copying the script in
    correctly would be enough, but it obviously isn't, so I'm missing something.

    Please provide me with some guidance as to what I need to do to get it to work on these other mods.

    ~Regards RCOG, and thank you in advance.

  2. #2
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Adepting 12 turns per year aging script

    Did you change the start season in descr_strat to winter?
    If it's 12 months\year then the scale should be 0.0835 I believe.

    I wouldn't be surprised if BC had a season script already. The basic season script is 'stand alone' - which means it can just be copied into the script . I usually put it at the end just BEFORE the wait_monitor line.










  3. #3

    Default Re: Adepting 12 turns per year aging script

    I have changed the starting date's season to winter, and the scale is indeed 0.0835.
    But I merely copied the base script into the campaign script at the very end, after the last original script segment (being the SALADIN ATTACKS DAMASCUS portion to be specific).
    Could you explain please good sir what do you mean by "just BEFORE the wait_monitor line"?, as each of the script segments have a wait_monitor line, which made me believe the aging script segment
    does not need to be inserted within an existing script segment.

    As far as I have examined the campaign script, there is no aging script written unto the original campaign_script file, not in Broken crescent nor Chivalry II the Sicilian vespers.
    if there was, like it does in Stainless steel, replacing it with the base script most likely would've worked to begin with, I believe.

    Edit:
    After carefully examining the campaign script, I realized that the stainless steel aging script is in the middle of the file between two script segment,
    which evidently makes all the difference between working and not working, after a quick test,
    the aging script now works on BC, I assume the same will apply to any other mod.

    Thank you so much for your clarification and help, if you could explain to me though why does the location of the script matter, it would be greatly appreciated.

    ~Regards RCOG.
    Last edited by RCOG; September 13, 2012 at 03:30 PM. Reason: Solution found

  4. #4
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Adepting 12 turns per year aging script

    ...as each of the script segments have a wait_monitor line, which made me believe the aging script segment does not need to be inserted within an existing script segment.
    That's where your problem will be most likely. The wait-monitors entry is only used in the line before the end_script entry.
    Code:
        wait_monitors
    end_script
    Unless you confuse it with the end_monitor entry










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