LestaT,
I don't know much about scripting, though I'm trying to learn about it. I am a software engineer though, and I see some problems with your script based purely on programming principles.
You've declared a counter named spawn_army but you don't use it. You actually use spawn_armyA, spawn_armyB, spawn_armyC, and spawn_armyD, but you haven't declared them as counters.Code:;;;;;;;; spawn_army ;;;;;; declare_counter spawn_army if I_TurnNumber = 0 set_counter spawn_armyA 0 set_counter spawn_armyB 0 set_counter spawn_armyC 0 set_counter spawn_armyD 0 end_if
I'm pretty sure that the counter values are only preserved while your script is being executed, so they ought to be assigned a value before they are used. Your script only does this if I_TurnNumber = 0.
It also doesn't look to me like you need any of your counters. I'd suggest you get rid of everything you posted in red and change
toCode:;;;;;;;; spawn_army ;;;;;; monitor_event FactionTurnStart FactionType greek_cities and I_TurnNumber > 21
You should do likewise for your other spawns.Code:;;;;;;;; spawn_army ;;;;;; monitor_event FactionTurnStart FactionType greek_cities and I_TurnNumber = 21
Shouldn't your Gauls show up about 10 years later for Telamon in 225 BC?
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