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Thread: Can I use a script to end the turn?

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  1. #1
    Member Member mrtwisties's Avatar
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    Default Re: Can I use a script to end the turn?

    I tested the script again, using it to fast forward 50 turns to 245 BCE. If you decide to do the same, make sure you turn off "follow AI characters", which I didn't do the first time. Turns out the AI likes to put spies and diplomats everywhere, which means you end up following one helluva lot of AI characters. Running RTW.exe in windowed mode was definitely a good idea, though.

    The Romans and the Greeks got into an extended naval war, which I witnessed first-hand from both sides. It was actually kind of fun to see, and verified that both factions are highly active when they're under AI control. I guess forgetting to take away +40,000 denarii for the Greeks every turn probably contributed to them getting ornery, huh?

    I had also forgotten that those dog units existed in vanilla RTW. Turns out the AI likes to move around whole armies of them. Not sure how I feel about that. Pretty sure the answer is "mirthful", though - the dogs of the Julii more or less chased the Gauls out of northern Italy. Dogmatix would have been ashamed. But then the Gauls came back with a whole mass of soldiers, and they all had a bunch o' fight near the Po.

    By the end of the 50 turns:
    * The Julii owned northern Italy
    * The Brutii owned Epirus and Dalmatia
    * The Scipii owned Sicily, Sardinia, Corsica and bits of Tunisia
    * The Gauls owned bits of Spain, for which I don't blame them, I understand it's got lovely countryside
    * The Seleucids were swallowed by Parthia and the Ptolemies (I mean, *cough*, Egypt)
    * Pontus were on their way to becoming a superpower
    * The Sweboz and the Getai were both massive

    But despite all the fun, it was 50 turns that I had to sit there for, clicking on the occasional scroll. Here are the ones that paused or delayed the turn sequence. I need to find a way to automagically resolve these, so I can do something else with my life while the script is fast-forwarding:

    * Diplomacy scrolls
    * Naval battle predeployment
    * Land battle predeployment
    * Assistance requested from SPQR
    * Senate missions (create massive lag during the turn sequence)

    I can't find events for any of these in the docudemon. Do they exist? And can anyone suggest code for automagically resolving these happenings (preferably with the AI deciding what to do)?

  2. #2
    Member Member mrtwisties's Avatar
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    Default Re: Can I use a script to end the turn?

    Thanks for the -ai link, M. I'm testing that as well.

  3. #3
    Member Member mrtwisties's Avatar
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    Default Re: Can I use a script to end the turn?

    Hmmm... my capacity to edit my posts seems to appear and disappear at random.

    Anyhoo, first attempts with the -ai command are a bit buggy. I can put myself in control of a faction, I can end turn, I can keep playing with that faction for a bit... I can even save the game I'm playing with the faction. But I can't load the game again. Any attempt to do so CTDs.

    I'm trying again with a different faction - the Julii, instead of the Gauls. I figure the Gauls aren't unlocked in my RTW game, so that might be why loading a Gallic game CTDs.

  4. #4
    Member Member mrtwisties's Avatar
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    Default Re: Can I use a script to end the turn?

    The -ai thing totally works. I just took over a Julii campaign in 168 BCE. Then I saved it. Then I closed RTW. Then I loaded it and played for a bit.

    Totally. Works.

  5. #5
    Notepad user Member Red Spot's Avatar
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    Default Re: Can I use a script to end the turn?

    afaik the -ai switch will not work properly ...

    at least I've ran a zillion games with the -ai switch and there is always "something" that makes me believe there is some diff. (dont ask me what, I just wouldnt risk it, the -ai switch clearly hasnt been intended to jump a campaign ... my advise, dont use it as such)


    also about the "simulate_mouse_click lclick_down/up" ... afaik you do not need both, dont know where people got the 2nd command from but I'm not using it and have the same results ...


    G

  6. #6
    Member Member mrtwisties's Avatar
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    Default Re: Can I use a script to end the turn?

    You're right. When I implemented the -ai switch in EB, I couldn't get the EB background script to work, even when I turned the ai switch off and reloaded the game.

  7. #7
    Notepad user Member Red Spot's Avatar
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    Default Re: Can I use a script to end the turn?

    just wondering, what are you trying to do?

    make some sort of randomised start?

    if so, there are easier ways imo, wich again leave slightly more of the control in your hands ...

    like I've partially set up my game, take traits and ancillaries, I've made a few hidden traits, where one is used only in descr_strat, it is given to starting families wich than at characterturnstart get a random collection of traits

    like so;
    Code:
    ;------------------------------------------
    Trigger game_startup2
        WhenToTest CharacterTurnStart
    
        Condition IsGeneral
              and Trait RS_StartGame >= 1
    
        Affects RS_StopGame  1  Chance  100 
        Affects RS_Management  1  Chance  30 
        Affects RS_Influence  1  Chance  30 
        Affects RS_Law  1  Chance  30 
        Affects RS_Trading  1  Chance  30 
        Affects RS_TaxCollection  1  Chance  30 
        Affects RS_TrainingAgents  1  Chance  30 
        Affects RS_TrainingUnits  1  Chance  30
    the stopgame trait prevents it giving traits again as its the startgame trait's antitrait, together with some random augmentation of the traits the generals get in descr_strat
    wich together wich some other settings creates a mild feel of a diff game each "turn 0" (gamestart), scripts can even do the same with entire factions


    G

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