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  1. #1
    Axebitten Modder Senior Member Dol Guldur's Avatar
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    Default Re: Totally removing plague

    Not all "disasters" are part of the disasters file. It seems they can kick in when certain circumstances arise, like having a city with a huge city's population (if you do not build the govt buildings). I do not know of anyone who has totally removed such disasters. I suspect some hardcoding is involved in order to control population.

    You can of course rename and edit all the text and visuals and make it something else that diminishes population - though remember it can be carried by agents/armies.
    Last edited by Dol Guldur; 06-10-2008 at 17:28.
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  2. #2
    The Scourge of Rome Member Spartan198's Avatar
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    Default Re: Totally removing plague

    To disable plagues, go into the descr_disasters file, find the plague entry, and make the bolded additions:
    ;event plague
    ;frequency 40
    ;winter false
    ;summer false
    ;min_scale 2
    ;max_scale 5
    Last edited by Spartan198; 06-12-2008 at 04:46.
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  3. #3

    Default Re: Totally removing plague

    It is not than simple, as Dol Guldur has said:
    I do not know of anyone who has totally removed such disasters. I suspect some hardcoding is involved in order to control population

    Are there any pre-scripted plagues that may appear from copied files from vanilla that may happen even if the random plagues are removed? (Just a thought)
    I have tried deleting all disasters (or quoting with ;) from all the related files that I have found: descr_disasters.txt and descr_events.txt, from all the folders where I have found them: \data, \world\maps\base, \world\maps\campaign\, and I have done it for my mod, vanilla alexander and even vanilla rtw just in case... but no luck.
    Last edited by Bardo; 06-12-2008 at 06:38.

  4. #4
    Bassist, God and Modder Member Thor the Bassist's Avatar
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    Default Re: Totally removing plague

    I'd say you'll just have to upgrade settlements as soon as the population gets there - unless you can script it so that as soon as the population reaches the required amount the upgraded building is automatically built.

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  5. #5
    The Scourge of Rome Member Spartan198's Avatar
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    Default Re: Totally removing plague

    Quote Originally Posted by Bardo View Post
    It is not than simple, as Dol Guldur has said
    Funny, works fine in my game, no hardcoding needed. I've even tested it via the scripted "Plague in Macedonia" event. The event card itself came up... but no plague in Macedonia.
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  6. #6

    Default Re: Totally removing plague

    Eh? How do you script a plague?

    Oh, nvm, it's console_command event plague x,y

    But as far as I know that command does not work.
    Last edited by HouseOfHam; 06-13-2008 at 16:30.
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  7. #7
    The Scourge of Rome Member Spartan198's Avatar
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    Default Re: Totally removing plague

    Quote Originally Posted by HouseOfHam View Post
    Eh? How do you script a plague?

    Oh, nvm, it's console_command event plague x,y

    But as far as I know that command does not work.
    I'm talking about this (bolded), in the descr_events file:
    ; historical events and when they occur
    ;
    ; Events are followed by a category, and a label
    ; labels are used as lookups into historic_events.txt for title and body strings,
    ; and also as image names for the event picture
    ;
    ; Currently supported categories are:
    ; historic - Just generates a message
    ; volcano - triggers a volcano if there is one on the map at the position specified
    ; plague - triggers a plague in settlements at the specified positions
    ; emergent_faction - triggers the emergence of the given faction. This faction must be marked
    ; as emergent in descr_strat.txt
    ;
    ; event descriptions are followed by a date (year as offset from starting date, and season, summer/winter)
    ; and either a list of positions, or list of regions. Each position/region specification must appear on
    ; a seperate line below the date

    event volcano eruption_at_etna
    date 9 winter
    position 104, 49

    event plague plague_in_macedonia
    date 14 winter
    position 138, 67
    Since it occurs at the same time, in every game, at the same settlement, it's clearly a scripted event.
    Last edited by Spartan198; 06-14-2008 at 00:35.
    My Greek Cavalry submod for RS 1.6a: http://www.twcenter.net/forums/showthread.php?t=368881

    For Calvin and TosaInu, in a better place together, modding TW without the hassle of hardcoded limits. We miss you.

  8. #8

    Default Re: Totally removing plague

    Very interesting reasoning.
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