Always ready MWY, aren't you?
Always ready MWY, aren't you?
Under the patronage of Flinn, proud patron of Jadli, from the Heresy Vault of the Imperial House of Hader
Thanks for the reply guys! So I've taken a look into the campaign_script file and found the events. However I'm having trouble interpreting these. Here is from high era campaign_script
;===================== ABBASID EVOLUTION ========================
monitor_event PreFactionTurnStart FactionType milan
set_event_counter first_mamluks_abbasid 1
add_events
event counter mamluks_established_abbasid
date 35
end_add_events
terminate_monitor
end_monitor
;===================== FATIMID TO AYYUBID TRANSITION ========================
monitor_event PreFactionTurnStart FactionType milan
set_event_counter first_mamluks 1
add_events
event counter mamluks_established
date 10
end_add_events
terminate_monitor
end_monitor
;===================== AYYUBID TO MAMLUK TRANSITION ========================
monitor_event SettlementTurnStart SettlementName Damascus
and FactionType mongols
and I_EventCounter ayyubids_rise > 0
and not I_EventCounter mamluks_rise > 0
historic_event mamluks_rise
terminate_monitor
end_monitor
monitor_event SettlementTurnStart SettlementName Damascus
and FactionType mongols
and I_EventCounter ayyubids_rise = 0
and not I_EventCounter mamluks_rise > 0
historic_event mamluks_rise
terminate_monitor
end_monitor
monitor_event BecomesFactionLeader FactionType egypt
and not I_EventCounter mamluks_rise > 0
if I_FactionLeaderTrait egypt Royal_Blood_Mamluk = 1
historic_event mamluks_rise
end_if
terminate_monitor
end_monitor
And here is from imperial campaign:
;===================== ABBASID EVOLUTION ========================
;---------------------- player ---------------------------
monitor_event BuildingCompleted TrueCondition
and NumBuildingsCompletedFaction p_large_town > 2
and I_NumberOfSettlements milan > 3
and I_TurnNumber > 60
and FactionType milan
and not IsFactionAIControlled
and not I_EventCounter abbasids_rise > 0
historic_event abbasids true
terminate_monitor
end_monitor
monitor_event PreFactionTurnStart FactionType milan
and I_TurnNumber > 70
and not IsFactionAIControlled
and not I_EventCounter abbasids_rise > 0
historic_event abbasids true
terminate_monitor
end_monitor
monitor_event EventCounter EventCounterType abbasids_accepted
and EventCounter = 1
historic_event abbasids_rise
add_events
event counter first_mamluks_abbasid
date 60
event counter mamluks_established_abbasid
date 100
end_add_events
set_event_counter abbasids_accepted 0
terminate_monitor
end_monitor
monitor_event EventCounter EventCounterType abbasids_declined
and EventCounter = 1
add_events
event counter first_mamluks_abbasid
date 100
event counter mamluks_established_abbasid
date 140
end_add_events
set_event_counter abbasids_declined 0
terminate_monitor
end_monitor
monitor_event EventCounter EventCounterType first_mamluks_abbasid
and EventCounter = 1
and I_EventCounter abbasids_rise = 0
historic_event abbasids_rise
terminate_monitor
end_monitor
I don't even have basic knowledge in scripting, but my understanding would be that Mongols have to occupy Damascus in order to trigger the mamluks_rise, abbasid_rise and eventually mamluks established timers according to the set dates. However it is still gibberish, am I far from it? If so, would anybody be so kind to help me understand those files. Or summarize to me the conditions needed for them to appear in the recruitment list. I know I could just manually remove the conditions from export_descr_building to have the mamluks available but I would like to time my campaign and conquests to have them after some effort so I can make a great Abbasid Mamluks rise story.
Thanks for your help.
Not sure if its been mentioned in an earlier post but to get King of France ancillary in "export_descr_ancillaries.txt"file it says you need to take Norwich.
I have a problem with this version of the mod, i have CTD after a battle, it has happened to me lots of times in late era campaign, after i won a battle in a siege and after i executed the soldiers the game crashed, this didnt happen with the older version of the mod
I guess that it happens randomly, no matter where and against who you fought, right?
Under the patronage of Flinn, proud patron of Jadli, from the Heresy Vault of the Imperial House of Hader
Have you done the update to get a detailed log? If not, go to the 1st post. There's a link to the thread explaining how to.
Then, next time it happens, save your log before to restart the game and post it here. Hopefully, we can see the reason of that issue.
Under the patronage of Flinn, proud patron of Jadli, from the Heresy Vault of the Imperial House of Hader
Orthodox/Catholics/Muslims churches_level_1 have religion_level bonus .5
I'm not sure if that works at all, because it is not displayed by info in game (religion conversion bonus 0%)
Even it that works somehow, would it be better to set conversions as 1/2/3/5/10 instead of 0.5/2/3/5/10?
Level 2 buildings have mostly religion_level bonus 2, so it will correspond with religion_level bonus 1 for level 1 of those buildings.
Technically it's not a bug, but this thread should be fine for this.
The religion conversion is quite high already from my opinion. It should be slower than it is at present. When you conquer a region with a different religion, you basically just need a couple of priests and a religious building (no matter the level) and you can see how fast the conversion to your religion goes. Not really accurate actually
Regarding your question, that's because the game doesn't display the "fractionned" numbers but only the "entire" one. So actually, even if it says 0%, it is 0.5%.
Under the patronage of Flinn, proud patron of Jadli, from the Heresy Vault of the Imperial House of Hader
in the german city of Ulm, miss the trait of the city for the general
THE MORE YOU SWEAT NOW,
THE LESS YOU BLEED IN BATTLE!!!
Sign the petition to remove hardcoded limits for M2TW
I need to have a look on how it works as I have actually no idea for now
Under the patronage of Flinn, proud patron of Jadli, from the Heresy Vault of the Imperial House of Hader
i don´t know if it was already mentioned: 18:04:34.492 [system.rpt] [always] CPU: SSE218:04:34.492 [system.rpt] [always] ==== system log start, build date: Feb 25 2008 version development ===
18:04:34.496 [system.io] [always] mounted pack packs/data_0.pack
18:04:34.496 [system.io] [always] mounted pack packs/data_1.pack
18:04:34.497 [system.io] [always] mounted pack packs/data_2.pack
18:04:34.497 [system.io] [always] mounted pack packs/data_3.pack
18:04:34.498 [system.io] [always] mounted pack packs/data_4.pack
18:04:34.498 [system.io] [always] mounted pack packs/localized.pack
18:04:58.952 [script.err] [error] Script Error in mods/SS6.3/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 1156, column 1
The character record Consigliere Domenico is set as faction heir but is not in the family tree.
18:04:59.074 [script.err] [error] Script Error in mods/SS6.3/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 10490, column 1
The character record Prince Guillaume is set as faction heir but is not in the family tree.
18:05:10.765 [game.script] [always] Germanicu5 ReallyBadAI v5.7 Running. Please upload log and savegames when reporting battle CTDs for SS.
THE MORE YOU SWEAT NOW,
THE LESS YOU BLEED IN BATTLE!!!
Sign the petition to remove hardcoded limits for M2TW
Which Italian faction please?
Under the patronage of Flinn, proud patron of Jadli, from the Heresy Vault of the Imperial House of Hader
No problem Lifth, i sent a complete system.log to MWY for he solve my big problem, i guess that is maybe for this....
Game crashes during the AI's turn
Q: The game crashes during the AI's turn and the error log just says the mod has crashed.
A: There are several possible causes:
1) The trigger for a trait is incorrectly written. I once had this problem when the trigger's 'WhenToTest' was 'GeneralAssaultsGeneral', rather than 'PostBattle'. You can test this by deleting the triggers of all your traits in the 'data/export_descr_ancillaries.txt' and 'data/export_descr_character_traits.txt' files (create backups before doing this) and loading the mod to see if the crash stops.
2) A culture has a trait excluded but the corrisponding 'antitrait' is not excluded. This causes a problem when a general or agent switches from a trait to its antitrait (due to a loss or gain of skill points).
3) The mod will also crash if an agent without a name gets an Epithet. This can be fixed by changing the agent's name in the 'data\world\maps\campaign\imperial_campaign\descr_strat.txt' and restarting the mod so it uses the new name.
THE MORE YOU SWEAT NOW,
THE LESS YOU BLEED IN BATTLE!!!
Sign the petition to remove hardcoded limits for M2TW
I have a problem with building Food Administration. I'm trying to build it, but a turn before the building would be completed, it is for no apparent reason canceled (simply: I end the turn, and after all factions do their turn, I open the city - and nothing is being built, the Food Administration building is ready to be bought.
Does anybody knows what's happening?
Sorry for double posting, but I think I've found a mistake in EDB:
building Local Recruitment:
- p_large_town (Local Guard) gives -5% PO happines, but:
- p_city gives +10% PO happines.
How it should be? Minus or plus?
Thanks, MWY.
I also have some question about the teutonic knights chapter houses. When I play Poland, it's available in a few regions, but the text say "Do not translate ... not meant for this culture".
My questions are: what are you going to do with the TO in future? Do you foresee the precence in Hungary (Transilvania/Siebenburgen), as the history at the beginning of 13c. would suggest? (maybe they're already present, I haven't checked).
My 5 cents on history:
- there're very rare cases when the Knight Orders (not only TO) would be part of the fighting forces of the Polish dukes,
- the Teutonic Order was invited to Poland exactly to do this by a Mazowian prince. Soon the TO state emerged and for almost a century time Polish dukes were friendly and helpful to TO, they fought along the Prussians. Only when TO took Gdansk (1309) the situation changed. But only to some extent, as there're no fundamental enmity from the Polish nobles to the TO: they were all Christians and had common enemies (Prussians, Lithuanians) after all).
- afther the personal union between PL and LT in 1386 the wars eruped, ending after 1,5 centuries with vassalization of the TO state to the PL crown.
My suggestion would be:
- make the chapter houses available also for Poland/Hungary factions,
- don't allow recruitment from the chapter houses for PL/HU,
- I'd rather give chapter houses +order bonusses, not +growth (or maybe +growth at the higher levels to reflect attraction of the Saxonian/Frankonian/other settlers)
- make a similar rebellion mechanism as for the templars (as in the description to the SSHIP: "there are too many major templar buildings, the templar will strife for power and unleash unrest in your settlements. So keep things in balance.") to simulate the possible emergence of the TO state in Siebenburgen or in Prussia/Pomerelia.
It's just a suggestion, thanks for your previous work on SSHIP, it's a very good mod
JoC