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  1. #1
    Guest Es Arkajae's Avatar
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    Default Creating or Altering Game Events

    I am curious as to which folders one would have to alter to say change the Marius Event so that it always kicks in at 240BC, that is altering the date of an already existing event. How would one change the files to make the Marius event kick in at this date?

    Also would it be possible to create new events such as earthquakes, plagues etc.

    I've looked but things are a bit over the place and I could find no thread directly dealing with this question and the forum search function is next to useless.

    The former question is the more important here though. Any help would certainly be appreciated.

  2. #2
    Member Member Lord Dazed & Confused's Avatar
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    Default Re: Creating or Altering Game Events

    I don't think you can change the Marius event it's hard coded but I could be wrong.
    Last edited by Lord Dazed & Confused; 05-23-2005 at 10:34.

  3. #3
    Guest Es Arkajae's Avatar
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    Default Re: Creating or Altering Game Events

    I certainly hope you are.

    I had to wait until 202BC the other night for the thing to kick in, I ended up quitting in disgust. Its not much fun for me playing when half the cities on the map are huge sized epic walled monsters with no chance of changing cultures.

    The avenue I'm looking at is that the Marius Event apparently has a secondary kick in ability. That is if the requirements for triggering the event haven't been met then when a certain date comes along it gets activated automatically by the comp anyway. I'm hoping to chnage that event so as to give Marius an artificial kick start.

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    Member Member Lord Dazed & Confused's Avatar
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    Default Re: Creating or Altering Game Events

    Wouldn't it just be easier to have Marius troops from the start ? just edit out the and marian reforms in the export_descr_buildings text.

  5. #5

    Default Re: Creating or Altering Game Events

    The Marian Reforms criteria are hard coded so they can't be changed. That doesn't mean, however, that we can't do anything to influence when they take place, have a look here for some ideas.
    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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    Guest Es Arkajae's Avatar
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    Default Re: Creating or Altering Game Events

    Hmm looks like I've got some tinkering to do then.

    Though an idea I had reading that link you provided Richard, do you guys think using the 'change date' cheat perhaps would be a way of tackling the problem without any extensive editing?

    One could build an imperial palace in a province with 'Italy' resource, then use the code to change the date to 220 BC and then once the reforms have been triggered, save, quit, reload and use the 'change date' code again to turn it back to the original year?

  7. #7

    Default Re: Creating or Altering Game Events

    Why not just change the date at the beginning? Change the start date in descr_strat to -320, then use the date command to skip it forwards to -270 when the game starts. Then as soon as you build an imperial palace in Italy and the 'random element' is achieved, you'll have the reforms.
    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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