Log in

View Full Version : Four turns per year already in EB?



GeWee
12-22-2005, 11:02
Q: How many mods are going to be integrated into EB, like are you going to use the expanded campaign maps, will you be incorporating unti modification mods like higher attacks for certain units?
A: The short answer is - none. We incorporate things we have learned from other mods, such as TTO's Cherry Vanilla Pack, and Myrddraal's Four Seasons script, and how RTR removed the Senate, but we are incorporating no mods whole into our own. All of our work has been done in-house
So EB already has four seasons per year? That's great. I think that will make for a more realistic travelling distance on the campaign map.
I have a few concerns though.. I tried the 4-seasons mod before and found it to be quite annoying having to execute the script everytime I loaded a savegame. Have you found a way to auto-execute it when loading savegames?
Also, is age based on turns or years? I.e. will family members, generals, spies etc. die after half the time when there are four turns per year?

khelvan
12-22-2005, 11:09
Age is the same, but yes you will have to restart the script every time you reload the game. Unfortunately there is no way to automate this, currently.

It isn't just for the four turns a year script, either; EB is crippled without scripting, in many different ways.

The_Mark
12-22-2005, 11:11
Yes, the 4ty-system has been in for ages now. Unfortunately there's no way around having to reload the script when loading a game, though, as we have loads of other scripting features it'll be worth it. And, as the features are quite integral to EB one can't really dismiss launching the script.

Characters do age normally.

Beaten to the mark.

GeWee
12-22-2005, 11:43
You probably have thought of this already so forgive me, but.. Is it possible to have the script(s) executed by a keyboard button or console command instead of having to open the menu, press "?" and then "Show me how" on the advisor, like in the mod?

The_Mark
12-22-2005, 12:17
That has been streamlined to an extent. E.g. The advisor is triggered to pop up automatically when you select a city or click on the faction button (and when the script is not running, of course).

GeWee
12-22-2005, 14:59
Oh ok, that sounds great.

Teleklos Archelaou
12-22-2005, 16:38
I wasn't a fan of it when they first announced it, but it's an absolute piece of cake the way they've got it set up. No matter if you have your advisor cut off all the time, this guy will pop up and bug the crap out of you till you push the button (which you'll do immediately and after a few times you won't even notice it).:san_grin:

Han
12-23-2005, 00:02
as long as the advisor does its job, I'm a happy camper:san_wink: