Hey there,
just wanted to ask if it's possible to mark fort/city location on map if player not yet discovered it. Thanks
Hey there,
just wanted to ask if it's possible to mark fort/city location on map if player not yet discovered it. Thanks
Usually via script with the reveal_tile\hide_all_revealed_tiles sequence. The effect is the same as the settlement victory conditions. Mods usually have one single monitor to hide revealed tiles as the reveal commands might get used in several monitors, in your case however you want the tiles covered BEFORE the player can see any garrisons:
Code:; === Reveal settlement and fort locations === monitor_event FactionTurnStart FactionIsLocal reveal_tile 407, 196 ; Antiocheia-Margiane ; add more co-ordinates hide_all_revealed_tiles terminate_monitor end_monitor ; === Hide revealed tiles === monitor_event FactionTurnEnd FactionIsLocal hide_all_revealed_tiles end_monitor
Hi Gig,
the SSHIP has a following script for the tile reveal:
It is meant that some settlements are visible depending on a faction religion. However, it doesn't work in practice: each faction can see (the location of) all revealed settlements.Code:;======================================================================================================== ;------- City Initial Reveal ;======================================================================================================== monitor_event FactionTurnStart FactionReligion catholic reveal_tile 330,74 ;Jerusalem reveal_tile 169,146 ;Rome reveal_tile 37,152 ;Leon - Santiago hide_all_revealed_tiles terminate_monitor end_monitor monitor_event FactionTurnStart FactionReligion orthodox reveal_tile 330,74 ;Jerusalem reveal_tile 284,142 ;Constantinople hide_all_revealed_tiles terminate_monitor end_monitor monitor_event FactionTurnStart FactionReligion islam reveal_tile 330,74 ;Jerusalem reveal_tile 416,94 ;Baghdad reveal_tile 359,23 ;Al_Wasit hide_all_revealed_tiles terminate_monitor end_monitor
It there a way to make it working, ie that the catholic factions don't see Al-Wasit?
cheers
JoC
You need to add the FactionIsLocal condition to avoid the other (AI based) monitors running:
Alternatively (and better housekeeping): make one monitor and use IF sections with the 'faction_counter_[faction] event counters I just set up for SSHIP - a perfect example for the use of those event counters.Code:monitor_event FactionTurnStart FactionIsLocal and FactionReligion catholic reveal_tile 330,74 ;Jerusalem reveal_tile 169,146 ;Rome reveal_tile 37,152 ;Leon - Santiago hide_all_revealed_tiles terminate_monitor end_monitor
Code:monitor_event FactionTurnStart FactionIsLocal if I_EventCounter faction_counter_england = 1 ; england's turn - catholic reveal_tile 330,74 ;Jerusalem reveal_tile 169,146 ;Rome reveal_tile 37,152 ;Leon - Santiago end_if if I_EventCounter faction_counter_byzantium = 1 ; byzantium's turn - orthodox reveal_tile 330,74 ;Jerusalem reveal_tile 284,142 ;Constantinople end_if --- repeat for each faction with the appropriate coordinates --- hide_all_revealed_tiles terminate_monitor end_monitor
Gig, both scripts reveal the cities only for the player. I want also that the respective AI factions have certain settlements revealed for themselves - if they know the map, they will expand in these direction (or not?).
Is it possible?
Afaik the AI does not require a map reveal to know where a settlement or port is. Apart from that, as you experienced yourself, a map reveal will be seen by any player, there simply is no way around. It's akin to the settlement victory condition which automatically reveals the settlements to the player, it also only fires for the human player.