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Thread: BI 1.6: Year Jump mod

  1. #1

    Default BI 1.6: Year Jump mod



    Year Jump mod
    by Epistolary Richard

    for RTW Barbarian Invasions 1.6 (RTW Gold)
    As requested by Cha0sMarin3


    Download

    Size: approx. 0.1meg

    Overview
    This mod allows you to set the game on 'auto-pilot' for a set number of turns. You're then given back control of your faction and start your campaign in the state the world has become.

    - Activating Year Jump in game





    You take control in 391 AD... and the face of Europe is much changed


    Install instructions
    1) Download ERYearJump0.5.zip
    2) Extract to your Activision\Rome - Total War folder (the folder which contains RomeTW-BI.exe)

    I recommend all mod-users and modders to use the Jonesoft Generic Mod Enabler - a simple way to swap between mods.


    Instructions for use
    Once installed, before beginning the game go to your Rome - Total War\BI\Data\scripts\show_me\ folder.

    Open the file entitled ERYearJump_<factionname>.txt for the faction you wish to play as.

    Follow the instructions in the file to input the turn number you wish to jump to.

    Launch the game normally.

    On your first turn (and first turn only) click on a character (includes captain, navies & agents).

    The advisor will appear - follow their instructions and click on the Show Me How button.

    The game will then 'autopilot' to the turn you specified for that faction and hand you back control.


    Potential issues
    NB: This is the first release of this modification - any issues please report to Support thread listed above.

    1) If your own faction or the Sassanids are destroyed before the turn specified the game will not hand control back properly.

    2) Sometimes the AI will leave your faction financially crippled. In such cases press the next turn button and your deficit will be replaced with a small surplus. This only happens on the first turn after Year Jump and only if the AI leaves your treasury in deficit.

    3) If the Slavs or Sassanids are destroyed subsequently you may lose the ability to save your game. Please report it to the Support thread if so.


    Conditions of use

    Free use - You may alter and adapt this modification for other public modifications freely subject to the following conditions. It may not be used for any commercial purpose. The creator of the modification must be identified within the credits included in any release.


    Mod compatibility
    This mod replaces the vanilla export_descr_advice and export_advice files. Search in those files for 'YearJump' to find specific changes. Add those changes to your existing files as well as the ERYearJump files to the scripts\show_me\ folder. It should then function as long as your mod maintains the following:

    - it has a faction with an internal game name of sassanids
    - it has a faction with an internal game name of slavs which are set as an emergent faction

    If your mod does not have these elements then YearJump will not function as designed. Contact the creator for help if needed.
    Last edited by Epistolary Richard; 04-22-2006 at 14:45.
    Epistolary Richard's modding Rules of Cool
    Cool modders make their mods with the :mod command line switch
    If they don't, then Cool mod-users use the Mod Enabler (JSGME)
    Cool modders use show_err
    Cool modders use the tutorials database Cool modders check out the Welcome to the Modding Forums! thread Cool modders keep backups Cool modders help each other out

  2. #2

    Default Re: BI 1.6: Year Jump mod

    another great script from ER, I take it this is a variation of the hotseat mod?
    btw, would this script be cmpatible with a multiple turn per year script? I noticed in the 4tpy that I use that all "events" happen in the first turn, is there any way to make both compatible?
    Ramon Gonzales y Garcia

    If we had gone so far, it is because we stand on the shoulders of giants

  3. #3

    Default Re: BI 1.6: Year Jump mod

    It uses the same basic process as the Rebel Commander mod, which both use the control command, same as the Hot Seat Mod. It's only really with the introduction of BI that this 'autopiloting' using the contol command has become possible as previously we didn't have emergent factions.

    In terms of making it compatible with the multiple turns script - it may well be already. The Year Jump script advisor is triggered when you click on a character, if you make your multiple turns script advisor triggered when you click on a settlement you can try activating the multiple turns followed by the Year Jump and see if that works.
    Epistolary Richard's modding Rules of Cool
    Cool modders make their mods with the :mod command line switch
    If they don't, then Cool mod-users use the Mod Enabler (JSGME)
    Cool modders use show_err
    Cool modders use the tutorials database Cool modders check out the Welcome to the Modding Forums! thread Cool modders keep backups Cool modders help each other out

  4. #4

    Default Re: BI 1.6: Year Jump mod

    Quote Originally Posted by Epistolary Richard
    It uses the same basic process as the Rebel Commander mod, which both use the control command, same as the Hot Seat Mod. It's only really with the introduction of BI that this 'autopiloting' using the contol command has become possible as previously we didn't have emergent factions.
    In terms of making it compatible with the multiple turns script - it may well be already. The Year Jump script advisor is triggered when you click on a character, if you make your multiple turns script advisor triggered when you click on a settlement you can try activating the multiple turns followed by the Year Jump and see if that works.
    great, will try it and will report success or failure thereof.
    Ramon Gonzales y Garcia

    If we had gone so far, it is because we stand on the shoulders of giants

  5. #5

    Default Re: BI 1.6: Year Jump mod

    Nice idea ER, an improvement upon the original game -ai command :)

  6. #6

    Default Re: BI 1.6: Year Jump mod

    Quote Originally Posted by Epistolary Richard
    In terms of making it compatible with the multiple turns script - it may well be already. The Year Jump script advisor is triggered when you click on a character, if you make your multiple turns script advisor triggered when you click on a settlement you can try activating the multiple turns followed by the Year Jump and see if that works.
    have been using this with a multiple turns per year script and it works fine I actually did the opposite year jump at start, then just designate the year (sudden change in year backwards, though) then enable mtpy normally. thanks for this and your other scripts
    Ramon Gonzales y Garcia

    If we had gone so far, it is because we stand on the shoulders of giants

  7. #7

    Default Re: BI 1.6: Year Jump mod

    Quote Originally Posted by Ramon_Gonzales_y_Garcia
    have been using this with a multiple turns per year script and it works fine I actually did the opposite year jump at start, then just designate the year (sudden change in year backwards, though) then enable mtpy normally. thanks for this and your other scripts
    Glad it works - but presumably you only had 2 years per turn during your 'autopilot', but if you don't mind that's cool
    Epistolary Richard's modding Rules of Cool
    Cool modders make their mods with the :mod command line switch
    If they don't, then Cool mod-users use the Mod Enabler (JSGME)
    Cool modders use show_err
    Cool modders use the tutorials database Cool modders check out the Welcome to the Modding Forums! thread Cool modders keep backups Cool modders help each other out

  8. #8

    Default Re: BI 1.6: Year Jump mod

    Quote Originally Posted by Epistolary Richard
    Glad it works - but presumably you only had 2 years per turn during your 'autopilot', but if you don't mind that's cool
    yup, but now that I'm reassessing my script I'm planning on adding some "events" to my 4tpy so might have to redo the scripts but it works, I was a bit anxious because I had a 4tpy script that didn't seem to trigger "events" but upon making a new one using Myrrdaal's generator, it's working fine...
    Ramon Gonzales y Garcia

    If we had gone so far, it is because we stand on the shoulders of giants

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