Thanks for the -ai link, M. I'm testing that as well.
Thanks for the -ai link, M. I'm testing that as well.
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.
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.
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
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.
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;
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_stratCode:;------------------------------------------ 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
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
Hi RedSpot, I explained what I'm trying to do a bit more clearly in posts 9 and 11. It's not just about a randomised start - it's about starting the game at a whole new point in history, when the factions are a little more developed.
Since the -ai switch seems a bit buggy, I'm having another crack at my original script. What I'd really like to do now is to set up code to have the AI deal with battles and diplomacy.
Here's my script at the moment:
If I take out the comments on my new monitor_events, RTW 1.5 CTDs as it loads (presumably when it tries to load this script). But these events are in the docudemon - can anyone tell me what I'm doing wrong?script
declare_counter loop
set_counter loop 0
monitor_event FactionTurnStart FactionType romans_julii
and I_TurnNumber < 5
console_command control greek_cities
campaign_wait 10
console_command add_money 40000
console_command control romans_julii
end_monitor
;monitor_event PreBattlePanelOpen
;console_command puppify_my_love
;end_monitor
;monitor_event NavalAutoResolvePanelOpen
;console_command puppify_my_love
;end_monitor
;monitor_event DiplomacyMission
;console_command puppify_my_love
;end_monitor
;monitor_event ScrollOpened
;console_command puppify_my_love
;end_monitor
while I_CompareCounter loop = 0
end_while
end_script
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