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Thread: Factions dying on shortage of FM, trials to solve the glitch

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  1. #1

    Default Re: Factions dying on shortage of FM, trials to solve the glitch

    Quote Originally Posted by Withwnar View Post
    I thought that 0.1 was the shortest time that may be used with that command. 0.01 is the same as 0.0 (no wait at all), or so I believed. Not sure if that has any impact on your script, just sayin.
    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.


    Quote Originally Posted by Withwnar View Post
    Sad but true. Not on named characters, no. You'll get a "label already used" error if you try and he won't spawn. Even if the old character with that label is now dead.

    One approach would be a counter that remembers which spawn number you're up to. Then use that to work out what label name to use next time.

    e.g.

    It means there's a limit on how many spawns it can do, but the number is up to you: how many times you can be bothered to duplicate that IF block.
    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.


    Quote Originally Posted by Gigantus View Post
    I didn't see a reset of the mongol_leader counter. But I guess this is besides the point as you found out.

    Rather approach it from the I_NumberOfHeirs angle - when a BecomesFactionLeader event takes place simply check how many heirs are still around. I believe the condition checks all eligible male family members, hence checking if there are less then 2 and then spawn a family member might work.
    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.

  2. #2
    Withwnar's Avatar Script To The Waist
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    Default Re: Factions dying on shortage of FM, trials to solve the glitch

    can I then use the label on the kill command?
    Absolutely. You can use label with any command that normally takes a name, as far as I know.

    kill_character xyz1

    That's the very point of labels. So you know you're using the command on a specific character regardless of his actual name (can use random_name as his spawn name if you wish) and no fear of it being done on some other character with the same name.

    with the I_NumberOfHeirs counting every damn named character, not [just] family tree
    Ah yes, which brings us back to post 5. Count actual family and spawn when that runs low.

  3. #3

    Default Re: Factions dying on shortage of FM, trials to solve the glitch

    Oh boy, oh boy... Don't mind me I just got out of one of the craziest idea I ever had, and I had a few on occasions. Still I learned that the game can mistake witches for princess and offer them 'suitors' if a faction with a family tree just happen to have witches in it's rank. Accepting crash the game though. It's a accidental and probably useless stumble in the execution of my wacko plan but maybe witches are really some sort of reworked princess, since they are normally for slaves only, it never occured to me before.

    Anyway, anyway, Yes, labels definetly appear the way to go. And as a second failsafe, I was thinking of spawnning a princess(not family) from time to time inside factions, hopefully they would become wifes soon enough to compensate the sometimes lack of adoptions, marriage offers and such...
    To be continued I guess, next time will be the right one, or as close that m2tw permit...

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