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Thread: Triggering - beyond traits and ancillaries

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  1. #1
    Axebitten Modder Senior Member Dol Guldur's Avatar
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    Default Triggering - beyond traits and ancillaries

    I have been looking over the Traits and Ancillaries and wonder if there is a way that these can provide a way to indirectly affect or open up the creation of units and/or buildings.

    Can these triggers have a more direct effect?
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  2. #2

    Default Re: Triggering - beyond traits and ancillaries

    No, those files can only effect traits and ancillaries. The same events, conditionals and commands however can be used in scripts which can simulate the creation of buildings and units.
    .
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  3. #3
    Axebitten Modder Senior Member Dol Guldur's Avatar
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    Default Re: Triggering - beyond traits and ancillaries

    Show Me scripts are of no use, but there must be a way to make units and buildings be built or accessible through such code as is found in the ancillaries/traits files.

    How does Rome bestow (say) wardogs upon your capital when you complete a mission in vanilla?

    How does it recognise which settlement is capital as well? How does it create the unit?
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  4. #4

    Default Re: Triggering - beyond traits and ancillaries

    The Senate and the method by which it grants its rewards are all hard-coded. The only thing we have access to is in descr_senate.
    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

  5. #5
    Axebitten Modder Senior Member Dol Guldur's Avatar
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    Default Re: Triggering - beyond traits and ancillaries

    I see.

    What about "spawn_army"?

    What about adoption and successful bribery effects (i.e. the creation of units)?
    "One of the most sophisticated Total War mods ever developed..."

  6. #6

    Default Re: Triggering - beyond traits and ancillaries

    We've had no success getting spawn_army to work, spawn_character works but only for agents - captains and generals appear without their bodyguards and cannot move or interact with others. The mechanism by which adoptions occur and bribery works are both hard-coded (as far as I'm aware). All we can do with bribery is change which factions the unit will actually fight for when bribed.
    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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