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Thread: E.B. recruitment/reforms mod

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  1. #1

    Smile Re: E.B. recruitment/reforms mod

    Looks good.

    I dont know if this will make sense since I dont fully understand Your idea but You should avoid making to many monitors.

    You should be able to do it like this:

    Code:
    monitor_event SettlementTurnStart SettlementName Ivernis
    
       if I_CompareCounter faction_X_1 = 1
       and I_SettlementOwner Ivernis = faction_X
           console_command create_building Ivernis "expansion"
       end_if
    
       if I_CompareCounter faction_Y_1 = 1
       and I_SettlementOwner Ivernis = faction_Y
           console_command create_building Ivernis "expansion"
       end_if
    
    end_monitor
    Or for meany settlements:

    Code:
    monitor_event SettlementTurnStart SettlementName Ivernis
    
       if I_CompareCounter faction_X_1 = 1
    
          if I_SettlementOwner Settlement_A = faction_X
             console_command create_building Settlement_A "expansion"
          end_if
    
          if I_SettlementOwner Settlement_B = faction_X
             console_command create_building Settlement_B "expansion"
          end_if
    
       end_if
    
       if I_CompareCounter faction_Y_1 = 1
    
          if I_SettlementOwner Settlement_A = faction_Y
             console_command create_building Settlement_A "expansion"
          end_if
    
          if I_SettlementOwner Settlement_B = faction_Y
             console_command create_building Settlement_B "expansion"
          end_if
    
       end_if
    
    end_monitor
    Ofcourse Settlement_A/B faction_X/Y should be substituted by real names in real code. This is just to show template.
    Last edited by LorDBulA; 05-20-2007 at 14:03.

  2. #2
    Asia ton Barbaron mapper Member Pharnakes's Avatar
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    Smile Re: E.B. recruitment/reforms mod

    Basicly, what I am trying to acheive is a peice of script that will place the expansion marker in two settlements when both are owned by the same faction.
    Asia ton Barbaron The new eastern mod for eb!

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  3. #3
    Asia ton Barbaron mapper Member Pharnakes's Avatar
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    Smile Re: E.B. recruitment/reforms mod

    Hmm, just realised that it is not possible to delete the markers, will it affect things if there are two markers presnet, eg expansion and outlying? Will this just mean that you can build 2,3&4, or will the presence of the outlying marker screw it up? (although I don't realy see how it could)
    Asia ton Barbaron The new eastern mod for eb!

    Laziest member of the team My red balloons, as red as the blood of he who mentioned Galatians.
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  4. #4

    Default Re: E.B. recruitment/reforms mod

    It could lokk strange but I don't think it will mess anything, because Type 2 governments need expansion, whereas 3 and 4 don't need anything, alliances available is only there to tell that no type 2 can be build there. But i'm not a modder, so you'll better wait until one shows up
    Last edited by Basileus Seleukeia; 05-20-2007 at 18:25.

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  5. #5

    Default Re: E.B. recruitment/reforms mod

    It should work without problems.

  6. #6
    EBII Council Senior Member Kull's Avatar
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    Default Re: E.B. recruitment/reforms mod

    Not totally sure how this is supposed to work, but it *seems* like you intend to remove the link between units and provinces, which is the primary method by which recruitment works in EB. I can sort of see how this might operate for human-controlled factions (although you will find the idea fraught with unintended consequences, such as the fact that units are recruited by more than one faction and more than one mic), but it will fail utterly with AI Factions, as all their governments are placed by script. Reason being that the outlying, expansion, and homeland buildings apply to the human player only.

    So no matter how long a province is occupied by an AI faction, their government won't change (unless you vastly increase the size and complexity of the AI Gov Granting script).
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  7. #7
    Asia ton Barbaron mapper Member Pharnakes's Avatar
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    Smile Re: E.B. recruitment/reforms mod

    Yes, I am aware of these problems and have started plans to counteract them.
    Asia ton Barbaron The new eastern mod for eb!

    Laziest member of the team My red balloons, as red as the blood of he who mentioned Galatians.
    Roma Victor!

    Yous ee gishes?

  8. #8

    Default Re: E.B. recruitment/reforms mod

    Well, imvho what EB is missing right now is a truly effective way to represent cultural assimilation and intermixing.
    While the government system is great I feel the long term environment to be slightly "static"...
    I feel (again imvho) that there should be a way to be able to integrate at least a bit more some regions in your empire even when there is a great cultural difference.
    I'm not saying it should be easy or widely available but as in a way EB already got buildings simulating huge terraforming why not having something that does the same with population?
    A structure representing elites becoming closer to the conquerors or migration of player's faction natives in the area (isn't what the "colony" building should do in theory?) that takes huge amounts of time and money but allows you to put a closer goverment type could be a quick and relatively easy solution...
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  9. #9
    Simulation Monkey Member The_Mark's Avatar
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    Default Re: E.B. recruitment/reforms mod

    Quote Originally Posted by Kull
    (unless you vastly increase the size and complexity of the AI Gov Granting script).
    GAH!

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