View Full Version : Scripted Interventions
One of the things I really like about EB is the use of scripted interventions (eg, when Epiros attacks Thermon then KH declares war on Epiros).
Now, I had an idea for increasing the depth of these sorts of interventions. Is it possible to use the "show me how" button to turn these scripts into things that are more like missions? If so, you could change the pop up message into a request from refugees (or something like that) and to accept their offer/request, you press the "show me how" button to activate a script (that might declare war, give a small monetary bonus, a few units of troops, etc).
Any chance this could be possible? If it could work, I think its the sort of thing that could really increase immersion (and realism!), especially if different types of successful or failed interventions could lead to larger wars, or local rebellions, etc.
LorDBulA
02-23-2006, 19:53
Yea something along this line is possible.
So what could be possible? Would it be possible to work up something like this:
Thermon is attacked by Epiros, which triggers a message to KH about refugees from Thermon requesting aid in rescuing their city, they promise to serve in your army and offer 3000 mnai to support the expedition. You must click "show me how" to accept the offer.
After clicking "show me how," a script is run declaring war on Epiros, mustering two units of, say, Iphicrates hoplites (or something--ideally Aetolian hoplites...one day?), and adding 3000 mnai.
If these are possible, would it also be possible to add a trait to the faction leader, something like "true Greek" with an unrest bonus? This would only be good if Epiros taking Thermon could trigger either a rebellion or some sort of lesser unrest penalty. Saving Thermon could then exchange "true Greek" for something like "Soter Thermon(on/ou?)" with basically the same bonus.
LorDBulA
02-24-2006, 08:53
After clicking "show me how," a script is run declaring war on Epiros, mustering two units of, say, Iphicrates hoplites (or something--ideally Aetolian hoplites...one day?), and adding 3000 mnai.
Can be done.
add a trait to the faction leader, something like "true Greek" with an unrest bonus?
This can be tricky, you would have to ask trait guys.
Saving Thermon could then exchange "true Greek" for something like "Soter Thermon(on/ou?)" with basically the same bonus.
If we can give first trait then we can upgrate it (i think).
his would only be good if Epiros taking Thermon could trigger either a rebellion or some sort of lesser unrest penalty.
I saw some commands that could be use here but i never tested them so not sure.
So what could be possible? Would it be possible to work up something like this:
Thermon is attacked by Epiros, which triggers a message to KH about refugees from Thermon requesting aid in rescuing their city, they promise to serve in your army and offer 3000 mnai to support the expedition. You must click "show me how" to accept the offer.
After clicking "show me how," a script is run declaring war on Epiros, mustering two units of, say, Iphicrates hoplites (or something--ideally Aetolian hoplites...one day?), and adding 3000 mnai.
If these are possible, would it also be possible to add a trait to the faction leader, something like "true Greek" with an unrest bonus? This would only be good if Epiros taking Thermon could trigger either a rebellion or some sort of lesser unrest penalty. Saving Thermon could then exchange "true Greek" for something like "Soter Thermon(on/ou?)" with basically the same bonus.
It is a nice idea, but I think there should be a penalty for accepting the mission and then doing nothing, for example another trait. But doubtlessly the EB team has already considered this.
It is a nice idea, but I think there should be a penalty for accepting the mission and then doing nothing, for example another trait. But doubtlessly the EB team has already considered this.
True, they probably already have. And as for the negative side, I would say the war declaration could be enough, but we all know it probably wouldn't be. That's why I think it would be important to incorporate the traits (or use some other method) to trigger a revolt (or at least a bump in unrest for the faction leader) if the "mission" were not carried out.
GodEmperorLeto
02-25-2006, 06:09
Holy crap!
This is seriously an awesome idea! One of the things I love about Europa Universalis II is the scripted events that pop up, and allow you to choose whether to accept or decline certain agreements.
If you can find a way to mix scripted events with Senate-type missions, we have a seriously interesting possibility here! Scripted events can include certain actions that could turn populations more Roman, for example, allowing a Type I government to be built where once only a Type II could be. Tribal migrations could spawn barbarian (Eleutheroi) invasions (i.e. barbarian rebel armies springing up). The death of a king could cause a war, like the many between Parthia and Rome over Armenia.
The possibilities are limited only by how slow this would make the game run!
PseRamesses
02-25-2006, 12:54
Holy crap!
This is seriously an awesome idea! One of the things I love about Europa Universalis II is the scripted events that pop up, and allow you to choose whether to accept or decline certain agreements.
If you can find a way to mix scripted events with Senate-type missions, we have a seriously interesting possibility here! Scripted events can include certain actions that could turn populations more Roman, for example, allowing a Type I government to be built where once only a Type II could be. Tribal migrations could spawn barbarian (Eleutheroi) invasions (i.e. barbarian rebel armies springing up). The death of a king could cause a war, like the many between Parthia and Rome over Armenia.
The possibilities are limited only by how slow this would make the game run!
Agree. Seriously, what makes EB a great mod? The map, units? No, the script, it´s the key and if it could be exploited furthermore it will make EB an epic game. I´ve long debated the lack of in-depth realism in RTW and shure miss that EUII-flavour. I still play that darn game only due to its historical realism and I´d still play EB in 5 years if the script will be furthermore exploited. This is the path guys!
Birka Viking
02-25-2006, 12:55
:2thumbsup: Yeah I also like Europa Universalis II and its scripted events. Hell this could be very fun if you could do it to EB.:2thumbsup:
GodEmperorLeto
02-26-2006, 22:19
Seriously, what makes EB a great mod? The map, units? No, the script, it´s the key and if it could be exploited furthermore it will make EB an epic game.
I don't know about all that. The map and units add a huge amount of depth because they've been executed so well.
I´ve long debated the lack of in-depth realism in RTW and shure miss that EUII-flavour. I still play that darn game only due to its historical realism and I´d still play EB in 5 years if the script will be furthermore exploited. This is the path guys!
I totally hear you. Actually, the perfect war game would have the nigh-unlimited faction, script, and map/global potential of Europa Universalis II, combined with the tactical and strategic maneuvering and building involved with Rome: Total War, and maybe even add some city-planning and zoning like in Caesar II (but maybe only at the risk of having way too much depth, like Master of Orion III or Hearts of Iron). But that's all just me speculating on the perfect strategy/war game, which to me, is like the perfect woman: an ideal that only exists in my imagination.
Honestly, EB is the first game I've played that is as addictive as EU II for its depth, subtlety, and challenge. In the original R:TW, I never had to strategically plan out wars like I did in EU II. EB has brought that necessity for planning into R:TW. For example, if you just charge off to fight Epirus while playing as Rome in Turn Number One, you might just get your ass handed back to you, and loose Cannae and a general in the process.
The biggest drawback I see that EB has is the very drawback that R:TW has: limited faction and unit slots. If you could somehow get past this hardcoded situation, limitless possibilities can open up.
So LorDBulA, you said that some of this stuff might be possible. Has EB planned to do anything along these lines at some point in a future release?
If not, could you point me toward a good editorial on making these sorts of things? I have zero experience with editing and very little time, but I'd really like to see something like this happening, if it could be made to work well.
LorDBulA
02-28-2006, 20:28
There are few misions implemented.
Makedons and Seleucids (i think) can return body of Alexandross back to Macedon. Other script lets you assist at capturing some province (sorry dont remember specifics, i wasnt making this one).
If you want to make some you are more then welcome.
ER wrote two excellent guides for scripting in RTW
This is basic one:
https://forums.totalwar.org/vb/showthread.php?t=46738
Its the bible for scripting. As it contains list of all avaible console_commands, monitor events etc...
There is also intermediate guide, you can find it in scriptorium.
If you know anything about programing or scripting you can start doing scripts in 5 minutes
If you dont know anything i would advice spending 1 hour in library.
Take handbook for some very simple programing language (even old one like QBasic) and read first few chapters. Dont go to deep, read about loops, variables, if conditions, logic statements. This is all you need because RTW unfortunately doesnt offer much more.
For example in my book for C++ everything you need is in second chapter (first is Getting started chapter), 23 pages in total out of 1200+ in whole book.
Good luck.
QwertyMIDX
02-28-2006, 21:07
Ranika and I are considering some scripting options for getting the other Gallic tribes more involed in the civil war.
Thanks LorDBulA.
Qwerty, are you talking about ways to include some of the independent tribes? That could be pretty cool if you could make it work well.
QwertyMIDX
02-28-2006, 21:45
Yeah that is what I'm talking about, and I too hope it works and will be cool :2thumbsup:.
Trithemius
02-28-2006, 23:12
Is there one for "Hellenes go bonkers if dirty Romans take the Delphic Oracle"? or was it just the KH seeing an opportunity to shank my tired field force?
Teleklos Archelaou
03-01-2006, 01:04
There is. Anyone messes with Delphi and they won't be able to keep the KH from attacking them. Hope you liked it. :grin:
Trithemius
03-01-2006, 02:52
There is. Anyone messes with Delphi and they won't be able to keep the KH from attacking them. Hope you liked it. :grin:
I suppose they'll get REALLY annoyed if I knock it down? *coughs*
It's been great fun for war-crazy Cotta at least, although I've had to move my other "consul" and his legions over to keep the Makedonians and Getai off my back. I'm just relieved that the Averni and Aedui seem to be taking pottery classes or something! :)
Could also possible that A.I. on the startgic map have more historically accrute campgain stateges.For exmaple when if your playing as the Romans 2nd punic war starts Hanibaal tries sneak into Itally thorw Alphs and starts attack Roman Armies.
Teleklos Archelaou
03-04-2006, 22:50
No way that can be scripted.
The_Mark
03-05-2006, 11:49
There are few misions implemented.
Makedons and Seleucids (i think) can return body of Alexandross back to Macedon. Other script lets you assist at capturing some province (sorry dont remember specifics, i wasnt making this one).
Both Gaul factions can receive a message from the Epeirotes and ally with them to have a co-ordinated campaign along the upper Danube, and someone may ask Pontos for help if a certain nomadic faction threathens the Crimean cities.
The Sweboz have some extra twists in their game, too; the Segerumiskoz, Hairaskapiz Alla Stamnoz and Segewalahuz events. If you know Proto-Germanic you could translate them, Mein Deutsch ist ein Bisschen zu modern.
No way that can be scripted.
Not in a full campaign, no.
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