Senate missions without senate
I was trying to make a "guided" campaign for the roman faction in Iberia: Total War and I tried with triggers in a background campaign:
https://forums.totalwar.org/vb/showp...9&postcount=20
but it had the problem of showing the messages only once per campaign.
In the next step I've tried to put directly the senate missions in the campaign, although the senate faction is not present.
This is the script:
Code:
;Senate Missions Emulator, by Monkwarrior Beta Version 0.2
script
;set up counters
declare_counter SenateMission ;used to know which mission is currently assigned
declare_counter loop
;start of the first mission
set_counter SenateMission 1
senate_mission_take_city major_reward, Segesta ;communication to the player
;success in mission
monitor_event GeneralCaptureSettlement FactionType romans_julii
and SettlementName Segesta
if I_TurnNumber < 10
senate_mission_help_player major_reward
inc_counter SenateMission 1 ;pass to the next mission
end_if
terminate_monitor
end_monitor
;mission failed
monitor_conditions I_TurnNumber = 10
and I_CompareCounter SenateMission = 1
inc_counter SenateMission 1 ;pass to the next mission
terminate_monitor
end_monitor
while I_CompareCounter loop = 0
end_while
terminate_script
and this is the result.
First turn:
http://img53.echo.cx/img53/6155/misionsenado2yn.th.jpg
the white circle shows the initial message saying that the senate faction has been eliminated.
I captured Segesta in three turns and this is the result:
http://img53.echo.cx/img53/2618/misi...xito9gd.th.jpg
I will try to link several missions in the same campaign.
If this result was obvious, :embarassed:
I imagine that the senate missions are hard-coded for roman factions, as I tried with a similar campaign for Carthage but it caused CTD.
I remember that there is a problem in the saved games. Could anybody provide me some information in that regard?
Thanks.
Re: Senate missions without senate
Another important question:
Does anybody know how to show the message of senate mission failed?
Thanks. :bow:
Re: Senate missions without senate
As your actually giving them a real Senate mission I'm surprised that they don't follow the same system and generate the mission failed message when the ten turns are up.
Have you found where the number of turns is defined for the mission?
Either way, for failure you could try running a console command to test the message, have a look at the list here. The names for the events are in descr_events_images and enums, there's one there called senate_mission_failed. Try that one.
Re: Senate missions without senate
Quote:
Originally Posted by Epistolary Richard
As your actually giving them a real Senate mission I'm surprised that they don't follow the same system and generate the mission failed message when the ten turns are up.
Yeah, I was also surprised. In fact I had to include the senate_mission_help_player command, or the mission never was considered as succeded.
Quote:
Originally Posted by Epistolary Richard
Have you found where the number of turns is defined for the mission?
No. When you put major_reward, it seems that the mission is considered for 10 turns. But I haven't still tested any other type of reward or mission.
Quote:
Originally Posted by Epistolary Richard
Either way, for failure you could try running a console command to test the message, have a look at the list
here. The names for the events are in descr_events_images and enums, there's one there called senate_mission_failed. Try that one.
In the list I found several types of missions and the command for the success, but nothing about fail.
I will try this event. Thanks. :bow:
Re: Senate missions without senate
They're all scripting commands, try the test_message console command in that list with the event I described.