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Thread: Events

  1. #1

    Default Events

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  2. #2
    Harbinger of... saliva Member alpaca's Avatar
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    Location
    Germany
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    2,767

    Default Re: Events

    After a look through the events file I noticed that some events have two arguments (i.e. two turns are given).
    Judging from the events that this is done for (world_is_round, timurids_invasion_warn and similar), I concluded that these turn settings probably give an interval from which one turn is randomly chosen by the game to trigger the event.
    As an example:
    Code:
    event	historic 	world_is_round
    date	320 328
    This would mean that the America's are discovered in between turns 320 and 328

    [Edit] The dates are supplied in years, not in turns. That means the game will be discovered between turns 160 and 164[/Edit]

    If anybody's interested, this is how the discovery of America works:
    Code:
    ;-- World is round --
    	monitor_event EventCounter EventCounterType world_is_round
    	              and EventCounter > 0
    	              
                    ; unhide America
                    restrict_strat_radar false
                 	terminate_monitor
    	end_monitor
    
    
            ;-- America discovered --
            monitor_event TileSeen not FactionType aztecs
                                   and not FactionType slave
                                   and IsPositionInRect 0 48 40 141
                    historic_event america_discovered event/america_discovered.bik
                    terminate_monitor
            end_monitor
    
    
            ;-- Aztecs contacted --
            monitor_event ObjSeen  TargetFactionType aztecs
                                   and not FactionType slave
                    unfreeze_faction_ai aztecs
                    add_events
    					event	counter	disable_no_brigands
            			date	0
    					event	counter	disable_no_pirates
            			date	0
           			end_add_events
                    historic_event aztecs_contacted event/aztecs_contacted.bik
                    terminate_monitor
            end_monitor
    This means that after the world_is_round event mentioned above, America can be discovered. When somebody sends a ship there, you get another historic_event and afterwards, when somebody sees an Aztec token, the Aztecs are finally activated and another historic event is triggered.

    What actually excites me about these are the two new events: ObjSeen and TileSeen that will allow us to create a whole new class of similar discovery events and probably a lot more because we can for example check if an army can see an opposing one, etc. pp.
    Last edited by alpaca; 11-26-2006 at 11:57.

  3. #3

    Default Re: Events

    Thanks - this helped a lot, but since I changed the timescale to 0.5, I just wanted to add that the numbers refer to years after start and not turns. Comes in handy if you want to change the starting date when playing timescale 0.5 and don't want to wait 640-656 turns for america to be discovered, regardless of your starting date (which was what happened to me...).

    [edit]: oops - multiplying is hard - corrected the turns needed for america to be discovered on timescale 0.5...
    Last edited by Niccolo Machiavelli; 11-26-2006 at 00:12.

  4. #4
    Member Member Headlocked's Avatar
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    Default Re: Events

    Thanks Niccolo!

    I am looking at increasing the number of Historic Events to inhance the feeling of the progress of history...

    Rather than just mechanical/scientific events i want to "event" things like Chaucer's Canterbury Tales, the massacre at Cesena, compilation of the Domesday Book, the founding of the Hanseatic league, etc etc.

    Someof these are purely timeline-related, but i would like to tie most of them to some construction:
    E.g. Hanseatic League- When Bruges, Hamburg, Copenhagen, Stettin 7Thorn all have built Merchants Wharves (no matter who owns).

    Any help is much appreciated! :)

    Cheers,
    HDD
    M2TW: DarthMOD Beta-Team Leader! Hella Yeah!
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  5. #5

    Default Re: Events

    Is there a way to script in a war between certain nations?

  6. #6
    Member Member Re Berengario I's Avatar
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    Nov 2003
    Location
    Italy
    Posts
    336

    Default Re: Events

    Yes, you have to link the console command diplomatic stance with the firing of an event through a script.

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