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burn_again
12-12-2007, 23:37
...or problem and solution actually ;-).

In my seleukid campaign I noticed that I didn't get the reform precursor buildings in Alexandreia-Ariana, Alexandreia-Eschate and Baktra despite I had the reforms.

I had conquered Alexandreia-Eschate and Baktra after the reform, while I had Alexandreia-Ariana all the time.

A quick look into the EBBS told me that the code for Alexandreia-Ariana is missing.

And after a while I also suspected that a typo caused the reform to happen only once, and therefore not in newly conquered cities.

With these changes I got the missing precursor buildings in all 3 cities:

Typo:


monitor_event CharacterTurnEnd FactionType romans_julii
and Trait SeleukidsDevelopCats > 0
set_counter Seleukid_Reform 1 ------ an r was missing here (Refom)
end_monitor

Code for Alexandreia-Ariana:


monitor_event SettlementTurnStart SettlementName Alexandreia-Ariana
and I_CompareCounter Seleukid_Reform = 1
and not SettlementBuildingExists = cataphract
and I_SettlementOwner Alexandreia_Ariana = romans_julii

console_command create_building Alexandreia-Ariana "cataphract"

end_monitor

burn_again
12-12-2007, 23:46
After looking at the code I was also wondering: If I get the reform, but the FM with the SeleukidsDevelopCats trait dies before I conquer Baktra and Alexandreia-Eschate, will I be able to get the reforms there? I mean - does the script look for the traits only to determine where it puts the precursor buildings?

Tellos Athenaios
12-13-2007, 00:16
Now don't quote me on this, but AFAIK there's a mechanism which ensures that the trait spreads through the entire family tree making it impossible for such unwanted 'features' to appear.

And AFAIK this was fixed with the Script fixes as found in Bovi's 1.0. Fixes thread?

burn_again
12-13-2007, 00:18
Nope, this wasn't in the latest fix, I checked.

Tellos Athenaios
12-13-2007, 00:44
I checked and it is fixed with the internal version of EB 1.1 so I guess it somehow got lost with the latest update of the 1.0 EBBS. I sent a PM about it.

bovi
12-13-2007, 09:40
It's a long time since I noticed that, I believe right after the release. We decided it would be part of a hotfix if we made one, then we didn't and I forgot about it. I'll incorporate it later today.

burn_again
12-13-2007, 12:30
Thank you Tellos Athenaios and bovi!

I wasn't sure if this was already known, I already thought I had killed my first bug ;-).

bovi
12-13-2007, 12:41
Well, you sort of did. Please go ahead and find more, it is very appreciated :2thumbsup:.

burn_again
12-13-2007, 12:58
Well, you sort of did. Please go ahead and find more, it is very appreciated :2thumbsup:.

I'll try.:yes:


I don't want to bother you, but I see you didn't include the code for Alexandreia-Ariana in the new fix.

bovi
12-13-2007, 13:16
Oh! I didn't even catch that part. I'll have to ask in EBH if it's supposed to get the cataphracts there. Thanks again.

burn_again
12-13-2007, 14:37
No problem!

There should be cataphracts in that city according to the EDB.

Basileus Seleukeia
12-13-2007, 19:31
Yes Thellos, there are traits that are added to the sons. There description in the trait file is rather humorous: "Impressed that cats beat his dad":2thumbsup:

bovi
12-13-2007, 20:43
I'm impressed by this cat (https://www.youtube.com/watch?v=OPmqtvtdzCM).

MarcusAureliusAntoninus
12-14-2007, 00:31
I'm impressed by this cat (https://www.youtube.com/watch?v=OPmqtvtdzCM).
That is an impressive cat!

bovi
12-14-2007, 02:01
Code for Alexandreia-Ariana:


monitor_event SettlementTurnStart SettlementName Alexandreia-Ariana
and I_CompareCounter Seleukid_Reform = 1
and not SettlementBuildingExists = cataphract
and I_SettlementOwner Alexandreia_Ariana = romans_julii

console_command create_building Alexandreia_Ariana "cataphract"

end_monitor
Okay, it's going in. Notice that you had a typo though. create_building takes the internal name, not the display name :2thumbsup:.

burn_again
12-14-2007, 15:58
Cool!

Hm, didn't notice that typo, but in my campaign it also worked with the display name.