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Atraphoenix
07-31-2009, 09:19
I am about to go crazy on trying trigger my ancillaries.
My mod users informs me that they have problem to get my ancillaries.

-I know EB team did not intended to use their government system for all factions that ı am using nearly more than 10 factions. also no idea but any RTW engine (RTW, BI, ALEX) is not generous on giving ancillaries. So any idea to make it easy?
-I am planning separate my conversion out of EB government system. But do you advice me coding each ancillary independently or creating a new module like EB government system so there will be 2 different module do they corrupt or conflict each other?
also on electability or senate standing; avoiding these triggers can enable me to get my ancillaries easier?
-Do you advice a universal government system that all the faction can recruit that office when they capture the city like "The Long Road" did with M2TW?

Thanks before hand :yes:

Atra

bovi
07-31-2009, 15:16
-I know EB team did not intended to use their government system for all factions that ı am using nearly more than 10 factions.
What? I can't make sense of this sentence.


also no idea but any RTW engine (RTW, BI, ALEX) is not generous on giving ancillaries. So any idea to make it easy?
This is not an engine thing, but something in your code. However, there is a hardcoded limit on ancillaries per general.


-I am planning separate my conversion out of EB government system. But do you advice me coding each ancillary independently or creating a new module like EB government system so there will be 2 different module do they corrupt or conflict each other?
I wasn't aware that you could create modules for ancillaries (or traits). Do you mean a section in the file? The engine doesn't care about the order, so it would only make any difference for your readability.


also on electability or senate standing; avoiding these triggers can enable me to get my ancillaries easier?
I don't know what you mean.


-Do you advice a universal government system that all the faction can recruit that office when they capture the city like "The Long Road" did with M2TW?
This is your implementation choice, not something others can recommend. I suppose you mean "build the government type" by "recruit that office"?

Atraphoenix
08-01-2009, 08:19
What? I can't make sense of this sentence.

will be long :

I used my mod on your module(sections) in the EDA with:

;===============================================================
;Roman Provincial Government System
;===============================================================
;In Use: Electability [11,61]

;===============================================================
;Seleukid Satrapal Government System
;===============================================================
;In Use: Electability [11,23]

;===============================================================
;Parthian Satrapal Government System
;===============================================================
;In Use: Electability [11,38]

;===============================================================
;Armenian Satrapal Government System
;===============================================================
;In Use: Electability [11,14]

;===============================================================
;Makedon Satrapal Government System
;===============================================================
;In Use: Electability [11,16]

;===============================================================
;Ptolemic Satrapal Government System
;===============================================================
;In Use: Electability [11,16]


;===============================================================
;Pontic Satrapal Government System
;===============================================================
;In Use: Electability [11,22]


;===============================================================
;Baktrian Satrapal Government System
;===============================================================
;In Use: Electability [11,16]

;===============================================================
;Epirot Satrapal Government System
;===============================================================
;In Use: Electability [11,16]

;===============================================================
;Hellenic Satrapal Government System
;===============================================================
;In Use: Electability [11,16]

If I add chartage there will 11 sections that each section uses electability.






This is not an engine thing, but something in your code. However, there is a hardcoded limit on ancillaries per general.

This is both ancillary section and trigger section of my offices for makedonia:

;===============================================================
;Makedon Satrapal Government System
;===============================================================
;In Use: Electability [11,16]

Ancillary makedon_archistrategos
Image Makedon.tga
ExcludedAncillaries makedon_archistrategos
Description makedon_archistrategos_desc
EffectsDescription makedon_archistrategos_effects_desc

Effect Electability 11
Effect Influence 3
Effect Command 2
Effect TroopMorale 1

;------------------------------------------
Ancillary makedon_dioiketes
Image Makedon.tga
ExcludedAncillaries makedon_dioiketes
Description makedon_dioiketes_desc
EffectsDescription makedon_dioiketes_effects_desc

Effect Electability 12
Effect Influence 3
Effect Management 1
Effect TroopMorale 1

;------------------------------------------
Ancillary makedon_satrapy_of_makedonia
Image Makedon.tga
ExcludedAncillaries makedon_satrapy_of_makedonia
Description makedon_satrapy_of_makedonia_desc
EffectsDescription makedon_satrapy_of_makedonia_effects_desc

Effect Electability 13
Effect Influence 3
Effect Management 1
Effect TroopMorale 1

;------------------------------------------
Ancillary makedon_satrapy_of_thraikia
Image Makedon.tga
ExcludedAncillaries makedon_satrapy_of_thraikia
Description makedon_satrapy_of_thraikia_desc
EffectsDescription makedon_satrapy_of_thraikia_effects_desc

Effect Electability 14
Effect Influence 3
Effect Management 1
Effect TroopMorale 1

;------------------------------------------
Ancillary makedon_satrapy_of_mikra_asia
Image Makedon.tga
ExcludedAncillaries makedon_satrapy_of_mikra_asia
Description makedon_satrapy_of_mikra_asia_desc
EffectsDescription makedon_satrapy_of_mikra_asia_effects_desc

Effect Electability 15
Effect Influence 3
Effect Management 1
Effect TroopMorale 1

;------------------------------------------
Ancillary makedon_satrapy_of_kappadokia
Image Makedon.tga
ExcludedAncillaries makedon_satrapy_of_kappadokia
Description makedon_satrapy_of_kappadokia_desc
EffectsDescription makedon_satrapy_of_kappadokia_effects_desc

Effect Electability 16
Effect Influence 3
Effect Management 1
Effect TroopMorale 1

and trigggers :

;===============================================================
;Makedon Satrapal Government Triggers
;===============================================================
;------------------------------------------
Trigger acquire_makedon_archistrategos
WhenToTest CharacterTurnEnd
Condition FactionType macedon
and EndedInSettlement
and RemainingMPPercentage = 100
and IsGeneral
and SettlementBuildingExists >= governors_palace
and Attribute SenateStanding < 11
and not FactionwideAncillaryExists makedon_archistrategos
and RandomPercent > 90

AcquireAncillary makedon_archistrategos Chance 100
Affects NumAncillariesAcquired 1 Chance 100

;------------------------------------------
Trigger acquire_makedon_dioiketes
WhenToTest CharacterTurnEnd
Condition FactionType macedon
and EndedInSettlement
and RemainingMPPercentage = 100
and IsGeneral
and not IsFactionHeir
and not IsFactionLeader
and SettlementBuildingExists >= governors_palace
and Attribute SenateStanding < 11
and not FactionwideAncillaryExists makedon_dioiketes
and RandomPercent > 90

AcquireAncillary makedon_dioiketes Chance 100
Affects NumAncillariesAcquired 1 Chance 100

;------------------------------------------
Trigger acquire_makedon_satrapy_makedonia
WhenToTest CharacterTurnEnd
Condition FactionType macedon
and EndedInSettlement
and RemainingMPPercentage = 100
and IsGeneral
and SettlementName Pella
and SettlementBuildingExists >= governors_palace
and Attribute SenateStanding < 11
and not FactionwideAncillaryExists makedon_satrapy_of_makedonia
and RandomPercent > 90

AcquireAncillary makedon_satrapy_of_makedonia Chance 100
Affects NumAncillariesAcquired 1 Chance 100

;------------------------------------------
Trigger acquire_makedon_satrapy_thraikia
WhenToTest CharacterTurnEnd
Condition FactionType macedon
and EndedInSettlement
and RemainingMPPercentage = 100
and IsGeneral
and not IsFactionHeir
and not IsFactionLeader
and SettlementName Byzantion
and SettlementBuildingExists >= governors_palace
and Attribute SenateStanding < 11
and not FactionwideAncillaryExists makedon_satrapy_of_thraikia
and RandomPercent > 90

AcquireAncillary makedon_satrapy_of_thraikia Chance 100
Affects NumAncillariesAcquired 1 Chance 100

;------------------------------------------
Trigger acquire_makedon_satrapy_mikra_asia
WhenToTest CharacterTurnEnd
Condition FactionType macedon
and EndedInSettlement
and RemainingMPPercentage = 100
and IsGeneral
and not IsFactionHeir
and not IsFactionLeader
and SettlementName Ipsos
and SettlementBuildingExists >= governors_palace
and Attribute SenateStanding < 11
and not FactionwideAncillaryExists makedon_satrapy_of_mikra_asia
and RandomPercent > 90

AcquireAncillary makedon_satrapy_of_mikra_asia Chance 100
Affects NumAncillariesAcquired 1 Chance 100

;------------------------------------------
Trigger acquire_makedon_satrapy_kappadokia
WhenToTest CharacterTurnEnd
Condition FactionType macedon
and EndedInSettlement
and RemainingMPPercentage = 100
and IsGeneral
and not IsFactionHeir
and not IsFactionLeader
and SettlementName Mazaka
and SettlementBuildingExists >= governors_palace
and Attribute SenateStanding < 11
and not FactionwideAncillaryExists makedon_satrapy_of_kappadokia
and RandomPercent > 90

AcquireAncillary makedon_satrapy_of_kappadokia Chance 100
Affects NumAncillariesAcquired 1 Chance 100


I could not any problem in my code even I get the offices but while archistrategos and dioiketes was trigggered easily in a few turns, Although I had waited more than 30 years I only could get a governor office though I kept a general the the cities that triggers that ancillary.



I wasn't aware that you could create modules for ancillaries (or traits). Do you mean a section in the file? The engine doesn't care about the order, so it would only make any difference for your readability.

yes, for the first part; I was really annoyed on what was wrong. I could not find something logical to solve the trigger problem.
The only idea that I thought may be; I always used one triggger for each ancillary I have added.
maybe adding 2 or more triggers may help a little.



I don't know what you mean.


in fact as you can see in the first explanation
I put the ancillaries in order like you did with electability and senate standing thing.
I just mean adding :

and Attribute SenateStanding < 11

or

and Attribute Electability < 11

I used this line for every ancillaries that nearly passes 150. so may this reduce getting the ancillary because I used same line again and again. Just a speculation.

instead of this:

;===============================================================
;Roman Provincial Government System
;===============================================================
;In Use: Electability [11,61]

;===============================================================
;Seleukid Satrapal Government System
;===============================================================
;In Use: Electability [11,23]

;===============================================================
;Parthian Satrapal Government System
;===============================================================
;In Use: Electability [11,38]

goes on like this....


What happens if I change the code like this:

;===============================================================
;Roman Provincial Government System
;===============================================================
;In Use: Electability [11,61]

;===============================================================
;Seleukid Satrapal Government System
;===============================================================
;In Use: Electability [62,75]

;===============================================================
;Parthian Satrapal Government System
;===============================================================
;In Use: Electability [76,104]

goes on like this....

or total omission of this attributes:

;===============================================================
;Roman Provincial Government System
;===============================================================
Ancillary Governor_of_Sicily
Image RomanGovernor.tga
Description Governor_of_Sicily_desc
EffectsDescription Governor_of_Sicily_effects_desc


;===============================================================
;Seleukid Satrapal Government System
;===============================================================
Ancillary satrapy_of_baktria
Image SeleukidSatrapy.tga
ExcludedAncillaries satrapy_of_baktria
Description satrapy_of_baktria_desc
EffectsDescription satrapy_of_baktria_effects_desc

Effect Influence 2
Effect Management 1
Effect TroopMorale 1

;===============================================================
;Parthian Satrapal Government System
;===============================================================
Ancillary parthian_satrapy_of_persis
Image ParthianSatrapy.tga
ExcludedAncillaries parthian_satrapy_of_persis
Description parthian_satrapy_of_persis_desc
EffectsDescription parthian_satrapy_of_persis_effects_desc

Effect Influence 3
Effect Management 1
Effect TroopMorale 1






This is your implementation choice, not something others can recommend. I suppose you mean "build the government type" by "recruit that office"?

After I tested their ancillary system I can easily confess that it is very hard to get ancillaries in my mod. So I even thought maybe If I abandon faction limitation on the ancillary namely mutual ancillary
or get the city to get the office mentality may enable getting my ancillaries easily.
I have changed the government to make it easier instead of gov types just a normal city government building :

and SettlementBuildingExists >= governors_palace

so I coded my conversion parts with the trigger that only in city or upper large huge etc. one could get the ancillary. Plus you have already omitted type 3 and type 2 for Pahlava.
so I found this as a solution for pahlava.

Is there any trigonometry or formula that the game engines distributes traits and ancillaries.?
or other than the triggers themselves is there any factor that affect trait or ancillary acquisition?
(other than 8 ancillary limit)

I hope that made my message a little bit clearer.

bovi
08-01-2009, 18:40
I would think that this one might hinder the aquiring: and RandomPercent > 90

Atraphoenix
08-02-2009, 13:47
I would think that this one might hinder the aquiring: and RandomPercent > 90

so what do you suggest?
deleting the line or increasing/reducing the percentage?

bovi
08-04-2009, 16:43
The answer to your question is yes.

If you want it to happen every time the other conditions are present, delete the line.
If you want it to hit 75% of the time, change the percentage value to 25.
If you want the guy to have to stand in the same settlement for 10 turns to gain the ancillary, remove randomness and use a hidden counter trait instead.

Atraphoenix
08-04-2009, 17:00
The answer to your question is yes.

If you want it to happen every time the other conditions are present, delete the line.
If you want it to hit 75% of the time, change the percentage value to 25.
If you want the guy to have to stand in the same settlement for 10 turns to gain the ancillary, remove randomness and use a hidden counter trait instead.

You gave me three options to choose so I thank you three times :yes: