Ok, if that is true, and i'll take your word for it that it is, is there another Identifier in the game that would compare the levels of buildings from different trees?
Ok, if that is true, and i'll take your word for it that it is, is there another Identifier in the game that would compare the levels of buildings from different trees?
For example maybe something like this might work:
Trigger governing5
WhenToTest GovernorBuildingCompleted
Condition SettlementBuildingExists
Ug.. damn < = to sign...
For example maybe something like this might work:
Trigger governing5
WhenToTest GovernorBuildingCompleted
Condition SettlementBuildingExists < = farms
Affects GoodFarmer 1 Chance 100
This may seem like a silly question, but I'll ask anyway:
If the VnVs were much better with version 1.1, then has anyone thought to just copy the file information from there and paste it into the 1.2 files to fix the VnVs??
"If you demand CA or any company absorb the cost of a future patch, the upfront price rises or you buy a subscription for continuous service. The latter is not available.
" - killemall54
"An expansion should be a free standing new feature product, not a bug fixing enticement." - Old Celt
Sinner, why does it only check buildingsfrom the same tree? If it checked the level of buildings from different trees it seems like everything else would work out?
Ah, thanks for the excellent help, Sinner.
With the threshold so high in the GoodFarmer and GoodTrader traits i thought that the trigger you just showed was how CA possibly intended for it to work.
Now, I just don't know.
To me it doesn't make sense the way it is now, and looking at those big triggers i just don't know what to think.
But, thanks a lot for the help and showing me how it works and also for giving me the link to the Events, Conditions, and Commands thread.
Cheers.
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Greg, look at the effects of the temple of farming and temple of trade triggers to help you understand why the thresholds are so high. temple of farming gives 6 points of good farmer every 10 turns. I can't check from work, but I suspect temple of trade pays out similarly well. I think the design concept is that a governor's individual ability may help some, but in the long run unless the townspeople see him honoring the gods appropriately, there won't be much change in the output of the town overall. The age of reason is still a LONG way away in game
"Let us wrestle with the ineffable and see if we may not, in fact, eff it after all." -Dirk Gently, character of the late great Douglas Adams.
Yes, I am aware of the effects of the temples, and it may be you are entirely right. Of course this would mean all that factions that cannot build those specific temples would still have a very hard time getting those traits, which may be how it is intended to be. IE. Each faction has stengths and weaknesses in their ability to gain traits based on what temples they can or cannot build.Originally Posted by Pode
It certainly makes the Julii pantheon seem a bit less pathetic in comparison to the other Romans. The troops aren't as good, but there can be a WHOLE lot more of them.
"Let us wrestle with the ineffable and see if we may not, in fact, eff it after all." -Dirk Gently, character of the late great Douglas Adams.
The SettlementBuildingExists condition can be used but you get a very cumbersome trigger like so...
Trigger governing5
WhenToTest GovernorBuildingCompleted
Condition SettlementBuildingFinished = farms
and not SettlementBuildingExists >= wooden_pallisade
and not SettlementBuildingExists >= muster_field
and not SettlementBuildingExists >= trader
and not SettlementBuildingExists >= roads
and not SettlementBuildingExists >= mines
and not SettlementBuildingExists >= temple_of_battle_shrine
and not SettlementBuildingExists >= temple_of_battleforge_shrine
and not SettlementBuildingExists >= temple_of_farming_shrine
... (all the other shrines)...
Affects GoodFarmer 1 Chance 100
With this trigger you'd only get a point towards GoodFarmer when you build Land Clearance and you haven't yet built any other building of the Town level.
You'd have to repeat this for each level of farm, changing the conditions to compare against the appropriate building for each building tree available at that level of settlement. Here's the Large Town/Communal Farming trigger as a further example...
Trigger governing5a
WhenToTest GovernorBuildingCompleted
Condition SettlementBuildingFinished = farms+1
and not SettlementBuildingExists >= wooden_wall
and not SettlementBuildingExists >= militia_barracks
and not SettlementBuildingExists >= stables
and not SettlementBuildingExists >= practice_field
and not SettlementBuildingExists >= market
and not SettlementBuildingExists >= blacksmith
and not SettlementBuildingExists >= port
and not SettlementBuildingExists >= sewers
and not SettlementBuildingExists >= paved_roads
and not SettlementBuildingExists >= mines+1
and not SettlementBuildingExists >= tavern
and not SettlementBuildingExists >= temple_of_battle_temple
and not SettlementBuildingExists >= temple_of_battleforge_temple
and not SettlementBuildingExists >= temple_of_farming_temple
... (all the other temples)...
Affects GoodFarmer 1 Chance 100
With this trigger you'd only get a point towards GoodFarmer when you build Communal Farming and you haven't yet built any other building of the Large Town level.
I've no idea if triggers this big would even work and if I did use an idea like this for GoodFarmer, I'd personally drop the condition checking walls, roads, farming temples and perhaps fertility temples.
EDIT: SettlementBuildingFinished only compares levels of buildings in the same tree because that's how CA wrote the function!
Last edited by Sinner; 02-23-2005 at 21:31.
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