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View Full Version : Type 4 Governor question.



Spoofa
10-20-2007, 05:07
Okay, this is about the sally ability of type 4 governors.

I was going to lessen the movement penalty for the client ruler trait but found instead a trigger, which is this:


Trigger Puppet_Ruler_needs_to_sally
WhenToTest CharacterTurnStart

Condition IsUnderSiege
and Trait Type4Governor = 2

Affects Type4Governor -1 Chance 100

;Mod: EBMod924 - 05/28/07 : Added triggers to make puppet rulers able to sally.
;Mod: EBMod913 - 04/04/07 : Added trigger to only make Client Rulers immobile after they get inside their settlements.

From reading it i assume that it checks if the character is under siege, if he is then it removes some of the movement penalty or some such, therefore allowing him to sally forth, alas, this doesn't happen ingame, and from looking at the trigger I'm not really sure why not.

any idea's?

Cheexsta
10-20-2007, 06:17
If memory serves, you can't use negative numbers to affect traits - you need to use AntiTraits. If you want to fix the problem for yourself, make a new trait (call it something like ClientRulerSallyAbility or whatever) and make it a hidden AntiTrait to the ClientRuler trait and adjust the trigger(s) accordingly.

bovi
10-20-2007, 08:19
Check out this thread (https://forums.totalwar.org/vb/showthread.php?t=93672).

Spoofa
10-20-2007, 16:40
okay, I decided to just turn down the movement penalty a bit but so was this just an oversight on the trait guys?

pantsukki
10-21-2007, 13:13
I'll use this thread for my problem. I'm playing the Romans, and am having some problems with type 4 governors. For the first time I tried installing a puppet in Syracuse, but after building the lvl 4 gov, nothing happened. I tried a couple of times to destroy the building and then rebuild it, but it didn't help. Then with Segesta and Patavium it worked alright, but now I'm having the same problem with Arse and an Epirote city I just conquered. Any ideas?

Karo
10-21-2007, 13:15
Evrey time you start playing to you start the script. Because that could be the problem.

pantsukki
10-21-2007, 13:19
Evrey time you start playing to you start the script. Because that could be the problem.

Yes, I always start the script first. So that can't be the problem.

pantsukki
10-21-2007, 18:05
Hmmm...it seems that this problem happens only with the cities which names I have edited in game. I guess I have to stop giving them proper Roman names then...

Bootsiuv
10-21-2007, 18:46
Yeah, editing names screws up the EB script IIRC. I know team members have said to not do it if you want your game to work right. :yes:

Pharnakes
10-21-2007, 18:59
Yeah, the stupid scripts look for the displayed name, rather than the code name, its senseless, but there you go...

pantsukki
10-21-2007, 21:33
Yeah, editing the names back solved the problem...almost. I can't type Arsé or Kart-Hadast, the game accepts only letters and numbers from my keyboard. Any chance of fixing them some other way?

bovi
10-21-2007, 21:57
Just extract the file from the installer using 7-zip.

pantsukki
10-22-2007, 11:36
Just extract the file from the installer using 7-zip.


I tried, but couldn't find the right file. What is it?

bovi
10-22-2007, 11:52
You're the one who has been editing it :inquisitive:. descr_regions.txt, I would presume.

pantsukki
10-22-2007, 12:12
You're the one who has been editing it :inquisitive:. descr_regions.txt, I would presume.

I edited them in game, there's an option in the preferences file, something like "change settlement names in game", and if enabled, it let's you to edit the names of the cities by clicking on them.