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  1. #1

    Default Re: Europa Barbarorum 2.02 is released!

    change from 2.02a, I capped battles won at 5 and regions gained at 3:


    ;
    ; * FORGIVENESS OR RECOGNITION EVENTS
    ;
    declare_counter baktria_battlewon
    declare_counter baktria_regionstaken
    ;
    monitor_event PostBattle FactionType f_baktria
    and not I_ConflictType Naval
    and not I_ConflictType Withdraw
    and GeneralFoughtFaction f_seleukid
    and WonBattle
    inc_counter baktria_battlewon 1

    if I_EventCounter ecBaktriaIsAI = 1 ;;; save monitor if Baktria is AI-controlled
    terminate_monitor
    end_if

    if I_CompareCounter baktria_battlewon = 5
    terminate_monitor
    end_if
    end_monitor
    ;
    monitor_event GeneralCaptureSettlement FactionType f_baktria
    and TargetFactionType f_seleukid
    inc_counter baktria_regionstaken 1

    if I_EventCounter ecBaktriaIsAI = 1 ;;; save monitor if Baktria is AI-controlled
    terminate_monitor
    end_if

    if I_CompareCounter baktria_regionstaken = 3
    terminate_monitor
    end_if
    end_monitor
    ;
    monitor_event FactionTurnStart FactionType f_baktria

    if I_EventCounter ecBaktriaKingdom = 1
    terminate_monitor
    end_if

    if I_EventCounter ecBaktriaRebellion = 1
    and I_CompareCounter baktria_battlewon = 5
    and I_CompareCounter baktria_regionstaken > 1
    historic_event HE_BAKTRIA_FORGIVEN true factions { f_baktria, }

    while I_EventCounter HE_BAKTRIA_FORGIVEN_accepted = 0 ;;; while-loop to pause the script until a decision is made
    and I_EventCounter HE_BAKTRIA_FORGIVEN_declined = 0
    end_while

    if I_EventCounter HE_BAKTRIA_FORGIVEN_accepted = 1
    console_command diplomatic_stance f_seleukid f_baktria alliance
    set_faction_standing f_baktria f_seleukid 0.5
    set_faction_standing f_seleukid f_baktria 0.5
    set_event_counter ecBaktriaSatrapy 1
    set_event_counter ecBaktriaRebellion 0
    set_counter baktria_tributeunpaid 0
    set_event_counter HE_PAY_TRIBUTE_TO_SELEUKIDS_declined = 0
    end_if

    if I_EventCounter HE_PAY_TRIBUTE_TO_SELEUKIDS_declined = 1
    set_counter baktria_tributeunpaid 0
    set_event_counter HE_PAY_TRIBUTE_TO_SELEUKIDS_declined = 0
    end_if
    end_if

    if I_EventCounter ecBaktriaRebellion = 1
    and I_CompareCounter baktria_battlewon = 5
    and I_CompareCounter baktria_regionstaken > 2
    historic_event HE_BAKTRIA_KINGDOM factions { f_baktria, }
    console_command diplomatic_stance f_seleukid f_baktria neutral
    set_faction_standing f_baktria f_seleukid 0.0
    set_faction_standing f_seleukid f_baktria 0.0
    set_event_counter ecBaktriaKingdom 1
    set_event_counter ecBaktriaRebellion 0
    terminate_monitor
    end_if
    end_monitor


    ---------------------
    It seems the player can get infinite colony pts by accident and AI always gets infinite colony pts.

    Can someone explains this:
    ;
    ; Re-enable the event counter after the player has clicked the end turn button. If this isn't done, the colony builing will never complete.
    ;
    monitor_event ButtonPressed ButtonPressed end_turn
    set_event_counter ecMakedoniaColonistsOn 1
    end_monitor
    Last edited by QWE_asd; 05-18-2015 at 15:26.

  2. #2
    EBII Hod Carrier Member QuintusSertorius's Avatar
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    Default Re: Europa Barbarorum 2.02 is released!

    I've changed both of those battles_won/regions_taken conditions to > rather than = it's more reliable, apparently.

    It now looks thus:

    PHP Code:
    ; * FORGIVENESS OR RECOGNITION EVENTS
        
    ;
        
    declare_counter baktria_battlewon
        declare_counter baktria_regionstaken
        
    ;
        
    monitor_event PostBattle FactionType f_baktria
            
    and not I_ConflictType Naval
            
    and not I_ConflictType Withdraw
            
    and GeneralFoughtFaction f_seleukid
            
    and WonBattle
            inc_counter baktria_battlewon 1
            
            
    if I_EventCounter ecBaktriaIsAI 1            ;;; save monitor if Baktria is AI-controlled
                terminate_monitor
            end_if
            
            
    if I_CompareCounter baktria_battlewon 5
                terminate_monitor
            end_if
        end_monitor
        
    ;
        
    monitor_event GeneralCaptureSettlement FactionType f_baktria
            
    and TargetFactionType f_seleukid
            inc_counter baktria_regionstaken 1
            
            
    if I_EventCounter ecBaktriaIsAI 1            ;;; save monitor if Baktria is AI-controlled
                terminate_monitor
            end_if
            
            
    if I_CompareCounter baktria_regionstaken 2
                terminate_monitor
            end_if
        end_monitor
        
    ;
        
    monitor_event FactionTurnStart FactionType f_baktria
            
            
    if I_EventCounter ecBaktriaKingdom 1
                terminate_monitor
            end_if
            
            
    if I_EventCounter ecBaktriaRebellion 1
                
    and I_CompareCounter baktria_battlewon 5
                
    and I_CompareCounter baktria_regionstaken 1
                historic_event HE_BAKTRIA_FORGIVEN true factions 
    f_baktria, }
                
                while 
    I_EventCounter HE_BAKTRIA_FORGIVEN_accepted 0                ;;; while-loop to pause the script until a decision is made
                    
    and I_EventCounter HE_BAKTRIA_FORGIVEN_declined 0
                end_while
                
                
    if I_EventCounter HE_BAKTRIA_FORGIVEN_accepted 1
                    console_command diplomatic_stance f_seleukid f_baktria alliance
                    set_faction_standing f_baktria f_seleukid 0.5
                    set_faction_standing f_seleukid f_baktria 0.5
                    set_event_counter ecBaktriaSatrapy 1
                    set_event_counter ecBaktriaRebellion 0
                    set_counter baktria_tributeunpaid 0
                    set_event_counter HE_PAY_TRIBUTE_TO_SELEUKIDS_declined 
    0
                end_if
                
                
    if I_EventCounter HE_PAY_TRIBUTE_TO_SELEUKIDS_declined 1
                    set_counter baktria_tributeunpaid 0
                    set_event_counter HE_PAY_TRIBUTE_TO_SELEUKIDS_declined 
    0
                end_if
            end_if
            
            
    if I_EventCounter ecBaktriaRebellion 1
                
    and I_CompareCounter baktria_battlewon 5
                
    and I_CompareCounter baktria_regionstaken 2
                historic_event HE_BAKTRIA_KINGDOM factions 
    f_baktria, }
                
    console_command diplomatic_stance f_seleukid f_baktria neutral
                set_faction_standing f_baktria f_seleukid 0.0
                set_faction_standing f_seleukid f_baktria 0.0
                set_event_counter ecBaktriaKingdom 1
                set_event_counter ecBaktriaRebellion 0
                terminate_monitor
            end_if
        end_monitor
        
        monitor_event FactionTurnEnd FactionType f_baktria
            
    and I_EventCounter ecBaktriaRebellion 1
            
    and I_LocalFaction f_baktria
            
    and I_EventCounter ecBaktriaKingdom 0
            
    and not DiplomaticStanceFromFaction f_seleukid AtWar
            console_command diplomatic_stance f_seleukid f_baktria allied
            set_event_counter HE_BAKTRIA_FORGIVEN_accepted 
    1
            set_event_counter ecBaktriaRebellion 0
            set_event_counter ecBaktriaSatrapy 1
        end_monitor

        monitor_event FactionTurnEnd FactionType f_baktria
            
    and I_EventCounter HE_BAKTRIA_FORGIVEN_accepted 1
            
    and I_EventCounter ecBaktriaSatrapy 1
            set_event_counter HE_BAKTRIA_FORGIVEN_accepted 
    0
        end_monitor 
    It began on seven hills - an EB 1.1 Romani AAR with historical house-rules (now ceased)
    Heirs to Lysimachos - an EB 1.1 Epeiros-as-Pergamon AAR with semi-historical houserules (now ceased)
    Philetairos' Gift - a second EB 1.1 Epeiros-as-Pergamon AAR


  3. #3

    Default Re: Europa Barbarorum 2.02 is released!

    This might solve the colony bug:
    ;
    ; Re-enable the event counter after the player has clicked the end turn button. If this isn't done, the colony builing will never complete.
    ;
    monitor_event ButtonPressed ButtonPressed end_turn
    if not I_IsFactionAIControlled f_makedonia
    set_event_counter ecMakedoniaColonistsOn 1
    end_if
    end_monitor

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  4. #4

    Default Re: Europa Barbarorum 2.02 is released!

    Sorry for being helpless but... where is the download? all I see is: "1) Download the zip containing all the files, attached here: EDIT2: ."
    War is a puzzle with morphing pieces

    I make Ancient Weapons and Armor

  5. #5
    EBII Hod Carrier Member QuintusSertorius's Avatar
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    Default Re: Europa Barbarorum 2.02 is released!

    Quote Originally Posted by The_Blacksmith View Post
    Sorry for being helpless but... where is the download? all I see is: "1) Download the zip containing all the files, attached here: EDIT2: ."
    I pulled it just after putting it up - just a few more changes then ready.
    It began on seven hills - an EB 1.1 Romani AAR with historical house-rules (now ceased)
    Heirs to Lysimachos - an EB 1.1 Epeiros-as-Pergamon AAR with semi-historical houserules (now ceased)
    Philetairos' Gift - a second EB 1.1 Epeiros-as-Pergamon AAR


  6. #6

    Default Re: Europa Barbarorum 2.02 is released!

    Always bad defender
    ;------------------------------------------
    Trigger Defender_Defeat_good
    WhenToTest PostBattle

    Condition IsGeneral
    and WonBattle
    and not WasAttacker
    and not I_ConflictType Siege
    and PercentageEnemyKilled > 25
    and Trait GoodDefender > 0

    Affects GoodDefender -1 Chance 100
    Affects GoodDefender -1 Chance 50

    ;------------------------------------------
    Trigger Defender_Defeat_bad
    WhenToTest PostBattle

    Condition IsGeneral
    and WonBattle
    and not WasAttacker
    and not I_ConflictType Siege
    and PercentageEnemyKilled > 25
    and Trait GoodDefender < 1

    Affects BadDefender 1 Chance 100
    Affects BadDefender 1 Chance 50

  7. #7
    EBII Hod Carrier Member QuintusSertorius's Avatar
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    Default Re: Europa Barbarorum 2.02 is released!

    Quote Originally Posted by QWE_asd View Post
    This might solve the colony bug:
    ;
    ; Re-enable the event counter after the player has clicked the end turn button. If this isn't done, the colony builing will never complete.
    ;
    monitor_event ButtonPressed ButtonPressed end_turn
    if not I_IsFactionAIControlled f_makedonia
    set_event_counter ecMakedoniaColonistsOn 1
    end_if
    end_monitor
    That looks to me to be it. There was check that the faction was being played by a human player - that should do it. We've been using that same logic elsewhere to tell the script to do something when it's an AI faction.

    Incidentally, the same issue was there in Roman and Carthaginian colony management - something triggered by the end_turn button, but no check that the faction was human-played. Which of course it has to be, since the AI factions can't press the button.
    Last edited by QuintusSertorius; 05-18-2015 at 21:28.
    It began on seven hills - an EB 1.1 Romani AAR with historical house-rules (now ceased)
    Heirs to Lysimachos - an EB 1.1 Epeiros-as-Pergamon AAR with semi-historical houserules (now ceased)
    Philetairos' Gift - a second EB 1.1 Epeiros-as-Pergamon AAR


  8. #8

    Default Re: Europa Barbarorum 2.02 is released!

    Can AI build colonies after these changes (and before)?

    --------------------
    "EDIT: The placement of Hellenistic Poleis and Colony buildings has been adjusted. Emporion, Arbela and Sousa lose their Poleis building; Rhegion, Messana and Chersonesos gain one. Demetrias, Alexandreia and Antiocheia lose their Colony buildings, Seleukeia, Ipsos, Sardis, Rhagae, Edessa and Memphis are upgraded to/have added the second tier colony, Baktra gets a first-tier colony."

    I didn't see any colony in baktra.
    Last edited by QWE_asd; 05-19-2015 at 02:39.

  9. #9
    EBII Hod Carrier Member QuintusSertorius's Avatar
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    Default Re: Europa Barbarorum 2.02 is released!

    Quote Originally Posted by QWE_asd View Post
    Can AI build colonies after these changes (and before)?

    --------------------
    "EDIT: The placement of Hellenistic Poleis and Colony buildings has been adjusted. Emporion, Arbela and Sousa lose their Poleis building; Rhegion, Messana and Chersonesos gain one. Demetrias, Alexandreia and Antiocheia lose their Colony buildings, Seleukeia, Ipsos, Sardis, Rhagae, Edessa and Memphis are upgraded to/have added the second tier colony, Baktra gets a first-tier colony."

    I didn't see any colony in baktra.
    The colony changes were in 2.02b before I pulled it. So you can't see them yet in 2.02a.
    It began on seven hills - an EB 1.1 Romani AAR with historical house-rules (now ceased)
    Heirs to Lysimachos - an EB 1.1 Epeiros-as-Pergamon AAR with semi-historical houserules (now ceased)
    Philetairos' Gift - a second EB 1.1 Epeiros-as-Pergamon AAR


  10. #10
    EBII Hod Carrier Member QuintusSertorius's Avatar
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    Default Re: Europa Barbarorum 2.02 is released!

    I've updated the first post with some more of the coming changes. Just doing final testing, then 2.02b should be ready.
    It began on seven hills - an EB 1.1 Romani AAR with historical house-rules (now ceased)
    Heirs to Lysimachos - an EB 1.1 Epeiros-as-Pergamon AAR with semi-historical houserules (now ceased)
    Philetairos' Gift - a second EB 1.1 Epeiros-as-Pergamon AAR

    Member thankful for this post:



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