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  1. #1
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: alpaca's Script-O-Rama

    From future import content

  2. #2
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: alpaca's Script-O-Rama

    Read on, nothing to see here

  3. #3
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: alpaca's Script-O-Rama

    Just one more to go...

  4. #4

    Default Re: alpaca's Script-O-Rama

    just an easy thing to do to crank up the early game difficulty a bit. remove stuff from the descr_strat file like buildings and units and then add them back in the campaign_script but AI only e.g

    Code:
            ; ---------------------
            ; start up
    
            freeze_faction_ai aztecs
    
    	if not I_LocalFaction spain
    
    		console_command create_building Leon, farms+1
    		console_command create_building Leon, port
    
    		console_command create_building Castille, garrison_quarters
    		console_command create_building Castille, bowyer
    
    		create_unit Castille, Peasant Archers, num 2, exp 0, arm 0, wep 0
    		create_unit Vaasco, Javelinmen, num 2, exp 0, arm 0, wep 0
    		create_unit Vaasco, Peasant Archers, num 2, exp 0, arm 0, wep 0
    		console_command add_money spain, 6000
    
    	end_if
    similarly add some extra rebel garrison units in the nearest cities for the player faction e.g

    Code:
    	if I_LocalFaction spain
    
    		create_unit Toledo, Peasant Archers, num 2, exp 0, arm 0, wep 0
    		create_unit Extramaduras, Javelinmen, num 2, exp 0, arm 0, wep 0
    
    	end_if
    pretty quick and easy.


    edit: just noticed on my test/mod version that adding the ports this way doesn't seem to work. the building is built in the settlement but no port on the map and no trade. i think this used to work in RTW but it must be different in MTW2. the recruitment buildings work though.
    Last edited by nikolai1962; 04-10-2007 at 07:56.
    It's not a map.

  5. #5
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: alpaca's Script-O-Rama

    Quote Originally Posted by nikolai1962
    i'll add a bit here that i use a lot when i get home :)
    Great, I'll start working on it after I tested 1.2 a bit more thoroughly. Actually primarily wanted to get some comments about the idea while I was doing that ;)

  6. #6

    Default Re: alpaca's Script-O-Rama

    This is the classic spawn_army hint, considering the fact that the docudemon explanation always stumps newbies:

    Code:
    spawn_army 
                        faction romans_julii
                        character	Foedus Chaerea, general, command 0, influence 0, management 0, subterfuge 0, age 20, , x 54, y 124
                        unit		roman generals guard cavalry,				soldiers 20 exp 9 armour 1 weapon_lvl 0
                        unit		roman legionary first cohort ii,				soldiers 40 exp 0 armour 0 weapon_lvl 0
                        unit		roman legionary cohort ii,				soldiers 60 exp 0 armour 0 weapon_lvl 0
                        unit		roman praetorian cohort i,				soldiers 60 exp 0 armour 0 weapon_lvl 0
    end
    What's changed is that there is a comma after every unit name. This comma is absent in docudemon example of spawn_army, thus causing endless crashes and headaches for those starting out.

    Great idea Alpaca, I should have a few more examples soon.
    Last edited by SigniferOne; 04-10-2007 at 22:13.

  7. #7
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: alpaca's Script-O-Rama

    Well spawn_army works like this now:
    Code:
    spawn_army
    		faction slave
    		character	Primus, named character, age 18, x 147, y 379
                    traits GoodCommander 1
    		unit		NE Catapult				exp 1 armour 0 weapon_lvl 0
    	end
    Not sure if the soldiers thing still works, the attributes are handled through traits now.
    Last edited by alpaca; 04-11-2007 at 13:09.

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