dismounted fari archers have the attribute "can_formed_charge" despite being at foot. don't know if this could lead to crashes, i haven't tested them yet
dismounted fari archers have the attribute "can_formed_charge" despite being at foot. don't know if this could lead to crashes, i haven't tested them yet
Belovèse's Toolbox: export text files to spreadsheet, detailed unit stats
Stainless Steel Historical Improvement Project (SSHIP) team member.
Mini-mods: diplomacy and relation/reputation - detailled unit stats
shouldn't the first part be: change_settlement_name Szekesfehervar Alba_Regiamonitor_event GeneralCaptureSettlement SettlementName Szekesfehervar
and FactionReligion catholic
and not FactionType hungary
change_settlement_name Szekesfehervar Szekesfehervar
end_monitor
monitor_event GeneralCaptureSettlement SettlementName Szekesfehervar
and FactionType hungary
change_settlement_name Szekesfehervar Alba_Regia
if I_EventCounter is_the_player = 1
historic_event SETTLEMENT_NAME_CHANGE
end_if
end_monitor
and the second one: change_settlement_name Szekesfehervar Szekesfehervar
i think it's the opposite now
Well spotted, thanks! In the next version will be corrected.
@Gig: 21 is Hungary, so it should work below.
However, FactionReligion won't. Is there I_FactionReligion for if clauses, or I need to code it with a counter as well?
I assume these would be wrong: " and I_CompareCounter not ai_ec_id = 21" and " and I_CompareCounter ai_ec_id <> 21"
Code:monitor_event GeneralCaptureSettlement SettlementName Szekesfehervar if FactionReligion catholic and I_CompareCounter ai_ec_id < 21 change_settlement_name Szekesfehervar Alba_Regia if I_EventCounter is_the_player = 1 historic_event SETTLEMENT_NAME_CHANGE end_if end_if if FactionReligion catholic and I_CompareCounter ai_ec_id > 21 change_settlement_name Szekesfehervar Alba_Regia if I_EventCounter is_the_player = 1 historic_event SETTLEMENT_NAME_CHANGE end_if end_if if I_CompareCounter ai_ec_id = 21 change_settlement_name Szekesfehervar Szekesfehervar end_if end_monitor
Last edited by Jurand of Cracow; December 16, 2020 at 05:40 PM.
Just an itty bitty change will do the trick (provided hungary is catholic)
If Hungary is not catholic then you will need two monitors:Code:monitor_event GeneralCaptureSettlement SettlementName Szekesfehervar and FactionReligion catholic if I_CompareCounter ai_ec_id < 21 change_settlement_name Szekesfehervar Alba_Regia if I_EventCounter is_the_player = 1 historic_event SETTLEMENT_NAME_CHANGE end_if end_if if I_CompareCounter ai_ec_id > 21 change_settlement_name Szekesfehervar Alba_Regia if I_EventCounter is_the_player = 1 historic_event SETTLEMENT_NAME_CHANGE end_if end_if if I_CompareCounter ai_ec_id = 21 change_settlement_name Szekesfehervar Szekesfehervar end_if end_monitor
Code:monitor_event GeneralCaptureSettlement SettlementName Szekesfehervar and FactionReligion catholic and not I_CompareCounter ai_ec_id = 21 change_settlement_name Szekesfehervar Alba_Regia if I_EventCounter is_the_player = 1 historic_event SETTLEMENT_NAME_CHANGE end_if end_monitor monitor_event GeneralCaptureSettlement SettlementName Szekesfehervar and I_CompareCounter ai_ec_id = 21 change_settlement_name Szekesfehervar Szekesfehervar end_monitor
My goal is to have one monitor for one settlement capture (so exclude the second option). It should be universal - for all factions (so exclude the first option).
I understand that I need monitors for the religions as well.
What about these two: I assume they would be wrong: " and I_CompareCounter not ai_ec_id = 21" and " and I_CompareCounter ai_ec_id <> 21"
So Hungary is not catholic? That's a pity. You do know that you can add add a religion event counter to the faction counters? Same way as the turn counter, example underneath. Simply make the faction counter your best pal when dreaming up factional IF sequences.And then you work it into your original script:Code:monitor_event PreFactionTurnStart FactionType [faction] set_event_counter [faction]_turn 1 set_event_counter [faction religion] 1 set_event_counter [faction culture] 1 set_event_counter [whatever faction attribute\condition doesn't work in if sequences] 1 log always Turn Start [faction] end_monitor monitor_event FactionTurnEnd FactionType [faction] set_event_counter [faction]_turn 0 set_event_counter [faction religion] 0 set_event_counter [faction culture] 0 set_event_counter [whatever faction attribute\condition doesn't work in if sequences] 0 log always Turn End [faction] end_monitor
--- your examples ----Code:monitor_event GeneralCaptureSettlement SettlementName Szekesfehervar if I_EventCounter catholic > 0 and I_CompareCounter ai_ec_id < 21 change_settlement_name Szekesfehervar Alba_Regia if I_EventCounter is_the_player = 1 historic_event SETTLEMENT_NAME_CHANGE end_if end_if if I_EventCounter catholic > 0 and I_CompareCounter ai_ec_id > 21 change_settlement_name Szekesfehervar Alba_Regia if I_EventCounter is_the_player = 1 historic_event SETTLEMENT_NAME_CHANGE end_if end_if if I_CompareCounter ai_ec_id = 21 change_settlement_name Szekesfehervar Szekesfehervar end_if end_monitor
The first one would need the 'not' before the condition or you have to use an exclamation mark:
and not I_CompareCounter ai_ec_id = 21
and I_CompareCounter ai_ec_id ! = 21
The second one needs two if sequences with otherwise identical content, the script does not support that 'or' set of tokens as you tried: 'smaller or larger'
if I_CompareCounter ai_ec_id > 21
if I_CompareCounter ai_ec_id < 21
I was playing Georgia for about 90 turns and have some observations, maybe it will help in some bug-hunting I play 0.97, last patch and Kostics costumes.
1. I played without any priests for 70 turns or more, Georgia start without a priest and then there was non available until I conquered one of the enemy's capital.. So here is a bug: I can build a priest in a capital that was conquered -Al Mawsil, it has a small orthodox church, but I cannot have a priest in my starting capital Tbilisi with orthodox abbey and theologians guild. Now after conquering Al-Mawsil (which was the Zenguid’s capital) I keep building priest, seventh turn consecutive, but only in this city. It reminds me the situation with hanseatic guild merchants, the city that was producing too many merchants (Visby) was also conquered later during the game. Maybe the problem was not just hanseatic guild? Maybe there is some limit for the counter of agents that fails after conquering the city as it somehow changes the global number of agents of a faction, if I make any sense ?
2. In the region around Georgia there are too many mercenaries available, sometimes you can build an army of 20 units in one turn, all of them mercenaries, besides the upkeep price of mercenary is not much bigger than a regular unit, imo there should be a little more difference in price and less availability ? It defeats the purpose and fun of upgrading buildings and army if you can just buy few units of Armenian Cavalry for example which is very strong and upkeep is like 750 florins..
3. There is this city AL-Basra just being there for 90 turns, without any garrison not conquered by anybody (picture below). The AI is just avoiding taking it? There is a plague in the city by the way (the whole garrison died out ?)
4. The last thing is that Georgian campaign seems a little bit too easy, as the Qipchans in the north never bother me, Seljuks are separated from me with a big rebel city with strong garrison.. I can focus on Zenguids and Rum Seljuks who are also busy with Crusader State and Byzantium respectively, which leaves some of their cities an easy meal for me, practically not defended. Anyway, this is just an observation, you are probably busy already with more important tasks. I attached the save.
Ok that's it, Thanks for your work again and good luck!
Hi guys, I have a problem with installation. I've downloaded SS 6.4 with single installer from Gigantus, then SSHIP patch 0.97 and 0.97f. First I installed SS 6.4 and then made the configurations on Early Era, Savage AI and Permanent Arrows. Then I launched SS 6.4 and the launch was successful. Then I extracted 0.97 to an temp folder and then copied it's contents to the SS 6.4 data folder, replacing the duplicate files, then I've done the same for 0.97f. When I try to start the game I get an unspecified error. What should I try? P.P I'm on win 10 and use steam version.
@sklvboris: try solution here.
@Macaras:I'll have a look at the priests again. There should be one in Tbilisi.
Mercs: I'll have a look, thanks, very valuable info.
al-Basra - no idea what might have go on there
Georgian campaign - indeed, I think Georgia shouldn't be so safe. Perhaps bad relations with the Cumans would make a trick. I'll see.
@Gig: I'll go with this solution
Code:;====================================================================================================== ; provides event counters to use in IF sections that requre a check of faction, religion or culture ; provides log entries at indivual faction's turn start end turn end ; ; 097: it doubles with ai_ec_id counter (declared just above and then used in the Economy script) ; thus it may be got rid of if somebody bothers to be more economical with the monitors ; --- venice --- monitor_event PreFactionTurnStart FactionType venice set_event_counter faction_turn_venice 1 set_event_counter faction_turn_catholic 1 set_event_counter faction_turn_southern_european 1 log always Turn Start venice end_monitor monitor_event FactionTurnEnd FactionType venice set_event_counter faction_turn_venice 0 set_event_counter faction_turn_catholic 0 set_event_counter faction_turn_southern_european 0 log always Turn End venice end_monitor
Last edited by Jurand of Cracow; December 18, 2020 at 12:30 PM.
Not sure if a bug but my faction (England) is in an endless cycle of usurpation. Rulership changes between a couple family branches back and forth and I can't find a way to ensure a same branch succession. As a result managing personal loyalties are a constant pain. Can I solve this?
Also I find it odd that every lord in the realm opposes the usurper, even his sons. Probably a crappy idea but sons should support their fathers in such situations.
I still have to review and rebuild the whole mechanism but huge problems for England are not unitended. England has a very good situation (kill Scotland and you've got a very safe back), highest quality troops, and very profitable cities, with London, Rouen, but also Ghent and Loven to be taken easily. If there're problems with loyalty - very good!
I appear to be stuck now with a permanent game breaking CTD after Mongol emergence, the first end-turn with the Mongols present.
This is different to the bug I mentioned a few days ago on the Rebel turn, which generally allowed me to keep playing after no more than two or three attempts. This one seems fatal, I've tried six reboots and encounter the same CTD in each place. Nothing obvious in the log, either!
I've checked it and I've manaed to move to turn 143 with CTD-endofTurn.7z
With this one there's a crash indeed. Related to the siege of Merv. Discussed before and I hope to fix it for the next release.
It's exactly the same problem as here. It'll be fixed in the next release.01:20:17.150 [system.io] [info] exists: missing mods/SSHIP097E/data/ui/middle_eastern/portraits/portraits/dead/154.tga01:20:17.150 [system.io] [info] exists: found data/ui/middle_eastern/portraits/portraits/dead/154.tga (from: packs/data_2.pack)
01:20:17.173 [game.script.exec] [trace] exec <destroy_buildings> at line 45445 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
01:20:17.173 [game.script.exec] [trace] exec <destroy_buildings> at line 45446 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
01:20:17.173 [game.script.exec] [trace] exec <destroy_buildings> at line 45447 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
01:20:17.173 [game.script.trigger] [trace] Trigger <VV_Triumph_In_Capture> fired
01:20:17.174 [game.script.trigger] [trace] Trigger <Settlement_Capture_Brave> fired
01:20:17.174 [game.script.trigger] [trace] Trigger <0052_T_Invaded_Settlement> fired
01:20:17.174 [data.transgression] [info] Applied transgression TC_INVADED_SETTLEMENT from transgressor faction 15B7ECBC against faction 15B80B12
01:20:17.385 [game.script.trigger] [trace] Trigger <Settlement_Capture_Brave> fired
01:20:17.386 [data.transgression] [info] Applied transgression TC_INVADED_SETTLEMENT from transgressor faction 15B805D2 against faction 15B7ECBC
01:20:17.651 [game.script.exec] [trace] exec <destroy_buildings> at line 45445 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
01:20:17.651 [game.script.exec] [trace] exec <destroy_buildings> at line 45446 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
01:20:17.651 [game.script.exec] [trace] exec <destroy_buildings> at line 45447 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
01:20:17.651 [game.script.trigger] [trace] Trigger <Conqueror_Merv> fired
01:20:17.651 [game.script.trigger] [trace] Trigger <VV_Triumph_In_Capture> fired
01:20:17.651 [game.script.trigger] [trace] Trigger <Settlement_Capture_Brave> fired
01:20:17.651 [game.script.trigger] [trace] Trigger <conquest_of_Merv> fired
01:20:17.651 [game.script.anc] [trace] Ancillary <bookmilit_artofwar> not added - chance 5, random 40
01:20:17.652 [game.script.trigger] [trace] Trigger <0052_T_Invaded_Settlement> fired
01:20:17.652 [data.transgression] [info] Applied transgression TC_INVADED_SETTLEMENT from transgressor faction 15B7ECBC against faction 15B80B12
01:20:17.667 [game.script.trigger] [trace] Trigger <Conqueror_Merv> fired
01:20:17.671 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.
Up load a save, please!
@Gigantus: this code:
means that in normal settlements there priest limit doesn't grow, in capitals by 1, if the counter is 1 (it's a trait of the FL) by plus 1 (so in a capital will be 2)?agent_limit priest 0 requires factions { russia, kievan_rus, byzantium, georgia, serbia, }
agent_limit priest 1 requires factions { russia, kievan_rus, byzantium, georgia, serbia, } and hidden_resource capital
agent_limit priest 1 requires factions { russia, kievan_rus, byzantium, georgia, serbia, } and event_counter strictly_religious 1
Last edited by Jurand of Cracow; December 18, 2020 at 07:18 PM.
That's how it's meant to be used. It will compliment your numerical faction counter system which is ideal for faction ranges. I am pretty sure you can actually merge the monitors: can you copy a section here for me to check?
------
priest limit: you have a logical flaw - the zero limit only restricts those 4 factions while every other faction has no limit at all. Remove the faction condition completely from the zero lie and you have a working solution, eg only those 4 factions will be able to recruit and only under the specified conditions.
Germanicus G5 Faction Economy Script is 2000 lines long, there's not point in putting it here. I don't want to meddle with this scipt - it's working, don't touch it.
Priest limit - my question was rather about the limit: if it is additive (both lines together will increase the limit by 2), or it's a cap (both lines together will increase the cap by 1)?
@Gig: I presume this way of changing settlements names is ok?
;------------------------------------------------------------------------------ TURKU
declare_counter current_name_Turku ; 0 - Turku, 1 - Abo
set_counter current_name_Turku 0
monitor_event GeneralCaptureSettlement SettlementName Turku
if I_EventCounter faction_turn_catholic = 1
change_settlement_name Turku Abo
if I_EventCounter is_the_player = 1
and I_CompareCounter current_name_Turku < 1
historic_event SETTLEMENT_NAME_CHANGE
end_if
set_counter current_name_Turku 1
end_if
if I_EventCounter faction_turn_catholic = 0
change_settlement_name Turku Turku
if I_EventCounter is_the_player = 1
and I_CompareCounter current_name_Turku > 0
historic_event SETTLEMENT_NAME_CHANGE
end_if
set_counter current_name_Turku 0
end_if
end_monitor
Last edited by Jurand of Cracow; December 19, 2020 at 07:32 AM.
Hi guys, great job in the mod!
Attached my persistent CTD log with Byzantiun, year 1215.
It happens at the end of the slave turn.
Thanks.
faction_counter - well, if you are fine with creating an additional 62 monitors instead of using existing ones that's fine with me
priest limit - it's a cap, not cumuilative
settlement - it will work as intended, the 'current_name' counter should prevent the historic_event firing on consecutive settlement occupations under the same conditions
just my two cents on Georgia gameplay - one of the 'issues' is that every settlements in Transcaucasia has a mine and those are rebel settlements, iirc, hence no major problem annexing them. so once those mines are up and running you barely have to think of finance any more. maybe nerfing the amount of income those mines provide could be part of a solution to increase difficulty a notch.