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Thread: Amaesia - 24/7 Ready to revolt

  1. #1

    Default Amaesia - 24/7 Ready to revolt

    Hi,

    Playing as Pergamon and since my first turn to now about turn 500 (assuming each year is 1 turn??) this province, Amaesia has had -100 law and -100 happiness.

    There's no instructions on how to get rid of this effect.

    Click image for larger version. 

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  2. #2

    Default Re: Amaesia - 24/7 Ready to revolt

    In the export_descr_buildings.txt file, there's these lines

    province_104 requires factions { all, } and event_counter does_not_exist 1 {
    capability
    {
    law_bonus bonus 1 requires factions { all, }
    law_bonus bonus 20 requires event_counter ros_stabilisation_104 1
    population_health_bonus bonus 20 requires event_counter ros_stabilisation_104 1
    happiness_bonus bonus 20 requires event_counter ros_stabilisation_104 1
    }
    material stone
    construction 1
    cost 100
    settlement_min town
    upgrades
    {
    province_105
    }
    }
    In the campaign_script.txt file, there are these lines

    monitor_event PreFactionTurnStart ! FactionIsLocal and I_EventCounter e_ai_turn < 3
    and I_CompareCounter f_pontos_building < 1
    if not I_IsFactionAIControlled f_pontos ; not needed if human player is this faction
    terminate_monitor
    end_if
    if I_SettlementOwner sett_104 = f_pontos
    and I_CompareCounter f_pontos_emerge < 1
    and I_CompareCounter sett_104_riot < 1
    set_event_counter ros_stabilisation_104 1 ; order bonus to help stabilise re-emerged faction
    end_if
    if I_SettlementOwner sett_104 = f_pontos
    and I_CompareCounter f_pontos_emerge < 1
    and I_CompareCounter sett_104_riot < 1
    and I_EventCounter po_bonus_time_104 > 2 ; it's been three rounds of order bonus
    set_event_counter ros_stabilisation_104 0 ; switch off order bonus
    set_counter f_pontos_building 1
    set_event_counter po_bonus_time_104 0 ; reset order counter
    end_if
    if I_SettlementOwner sett_104 = f_pontos
    and I_CompareCounter f_pontos_emerge < 1
    and I_CompareCounter sett_104_riot < 1
    inc_event_counter po_bonus_time_104 1 ; increase order counter
    end_if
    if not I_SettlementOwner sett_104 = f_pontos ; in case the town is lost before the order bonus counter reaches it's end
    set_event_counter ros_stabilisation_104 0 ; switch off order bonus
    set_counter f_pontos_building 1
    set_event_counter po_bonus_time_104 0 ; reset order counter
    end_if
    end_monitor
    Finally, elsewhere in campaign_script.txt, there are these lines

    monitor_event SettlementTurnStart IsSettlementRioting and SettlementName sett_104
    if not I_IsFactionAIControlled f_pontos ; not needed if human player is this faction
    terminate_monitor
    end_if
    if I_NumberOfSettlements f_pontos < 1
    and not I_SettlementUnderSiege sett_104
    inc_counter f_pontos_emerge 1
    set_counter f_pontos_building 0
    end_if
    if I_LocalFaction f_rome
    and I_CharacterTypeNearTile f_rome general, 3 250, 168 ; no re-emergence possible if a local general is close to the settlement, otherwise if the owner is an ally, there could be assistance requests
    and I_SettlementOwner sett_104 != f_rome
    set_counter f_pontos_emerge 0
    set_counter f_pontos_building 1
    end_if
    if I_LocalFaction f_carthage
    and I_CharacterTypeNearTile f_carthage general, 3 250, 168
    and I_SettlementOwner sett_104 != f_carthage
    set_counter f_pontos_emerge 0
    set_counter f_pontos_building 1
    end_if
    if I_LocalFaction f_makedonia
    and I_CharacterTypeNearTile f_makedonia general, 3 250, 168
    and I_SettlementOwner sett_104 != f_makedonia
    set_counter f_pontos_emerge 0
    set_counter f_pontos_building 1
    end_if
    if I_LocalFaction f_epeiros
    and I_CharacterTypeNearTile f_epeiros general, 3 250, 168
    and I_SettlementOwner sett_104 != f_epeiros
    set_counter f_pontos_emerge 0
    set_counter f_pontos_building 1
    end_if
    if I_LocalFaction f_kh
    and I_CharacterTypeNearTile f_kh general, 3 250, 168
    and I_SettlementOwner sett_104 != f_kh
    set_counter f_pontos_emerge 0
    set_counter f_pontos_building 1
    end_if
    if I_LocalFaction f_seleukid
    and I_CharacterTypeNearTile f_seleukid general, 3 250, 168
    and I_SettlementOwner sett_104 != f_seleukid
    set_counter f_pontos_emerge 0
    set_counter f_pontos_building 1
    end_if
    if I_LocalFaction f_ptolemaioi
    and I_CharacterTypeNearTile f_ptolemaioi general, 3 250, 168
    and I_SettlementOwner sett_104 != f_ptolemaioi
    set_counter f_pontos_emerge 0
    set_counter f_pontos_building 1
    end_if
    if I_LocalFaction f_baktria
    and I_CharacterTypeNearTile f_baktria general, 3 250, 168
    and I_SettlementOwner sett_104 != f_baktria
    set_counter f_pontos_emerge 0
    set_counter f_pontos_building 1
    end_if
    if I_LocalFaction f_hayasdan
    and I_CharacterTypeNearTile f_hayasdan general, 3 250, 168
    and I_SettlementOwner sett_104 != f_hayasdan
    set_counter f_pontos_emerge 0
    set_counter f_pontos_building 1
    end_if
    if I_LocalFaction f_parthia
    and I_CharacterTypeNearTile f_parthia general, 3 250, 168
    and I_SettlementOwner sett_104 != f_parthia
    set_counter f_pontos_emerge 0
    set_counter f_pontos_building 1
    end_if
    if I_LocalFaction f_aedui
    and I_CharacterTypeNearTile f_aedui general, 3 250, 168
    and I_SettlementOwner sett_104 != f_aedui
    set_counter f_pontos_emerge 0
    set_counter f_pontos_building 1
    end_if
    if I_LocalFaction f_arverni
    and I_CharacterTypeNearTile f_arverni general, 3 250, 168
    and I_SettlementOwner sett_104 != f_arverni
    set_counter f_pontos_emerge 0
    set_counter f_pontos_building 1
    end_if
    if I_LocalFaction f_casse
    and I_CharacterTypeNearTile f_casse general, 3 250, 168
    and I_SettlementOwner sett_104 != f_casse
    set_counter f_pontos_emerge 0
    set_counter f_pontos_building 1
    end_if
    if I_LocalFaction f_lusotannan
    and I_CharacterTypeNearTile f_lusotannan general, 3 250, 168
    and I_SettlementOwner sett_104 != f_lusotannan
    set_counter f_pontos_emerge 0
    set_counter f_pontos_building 1
    end_if
    if I_LocalFaction f_sweboz
    and I_CharacterTypeNearTile f_sweboz general, 3 250, 168
    and I_SettlementOwner sett_104 != f_sweboz
    set_counter f_pontos_emerge 0
    set_counter f_pontos_building 1
    end_if
    if I_LocalFaction f_getai
    and I_CharacterTypeNearTile f_getai general, 3 250, 168
    and I_SettlementOwner sett_104 != f_getai
    set_counter f_pontos_emerge 0
    set_counter f_pontos_building 1
    end_if
    if I_LocalFaction f_saba
    and I_CharacterTypeNearTile f_saba general, 3 250, 168
    and I_SettlementOwner sett_104 != f_saba
    set_counter f_pontos_emerge 0
    set_counter f_pontos_building 1
    end_if
    if I_LocalFaction f_saka
    and I_CharacterTypeNearTile f_saka general, 3 250, 168
    and I_SettlementOwner sett_104 != f_saka
    set_counter f_pontos_emerge 0
    set_counter f_pontos_building 1
    end_if
    if I_LocalFaction f_sauromatae
    and I_CharacterTypeNearTile f_sauromatae general, 3 250, 168
    and I_SettlementOwner sett_104 != f_sauromatae
    set_counter f_pontos_emerge 0
    set_counter f_pontos_building 1
    end_if
    if I_LocalFaction f_numidia
    and I_CharacterTypeNearTile f_numidia general, 3 250, 168
    and I_SettlementOwner sett_104 != f_numidia
    set_counter f_pontos_emerge 0
    set_counter f_pontos_building 1
    end_if
    if I_LocalFaction f_pergamon
    and I_CharacterTypeNearTile f_pergamon general, 3 250, 168
    and I_SettlementOwner sett_104 != f_pergamon
    set_counter f_pontos_emerge 0
    set_counter f_pontos_building 1
    end_if
    if I_LocalFaction f_gandhara
    and I_CharacterTypeNearTile f_gandhara general, 3 250, 168
    and I_SettlementOwner sett_104 != f_gandhara
    set_counter f_pontos_emerge 0
    set_counter f_pontos_building 1
    end_if
    if I_LocalFaction f_lugia
    and I_CharacterTypeNearTile f_lugia general, 3 250, 168
    and I_SettlementOwner sett_104 != f_lugia
    set_counter f_pontos_emerge 0
    set_counter f_pontos_building 1
    end_if
    if I_LocalFaction f_bosporan
    and I_CharacterTypeNearTile f_bosporan general, 3 250, 168
    and I_SettlementOwner sett_104 != f_bosporan
    set_counter f_pontos_emerge 0
    set_counter f_pontos_building 1
    end_if
    if I_LocalFaction f_arevaci
    and I_CharacterTypeNearTile f_arevaci general, 3 250, 168
    and I_SettlementOwner sett_104 != f_arevaci
    set_counter f_pontos_emerge 0
    set_counter f_pontos_building 1
    end_if
    if I_LocalFaction f_boii
    and I_CharacterTypeNearTile f_boii general, 3 250, 168
    and I_SettlementOwner sett_104 != f_boii
    set_counter f_pontos_emerge 0
    set_counter f_pontos_building 1
    end_if
    if I_LocalFaction f_nabatu
    and I_CharacterTypeNearTile f_nabatu general, 3 250, 168
    and I_SettlementOwner sett_104 != f_nabatu
    set_counter f_pontos_emerge 0
    set_counter f_pontos_building 1
    end_if
    if I_CompareCounter f_pontos_emerge > 0
    set_event_counter e_pending_reemergence 3
    end_if
    end_monitor
    Based on all of this, there are two possibilities (both guessed):

    1. Amaesia was already revolting, which triggered the re-emergence script. This would inject a massive amount of unrest into settlements that are factions' starting capitals, which encourages factional re-emergence
    2. This is a visual bug. Nowhere in the code does it say MINUS 20 law or happiness. Maybe having 20 law or happiness causes the game to glitch out. Please try clicking end turn to see if this persists or if the settlement actually riots.

  3. #3

    Default Re: Amaesia - 24/7 Ready to revolt

    Hey Shoebopp,

    Thanks for the message. I have had the "-100 law and happiness" issue the entire game, over 500 turns. Today I forced a rebellion by leaving the city empty and when I reconquered, it still had the same -100 law and -100 happiness.

    I might go through and delete those files about pontus, but dam that looks to be so much information I don't know if it'll make the game crash afterwards lol.

    Thanks

  4. #4

    Default Re: Amaesia - 24/7 Ready to revolt

    I don't think this had anything to do with Pontus being destroyed, because the entire time Pontus was still around, they had a full stack in Amaseia and never left, which means that it was always at risk of revolting even in their hands at -100 law and happiness.

  5. #5

    Default Re: Amaesia - 24/7 Ready to revolt

    Oh no, the building applies the bonus when Amaseia is in Pontus's hands, and does nothing otherwise. Try these steps

    1. Make a backup of export_descr_buildings.txt
    2. In your game's EDB, find these lines

    law_bonus bonus 20 requires event_counter ros_stabilisation_104 1
    population_health_bonus bonus 20 requires event_counter ros_stabilisation_104 1
    happiness_bonus bonus 20 requires event_counter ros_stabilisation_104 1
    and delete them.
    3. Boot up the campaign and see if those massive penalties have disappeared.

    Even if this removes the penalties, a new problem will be introduced: Pontus's factional re-emergence will be broken. So once you make that change, DO NOT allow Pontus to re-emerge. You ensure that by keeping Amaseia and Trapezous (the two settlements linked to Pontus re-emergence) at least a Yellow Face. Otherwise, Pontus will continuously re-emerge and then be destroyed due to extreme unhappiness, or straight up crash the game. To reiterate: DO NOT ALLOW PONTUS TO RE-EMERGE

  6. #6

    Default Re: Amaesia - 24/7 Ready to revolt

    Did it work? I also suggest having two copies of EDB in two folders: "CurrentPergamon" and "Original". Whenever you play as Pergamon, use the CurrentPergamon's EDB, and when playing as another faction, use the Original's. This way, when playing as another faction, Pontos re-emerging halfway across the map won't cause issues, while your Pergamon campaign remains fixed

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