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View Full Version : Using -ai to test campaigns



Makanyane
02-14-2009, 14:37
I've just accidentally found out how to effectively stop a campaign running under -ai and get control back...

if you've got a background script running insert clause like


monitor_event FactionTurnStart FactionType greek_cities
if I_TurnNumber = 50
console_command control parthia
console_command control greek_cities
end_if
end_monitor
that's assuming you're starting as greeks, and want control back on turn 50 (and parthia are in game) doesn't need to use an emerging faction. It's useful for testing in that you can get to have a proper look around cities etc.. and play on manually if you want to - not useful for playing though as you still can't save game.


Now if some-one could tell me how I can get -ai to run past a clause like that which is needed in a script without stopping (or how I can give a city to a faction other than the local faction by script) I'd be grateful :wall:

Dol Guldur
02-14-2009, 17:56
Good, good, that's more flexible than using halt_ai (console) and run_ai (console) (with perfect spy active)...

Makanyane
02-14-2009, 23:16
possibly not... but that never worked when I tried it previously - just did on this version, so nvm, not much of an advance :embarassed:


run_ai still doesn't work to restart -ai after the control swap stops it though - any ideas on that?

Dol Guldur
02-15-2009, 01:19
None. Control swap doesn't work through the console shell so I never had that problem. When an -ai campaign is running you have to use the commands when it's the player's (local) faction's turn else it gets stuck iirc. Might be related ;)