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Thread: Help with scripting for my Alexandros mod

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  1. #1
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Default Re: Help with scripting for my Alexandros mod

    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.

  2. #2

    Default Re: Help with scripting for my Alexandros mod

    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.
    Please, Epistolary Richard, could you explain this workaround. I thought that "GeneralCaptureSettlement" worked also with Captains.
    Thanks

  3. #3

    Default Re: Help with scripting for my Alexandros mod

    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 Cool
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  4. #4

    Default Re: Help with scripting for my Alexandros mod

    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.

  5. #5

    Default Re: Help with scripting for my Alexandros mod

    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.
    Epistolary Richard's modding Rules of Cool
    Cool modders make their mods with the :mod command line switch
    If they don't, then Cool mod-users use the Mod Enabler (JSGME)
    Cool modders use show_err
    Cool modders use the tutorials database Cool modders check out the Welcome to the Modding Forums! thread Cool modders keep backups Cool modders help each other out

  6. #6
    Bibliophilic Member Atilius's Avatar
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    Post Re: Help with scripting for my Alexandros mod

    Quote Originally Posted by Epistolary Richard
    No, it only works for family members as it was designed to be used for traits.
    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.
    The truth is the most valuable thing we have. Let us economize it. - Mark Twain



  7. #7

    Default Re: Help with scripting for my Alexandros mod

    Ah, you learn something new everyday.
    Epistolary Richard's modding Rules of Cool
    Cool modders make their mods with the :mod command line switch
    If they don't, then Cool mod-users use the Mod Enabler (JSGME)
    Cool modders use show_err
    Cool modders use the tutorials database Cool modders check out the Welcome to the Modding Forums! thread Cool modders keep backups Cool modders help each other out

  8. #8

    Default Re: Help with scripting for my Alexandros mod

    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.
    I have been making some tests and I can confirm this: Captains also triggers the GeneralCaptureSettelment event.
    I have seen that EB script uses I_SettlementOwner. If someone from EB read this, you can save a lot of lines in your script if you change to GeneralCaptureSettelment.

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