4. could be
5. yes, doesn't work
6. keep trying or upload pack
4. could be
5. yes, doesn't work
6. keep trying or upload pack
Can we script a specific stance ? For example vanilla (not DEI) forced march to allow different results with different number on units ? Because only now I manage to understand what you've done with your previous diversified number on units: you give different results based on number of units for ALL stances ! Correct ? I don't like that. I want to do this for specific stances.
No you can't (or I am not able to do).
As a said a lot of times (3 at least) during lately discussion, you can't trigger a scripted effect for a specific stance, there is no lua function for such thing. You can script (obvoiusly) for the entire army and then realign overall stance values.
Maybe a script could be done through reading if stance UI is on/off. I'm not capable nor I'm planning to become capable to investigate this further.
Me too "I don't like", but or it works, or it doesn't.
So, what's the point to give rom_general_local_mod_happiness to all stances (different value depending on units number), for example ?
cause i gave a lot of scripted values to testudo active stance (vanilla none stance) that are depending on units' number and that are always triggered except when garrisoned. So I had to rebalance every other stance with fixed values (non depending by anything since can't give effects to a single stance). So, if i gave i.e. +3 to PO when at 10 units, i'll have to give a malus to stances that do not give PO bonuses. I had to work with math averages.
I didn't edit or check deeply this pack. This is what I see at first glance:
1) First error found is inside the script callback into campaigns > main_rome (or the campaign you want to play) > scripting.lua
look at this, it's latest (at least think so) scripting.lua DeI file - check the bottom with PFM:
Spoiler Alert, click show to read:
as you can see, DeI team put a callback to every external script they have done. If you add new external scripts, you'll have to add the callbacks (remember to take the correct scripting.lua depending on mod and campaign)
for example:
Spoiler Alert, click show to read:
You added also trea econ civi and AI, but you don't have those script.
Obviously, you'll have to keep DeI (or any other) callback and add only the ones you're adding, like TESTUDO_stan, if you want only stances.
I've tried to do a customized scripting.lua file, but wasn't able to make it works, think it's not doable, a campaign can have only one scripting.lua probably.
2) Second error, into TESTUDO_stan.lua you added a script. I didn't check synthax, but you called your script as I called mine. You can't, they are 2 different scripts since they are two different local functions.
Change the name (i.e.TESTUDO_stanceseng) and then add callback at the end of the script (not the load values part, just a string with the name of your local function like I did).
Last edited by Jake Armitage; August 04, 2018 at 09:38 AM.
So, you want to say your script creates an inherent same characteristics on units depending on theirs number. Ex, a force with 4 units enter fortify stance will add same 'qualities' as a force of 24 but with a lower impact. Ex, the 4 unit will apply 0.5 at 'happiness' and a force of 24 will do 7. So , you'll have to balance the fortify basic stance 'happiness' function. You gave a -6 (an overall). Basically you add an inherent qualities for an army in every single stance ? You push over the complication. The simple thing is to retain the vanilla BASIC 'qualities' (and even add or substract some others) and make them differ only with the unit force number.
That's how I view the improvement.
Exactly.
Yes it's complicated, but it's the only (and first functioning) way I found.
Consider that we are talking about a module of testudo, there are many more. So consider testudo stance balanced for testudo more than anything else. Talking about method and values.
"The simple thing is to retain the vanilla BASIC 'qualities' (and even add or substract some others) and make them differ only with the unit force number."
It depends on what you want to achieve, a simplier solution will lead to a simplier mod, thing I didn't want with testudo.
In this way, you introduced 10 new inherent 'qualities' for army; for some I can't find the logic.
positive food consumption, positive squalor, positive happiness, positive unit cost (??), negative replenishment (??), negative banditry (do you think an army occupied with fortification for example have the time to go after bandits ??), movement range positive (army fortifying having a bonus of movement ??), upkeep positive (we have already upkeep) etc....
Last edited by leonardusius; August 04, 2018 at 10:38 AM.
Believe me, values are good (even if always improvable) as they are set for a complete testudo campaign, they interact with many other micromangements which comes from other modules.
Don't look at testudo values as reality values, see them as an assemble that produces the last number you have to interact (like banditry in a region). Since you have a lot of micromangements, imo, it will add new dimensions in playing stratmap, 'cause you'll have to interact with a lot of +/- values to balance and improve your campaign.
Use stance as a model for what you want to achieve and re-make values from scratch, keeping present the basic values the mod (like DeI) you want to sub-mod.
"You said it can't be done. Now you suggest it can be ? "
No, was talking in general, from my pov you might trigger a scripted effect to a particular stance only via UI. If it is possible I dunno.
But I have a new idea: what about to let those 'inherent' introduced qualities to be same as the basis stances ? Than we can have a neat distinction between different numbers of units !!!!!!!!!!!!!!!!!!!!!!!!!
Ougggh ! Nope, this will not work but only with 1 stance !
I get it's not a critique, but, look, I'm modding, not saving a princess from a monster.
And believe me, testudo is the best harder and slower DeI submod around. It's complete, obviously improvable (reason I'm still around and planning updates). Stances are fine as they are (for now).
If you find better ways, here I am. But, please, files, not words.
"But I have a new idea: what about to let those 'inherent' introduced qualities to be same as the basis stances ? Than we can have a neat distinction between different numbers of units !!!!!!!!!!!!!!!!!!!!!!!!!"
could be but what would change for the the" last number you have to interact (like banditry in a region)" - cit. from #194- ? Probably nothing. I'll think about anyway, thx for suggestion.
Last edited by Jake Armitage; August 04, 2018 at 10:57 AM.
''But I have a new idea: what about to let those 'inherent' introduced qualities to be same as the basis stances ? Than we can have a neat distinction between different numbers of units !!!!!!!!!!!!!!!!!!!!!!!!!''
Ougggh ! Nope, this will not work but only with 1 stance !
You'll see that modding will require thinking, trials, balancing and time.
And compromises, to find the best way to achieve what you're planning
Oh, well, cool!
Keep modding until you begin suffering from it, no more.
Anyway my advice is to start adapting that march and engage submod to a final and better version.
Last edited by Jake Armitage; August 04, 2018 at 12:36 PM.