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?
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?
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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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?
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.
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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.
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Pity,
Have you got I_SettlementOwner [settlement name] = [faction name]
to work? Does this work for your own faction as well as AI ones?
I have not got it to work from my own faction. What does the I stand for anyway? Seems ot have something to do with the factions that are Ai controlled.
That works, it's a conditional which returns true when the settlement specified is controlled by the specified faction.
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It seems to be a conditional that returns true whatever faction name or settlement you stick in it! :(
I even put "and not" and it still returned true.
Have you an example of its coding in a trigger block?
Not in a trigger block, no. In the prologue campaign script though:
Simetrical and Malrubius are two people who know a lot about triggers for traits, hopefully one of them will share their experience.Code:while I_SettlementOwner Tarquinii = greek_cities end_while
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It seemed to work properly for me:
I used
Where XXX was a settlement not owned by the greeks, and that line returned True.Code:and not I_SettlementOwner XXX = greek_cities
and I used
With XXX not owned by the greeks and it returned False.Code:and I_SettlementOwner XXX = greek_cities
I am not getting that result. In your examples above, what happens when you are playing as the greek_cities?
EDIT: What I am trying to achieve (among other things and general research) is for a general who takes a certain city to be given a unique ancillary. Of course, I want the same to happen if the AI takes the city instead (given that it is not excluded from obtaining that ancillary).
How does assignation of ancillaries work anyway? Which general is chosen? What happens if you don't have isGeneral?
Last edited by Dol Guldur; 07-28-2005 at 22:04.
I was playing the greek_cities in that example.
IsGeneral is the one who's in charge of the army, the way I understand it. He'll get all the traits from battles, etc.
This is how I'd do it:
edct:eda:Code:Trigger GeneralCapturesRome WhenToTest GeneralCaptureSettlement Condition SettlementName Rome Affects GiveGeneralTrait 1 Chance 100
This will give a trait to the general who captures Rome, and give the ancillary to any general who ends his turn in Rome. You could addCode:;------------------------------------------ Trigger trigger_someancillary WhenToTest CharacterTurnEnd Condition EndedInSettlement and SettlementName Rome and IsGeneral AcquireAncillary someancillary chance 100to the ancillary trigger to make sure only the conqueror gets the trait, and not just any general who sits in the city.Code:and Trait GiveGeneralTrait > 0
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