1. changes in descr_strat and campaign_scritp are not save game compatible. In other words you need to start a new campaign for the changes to take effect
2. As mentioned - the removal of that entry did not have any impact as it was 'commented'.
I am looking at the script a bit later and will then revert.
Edit: this is a long story of interdependence
The original spawn monitor with the Isengard section:
Code:
monitor_event FactionTurnStart not FactionReligion catholic
and I_CompareCounter ring_timer2 = 25 ; must reach this count
and I_CompareCounter ring_spawned2 = 0 ; assumes non existence, non count increase
and I_CompareCounter activate_baradtimer = 0 ; assumes non existence, non count increase
and not I_WorldwideAncillaryExists one_ring ; assumes non existence, non count increase
and I_EventCounter ring_destroyed < 1 ; assumes non existence, non count increase
if I_SettlementOwner Nan-Curunir = france
and I_CompareCounter ring_spawned2 = 0
and RandomPercent <= 7
and not I_LocalFaction milan
set_counter ring_spawned2 1
set_event_counter ring_isengard 1
set_event_counter ring_duneard 0
set_event_counter ring_gram 0
set_event_counter ring_carndum 0
set_event_counter ring_moria 0
set_event_counter ring_goblintown 0
set_event_counter ring_umbar 0
set_event_counter ring_hyarmen 0
set_event_counter ring_mistrand 0
set_event_counter ring_rhomen 0
set_event_counter ring_guldur 0
ui_flash_stop
add_events
event historic ring_isengard
date 0
position 164, 189
end_add_events
point_at_strat_position 164, 189
set_counter ring_message 0
inc_counter ring_jumped 1
end_if
This ring_timer2 gets triggered and regulated thus:
Code:
monitor_event FactionTurnStart not FactionReligion catholic
and I_CompareCounter sauron_free = 0 ; assumes non count increase
and FactionIsLocal
and I_TurnNumber >= 15 ; starts at this turn
inc_counter ring_timer2 1 ; count increases every turn by 1
ui_flash_stop
end_monitor
; counter resets after reaching 26
monitor_conditions I_CompareCounter ring_timer2 = 26
and I_CompareCounter sauron_free = 0
set_counter ring_timer2 1
set_counter ring_spawned2 0
end_monitor
; counter resets every turn as long as the ancillary exists
monitor_event FactionTurnStart not FactionReligion catholic
and I_WorldwideAncillaryExists one_ring
set_counter ring_timer2 1
end_monitor
The sauron_free counter stuff, irrelevant stuff cut. Depending on the barad_timer2
Code:
monitor_conditions I_CompareCounter barad_timer2 = 2
increment_kings_purse england 3500
spawn_army
faction england
character Sauron, named character, age 22, x 289, y 137, portrait sauron, hero_ability SAURON, label sauron1
traits Sauron 1, NightBattleCapable 1
unit Sauron Elephants soldiers 1 exp 6 armour 0 weapon_lvl 0
end
console_command give_ancillary sauron1 one_ring ; the ancillary exists
move_strat_camera 270, 152
campaign_wait 1.3
historic_event sauron_ai event/sauron.bik
set_counter sauron_free 1 ; sauron has been freed
set_counter goodfaction_dislike 1
ui_flash_stop
terminate_monitor
end_monitor
The bard_timer2 depending on activate_baradtimer2
Code:
monitor_event FactionTurnStart FactionIsLocal
and I_CompareCounter activate_baradtimer2 = 1
and not I_WorldwideAncillaryExists one_ring
and I_EventCounter ring_destroyed < 1
and I_SettlementOwner Gorgoroth = england
inc_counter barad_timer2 1
end_monitor
The activate_baradtimer2 depending on barad_timer
Code:
monitor_conditions I_CompareCounter barad_timer = 5
set_counter activate_baradtimer2 1
add_events
event historic ring_barad
date 0
position 290, 139
end_add_events
point_at_strat_position 290, 139
terminate_monitor
end_monitor
The barad_timer increase to 5 depending on activate_baradtimer
Code:
monitor_event FactionTurnStart FactionIsLocal
and I_CompareCounter activate_baradtimer = 1
and not I_WorldwideAncillaryExists one_ring
and I_SettlementOwner Gorgoroth = england
inc_counter barad_timer 1
end_monitor
The activate_baradtimer
Code:
monitor_event FactionTurnStart FactionType england
and I_CompareCounter ring_jumped = 7 ; none of the 'good' factions got the ring
and not I_WorldwideAncillaryExists one_ring
and I_EventCounter ring_destroyed < 1
and I_SettlementOwner Gorgoroth = england
set_counter activate_baradtimer 1
ui_flash_stop
terminate_monitor
end_monitor
Summary - it appears that if initially the one ring does not go to any of the good factions it will end up in sauron's hand by default, see 'sauron_free'. It also seems that possible due to random percentage use that the 25 turn span required (see first monitor) can repeat several times (see 'counter resets') until it will eventually fire, eg result in one the ring event messages or sauron's ring movie.
Welcome to the wonderful world of hyper elevated scripting