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  1. #1
    Notepad user Member Red Spot's Avatar
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    Default Re: alpaca's Script-O-Rama

    I've tried that, got the impression you where saying that a create unit command with amount "1" wouldnt be adjusted downward, but that doesnt seem the case.

    I've thought about making a monitor for each of my "armour era's" (in my game every level of armour has to be invented like gunpowder) but all that means is that after 20-ish turns in a new era the reinforcements may spawn again..

    Anyway I've got some other way of working slightly around the situation and have also found out that reloading the campaign(save) "fixes" the monitor again ...


    G

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

    Quote Originally Posted by Red Spot
    I've tried that, got the impression you where saying that a create unit command with amount "1" wouldnt be adjusted downward, but that doesnt seem the case.

    I've thought about making a monitor for each of my "armour era's" (in my game every level of armour has to be invented like gunpowder) but all that means is that after 20-ish turns in a new era the reinforcements may spawn again..

    Anyway I've got some other way of working slightly around the situation and have also found out that reloading the campaign(save) "fixes" the monitor again ...


    G
    Yeah I was thinking just that. Weird stuff. Maybe the console_command create_unit works better? I think it uses almost the same syntax (but probably also the same code).

    create_unit <settlement/character_name> <unit_id> <opt:how_many> <opt:exp/armour/weapon>

  3. #3
    Notepad user Member Red Spot's Avatar
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    Default Re: alpaca's Script-O-Rama

    so basicly just add "console_command" in front of it ..??

    from;
    create_unit London, Armored Sergeants, num 2, exp 0, arm 0, wep 0

    to;
    console_command create_unit London, Armored Sergeants, num 2
    (to start without armour/weapon upgrades)

    will try, thanks ;)

    ps; something that might be interesting, nothing special may just save others the time to test it, a little code for being able to set a flag in EDB when crusades are active;
    Code:
    	monitor_event CrusadeCalled IsCrusade
    
    		set_event_counter crusade_active 1
    	end_monitor
    
    	monitor_event CrusadeEnds IsCrusade
    
    		set_event_counter crusade_active 0
    	end_monitor
    (change "IsCrusade" to "IsJihad" for Jihads ...)


    Edit;
    just tried the console command thingy, worked like a charm!!

    the formatting is diffirent;
    console_command create_unit London "Feudal Knights" 8 1 1 1

    numbers represent the same as with the regular command, though the number of units, in the example 8, is capped at 5 units
    the good thing is that it does not adjust itself downwards, it spawns what it can and than when it can again the full number (of max 5 units)


    G
    Last edited by Red Spot; 08-31-2007 at 13:29.

  4. #4
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: alpaca's Script-O-Rama

    Ok good, one problem less.

    As for the current challenge: Don't try anything with reduce_unit_strength. Unfortunately it freezes the game.

  5. #5

    Default Re: alpaca's Script-O-Rama

    The only idea I recall being mooted to represent Attrition was to make every unit a general's bodyguard (i.e. add the general_unit attribute to them in edu) as the size of bodyguards can be controlled in the trait files.

    The drawbacks to such an idea though are heavy as you would lose the unit picture, and as soon as each unit 'captain' died the entire unit would be gone. Might work for a small scale mod with not many units, but a lot of 'character', but certainly not suitable for the standard, larger scale mods people make.
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  6. #6
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: alpaca's Script-O-Rama

    Quote Originally Posted by Epistolary Richard
    The only idea I recall being mooted to represent Attrition was to make every unit a general's bodyguard (i.e. add the general_unit attribute to them in edu) as the size of bodyguards can be controlled in the trait files.

    The drawbacks to such an idea though are heavy as you would lose the unit picture, and as soon as each unit 'captain' died the entire unit would be gone. Might work for a small scale mod with not many units, but a lot of 'character', but certainly not suitable for the standard, larger scale mods people make.
    Hey ER, nice of you to stop by

    Aye, I pondered the option, too. In addition to what you mentioned I imagine it would seriously slow the game down because triggers like CharacterTurnEnd would have to be checked for each unit on the map (which is about the number of characters times 20)

    The current "canonical" way of doing it is like in EB to limit movement rates and morale.

    I had a quite nice idea what could be done but what I mentioned above kind of ruined it. You could still randomly kill off whole units but that's not a very attractive option, either.

  7. #7
    EB Traitor Member BozosLiveHere's Avatar
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    Default Re: alpaca's Script-O-Rama

    ER said that there is a destroy_unit command in Kingdoms, maybe now the problem will become trivial.

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