Beseiging a city would probably be best.Originally Posted by Epistolary Richard
Beseiging a city would probably be best.Originally Posted by Epistolary Richard
"The mere statement of fact, though it may excite our interest, is of no benefit to us, but when the knowledge of the cause is added, then the study of history becomes fruitful." -Polybios
Besieging a city's tricky, you can put a conditional in for a monitor to fire if an enemy family member is within one tile of a certain location and if the two factions are at war.
Gets a bit cumbersome with large numbers of factions and cities, but it's possible.
LorDBulA does something similar with his Roma siege script, have a look at his code:
http://www.twcenter.net/forums/showthread.php?t=24968
You can use something like that to increment a counter and then have a separate monitor_event FactionTurnStart FactionIsLocal with an I_CompareCounter condition. Be sure to set the counter back to 0 though, otherwise it will keep triggering.
Last edited by Epistolary Richard; 03-05-2006 at 10:34.
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This is a quite similar question, but I hope it can be done:
Is it possible to make an army (or naval army) besiege a city/port at game start through a script? I'm not very familiar with scrpits, so I hope someone could help me with this one.
- Tittils -
ER,
Sorry I was unclear. I meant to say "besieging a neutral city." Unless I'm missing something (certainly a possibility), I don't think those conditions would work with a city you do not own. Is there anything else I could try?
Thanks much.
"The mere statement of fact, though it may excite our interest, is of no benefit to us, but when the knowledge of the cause is added, then the study of history becomes fruitful." -Polybios
As it was said there is no easy way to check for siege.
The only way is to detect enemy army near a settlement.
You can do this for any faction holding city and any faction standing next to the city.
Proximity alert should be set to 2 titles. If you set it to 1 it wont be triggered if enemy attacks from any of city corners.
Oh ok, I guess I misunderstood. Thanks.
"The mere statement of fact, though it may excite our interest, is of no benefit to us, but when the knowledge of the cause is added, then the study of history becomes fruitful." -Polybios
I don't understand, I'm using Malrubius' code:
To do something to the character when a turn starts, but nothing happens. Here's the full code:Code:monitor_event CharacterTurnStart FactionType empire_west and Trait AgeTraitLevel1 = 1 ; do some stuff end_monitor
I start the campaign, press F1 and run the script, the Trait is added, I press Next Turn expecting some stuff to happen to the char based on that trait, but nothing happens... Help?Code:console_command give_trait "Gaius Fabricius" GoodCommander 2 campaign_wait 2 console_command add_money 1000 campaign_wait 2 monitor_event CharacterTurnStart FactionType empire_west and Trait GoodCommander = 2 ; do stuff end_monitor
PS: ER, would you like me to use the other thread referencing this one from now on?
Last edited by SigniferOne; 03-10-2006 at 05:00.
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