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Thread: Dates & Seasons

  1. #1

    Default Dates & Seasons

    Just wondering what I can do to make the advisor to said what season and year at beginning of each turn. This is a nice feature in Imperator II. I'm just wondering if anyone know the script code for it and how to add to EB. Thanks!

  2. #2
    EB annoying hornet Member bovi's Avatar
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    Default Re: Dates & Seasons

    Just check the traits of any general.

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  3. #3

    Default Re: Dates & Seasons

    Any general is not the best choice (because with newly adopted or recruited generals the season traits might be off for the first year or so) - but the Faction Leader or Faction Heir are *cough* guaranteed *cough* to have the right traits. And if they seemingly don't it is either a bug, or you've been loading from Autosaves (too much ?).
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  4. #4
    EB annoying hornet Member bovi's Avatar
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    Default Re: Dates & Seasons

    I think that's only the first turn, but you're right, any adoptees may not have the correct one. Go for the leader!

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  5. #5

    Default Re: Dates & Seasons

    Maybe I need to reword a bit.

    I want to know what script is needed to make the advisor to annoce season/year at each of the turn.

    Each time you end a turn, on next new beginning turn. You seen an alert from the advisor with a text box saying what is the current season/year.

    Start of the game,

    Spring, 280BC

    End turn,

    Summer, 280BC

    End turn,

    Fall, 280BC,

    Etc...

  6. #6
    EBII Mod Leader Member Foot's Avatar
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    Default Re: Dates & Seasons

    You'll need to mod the EBBS.txt file in the eb/data/scripts/show_me/ folder. Its something we've decided against doing so if you wish to mod it yourself and don't know how to script in the RTW engine then you can find many good tutorials in this forum.

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  7. #7

    Default Re: Dates & Seasons

    still no luck, I can't get the advisor to annoce the season/date.

  8. #8

    Default Re: Dates & Seasons

    can i ask a quick question related to this dates and seasons thing? is the EBBS_SCRIPT.TXT file the only one that relates to the turn increment? because i seem to be running 2-turn years again for some reason. the only implementation i made was an "official" 1.0 fix that replaced that file. i'm pretty sure it didn't return the turns back into 1/2 year increment right away. i've downloaded some other "non-official" fixes, and am just wondering if this bit of game data is found in some other file, i might have replaced. appreciate any help and sorry for interrupting the thread starters topic.

  9. #9
    EB annoying hornet Member bovi's Avatar
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    Default Re: Dates & Seasons

    It's only the EBBS. The one in the fixes doesn't affect the 4TPY segment at all, so I don't see why it would make a difference.

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  10. #10

    Default Re: Dates & Seasons

    Hello.
    It looks like I'm having the same problem as Danzifuge, in my game there are only two seasons (turns) per year, summer and winter, as in vanilla rtw.
    Could this be because of the 1.6 version of rtw? In that case, does anyone know if there is a way of fixing that without having to reinstall the entire game, upgrading to 1.5... and so?
    By the way it looks like that's the only problem i'm getting, all the other things about this mod seem to work fine.
    Thank you.

  11. #11

    Default Re: Dates & Seasons

    Sounds like you did not activate the script properly Triarus.

    Just click on any town you own and the adviser will pop up on the top left part of the screen. Read. And click the "show me" to activate it.

  12. #12

    Default Re: Dates & Seasons

    Quote Originally Posted by d'Arthez
    Sounds like you did not activate the script properly Triarus.

    Just click on any town you own and the adviser will pop up on the top left part of the screen. Read. And click the "show me" to activate it.
    Ook, I didn't know that. Thanks

  13. #13

    Default Re: Dates & Seasons

    The script is of vital importance. It gives the AI monetary assistance (AI cannot handle the economy at all), which is needed because else the AI factions become more or less zombie-like.

    If you have played only a couple of turns without the script you can continue, but if it is for a long stretch, the AI factions may be terminally in debt, and thus unable to even try to resist your progress.

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