Sweboz reform marker Spamming
I had thought this was solved but apparently not...
Save file: http://www.axifile.com/?5266047
Its my AS campaign in 129 or 128 BCE. I run BI-exe, FD mod, v1.2, should have the two fixes.
There are multiple Sweboz reform markers in all the cities that get them. It only seems to happen upon a reload.
The code for placing the marker seems to be fine, assuming I understand it correctly.
Here is what my EBBS script for that part looks like:
Code:
; Check counters are >= 6 and >= 1 or 140BC, if true set counter 1, if false set counters 0
monitor_event FactionTurnStart FactionType germans
and I_TurnNumber >= 328
and I_CompareCounter Sweboz_Reform = 0
if I_TurnNumber >= 528
console_command create_building Swebotraustastamnoz sweboz2
console_command create_building Gawjam_Habukoz sweboz2
console_command create_building Gawjam_Heruskoz sweboz2
console_command create_building Arctaunon sweboz2
console_command create_building Vindelicoppidos sweboz2
console_command create_building Eburonum sweboz2
console_command create_building Gawjam_Kimbroz sweboz2
console_command create_building Gawjam_Gotanoz sweboz2
console_command create_building Gawjam_Rugoz sweboz2
console_command create_building Gawjam_Silengoz sweboz2
console_command create_building Carrodunum sweboz2
console_command create_building Gawjam_Bastarnoz sweboz2
console_command create_building Gawjam_Skandzawarjoz sweboz2
console_command create_building Ascaucalis sweboz2
set_counter Sweboz_Reform 1
end_if
if I_CompareCounter Sweboz_Reforminc1 >= 6
and I_CompareCounter Sweboz_Reforminc2 >= 1
console_command create_building Swebotraustastamnoz sweboz2
console_command create_building Gawjam_Habukoz sweboz2
console_command create_building Gawjam_Heruskoz sweboz2
console_command create_building Arctaunon sweboz2
console_command create_building Vindelicoppidos sweboz2
console_command create_building Eburonum sweboz2
console_command create_building Gawjam_Kimbroz sweboz2
console_command create_building Gawjam_Gotanoz sweboz2
console_command create_building Gawjam_Rugoz sweboz2
console_command create_building Gawjam_Silengoz sweboz2
console_command create_building Carrodunum sweboz2
console_command create_building Gawjam_Bastarnoz sweboz2
console_command create_building Gawjam_Skandzawarjoz sweboz2
console_command create_building Ascaucalis sweboz2
set_counter Sweboz_Reform 1
end_if
if I_CompareCounter Sweboz_Reform < 1
set_counter Sweboz_Reforminc1 0
set_counter Sweboz_Reforminc2 0
end_if
end_monitor
While it is hardly going to be game breaking (I hope), the repeated spamming of the marker could lead to eventual CTDs, no?
Re: Sweboz reform marker Spamming
That's right, if the script places many such buildings it will crash when a settlement is already filled up and it tries to add another. I'll see if I can find out why it's still happening.
Re: Sweboz reform marker Spamming
Cool well I'll just put my AS campaign on a hiatus for now until it is figured out.
EDIT: Now that I think about it, doesn't FactionTurnStart happen prior to SettlementTurnStart? If so, wouldn't that mean that every time you load up and go through a turn (hitting the End Turn button) that the script would see the value of Sweboz_Reform as 0 and thus would spawn a new set? Or does counter values get saved in the .sav file? But the number of reform markers (4) definitely corresponds with the number of save, exit, reloads that I've had since the auto trigger at 140 BC (i.e. 3 times plus the 1 expected). Could it be solved by giving the Sweboz FL a hidden "Got the Reforms" trait and check for that? Or just get rid of the auto-trigger and let the other version be the only way it happens.
Re: Sweboz reform marker Spamming
Yeah, that's the problem in all the other cases too, counters are reset when you reload a game.
Re: Sweboz reform marker Spamming
Maybe then instead of checking at FactionTurnStart you could check at SettlementTurnStart for the sweboz2 marker in one or a few of the core cities and if it exists then set the Sweboz_Reform counter to 1? Or.......add another "if" to the FactionTurnStart check that happens at say, I_TurnNumber >= 532 that automatically sets Sweboz_Reform to 1, thus giving the script a whole 4 turns to run its course and make the darn marker.
Also, if I made such changes myself to the EBBS, would it be retroactive?
EDIT: Ok yeah that applies to only the auto place condition but then I've never seen the AI achieve the reform w/o the auto placement. Perhaps making the non-auto placement for the human only could prevent it, and possibly giving the AI a bumped-up reform auto-place. Or do something like the AI Marians for the Sweboz and just let it be a percentage chance per turn after certain conditions are met.
Re: Sweboz reform marker Spamming
Quote:
Originally Posted by
LordCurlyton
EDIT: Now that I think about it, doesn't FactionTurnStart happen prior to SettlementTurnStart?
No.
Re: Sweboz reform marker Spamming
Re: Sweboz reform marker Spamming
Well I have successfully gotten through a couple turns after reloading without a new marker being spammed. They are still at 4, so I'm going to presume the fix worked. Hooray me! Now I have two campaigns to toggle between (I started an Arveni one).
Re: Sweboz reform marker Spamming
That's great, I'm going to bump it up to permanent fix.
Note that the game will CTD if any building is made in whatever settlement caused the crash, for that one is now at the limit of allowed buildings. You may have to use Force diplomacy and smash some buildings there occasionally.
Re: Sweboz reform marker Spamming
Will note. Thankfully that's not an issue for me since I spotted it via some spies and decided to post before I got any CTDs.