Not impressive. I've seen a guy have a 9001 unit of Grenadiers. Literally.
Of course the frame rate was something like 3 frames per minute, but even so.
Theres already Ancillaries, and to a degree slavery is in, but not in the Mass Cotton farm form, but more of the Cotton House:
I can confirm the return of turncoats:--[[ Ancillary_African_Servant_02_Trigger ]]--
events.BuildingCompleted[#events.BuildingCompleted+1] =
function (context)
if conditions.CharacterType("minister", context) and conditions.CharacterMinisterialPosition("governor_america", context) and conditions.CharacterBuildingConstructed("large_cotton_plantation", context) then
if conditions.DateInRange(1700, 1900, context) then
effect.ancillary("Ancillary_African_Servant", 8, context)
end
return true
end
return false
end
Another interesting Ancillary, seems there will be cultural ones as well including ones for unlockable/unplayable factions (well we can mod the demo... why not the main game?)--[[ Ancillary_Army_Ottoman_Turncoat_2_Trigger ]]--
events.CharacterCompletedBattle[#events.CharacterCompletedBattle+1] =
function (context)
if conditions.CharacterType("General", context) and not conditions.CharacterFactionName("ottomans", context) and conditions.CharacterFoughtCulture("middle_east", context) and conditions.CharacterWonBattle(context) and conditions.BattleResult("major_victory", context) and not conditions.CampaignName("episodic_1", context) and not conditions.CampaignName("episodic_3", context) then
if conditions.DateInRange(1700, 1900, context) then
effect.ancillary("Ancillary_Army_Ottoman_Turncoat", 17, context)
end
return true
end
return false
end
--[[ Ancillary_Assassin_Thug_Trigger ]]--
events.CharacterTurnEnd[#events.CharacterTurnEnd+1] =
function (context)
if conditions.CharacterType("assassin", context) and conditions.CharacterCultureType("indian", context) and not conditions.CampaignName("episodic_1", context) and not conditions.CampaignName("episodic_3", context) then
if conditions.DateInRange(1700, 1900, context) then
effect.ancillary("Ancillary_Assassin_Thug", 2, context)
end
return true
end
return false
endTheres Dueling Ancillaries--[[ Ancillary_Blood_Brother_2_Trigger ]]--
events.CharacterCompletedBattle[#events.CharacterCompletedBattle+1] =
function (context)
if conditions.CharacterType("General", context) and not conditions.CharacterCultureType("tribal", context) and conditions.CharacterFoughtCulture("tribal", context) and conditions.CharacterInTheatre(1, context) and conditions.CharacterTurnsInEnemyLands(context) >= 1 and conditions.CharacterWonBattle(context) and not conditions.CampaignName("episodic_1", context) and not conditions.CampaignName("episodic_3", context) then
if conditions.DateInRange(1700, 1900, context) then
effect.ancillary("Ancillary_Blood_Brother", 8, context)
end
return true
end
return false
end
--[[ Ancillary_Duelling_Hidalgo_Fop_2_Trigger ]]--
events.DuelFought[#events.DuelFought+1] =
function (context)
if conditions.CharacterWonDuel(context) and conditions.CharacterDuelWeapon("duelling_sword", context) and conditions.CharacterFactionName("spain", context) and not conditions.CampaignName("episodic_1", context) and not conditions.CampaignName("episodic_3", context) then
if conditions.DateInRange(1700, 1900, context) then
effect.ancillary("Ancillary_Duelling_Hidalgo_Fop", 17, context)
end
return true
end
return false
end
--[[ Ancillary_Duelling_Minx_Trigger ]]--
events.CharacterTurnEnd[#events.CharacterTurnEnd+1] =
function (context)
if (conditions.CharacterType("rake", context) or conditions.CharacterType("gentleman", context)) and conditions.CharacterCultureType("european", context) and (conditions.CharacterTrait("C_Gent_Duelling_Sword", context) >= 2 or conditions.CharacterTrait("C_Gent_Duelling_Pistol", context) >= 4) and not conditions.CampaignName("episodic_1", context) and not conditions.CampaignName("episodic_3", context) then
if conditions.DateInRange(1700, 1900, context) then
effect.ancillary("Ancillary_Duelling_Minx", 8, context)
end
return true
end
return false
end
--[[ Ancillary_Duelling_Pistols_2_Trigger ]]--
events.DuelFought[#events.DuelFought+1] =
function (context)
if conditions.CharacterWonDuel(context) and conditions.CharacterDuelWeapon("duelling_pistols", context) and not conditions.CharacterFactionName("britain", context) and not conditions.CampaignName("episodic_1", context) and not conditions.CampaignName("episodic_3", context) then
if conditions.DateInRange(1700, 1900, context) then
effect.ancillary("Ancillary_Duelling_Pistols", 17, context)
end
return true
end
return false
end
--[[ Ancillary_Duelling_Pistols_Manton_2_Trigger ]]--
events.DuelFought[#events.DuelFought+1] =
function (context)
if conditions.CharacterWonDuel(context) and conditions.CharacterDuelWeapon("duelling_pistols", context) and conditions.CharacterFactionName("britain", context) and not conditions.CampaignName("episodic_1", context) and not conditions.CampaignName("episodic_3", context) then
if conditions.DateInRange(1700, 1900, context) then
effect.ancillary("Ancillary_Duelling_Pistols_Manton", 5, context)
end
return true
end
return false
end
Theres more Captive Ancillaries
--[[ Ancillary_European_Captive_Ferang_Trigger ]]--
events.CharacterCompletedBattle[#events.CharacterCompletedBattle+1] =
function (context)
if (conditions.CharacterType("General", context) or conditions.CharacterType("admiral", context)) and conditions.CharacterCultureType("indian", context) and conditions.CharacterFoughtCulture("european", context) or (conditions.CharacterInTheatre(836795134, context) or conditions.CharacterInTheatre(-1133129049, context)) and not conditions.CampaignName("episodic_1", context) and not conditions.CampaignName("episodic_3", context) then
if conditions.DateInRange(1700, 1900, context) then
effect.ancillary("Ancillary_European_Captive_Ferang", 8, context)
end
return true
end
return false
end
This is probably the most intersting trigger:
Till I saw this one:--[[ Ancillary_Government_Vampire_Hunter_Trigger ]]--
events.CharacterTurnEnd[#events.CharacterTurnEnd+1] =
function (context)
if conditions.CharacterType("minister", context) and conditions.IsFactionLeader(context) and conditions.CharacterFactionName("austria", context) and conditions.FactionLeadersTrait("C_Personal_Piety", context) >= 1 and not conditions.CampaignName("episodic_1", context) and not conditions.CampaignName("episodic_3", context) then
if conditions.DateInRange(1700, 1900, context) then
effect.ancillary("Ancillary_Government_Vampire_Hunter", 8, context)
end
return true
end
return false
end
--[[ Ancillary_Grizzly_Adams_Trigger ]]--
events.CharacterCompletedBattle[#events.CharacterCompletedBattle+1] =
function (context)
if conditions.CharacterType("General", context) and not conditions.CharacterCultureType("tribal", context) and conditions.CharacterWonBattle(context) and conditions.CharacterInTheatre(1, context) and not conditions.CampaignName("episodic_1", context) and not conditions.CampaignName("episodic_3", context) then
if conditions.DateInRange(1700, 1900, context) then
effect.ancillary("Ancillary_Grizzly_Adams", 8, context)
end
return true
end
return false
end
Has anyone tried to take away the scripting in the battle of Brandywine? The naval battle has a template for an "unscripted" scenario, and I was wondering if something similar could be done for the land battle...
http://www.twcenter.net/forums/showthread.php?t=228100
Looks like it's been done, I'm gonna give it a try myself.
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