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  1. #1
    Finder of Little Oddities Senior Member Makanyane's Avatar
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    Default Using -ai to test campaigns

    I've just accidentally found out how to effectively stop a campaign running under -ai and get control back...

    if you've got a background script running insert clause like
    Code:
    monitor_event FactionTurnStart FactionType greek_cities
    if  I_TurnNumber = 50
    		console_command control parthia
    		console_command control greek_cities
    end_if
    end_monitor
    that's assuming you're starting as greeks, and want control back on turn 50 (and parthia are in game) doesn't need to use an emerging faction. It's useful for testing in that you can get to have a proper look around cities etc.. and play on manually if you want to - not useful for playing though as you still can't save game.


    Now if some-one could tell me how I can get -ai to run past a clause like that which is needed in a script without stopping (or how I can give a city to a faction other than the local faction by script) I'd be grateful
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  2. #2
    Axebitten Modder Senior Member Dol Guldur's Avatar
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    Default Re: Using -ai to test campaigns

    Good, good, that's more flexible than using halt_ai (console) and run_ai (console) (with perfect spy active)...
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  3. #3
    Finder of Little Oddities Senior Member Makanyane's Avatar
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    Default Re: Using -ai to test campaigns

    possibly not... but that never worked when I tried it previously - just did on this version, so nvm, not much of an advance


    run_ai still doesn't work to restart -ai after the control swap stops it though - any ideas on that?
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  4. #4
    Axebitten Modder Senior Member Dol Guldur's Avatar
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    Default Re: Using -ai to test campaigns

    None. Control swap doesn't work through the console shell so I never had that problem. When an -ai campaign is running you have to use the commands when it's the player's (local) faction's turn else it gets stuck iirc. Might be related ;)
    "One of the most sophisticated Total War mods ever developed..."

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