I tried various numbers on the campaign_wait, and ended up with 0.01 to see if a almost non existing time of processing would somehow make the BecomeFactionLeader event fire while the CeasedFactionLeader window was still active. It didn't work for my goal but the number appear valid, since if there is no campaign_wait or while_loop, the script fire without checking the counter. While if I kill the leader but leave the heir alive, the script don't fire, with 0.01 or any other number.
However, no campaign_wait or wait time seem to change that a BecomeFactionLeader is programmed to process when the Ceased window is over.
One thing I wanted to try but forgot was the wait_monitors... But it might be wishful thinking and I am in the middle of remaking my EDB, I will try after, maybe.
For my mod 'lifetimes', it would make around 8-9 spawn by faction, roughly counting the fact than you can't spawn childrens to be sent off-map.
Why not but there is one thing I don't get for sure. These characters would have their names in their respective factions pool, so what if the game decide to attribute their name to a other character, can I then use the label on the kill command?
kill_character Cynan label Y
Would that kill only the Cynan that were spawn with this label, and not a other with the exact same internal name? If yes then this method sound the more viable after all, if not the shortest.
The reset was to be in a large multi TurnStart monitor but there was no point thinking more on it indeed.
There is that alternative but it could become damn confusing and dangerous in some game situations, with the I_NumberOfHeirs counting every damn named character, not family tree included. I prefer to keep it as a last no other way to go plan.





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