Re: Kingdoms Grand Campaign Mod 5.0 - Steam compatible
Any change in the script or the map files is not save game compatible.
RECRUITMENT - POWER CENTRES: never a good idea to use 'condition' monitors in a script unless absolutely necessary. They get tested about 5 times per second and put a lot of strain on turn end processing, eg they extend the time it takes for the end turn to execute.
Here is a simple monitor that will set the 'holds_jerusalem' counter to 1 when the jerusalem faction holds the jerusalem settlement and it also sets the counter to zero if that is not the case. There is no need to test for the prior state of the counter nor if jerusalem is still alive via settlement count.
Code:
monitor_event SettlementTurnEnd
if I_SettlementOwner Jerusalem = jerusalem
set_event_counter holds_jerusalem 1
end_if
if not I_SettlementOwner Jerusalem = jerusalem
set_event_counter holds_jerusalem 0
end_if
end_monitor