So if i give players the choice with the greece event, it will be difficult to implement tribute then?
So if i give players the choice with the greece event, it will be difficult to implement tribute then?
Creator of:
Lands to Conquer Gold for Medieval II: Kingdoms
No, you put the choice element (including alliance/capturing cities) in the event script and you put the tribute in the background script.
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And it would only work as long as the greek cities and macedon are allied, which the event script would do(begins to understand more). I think ill do the Susa in the background script(dont want to give the player the option of saying no), and have the greek cities thing as even script and background script.
Creator of:
Lands to Conquer Gold for Medieval II: Kingdoms
Please, Epistolary Richard, could you explain this workaround. I thought that "GeneralCaptureSettlement" worked also with Captains.Now, this will work so long as Susa is captured by an army led by a general and not a captain. There's a workaround for this which I can go into if you want.
Thanks
No, it only works for family members as it was designed to be used for traits.
The work around is to use a CharacterTurnStart or SettlementTurnStart event with a I_SettlementOwner conditional for that settlement. Easy to start, but it's hard to stop it triggering on subsequent turns (terminate_monitor will not stop it triggering when you reload the game) - you can block it either by using having the script place a blocker building and adding a SettlementBuildingExists condition (TFT does this) - or by using a trait that is added through the traits file and which subsequently blocks the monitor triggering again (I believe EB does this, maybe RG as well).
Epistolary Richard's modding Rules of CoolCool modders make their mods with the :mod command line switch
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Thank you a lot for the fast answer.
About "terminate_monitor will not stop it triggering when you reload the game" issue, the idea of using traits/buildings to save information before reloads is great, and this reminds me a related question:
Do you know if someone has checked the "GameReloaded" event. Has somebody been able to use this event succesfully?
I was thinking if it could be used to detect when you reload a game, and maybe, we could use it to relaunch a background script.
It got added in 1.5, I think. But I've never tested it. It couldn't be used to relaunch a script, but it might be able to be used to prompt the adviser to reappear.
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I was quite surprised to find that the GeneralCaptureSettelment is triggered if an army commanded by a captain captures a city. I have been using this in a campaign script for many months now.Originally Posted by Epistolary Richard
The truth is the most valuable thing we have. Let us economize it. - Mark Twain
Ah, you learn something new everyday.![]()
Epistolary Richard's modding Rules of CoolCool modders make their mods with the :mod command line switch
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