Results 1 to 13 of 13

Thread: Melee Area Attack & New Ancillary Questions

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default Re: Melee Area Attack & New Ancillary Questions

    It's this trigger in the export_descr_character_traits file, and the unrecognized ancillary it refers to is on the 'and FactionWideAncillaryExists' line:

    Code:
    ;------------------------------------------
    Trigger piracy
        WhenToTest CharacterTurnEnd
    
        Condition AgentType = diplomat
    	  and FactionwideAncillaryExists letters_of_marque true
    
        Affects Piracy  1  Chance  10
    Last edited by SMZ; 02-25-2007 at 21:46.
    Drink water.

  2. #2
    Masticator of Oreos Member Foz's Avatar
    Join Date
    Dec 2006
    Posts
    968

    Default Re: Melee Area Attack & New Ancillary Questions

    Lol... that's exactly where I was expecting it would be... so unfortunately that doesn't help me much.

    I think I've got it though! While I can't seem to find any game files that use FactionwideAncillaryExists at all, I did find a condition very similar: I_WorldwideAncillaryExists:

    Code:
    ---------------------------------------------------
    Identifier:              I_WorldwideAncillaryExists
    Trigger requirements:    character_record
    Parameters:              logic token
    Sample use:              I_WorldwideAncillaryExists actor true
    Description:             Does this ancillary already exist in the world?
    Battle or Strat:         Strat
    Class:                   WORLDWIDE_ANCILLARY_EXISTS
    Implemented:             Yes
    Author:                  Lee
    ---------------------------------------------------
    That wouldn't be remarkable in and of itself, except that this one I DO see used in the game files, for instance like this:

    Code:
    ;------------------------------------------
    Trigger shard_of_the_true_cross_anc_trigger
        WhenToTest GeneralCaptureSettlement
        Condition Attribute Piety > 3
              and SettlementName Tripoli
              and not I_WorldwideAncillaryExists shard_of_the_true_cross
              and not HasAncType Relic
    
        AcquireAncillary shard_of_the_true_cross chance  10 
    
    ;------------------------------------------
    Notice anything? It's used almost exactly like the sample, except for one thing: There is no true following the name of the ancillary like they use in the example. It's about the last thing I can think of, but seems pretty solid: it's likely the condition descriptions for these two are incorrect, and should NOT have true following the name of the ancillary. My bet is that the parser picks up "letters_of_marque true" as the name of the ancillary from that line you have highlighted up there, and therefore cannot find it. Try it without true... and hope it works.


    See my Sig+ below! (Don't see it? Get info here)

  3. #3

    Default Re: Melee Area Attack & New Ancillary Questions

    nope, tried that, lol - i'm going nuts trying to figure this out

    from the docudemon:
    Code:
    ---------------------------------------------------
    Identifier:              FactionwideAncillaryExists
    Trigger requirements:    character_record
    Parameters:              logic token
    Sample use:              FactionwideAncillaryExists actor true
    Description:             Does this ancillary already exist in this faction?
    Battle or Strat:         Strat
    Class:                   FACTIONWIDE_ANCILLARY_EXISTS
    Implemented:             Yes
    Author:                  Lee
    and as used in the ancillaries file:
    Code:
    ;------------------------------------------
    Trigger armour_custom_trigger1
        WhenToTest CharacterComesOfAge
        Condition IsGeneral
              and FatherAttribute Command > 4
              and FactionwideAncillaryExists master_smith true
    
        AcquireAncillary armour_custom chance  15
    Drink water.

  4. #4

    Default Re: Melee Area Attack & New Ancillary Questions

    ok, something odd... in an attempt to see if maybe my text files weren't working correctly I deleted the string bins in the folder - although I've made description alterations before and seen them show up in game, but at this point I'm trying anything...

    however when I check the log file after running the game like that, all of a sudden there is a loooong list of "missing" descriptions which I've added, even tho they are all in the text files... so I put the string bins back, and once again, only that one Ancillary is said to be unrecognized

    I thought that once you had the text files you didn't need the string bins? I just left them because before it seemed to be working regardless... so now I'm more confused than ever
    Drink water.

  5. #5
    Masticator of Oreos Member Foz's Avatar
    Join Date
    Dec 2006
    Posts
    968

    Default Re: Melee Area Attack & New Ancillary Questions

    From comments I've seen, the game is supposed to MAKE the strings.bin files from the txt files if the txt files are present. So when you delete the strings.bin files, it should mean the game decides to compile the txt file into a strings.bin file again, and then should theoretically use that new bin file to run the game.


    See my Sig+ below! (Don't see it? Get info here)

  6. #6

    Default Re: Melee Area Attack & New Ancillary Questions

    that's what I thought too, lol - but I started the game, then exited, checked the log file - saw the long line of reported errors from "missing" items, looked in the folder and it was just text files, no string.bins... so me confused and I manually pulled them from the recycle bin and put them back

    started the game again, exited again - checked the log file, no long list of errors, just the one ancillary item left
    Drink water.

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