Rapid response, I'm really impressed. I'd like to say thankyou both very much - so here goes "thankyou both very much", you've made a first-time poster very happy.
Rapid response, I'm really impressed. I'd like to say thankyou both very much - so here goes "thankyou both very much", you've made a first-time poster very happy.
Oh....and welcome to the .org.
Have fun!!
SSbQ*****************SSbQ******************SSbQ
About Client rulers since I don't feel like making a new thread, and sorry for the hijack but I think you were helped already :) But I consider it a bug that if you destroy the Lvl4 buidling and remake it in a single turn it spawns another client ruler outside the city with limited mobility. I have only tested this having a full stack inside the city so the new client ruler is buffered outside because there is no more room and then you can simply move him around as a mobile general with like 20% movement or throw him in the city and double the bodyguards used to defend the city and with cataphract bodyguards that can almost single handedly take out an army that's bad news. I mean it is the players choice to destroy and rebuild the Lvl4 government building but I had 2 Lvl4s in one city, one that was damaged and one that I had built. I destroyed the damaged one and it removed both and I had to rebuild my Lvl4 which caused multiple client rulers.
I'm Batman!
The script is supposed to leave the old one alone if he's governing, not spawning the new one, or kill the old one if he doesn't govern. Don't know why it didn't happen this time.
Having problems getting EB2 to run? Try these solutions.
================
I do NOT answer PM requests for help with EB. Ask in a new help thread in the tech help forum.
================
I think computer viruses should count as life. I think it says something about human nature that the only form of life we have created so far is purely destructive. We've created life in our own image. - Stephen Hawking
Well, if you're rebuilding the level 4 government in a single turn you must be using process_cq to cheat. If you do that then you aren't giving the script the chance to work properly. So no wonder it looks screwed.
My personal experience of something similar is when I used process_cq to get the l4 government and then accidentally moved the new governor away with the old FM's troops.
No new governor appeared and my king of Syracuse had both the client ruler and interloper traits.
I didn't use any cheats, since they were both using Hellenic Lvl4 governments one was partially destroyed by the siege and I built the second one after a provisional government and the Lvl4 government only takes 1 turn to build... and I think the reason it was duplicated is because the city was fully garrisoned so the new client ruler was spawned outside the city and thus outside the scope of the trigger. Just what I'm guessing anyway, I don't know where the code is. Following the second building for Lvl4 I destroyed the partially destroyed one and it removed both Lvl4 buildings and I thus had to build a new one. I noticed that the client ruler on the first turn gets spawned at coordinates outside the city and is moved into the city and then I imagine after that acquires the -100% movement trait. I noticed this during the turn lag.
I'll attach a screenshot with multiple client rulers in Byzantine if you're in disbelief -.-
Last edited by skuzzy; 10-25-2007 at 00:51.
I'm Batman!
'I've no idea how something like that can happen. If there's an existing puppet ruler, the script doesn't spawn anyone. If there isn't, the script will kill anyone unfortunate enough to have the exact same name as the soon-to-be-puppet (captains), twice, before spawning the puppet.
Bookmarks