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Thread: Senate missions without senate

  1. #1
    CeltiberoRamiroI Member Monkwarrior's Avatar
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    Default Senate missions without senate

    I was trying to make a "guided" campaign for the roman faction in Iberia: Total War and I tried with triggers in a background campaign:
    https://forums.totalwar.org/vb/showp...9&postcount=20

    but it had the problem of showing the messages only once per campaign.

    In the next step I've tried to put directly the senate missions in the campaign, although the senate faction is not present.
    This is the script:
    Code:
    ;Senate Missions Emulator, by Monkwarrior Beta Version 0.2
    script
    
    ;set up counters
    declare_counter SenateMission	;used to know which mission is currently assigned
    declare_counter loop
    
    ;start of the first mission
    
    set_counter SenateMission 1
    
    senate_mission_take_city major_reward, Segesta	;communication to the player
    
    ;success in mission
    monitor_event GeneralCaptureSettlement FactionType romans_julii
    	and SettlementName Segesta
    
    	if I_TurnNumber < 10
    		senate_mission_help_player major_reward
    		inc_counter SenateMission 1	;pass to the next mission
    	end_if
    
    	terminate_monitor
    end_monitor
    
    ;mission failed
    monitor_conditions I_TurnNumber = 10
    	and I_CompareCounter SenateMission = 1
    
    	inc_counter SenateMission 1		;pass to the next mission
    
    	terminate_monitor
    end_monitor
    
    while I_CompareCounter loop = 0
    end_while
    terminate_script
    and this is the result.
    First turn:

    the white circle shows the initial message saying that the senate faction has been eliminated.
    I captured Segesta in three turns and this is the result:


    I will try to link several missions in the same campaign.
    If this result was obvious,

    I imagine that the senate missions are hard-coded for roman factions, as I tried with a similar campaign for Carthage but it caused CTD.

    I remember that there is a problem in the saved games. Could anybody provide me some information in that regard?
    Thanks.

  2. #2
    CeltiberoRamiroI Member Monkwarrior's Avatar
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    Default Re: Senate missions without senate

    Another important question:
    Does anybody know how to show the message of senate mission failed?
    Thanks.

  3. #3

    Default Re: Senate missions without senate

    As your actually giving them a real Senate mission I'm surprised that they don't follow the same system and generate the mission failed message when the ten turns are up.

    Have you found where the number of turns is defined for the mission?

    Either way, for failure you could try running a console command to test the message, have a look at the list here. The names for the events are in descr_events_images and enums, there's one there called senate_mission_failed. Try that one.
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  4. #4
    CeltiberoRamiroI Member Monkwarrior's Avatar
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    Default Re: Senate missions without senate

    Quote Originally Posted by Epistolary Richard
    As your actually giving them a real Senate mission I'm surprised that they don't follow the same system and generate the mission failed message when the ten turns are up.
    Yeah, I was also surprised. In fact I had to include the senate_mission_help_player command, or the mission never was considered as succeded.
    Quote Originally Posted by Epistolary Richard
    Have you found where the number of turns is defined for the mission?
    No. When you put major_reward, it seems that the mission is considered for 10 turns. But I haven't still tested any other type of reward or mission.

    Quote Originally Posted by Epistolary Richard
    Either way, for failure you could try running a console command to test the message, have a look at the list here. The names for the events are in descr_events_images and enums, there's one there called senate_mission_failed. Try that one.
    In the list I found several types of missions and the command for the success, but nothing about fail.
    I will try this event. Thanks.

  5. #5

    Default Re: Senate missions without senate

    They're all scripting commands, try the test_message console command in that list with the event I described.
    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)
    Cool modders use show_err
    Cool modders use the tutorials database Cool modders check out the Welcome to the Modding Forums! thread Cool modders keep backups Cool modders help each other out

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