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  1. #1
    J-23 Member Hans Kloss's Avatar
    Join Date
    Oct 2003
    Location
    Richmond upon Thames
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    245

    Default Re: An Intermediate Guide to Scripting

    We have been trying to script sacking Rome by Alaric's troops in 410 AD for new version of IBFD mod

    monitor_event FactionTurnStart FactionType goths
    and I_TurnNumber = 1
    console_command sack_settlement Rome
    console_command add_money 10000
    terminate_monitor
    end_monitor

    monitor_event FactionTurnStart empire_west
    and I_TurnNumber = 2
    console_command capture_settlement Rome
    console_command create_unit Rome comitatenses 2 2 1 1
    terminate_monitor
    end_monitor
    I understand line "monitor_event FactionTurnStart empire_west" is incorrect and should be replaced to get script working for AI factions and I would very much appreciate if someone could suggest possible solution

  2. #2
    J-23 Member Hans Kloss's Avatar
    Join Date
    Oct 2003
    Location
    Richmond upon Thames
    Posts
    245

    Default Re: An Intermediate Guide to Scripting

    anyone?

  3. #3

    Default Re: An Intermediate Guide to Scripting

    Hi,

    it's possible to use a script for this:

    - Simulate every year a migration from little city to big city/capital in order to give a legion/horde/army recruitement possible only in determined settlement (with particolar recruit's buildind)

    - the same above but only if requested by the player (like the legio raise from Res Gestae mod Script)

    - Simulate the Romanization (or others culture assimilation) by using Loyalty/Religion setting of every city? so we can trigger to add a Roman Citizenship building when we get a >=50% of loyalty/romanized civilian and this building can make possible different recuit sistem..

    - import the Horde army mechanism from BI to RTW 1.5 and modify it to simulate a "Legion recuitment calling" that minus the people from near city in order to get the coscrict legionaire?

    Sorry 4 my bad english.. i'm from Italy

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