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  1. #1

    Default Re: [II] Feature Preview 2: Degrees of Independence

    Quote Originally Posted by alpaca
    Well there's a few details that differ but that's the jist of it, yes.
    I'm using filter_settlement_commands to disable the commands, I don't disable ui buttons.
    And I don't check it at every turn start because I fear it might slow down the game somewhat (I only check the leader authority for changes at turn start). What I do is catch possible cases that change the amount of Authority points used: Settlements being captured/lost, rebelling or given via diplomacy, and buildings being created or destroyed.
    How does filter_settlement_commands play into this? The description says it only filters shell commands (or seems to). Does it somehow filter out the building and recruitment ability on the strat map, and does this mean the game sends itself "commands" to enable various features, and it is those commands that you can conveniently filter out here?


    Also, I like your "function" setup; might try to find a way to use it for my scripts to streamline things up. Problem is with passing parameters as always, but I suppose there can never be too many counters :)

  2. #2
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: [II] Feature Preview 2: Degrees of Independence

    Yeah, having more than one argument can be a bit annoying though. In another part of the file (levy script) I'm using a function with an argument and return value (both counters obviously) and it works well.

    I'd suggest simply trying filter_settlement_commands yourself: It disables the whole settlement (you think you can change the taxes but it doesn't do anything). You can't recruit, you can't build, you can't destroy or do anything else. So the shell is the UI.
    I'm not sure what happens to the AI if the settlement is disabled though (it will probably be able to issue orders).

    It's often worth to check out scripting commands or events despite of some stuff the docudemon says. For example, it's possible to use RandomPercent in an if statement although it doesn't have the I_ before the name that usually flags independent conditions (but it works because it doesn't have a trigger requirement and contrary to what the CA guys wrote at the top of their docudemon).

  3. #3

    Default Re: [II] Feature Preview 2: Degrees of Independence

    Code:
    monitor_event EventCounter EventCounterType update_authority
    	and EventCounter = 1
    What's the advantage of using the event counter over a regular counter, if you won't be invoking it in export_descr_buildings.txt?

    Also, I tried out filter_settlement_commands -- very neat. Hopefully someone can do tests of whether the AI is limited by this command, or only human. Have you considered disabling the 'build' and 'recruit' buttons as an alternative? I know it won't stop AI, but I think it would look really striking on the campaign map, when the game says you own the settlement, but you cannot click on anything in it.


    ===================================================================================

    EDIT: I hear your point about documented commands not working as described. Sometimes the proper syntax defies all of the (already convoluted) convention, it's ridiculous. For instance, some person was suggesting this use for launching a script on a button being pressed:


    Code:
    monitor_event ButtonPressed ButtonPressed character_info_zoom_to_button
    ...
    end_monitor
    which makes all kinds of sense (once you get past the convoluted word conventions), because there actually is a ButtonPressed condition, and so it should work. But it doesn't. I even tried

    Code:
    monitor_event ButtonPressed ButtonPressed character_info_zoom_to_button TrueCondition
    but no luck. Finally, I ridiculously tried

    Code:
    monitor_event ButtonPressed character_info_zoom_to_button
    ...
    end_monitor
    and it worked. Although it shouldn't. Because character_info_zoom_to_button is not a condition. Argh!!

    We should really release a proper docudemons, with the commands properly documented with examples, because no one except the most diehard fans will want to wade through all this to implement scripts in their favorite game.
    Last edited by SigniferOne; 08-27-2007 at 02:31.

  4. #4
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: [II] Feature Preview 2: Degrees of Independence

    Quote Originally Posted by SigniferOne
    Code:
    monitor_event EventCounter EventCounterType update_authority
    	and EventCounter = 1
    What's the advantage of using the event counter over a regular counter, if you won't be invoking it in export_descr_buildings.txt?

    Also, I tried out filter_settlement_commands -- very neat. Hopefully someone can do tests of whether the AI is limited by this command, or only human. Have you considered disabling the 'build' and 'recruit' buttons as an alternative? I know it won't stop AI, but I think it would look really striking on the campaign map, when the game says you own the settlement, but you cannot click on anything in it.


    ===================================================================================

    EDIT: I hear your point about documented commands not working as described. Sometimes the proper syntax defies all of the (already convoluted) convention, it's ridiculous. For instance, some person was suggesting this use for launching a script on a button being pressed:


    Code:
    monitor_event ButtonPressed ButtonPressed character_info_zoom_to_button
    ...
    end_monitor
    which makes all kinds of sense (once you get past the convoluted word conventions), because there actually is a ButtonPressed condition, and so it should work. But it doesn't. I even tried

    Code:
    monitor_event ButtonPressed ButtonPressed character_info_zoom_to_button TrueCondition
    but no luck. Finally, I ridiculously tried

    Code:
    monitor_event ButtonPressed character_info_zoom_to_button
    ...
    end_monitor
    and it worked. Although it shouldn't. Because character_info_zoom_to_button is not a condition. Argh!!

    We should really release a proper docudemons, with the commands properly documented with examples, because no one except the most diehard fans will want to wade through all this to implement scripts in their favorite game.
    The advantage is that I hate monitor_conditions with it's heartbeat.
    If I change an event counter it'll throw an event that I can use a monitor_event on - which I prefer.

    Code:
    monitor_event ButtonPressed character_info_zoom_to_button
    ...
    end_monitor
    That code won't work as you intend it to, any condition the game doesn't know is treated as true and therefore yes, your monitor will trigger on the zoom button. But it'll also trigger on every other button that's being pressed.
    As some research I just conducted returned, the thing with character_info_zoom_to_button is that it's actually linked to garrison_info_zoom_to_button probably by oversight from the devs. This means that you should use something like this:
    Code:
    monitor_event ButtonPressed ButtonPressed garrison_info_zoom_to_button
    	and not I_ScrollOpen own_settlement_info_scroll
    
    	console_command add_money 40000
    end_monitor
    There is already an "Ultimate Docudemon"-or-whatever-it's-called project by GrnEyedDvl, you might want to participate in that. As for me, I simply don't have the time to invest it into such a project in addition to real life and modding.

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