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Thread: THE ONE RING SCRIPT NOT WORKING

  1. #1

    Default THE ONE RING SCRIPT NOT WORKING

    Hello, I started a few months ago a Gondor campaign in Third Age 3.2, and I am around turn 80 and the One Ring doesn't appear! Someone of you can tell me what I can do? I don't know if I corrupted the files of the game or something... Because I think I deleted this before starting my campaign:

    ";ancillaries one_ring"

    I deleted that from a Mordor general. But I think, this triggers the One Ring script. Anyway, the creator of this script or someone who knows how this works, can tell me what I can do to increase the chance or modding the activation of this script? Maybe I should start a new campaign and see what happens!

    One more thing, what happens if I use the console and use the command: "give_ancillary this one_ring"? That corrupts the script or what. Because, I'm getting bored because of the lack of entertaining of the campaign. Maybe I corrupted some file. I will delete all my campaings and start a new one. Please I need your help.

  2. #2
    isa0005's Avatar Campidoctor
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    Default Re: THE ONE RING SCRIPT NOT WORKING

    Third Age Total War (TATW) is an old mod that is no longer being dveloped. I wouldn't be surprised if the One Ring Script is bugged at its core and there probabily isn't a whole lot you can do about it. If you're wanting a more stable game check out Divide and Conquer Total War on ModDB (It is not longer on the TWC for variousn reasons) or the various other submods for TATW which fix nuermous bugs and issues present in 3.2.
    To answer your question though, I personally would start a new game. If the script has broken, as far as I know, it cannot be fixed through simple console commands like give_ancillary etc. The script it self must be relaunched, however I don't know how to do this, let alone wether it can be done during a save.
    Best of luck and hope you find a solution that works for you!

  3. #3
    Gigantus's Avatar I don't get worked up over people anymore: they get a post-it with 'ridiculous' on their forehead and that's it.
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    Default Re: THE ONE RING SCRIPT NOT WORKING

    The semi colon in front of the deleted entry means that the entry after it was not processed (it's 'commenting') - in other words it did not make a difference that you deleted it.

    As I mentioned in the the org, the ring script will be triggered by the ring_timer counter. You were on the right track, however you checked ring_timer2, not the simple ring_timer.

    If you could attach\upload the campaign_script file I could have a look how exactly it's supposed to happen.




  4. #4

    Default Re: THE ONE RING SCRIPT NOT WORKING

    campaign_script.zip

    Here is the campaign_script.txt file. Maybe I corrupted something on descr_strat.txt file? Because... I'm very dumb I deleted this:

    Code:
    character	Mauthak, named character, male, age 22, x 298, y 124				;south gorgoroth
    traits LoyaltyStarter 1 , GoodCommander 1, BattleDread 1 , NightBattleCapable 1
    ;ancillaries one_ring
    army
    unit		Uruk Bodyguards				exp 1 armour 0 weapon_lvl 0
    unit		Orc Band				exp 0 armour 0 weapon_lvl 0
    I deleted ";ancillaries one_ring". By the way, I use Third Age 3.2. This is the change that I made, thinking that ";ancillaries one_ring" would give that general the One Ring. I don't remember if I did this before or after my campaign.

    Code:
    character	Mauthak, named character, male, age 22, x 298, y 124				;south gorgoroth
    traits LoyaltyStarter 1 , GoodCommander 1, BattleDread 1 , NightBattleCapable 1
    army
    unit		Uruk Bodyguards				exp 1 armour 0 weapon_lvl 0
    unit		Orc Band				exp 0 armour 0 weapon_lvl 0
    I think I messed up my entire savegame. Maybe, I should start a new one. Or maybe it is due to the creation of a new ancillary? Because, I tried to create a new ancillary for the Third Age mod. So, basically, what I should do is start from 0 all my game.

  5. #5
    Gigantus's Avatar I don't get worked up over people anymore: they get a post-it with 'ridiculous' on their forehead and that's it.
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    Default Re: THE ONE RING SCRIPT NOT WORKING

    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
    Last edited by Gigantus; November 15, 2021 at 11:22 PM.




  6. #6

    Default Re: THE ONE RING SCRIPT NOT WORKING

    Ah, so. My campaign is not bugged. But, these issues happened: No Return of Sauron (Evil factions invasions), No Aragorn of Gondor, neither One Ring. But yeah, as I said before, I will start a new campaign. Because... this savegame is a complete mess. The ancillaries were selected randomly due to the creation of a new ancillary, (King of Gondor) and the events doesn't happen. Tell me if my campaign_script.txt is fine. So, I can play a real Third Age campaign without mess.

  7. #7
    Gigantus's Avatar I don't get worked up over people anymore: they get a post-it with 'ridiculous' on their forehead and that's it.
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    Default Re: THE ONE RING SCRIPT NOT WORKING

    I reviewed the total interdependence after you posted, please have a look how everything interlaces.

    The campaign_script you uploaded is a identical copy of the one that is in my Third Age repack so you are fine there. And if the removal in descr_strat you mentioned is the only edit there then that's fine, too.




  8. #8
    isa0005's Avatar Campidoctor
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    Default Re: THE ONE RING SCRIPT NOT WORKING

    Wow.. shows what I know about mtw 2 modding. Consider yourself fortunate ThIRDAGESUPER the legend Gigantus has come to save the day!
    This guy is a modding genius!

  9. #9
    Gigantus's Avatar I don't get worked up over people anymore: they get a post-it with 'ridiculous' on their forehead and that's it.
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    Default Re: THE ONE RING SCRIPT NOT WORKING

    I have my days

    Edit: if you are really keen on the one ring then make a backup of the campaign_script file (just in case) and then change the two ring_timer2 values to 15\16 as indicated below, it nearly doubles your chances. Anything lower may interfere with the numerous setting\increase of the other dependent counters.

    Code:
    monitor_event FactionTurnStart not FactionReligion catholic
        and I_CompareCounter ring_timer2 = 25    ; change to 15
        and I_CompareCounter ring_spawned2 = 0
        and I_CompareCounter activate_baradtimer = 0
        and not I_WorldwideAncillaryExists one_ring
        and I_EventCounter ring_destroyed < 1
    
    ; counter resets after reaching 26
    monitor_conditions I_CompareCounter ring_timer2 = 26 ; change to 16
        and I_CompareCounter sauron_free = 0
        set_counter ring_timer2 1
        set_counter ring_spawned2 0
    end_monitor
    Last edited by Gigantus; November 16, 2021 at 12:22 AM.




  10. #10

    Default Re: THE ONE RING SCRIPT NOT WORKING

    Ah. I forgot that I modded Gondor's Aragorn, I mean, I added him to Gondor in descr_strat file. Anyway, my game is finally fine. I hope I will get all the events. Please, tell me if you find an issue in that file.

  11. #11
    Gigantus's Avatar I don't get worked up over people anymore: they get a post-it with 'ridiculous' on their forehead and that's it.
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    Default Re: THE ONE RING SCRIPT NOT WORKING

    Check my suggestion that I added after you posted.

    And remove your Aragorn from the descr_strat file.




  12. #12

    Default Re: THE ONE RING SCRIPT NOT WORKING

    I already deleted Aragorn! But that, the One Ring timer, requires a new campaign. May I ask, what will happen if I edit the file as it is said above?

  13. #13
    Gigantus's Avatar I don't get worked up over people anymore: they get a post-it with 'ridiculous' on their forehead and that's it.
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    Default Re: THE ONE RING SCRIPT NOT WORKING

    You will reduce the 'turn around' time (if the ring does not appear after the first time) from 25 to 15 turns.




  14. #14

    Default Re: THE ONE RING SCRIPT NOT WORKING

    That reduces the time for the One Ring message appeareance? That would be VERY VERY cool! In fact, I was looking for that. Reducing the time for the message.

  15. #15
    Gigantus's Avatar I don't get worked up over people anymore: they get a post-it with 'ridiculous' on their forehead and that's it.
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    Default Re: THE ONE RING SCRIPT NOT WORKING

    Quote Originally Posted by THIRDAGESUPER View Post
    That reduces the time for the One Ring message appeareance?
    That's it in a nutshell.




  16. #16

    Default Re: THE ONE RING SCRIPT NOT WORKING

    Thank you so much, Gigantus!

  17. #17
    Gigantus's Avatar I don't get worked up over people anymore: they get a post-it with 'ridiculous' on their forehead and that's it.
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    Default Re: THE ONE RING SCRIPT NOT WORKING





  18. #18

    Default Re: THE ONE RING SCRIPT NOT WORKING

    I still have a doubt. What happens if I use the M2TW console and I type this: "give_ancillary this one_ring"? I mean, giving the One Ring to a general. That would impact or corrupt the One Ring script? If it is yes, I will never do that again, even if I'm bored. If it is no, so, my old savegame has something strange, and it is a completely useless campaign.

  19. #19
    Gigantus's Avatar I don't get worked up over people anymore: they get a post-it with 'ridiculous' on their forehead and that's it.
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    Default Re: THE ONE RING SCRIPT NOT WORKING

    Yes, totally - have a look how many times the ancillary is tested for, it's presence basically stops the whole arrangement dead in it's track.

    If you have done so then I don't think there is a 'remove_ancillary' command so the only option to recover your game would be to get he bearer killed. I am not sure if the ring is transferable, if so then give it to a low level character first: they have to be in the same army\settlement where you can then drag the ancillary onto the other's army portrait.
    Last edited by Gigantus; November 16, 2021 at 12:15 PM.




  20. #20

    Default Re: THE ONE RING SCRIPT NOT WORKING

    If I remember correctly, the ancillary is given to a general if:

    - A general is at the region where the One Ring is located.
    - Sauron is ressurected. (But first, a general must bring the One Ring to Barad-dūr.)

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