Let me address a few of the issues that have been brought up.
The script can detect heroic victories. Then what? Any sort of meaningful message quickly runs into combinatorics problems. If it just says "Faction X has won a heroic victory" who really cares? If it says "Faction X has won a heroic victory over faction Y", you have to write 900 different messages and code 900 triggers in the script.
A complete set of messages saying "Faction X has conquered settlement Y" would require about 6000 different messages.
It's even possible to have the script erect a monument if one of your generals wins a heroic victory. But I'm not sure what the point is. You'd have a building in some settlement and, if you were willing to waste 4 full building trees on this, the building text could be customized to say "In comemoration of a heroic victory over the Xs". I know I'd be thrilled.
I should probably say that the issue isn't the writing or coding - the messages and code can be automatically generated. The issue is the speed of the script. The more we ask it do, the longer it takes to run. For the present, scripting work needs to concentrate on supporting basic game mechanics. If it's still running at a reasonable speed when we've finished, we'll consider moving ahead with lower-priority items.
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