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Thread: Need help urgently...

  1. #1
    Xsaçapāvan é Skudra Member Atraphoenix's Avatar
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    Default Need help urgently...

    I am about to go crazy on trying trigger my ancillaries.
    My mod users informs me that they have problem to get my ancillaries.

    -I know EB team did not intended to use their government system for all factions that ı am using nearly more than 10 factions. also no idea but any RTW engine (RTW, BI, ALEX) is not generous on giving ancillaries. So any idea to make it easy?
    -I am planning separate my conversion out of EB government system. But do you advice me coding each ancillary independently or creating a new module like EB government system so there will be 2 different module do they corrupt or conflict each other?
    also on electability or senate standing; avoiding these triggers can enable me to get my ancillaries easier?
    -Do you advice a universal government system that all the faction can recruit that office when they capture the city like "The Long Road" did with M2TW?

    Thanks before hand

    Atra
    Last edited by Atraphoenix; 07-31-2009 at 09:21.



    My Submods for EB
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  2. #2
    EB annoying hornet Member bovi's Avatar
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    Default Re: Need help urgently...

    Quote Originally Posted by Atraphoenix
    -I know EB team did not intended to use their government system for all factions that ı am using nearly more than 10 factions.
    What? I can't make sense of this sentence.

    Quote Originally Posted by Atraphoenix
    also no idea but any RTW engine (RTW, BI, ALEX) is not generous on giving ancillaries. So any idea to make it easy?
    This is not an engine thing, but something in your code. However, there is a hardcoded limit on ancillaries per general.

    Quote Originally Posted by Atraphoenix
    -I am planning separate my conversion out of EB government system. But do you advice me coding each ancillary independently or creating a new module like EB government system so there will be 2 different module do they corrupt or conflict each other?
    I wasn't aware that you could create modules for ancillaries (or traits). Do you mean a section in the file? The engine doesn't care about the order, so it would only make any difference for your readability.

    Quote Originally Posted by Atraphoenix
    also on electability or senate standing; avoiding these triggers can enable me to get my ancillaries easier?
    I don't know what you mean.

    Quote Originally Posted by Atraphoenix
    -Do you advice a universal government system that all the faction can recruit that office when they capture the city like "The Long Road" did with M2TW?
    This is your implementation choice, not something others can recommend. I suppose you mean "build the government type" by "recruit that office"?
    Last edited by bovi; 07-31-2009 at 16:25.

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  3. #3
    Xsaçapāvan é Skudra Member Atraphoenix's Avatar
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    Default Re: Need help urgently...

    Quote Originally Posted by bovi View Post
    What? I can't make sense of this sentence.
    will be long :
    Spoiler Alert, click show to read: 
    I used my mod on your module(sections) in the EDA with:

    ;===============================================================
    ;Roman Provincial Government System
    ;===============================================================
    ;In Use: Electability [11,61]

    ;===============================================================
    ;Seleukid Satrapal Government System
    ;===============================================================
    ;In Use: Electability [11,23]

    ;===============================================================
    ;Parthian Satrapal Government System
    ;===============================================================
    ;In Use: Electability [11,38]

    ;===============================================================
    ;Armenian Satrapal Government System
    ;===============================================================
    ;In Use: Electability [11,14]

    ;===============================================================
    ;Makedon Satrapal Government System
    ;===============================================================
    ;In Use: Electability [11,16]

    ;===============================================================
    ;Ptolemic Satrapal Government System
    ;===============================================================
    ;In Use: Electability [11,16]


    ;===============================================================
    ;Pontic Satrapal Government System
    ;===============================================================
    ;In Use: Electability [11,22]


    ;===============================================================
    ;Baktrian Satrapal Government System
    ;===============================================================
    ;In Use: Electability [11,16]

    ;===============================================================
    ;Epirot Satrapal Government System
    ;===============================================================
    ;In Use: Electability [11,16]

    ;===============================================================
    ;Hellenic Satrapal Government System
    ;===============================================================
    ;In Use: Electability [11,16]

    If I add chartage there will 11 sections that each section uses electability.


    Quote Originally Posted by bovi View Post

    This is not an engine thing, but something in your code. However, there is a hardcoded limit on ancillaries per general.
    This is both ancillary section and trigger section of my offices for makedonia:

    Spoiler Alert, click show to read: 
    ;===============================================================
    ;Makedon Satrapal Government System
    ;===============================================================
    ;In Use: Electability [11,16]

    Ancillary makedon_archistrategos
    Image Makedon.tga
    ExcludedAncillaries makedon_archistrategos
    Description makedon_archistrategos_desc
    EffectsDescription makedon_archistrategos_effects_desc

    Effect Electability 11
    Effect Influence 3
    Effect Command 2
    Effect TroopMorale 1

    ;------------------------------------------
    Ancillary makedon_dioiketes
    Image Makedon.tga
    ExcludedAncillaries makedon_dioiketes
    Description makedon_dioiketes_desc
    EffectsDescription makedon_dioiketes_effects_desc

    Effect Electability 12
    Effect Influence 3
    Effect Management 1
    Effect TroopMorale 1

    ;------------------------------------------
    Ancillary makedon_satrapy_of_makedonia
    Image Makedon.tga
    ExcludedAncillaries makedon_satrapy_of_makedonia
    Description makedon_satrapy_of_makedonia_desc
    EffectsDescription makedon_satrapy_of_makedonia_effects_desc

    Effect Electability 13
    Effect Influence 3
    Effect Management 1
    Effect TroopMorale 1

    ;------------------------------------------
    Ancillary makedon_satrapy_of_thraikia
    Image Makedon.tga
    ExcludedAncillaries makedon_satrapy_of_thraikia
    Description makedon_satrapy_of_thraikia_desc
    EffectsDescription makedon_satrapy_of_thraikia_effects_desc

    Effect Electability 14
    Effect Influence 3
    Effect Management 1
    Effect TroopMorale 1

    ;------------------------------------------
    Ancillary makedon_satrapy_of_mikra_asia
    Image Makedon.tga
    ExcludedAncillaries makedon_satrapy_of_mikra_asia
    Description makedon_satrapy_of_mikra_asia_desc
    EffectsDescription makedon_satrapy_of_mikra_asia_effects_desc

    Effect Electability 15
    Effect Influence 3
    Effect Management 1
    Effect TroopMorale 1

    ;------------------------------------------
    Ancillary makedon_satrapy_of_kappadokia
    Image Makedon.tga
    ExcludedAncillaries makedon_satrapy_of_kappadokia
    Description makedon_satrapy_of_kappadokia_desc
    EffectsDescription makedon_satrapy_of_kappadokia_effects_desc

    Effect Electability 16
    Effect Influence 3
    Effect Management 1
    Effect TroopMorale 1

    and trigggers :

    ;===============================================================
    ;Makedon Satrapal Government Triggers
    ;===============================================================
    ;------------------------------------------
    Trigger acquire_makedon_archistrategos
    WhenToTest CharacterTurnEnd
    Condition FactionType macedon
    and EndedInSettlement
    and RemainingMPPercentage = 100
    and IsGeneral
    and SettlementBuildingExists >= governors_palace
    and Attribute SenateStanding < 11
    and not FactionwideAncillaryExists makedon_archistrategos
    and RandomPercent > 90

    AcquireAncillary makedon_archistrategos Chance 100
    Affects NumAncillariesAcquired 1 Chance 100

    ;------------------------------------------
    Trigger acquire_makedon_dioiketes
    WhenToTest CharacterTurnEnd
    Condition FactionType macedon
    and EndedInSettlement
    and RemainingMPPercentage = 100
    and IsGeneral
    and not IsFactionHeir
    and not IsFactionLeader
    and SettlementBuildingExists >= governors_palace
    and Attribute SenateStanding < 11
    and not FactionwideAncillaryExists makedon_dioiketes
    and RandomPercent > 90

    AcquireAncillary makedon_dioiketes Chance 100
    Affects NumAncillariesAcquired 1 Chance 100

    ;------------------------------------------
    Trigger acquire_makedon_satrapy_makedonia
    WhenToTest CharacterTurnEnd
    Condition FactionType macedon
    and EndedInSettlement
    and RemainingMPPercentage = 100
    and IsGeneral
    and SettlementName Pella
    and SettlementBuildingExists >= governors_palace
    and Attribute SenateStanding < 11
    and not FactionwideAncillaryExists makedon_satrapy_of_makedonia
    and RandomPercent > 90

    AcquireAncillary makedon_satrapy_of_makedonia Chance 100
    Affects NumAncillariesAcquired 1 Chance 100

    ;------------------------------------------
    Trigger acquire_makedon_satrapy_thraikia
    WhenToTest CharacterTurnEnd
    Condition FactionType macedon
    and EndedInSettlement
    and RemainingMPPercentage = 100
    and IsGeneral
    and not IsFactionHeir
    and not IsFactionLeader
    and SettlementName Byzantion
    and SettlementBuildingExists >= governors_palace
    and Attribute SenateStanding < 11
    and not FactionwideAncillaryExists makedon_satrapy_of_thraikia
    and RandomPercent > 90

    AcquireAncillary makedon_satrapy_of_thraikia Chance 100
    Affects NumAncillariesAcquired 1 Chance 100

    ;------------------------------------------
    Trigger acquire_makedon_satrapy_mikra_asia
    WhenToTest CharacterTurnEnd
    Condition FactionType macedon
    and EndedInSettlement
    and RemainingMPPercentage = 100
    and IsGeneral
    and not IsFactionHeir
    and not IsFactionLeader
    and SettlementName Ipsos
    and SettlementBuildingExists >= governors_palace
    and Attribute SenateStanding < 11
    and not FactionwideAncillaryExists makedon_satrapy_of_mikra_asia
    and RandomPercent > 90

    AcquireAncillary makedon_satrapy_of_mikra_asia Chance 100
    Affects NumAncillariesAcquired 1 Chance 100

    ;------------------------------------------
    Trigger acquire_makedon_satrapy_kappadokia
    WhenToTest CharacterTurnEnd
    Condition FactionType macedon
    and EndedInSettlement
    and RemainingMPPercentage = 100
    and IsGeneral
    and not IsFactionHeir
    and not IsFactionLeader
    and SettlementName Mazaka
    and SettlementBuildingExists >= governors_palace
    and Attribute SenateStanding < 11
    and not FactionwideAncillaryExists makedon_satrapy_of_kappadokia
    and RandomPercent > 90

    AcquireAncillary makedon_satrapy_of_kappadokia Chance 100
    Affects NumAncillariesAcquired 1 Chance 100


    I could not any problem in my code even I get the offices but while archistrategos and dioiketes was trigggered easily in a few turns, Although I had waited more than 30 years I only could get a governor office though I kept a general the the cities that triggers that ancillary.

    Quote Originally Posted by bovi View Post
    I wasn't aware that you could create modules for ancillaries (or traits). Do you mean a section in the file? The engine doesn't care about the order, so it would only make any difference for your readability.
    yes, for the first part; I was really annoyed on what was wrong. I could not find something logical to solve the trigger problem.
    The only idea that I thought may be; I always used one triggger for each ancillary I have added.
    maybe adding 2 or more triggers may help a little.

    Quote Originally Posted by bovi View Post
    I don't know what you mean.
    in fact as you can see in the first explanation
    I put the ancillaries in order like you did with electability and senate standing thing.
    I just mean adding :

    and Attribute SenateStanding < 11

    or

    and Attribute Electability < 11

    I used this line for every ancillaries that nearly passes 150. so may this reduce getting the ancillary because I used same line again and again. Just a speculation.

    instead of this:

    Spoiler Alert, click show to read: 
    ;===============================================================
    ;Roman Provincial Government System
    ;===============================================================
    ;In Use: Electability [11,61]

    ;===============================================================
    ;Seleukid Satrapal Government System
    ;===============================================================
    ;In Use: Electability [11,23]

    ;===============================================================
    ;Parthian Satrapal Government System
    ;===============================================================
    ;In Use: Electability [11,38]

    goes on like this....


    What happens if I change the code like this:

    Spoiler Alert, click show to read: 
    ;===============================================================
    ;Roman Provincial Government System
    ;===============================================================
    ;In Use: Electability [11,61]

    ;===============================================================
    ;Seleukid Satrapal Government System
    ;===============================================================
    ;In Use: Electability [62,75]

    ;===============================================================
    ;Parthian Satrapal Government System
    ;===============================================================
    ;In Use: Electability [76,104]

    goes on like this....

    or total omission of this attributes:

    ;===============================================================
    ;Roman Provincial Government System
    ;===============================================================
    Ancillary Governor_of_Sicily
    Image RomanGovernor.tga
    Description Governor_of_Sicily_desc
    EffectsDescription Governor_of_Sicily_effects_desc


    ;===============================================================
    ;Seleukid Satrapal Government System
    ;===============================================================
    Ancillary satrapy_of_baktria
    Image SeleukidSatrapy.tga
    ExcludedAncillaries satrapy_of_baktria
    Description satrapy_of_baktria_desc
    EffectsDescription satrapy_of_baktria_effects_desc

    Effect Influence 2
    Effect Management 1
    Effect TroopMorale 1

    ;===============================================================
    ;Parthian Satrapal Government System
    ;===============================================================
    Ancillary parthian_satrapy_of_persis
    Image ParthianSatrapy.tga
    ExcludedAncillaries parthian_satrapy_of_persis
    Description parthian_satrapy_of_persis_desc
    EffectsDescription parthian_satrapy_of_persis_effects_desc

    Effect Influence 3
    Effect Management 1
    Effect TroopMorale 1




    Quote Originally Posted by bovi View Post
    This is your implementation choice, not something others can recommend. I suppose you mean "build the government type" by "recruit that office"?
    After I tested their ancillary system I can easily confess that it is very hard to get ancillaries in my mod. So I even thought maybe If I abandon faction limitation on the ancillary namely mutual ancillary
    or get the city to get the office mentality may enable getting my ancillaries easily.
    I have changed the government to make it easier instead of gov types just a normal city government building :

    and SettlementBuildingExists >= governors_palace

    so I coded my conversion parts with the trigger that only in city or upper large huge etc. one could get the ancillary. Plus you have already omitted type 3 and type 2 for Pahlava.
    so I found this as a solution for pahlava.

    Is there any trigonometry or formula that the game engines distributes traits and ancillaries.?
    or other than the triggers themselves is there any factor that affect trait or ancillary acquisition?
    (other than 8 ancillary limit)

    I hope that made my message a little bit clearer.



    My Submods for EB
    Spoiler Alert, click show to read: 
    My AAR/Guides How to assault cities with Horse Archers? RISE OF ARSACIDS! (A Pahlava AAR) - finished
    History is written by the victor." Winston Churchill

  4. #4
    EB annoying hornet Member bovi's Avatar
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    Default Re: Need help urgently...

    I would think that this one might hinder the aquiring: and RandomPercent > 90

    Having problems getting EB2 to run? Try these solutions.
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  5. #5
    Xsaçapāvan é Skudra Member Atraphoenix's Avatar
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    Default Re: Need help urgently...

    Quote Originally Posted by bovi View Post
    I would think that this one might hinder the aquiring: and RandomPercent > 90
    so what do you suggest?
    deleting the line or increasing/reducing the percentage?



    My Submods for EB
    Spoiler Alert, click show to read: 
    My AAR/Guides How to assault cities with Horse Archers? RISE OF ARSACIDS! (A Pahlava AAR) - finished
    History is written by the victor." Winston Churchill

  6. #6
    EB annoying hornet Member bovi's Avatar
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    Default Re: Need help urgently...

    The answer to your question is yes.

    If you want it to happen every time the other conditions are present, delete the line.
    If you want it to hit 75% of the time, change the percentage value to 25.
    If you want the guy to have to stand in the same settlement for 10 turns to gain the ancillary, remove randomness and use a hidden counter trait instead.
    Last edited by bovi; 08-04-2009 at 16:49.

    Having problems getting EB2 to run? Try these solutions.
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  7. #7
    Xsaçapāvan é Skudra Member Atraphoenix's Avatar
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    Default Re: Need help urgently...

    Quote Originally Posted by bovi View Post
    The answer to your question is yes.

    If you want it to happen every time the other conditions are present, delete the line.
    If you want it to hit 75% of the time, change the percentage value to 25.
    If you want the guy to have to stand in the same settlement for 10 turns to gain the ancillary, remove randomness and use a hidden counter trait instead.
    You gave me three options to choose so I thank you three times



    My Submods for EB
    Spoiler Alert, click show to read: 
    My AAR/Guides How to assault cities with Horse Archers? RISE OF ARSACIDS! (A Pahlava AAR) - finished
    History is written by the victor." Winston Churchill

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