I would have hoped not, but then you asked about the bracket entry earlier - guess I went astray associating: [faction]----[TAB]
yeah no worries, better checking !
And as Quintus said - FactionIsLocal here simply defines WHEN something happens (beginning of the player's round). The WHAT doesn't really matter as long as a valid event and condition(s) precede it. It's my standard way of testing scripts.
Ok, I thought it would be something like that ! But wasn't sure ... So why the hell doesn't it work ? I have valid units, the log doesn't say anything bad ... So what is wrong with that script ?
CityRiots = unrest
CityRebels = gone to the dark grey side (or the faction creator)
Yeah, there are 2 different events poping up at turn start. My need is to spawn different units than the "Brigands" when a city rebels (turns grey side into Slave faction). I would need to replace these regular "Brigand" units with some other of my need ! So that I can have monsters wandering the country side (set as Brigands in descr_rebel_factions) and have more normal units when a city rebels.
That would help other guys here too !
EDIT : I made the script work using Bare_Geomod's campaign script. I reworked my script so that it would look like exactly the same, with the TABs and so on !
Code:
monitor_event FactionTurnStart FactionIsLocal
spawn_army
faction slave, sub_faction portugal
character random_name, named character, age 25, x 85, y 189
traits GoodCommander 1
unit Bodyguard Knights exp 0 armour 0 weapon_lvl 0
unit Waterdhavian Bowmen exp 0 armour 0 weapon_lvl 0
unit Waterdhavian Swordsmen exp 0 armour 0 weapon_lvl 0
unit Knights Samular exp 0 armour 0 weapon_lvl 0
end
But when I replace FactionTurnStart and FactionIsLocal with CityRebels and SettlementName, it does not work. It does not do anything. Not even add the units to the existing ones, nothing ...