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  1. #1
    Simulation Monkey Member The_Mark's Avatar
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    Default Re: Some modest results with spawn_army

    Beautiful job, Drom!

    We too have played with the spawn_army command, but with no considerable results. If the syntax of the command could be cracked it'd make us all very happy modders.

    Jerome, any interest in throwing us a bone here? Please? Pretty please?

  2. #2
    Member Member Dromikaites's Avatar
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    Default Re: Some modest results with spawn_army

    Quote Originally Posted by The_Mark
    Beautiful job, Drom!

    We too have played with the spawn_army command, but with no considerable results. If the syntax of the command could be cracked it'd make us all very happy modders.

    Jerome, any interest in throwing us a bone here? Please? Pretty please?
    The fact it does parsing and that recognisez "undocumented" tokens like army makes me think it is there and operational. It also accepts arguments being passed to it by the script files (at least the faction name, the character name, the traits). So it means it has to accept other arguments, as long as they are in the right format.

    The worst case scenario is it has been transformed in "do nothing" by some other piece of code. In which case it would accept the right arguments, report no error and...do nothing. Like the "bribery" trait (I'm sure you guys at EB have already discovered it's useless even if given to diplomats).

    However, if I know enough about programmers' behavior, "spawn_army" is a very useful function for making bandits pop up so I doubt they wrote 2 distinct pieces of code, one this we are trying to activate and another one that spawns the rebels. It would be possible but not likely.

    I've also noticed something else some months ago but at that time I wasn't interested in modding. Yet now I realized it might also point in the direction of a functioning "spawn_army" command.

    The thing I've discovered then was that a rejected candiate to the hand of one of the daughters was sometimes showing up full of rage, at the head of a stack of rebels. That has happened too often to be just a coincidence that the names were randomly generated twice: once for the suitor and once for the rebel named character.

    To me it looks like there might be a function that generates a list of suitors. If one guy is rejected, his name becomes eligible for "spawn_army". As we can see from the descr_rebel_factions.txt, those armies are ready-made, just waiting for a general to lead 'em. Not all the rebel armies are led by a named character in-game (family member), even though they field general's bodyguard units. So the function which spawns bandits probably takes the standard rebel army and places it under the named character.

    Another thing about the rebel armies: they are listed in reverse order (general bodyguards last in the list) compared to the descr_strat.txt. This makes me think that maybe the order of the params coding the units is also important.
    Last edited by Dromikaites; 09-16-2005 at 18:00.

  3. #3
    Member Member Stuie's Avatar
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    Default Re: Some modest results with spawn_army

    Wow - this is an excellent start at cracking the spawn_army code. I have a couple ideas I can try out this weekend... will report back with any decent findings.

  4. #4
    Member Member Dromikaites's Avatar
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    Default Re: Some modest results with spawn_army

    Quote Originally Posted by Stuie
    Wow - this is an excellent start at cracking the spawn_army code. I have a couple ideas I can try out this weekend... will report back with any decent findings.
    Please report back any attempts, as even errors are important.

  5. #5
    Member Member Dromikaites's Avatar
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    Default Re: Some modest results with spawn_army

    Hi!

    Some more tests with negative results. Still they're worth reporting so other people know what was tried already (helps saving time).

    I tried feeding the names of those mercenary units that are offered as rewards by the Senate ("you will be given an exotic unit"). My assumption is they are hardcoded because they seem to be always the same. Here is the list:
    merc barbarian cavalry

    merc numidian cavalry

    merc barbarian infantry

    merc greek hoplites

    merc rhodian slingers

    merc sarmatian cavalry

    merc horse archers

    merc elephants

    merc bastarnae


    Unfortunately they don't work (error report: "unrecognized token merc"). Maybe only rebels can be spawn? Jerome, please help!!!!

  6. #6

    Default Re: Some modest results with spawn_army

    Maybe try with underscores instead of spaces, i.e. merc_numidian_cavalry, or else try to find some other identifiers for those units that are a single word. Clearly the game gets caught up by the fact that there's more than one word in the identifier, i.e. 1) merc 2) numidian 3) cavalry (because in the error, it shows you that it sees, and does not understand only the first word). Therefore, try to find ways in which to pass that unit in as a ONE word. If this is a general problem for the game to find it hard to process identifiers that consist of multiple words, then there MUST be a description somewhere where a single word is also assigned to the same army, OR it is assumed by convention that the multiple-word identifier is equivalent to some single-word version. Usually, in RTW, this means that

    "word1 word2" = "word1_word2"
    Last edited by SigniferOne; 09-19-2005 at 20:59.

  7. #7
    CA CA JeromeGrasdyke's Avatar
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    Default Re: Some modest results with spawn_army

    Hm, have you guys ever seen the docudemon output for the scripting language? I believe I've mentioned it before, but it's these three text files... they're a bit long so i'm not going to quote them, but these are the file names:

    docudemon_commands.txt
    docudemon_conditions.txt
    docudemon_events.txt
    "All our words are but crumbs that fall down from the feast of the mind."
    -- from 'The Prophet' by Kahlil Gibran

  8. #8
    Member Member Argiod's Avatar
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    Default Re: Some modest results with spawn_army

    A suitor scorned becomes a rebel... sounds about right to me. I tend to get fighting mad when I can't get the lady I'm after, too... LOL

  9. #9
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: Some modest results with spawn_army

    If anyone gets any CTDs with this and can't figure why, this might be an explanation:
    The name of the character must be included in descr_names.txt for the specified faction.

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