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Thread: Triggers - what's possible and what isn't?

  1. #1
    Member Member Roy1991's Avatar
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    Default Triggers - what's possible and what isn't?

    I'm thinking about creating a small mod to make crusades more interesting.
    It'll require a lot of triggers, and because I have only little experience with those so far (only did some basic triggers in RTW), I thought I'd first ask what's possible and what isn't, before I start messing everything up


    - Can the conquest of a specified settlement be the trigger for a new faction to emerge?



    If the answer to the above question is positive I'll add some more questions, if it's impossible just forget about this thread, because in that case the whole idea for the mod won't work

    Thanks in advance.
    Last edited by Roy1991; 12-17-2006 at 23:49.

  2. #2

    Default Re: Triggers - what's possible and what isn't?

    Not sure if there is a trigger for just that.

    Speculation:

    You could possibly work around it by having a check like the mongols/timruids datewise, and if a settlement is not rebel/specific faction then spawn Unholy Hordes of Pancakes thing.

  3. #3
    Member Member Roy1991's Avatar
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    Default Re: Triggers - what's possible and what isn't?

    Quote Originally Posted by seneschal.the
    Not sure if there is a trigger for just that.

    Speculation:

    You could possibly work around it by having a check like the mongols/timruids datewise, and if a settlement is not rebel/specific faction then spawn Unholy Hordes of Pancakes thing.
    Thanks for the advice, but that probably won't work with my idea
    (What I'd like to do is have the Kingdom of Jerusalem emerge after the first succesful crusade against Jerussalem).

  4. #4
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: Triggers - what's possible and what isn't?

    Should be possible, you can use
    monitor_event OccupySettlement SettlementName Jerusalem

    And do the rest as for the Mongols/Timurids (although I don't know yet how to add events)

  5. #5
    Member Member Roy1991's Avatar
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    Default Re: Triggers - what's possible and what isn't?

    Thanks

    Would this be the correct trigger?

    Code:
    monitor_event OccupySettlement SettlementName Jerusalem
    			add_events
    				event	emergent_faction	the_kingdom_of_jerusalem
    				date	0
     				region 	Jerusalem_Province
    				
    				;;; KINGDOM OF JERUSALEM SCRIPT
    			spawn_army 
    				faction the_kingdom_of_jerusalem
    				(characters + armies)
    	 
    			             terminate_monitor
    			end_monitor



    Some more questions:

    - How can you add in-game messages? (like the historical event messages)
    What I'd like to do is to 'force' other catholic factions to help the KoJ if it's running low on money/troops.
    So, I'd like to have a message appear that if, for example, the KoJ has less than 5000 florins, asks the other catholic factions to donate money to the KoJ.

    I suppose the trigger for that is something like:

    Code:
    monitor_event FactionTurnStart FactionType the_kingdom_of_jerusalem
    and not I_LocalFaction the_kingdom_of_jerusalem
    and Treasury <5000
    ????????
    
    end_monitor


    - Is it possible to make an unbreakable alliance? (to prevent the catholic AI factions from getting themselves in too much trouble by attacking the KoJ)


    Thanks in advance

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