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  1. #1
    Axebitten Modder Senior Member Dol Guldur's Avatar
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    Default Scripting & Recruitable Generals

    Recruitable Generals have traits and yet they are neither family, agents or admirals.

    I assume they are classed (wrongly) as family?

    My question is:

    Is there a way to distinguish between a family member and a recruited general in the scripting/trait coding? I was sure I saw IsFamilyMember or something like that once - maybe I am just going mad.

    Indirectly, if the above distinction is not directly possible, what complete set of circumstances could attribute a hidden trait to a family member that a recruited general could never have?
    "One of the most sophisticated Total War mods ever developed..."

  2. #2
    Member Member Dromikaites's Avatar
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    Default Re: Scripting & Recruitable Generals

    Quote Originally Posted by Dol Guldur
    Recruitable Generals have traits and yet they are neither family, agents or admirals.

    I assume they are classed (wrongly) as family?

    My question is:

    Is there a way to distinguish between a family member and a recruited general in the scripting/trait coding? I was sure I saw IsFamilyMember or something like that once - maybe I am just going mad.

    Indirectly, if the above distinction is not directly possible, what complete set of circumstances could attribute a hidden trait to a family member that a recruited general could never have?
    I think the recruitable generals (I assume you talk about BI) are treated like the generals we can get through spawn_army or the ones from the "paralel family trees" (typical for rebels, also seen in mods like The First Triumvirate).

    There is no way to distinguish them through code from the family members (=the named_characters who show up in the family tree scroll). The systems which handle the traits and the ancillaries use "family" to distinguish named characters from diplomats/spies/assasins/admirals but that doesn't mean they actually mean only the guys who show up in the family tree scroll. "Family" means only "named_character".

  3. #3
    Axebitten Modder Senior Member Dol Guldur's Avatar
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    Default Re: Scripting & Recruitable Generals

    As I thought, though it is badly named ;)
    "One of the most sophisticated Total War mods ever developed..."

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    EB Traiter Member Malrubius's Avatar
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    Default Re: Scripting & Recruitable Generals

    Perhaps there's an event that could be used to give a hidden trait to these spawned generals? "RecruitedGeneral" or something? Or as an alternative, all the family member generals would have gone through the CharacterComesOfAge, OfferedForMarriage, OfferedForAdoption, or LesserGeneralOfferedForAdoption events, and could be assigned a hidden trait "FamilyGeneral".

    Then "Trait FamilyGeneral < 1" means he's a recruited general.

    Ah! the Generals! they are numerous, but not good for much (especially if they're Languorous)!
    -- Aristophanes, if he played EB

  5. #5
    Axebitten Modder Senior Member Dol Guldur's Avatar
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    Default Re: Scripting & Recruitable Generals

    Quote Originally Posted by Malrubius
    all the family member generals would have gone through the CharacterComesOfAge, OfferedForMarriage, OfferedForAdoption, or LesserGeneralOfferedForAdoption events, and could be assigned a hidden trait "FamilyGeneral".

    Then "Trait FamilyGeneral < 1" means he's a recruited general.
    This is what I feel. Are those all the conditions?
    "One of the most sophisticated Total War mods ever developed..."

  6. #6
    EB Traiter Member Malrubius's Avatar
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    Default Re: Scripting & Recruitable Generals

    Well, you'd want to take care of the ones in descr_strat, too. Something like this:

    Code:
    WhenToTest CharacterTurnStart
    Condition I_TurnNumber = 0
            and AgentType = family
    
    Affects FamilyGeneral  1  Chance  100

    Ah! the Generals! they are numerous, but not good for much (especially if they're Languorous)!
    -- Aristophanes, if he played EB

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