Results 1 to 5 of 5

Thread: What's different in these two scripts?

Threaded View

Previous Post Previous Post   Next Post Next Post
  1. #1
    CeltiberoRamiroI Member Monkwarrior's Avatar
    Join Date
    Apr 2004
    Location
    Salduie/Caesaraugusta/ Sarakusta/Saragossa
    Posts
    828

    Default What's different in these two scripts?

    This is a question for the expert scripters, because I'm unable to find the difference between one working script and one not-working.

    First case:
    Human player: romans_julii
    Objective: simulate the conquest of Saguntum by the carthaginians.
    Piece of script:
    Code:
    	monitor_event FactionTurnStart FactionType carthage
    		and I_TurnNumber = 0
    
    		console_command control carthage
    		console_command capture_settlement Saguntum
    		console_command create_unit Saguntum "carthaginian heavy infantry2" 1
    		console_command create_unit Saguntum "carthaginian medium cavalry2" 1
    		console_command create_unit Saguntum "auxiliar ibero" 3
    		console_command create_unit Saguntum "hondero aux ibero" 2
    		console_command control romans_julii
    
    		terminate_monitor
    	end_monitor
    Result: in the IA turn for carthage, Saguntum rebel garrison is evicted, the settlement is then carthaginian and the units are created. Success!

    Second case:
    Human player: carthage
    Objective: simulate a rebellion in Syracusae. The owners (romans) should be evicted and the city will be greek.
    Piece of script:
    Code:
    	monitor_event FactionTurnStart FactionType greek_cities
    		and I_TurnNumber = 0
    
    		console_command control greek_cities
    		console_command capture_settlement Siracusa 
    		console_command create_unit Siracusa "syracusan hoplite" 1
    		console_command create_unit Siracusa "greek hoplite elite" 2
    		console_command create_unit Siracusa "greek hoplite" 3
    		console_command create_unit Siracusa "greek archer" 2
    		console_command create_unit Siracusa "thorakitai" 2
    		console_command create_unit Siracusa "ekdromoi" 3
    		console_command create_unit Siracusa "greek heavy peltast" 2
    		console_command control carthage
     		console_command diplomatic_stance greek_cities romans_julii war
     		console_command diplomatic_stance greek_cities romans_scipii war
    		set_counter rebelion 12
    
    		terminate_monitor
    	end_monitor
    Result: garrison evicted, units created, but the settlement passes to the human player instead of the greeks. I tried also to put some waiting time after console_command control, but the result was the same.

    Any idea?

    Edit: I didn't remember another positive case. It is in the same campaign as the first case (human playing as romans_julii). Hannibal arrives to Italy and conquest one settlement (to give him one operations base).
    Code:
    	monitor_event FactionTurnStart FactionType carthage
    		and I_TurnNumber = 8
    
    		console_command control carthage
    		console_command capture_settlement Segesta 
    		console_command create_unit Segesta "infanteria gala" 3
    		console_command create_unit Segesta "caballeria gala" 2
    		console_command create_unit Segesta "peltasta aux italico" 3
    		console_command create_unit Segesta "auxiliar italico" 3
    		console_command create_unit Segesta "cab auxiliar italica" 2
    		console_command create_unit Segesta "merc samnite" 2
    		console_command control romans_julii
    
    		terminate_monitor
    	end_monitor
    This piece of script also works properly.
    Last edited by Monkwarrior; 06-17-2006 at 07:48.

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO