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Thread: Research: Parameters for commands & console commands

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  1. #1

    Default Re: Research: Parameters for commands & console commands

    Quote Originally Posted by Duke John
    How to move an army into a settlement
    Use the move command:
    Code:
    move Captain Barrivendos, 250, 62
    Note that the characther must have enough movement points.
    I tried this to use this to see if I could make a banner take a settlement. Does this work for that or does it only work if the banner and the settlement belong to the same faction?
    Epistolary Richard's modding Rules of Cool
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  2. #2
    Senior Member Senior Member Duke John's Avatar
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    Default Re: Research: Parameters for commands & console commands

    I have yet to test that. I am trying to clean up the map by moving all AI captains to a nearby settlement. It worked for the player faction, all of them moved and merged into the settlement. But when I use the move commmand for the AI the armies refuse to move. The command should work as it was used for the prologue. Do you know how to move AI armies?

    Edit: discovered that AI armies cannot merge into a settlement in the player's turn. They can still be moved to other tiles though.
    Last edited by Duke John; 08-31-2005 at 13:07.

  3. #3

    Default Re: Research: Parameters for commands & console commands

    Quote Originally Posted by Duke John
    Do you know how to move AI armies?
    Short of the move_character console command, no. And you can't use that to move armies into settlements, they don't appear in them properly.
    Last edited by Epistolary Richard; 08-31-2005 at 16:09.
    Epistolary Richard's modding Rules of Cool
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  4. #4
    aka AggonyAdherbal Member Lord Adherbal's Avatar
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    Default Re: Research: Parameters for commands & console commands

    I posted something about giving money and settlements to factions here:
    https://forums.totalwar.org/vb/showthread.php?t=53365

    not sure if it was the right forum since it's about Scripting, but it is a sort of tutorial
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  5. #5

    Default Re: Research: Parameters for commands & console commands

    Yep, that was the right forum for it.
    Epistolary Richard's modding Rules of Cool
    Cool modders make their mods with the :mod command line switch
    If they don't, then Cool mod-users use the Mod Enabler (JSGME)
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  6. #6

    Default Re: Research: Parameters for commands & console commands

    Updates, updates, working spawn_army from Jerome Grasdyke

    "Ok, i've had a quick look at spawn_army for you... the syntax you worked out above is essentially correct -- the command expects a sequence of "unit" commands followed by unit id's as phrases ... the following should work:

    spawn_army
    faction romans_julii
    character Foedus Chaerea, general, command 0, influence 0, management 0, subterfuge 0, age 20, x 89, y 80
    unit roman generals guard cavalry, soldiers 20 exp 9 armour 1 weapon_lvl 0
    unit roman legionary first cohort ii, soldiers 40 exp 0 armour 0 weapon_lvl 0
    unit roman legionary cohort ii, soldiers 60 exp 0 armour 0 weapon_lvl 0
    unit roman praetorian cohort i, soldiers 60 exp 0 armour 0 weapon_lvl 0
    end

    The reason why unit and end appeared not to be recognised was because the data after and before (respectively) were incomplete.

    This error is typical; understanding the Rome descr parser could have helped some. Essentially it works by parsing Words, which are letter sequences ended by whitespace, Phrases, which are word sequences ended by comma's, and Lines, which are word and phrase sequences ended by newline characters. In this case, there had to be a phrase terminator (comma) after the unit id, because otherwise the parser couldn't know where the unit id ends as a unit id is a phrase - a sequence of arbitrary words.

    This is why some identifiers in the game use underscores and others not - internally some things are typed as Words and others as Phrases. If you look out for this kind of pattern it may help you spot wrongly-formed scripts... I'll see about getting you guys some docudemon files up-to-date for Barbarian Invasion."
    Epistolary Richard's modding Rules of Cool
    Cool modders make their mods with the :mod command line switch
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  7. #7

    Red face Re: Research: Parameters for commands & console commands

    hehehe that awsome... (misspelling =p)

    now in my historical addon for rtr i can make hannibal be summoned at the alps in the year of 218 spreading fear into the romans... =) MUAHAHAHAHA

    script if a nasty tool for the modders to spread their cruelty on innocent and good players hahahahah =) ok ok i´m not cruel, just pretending ahahhaha


    OMG now i can make hole armies been summoned into historical places to force some historical wars or conflicts =) like the first slave war for example... ghahah


    my historical information about the hannibal´s forces sadly are being taken out from the battle of cannae (http://www.roman-empire.net/army/cannae.html)

    Epistolary Richard tanks you very much about the help your givving me sometimes and for this great information but i wonder why the ""... this information was provided for someone not listed ? =) thanks again... hehe
    here is the code for the spawn army of hannibal... i´m gonna test it now

    hope it works

    script

    spawn_army
    faction carthage
    character Hannibal, general, command 7, influence 8, management 0, subterfuge 0, age 20, x 89, y 80
    unit carthaginian general's cavalry, soldiers 8 exp 7 armour 2 weapon_lvl 2
    unit carthaginian slinger, soldiers 40 exp 2 armour 1 weapon_lvl 0
    unit carthaginian slinger, soldiers 40 exp 1 armour 0 weapon_lvl 1
    unit libyan spearmen, soldiers 60 exp 2 armour 1 weapon_lvl 0
    unit libyan spearmen, soldiers 60 exp 0 armour 0 weapon_lvl 1
    unit libyan spearmen, soldiers 60 exp 1 armour 1 weapon_lvl 0
    unit aor spain infantry, soldiers 40 exp 3 armour 0 weapon_lvl 1
    unit aor spain infantry, soldiers 40 exp 0 armour 1 weapon_lvl 1
    unit aor spain infantry, soldiers 40 exp 4 armour 0 weapon_lvl 1
    unit aor gaul swordsmen, soldiers 40 exp 1 armour 1 weapon_lvl 0
    unit aor gaul swordsmen, soldiers 40 exp 0 armour 1 weapon_lvl 0
    unit punic cavalry, soldiers 24 exp 2 armour 0 weapon_lvl 1
    unit punic cavalry, soldiers 24 exp 1 armour 0 weapon_lvl 1
    unit carthaginian elephant forest, soldiers 6 exp 3 armour 2 weapon_lvl 2
    unit merc numidian cavalry, soldiers 24 exp 1 armour 0 weapon_lvl 1
    unit merc numidian cavalry, soldiers 24 exp 1 armour 0 weapon_lvl 1
    unit aor punic heavy cavalry, soldiers 20 exp 2 armour 1 weapon_lvl 0
    unit aor punic heavy cavalry, soldiers 20 exp 2 armour 1 weapon_lvl 0
    unit aor punic pikemen, soldiers 60 exp 3 armour 2 weapon_lvl 1
    unit aor punic pikemen, soldiers 60 exp 3 armour 2 weapon_lvl 1
    end

    end_script
    " Cool modders read and write tutorials
    Cool modders help each other out "

    by Epistolary Richard

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