I just took Ulm, only to lose it next turn. But the Fortress Artillery I captured ended up in an adjacent area. As these units are supposedly unmovable, I thought that quite strange.
Hello, I am looking to do the same thing. I want to change a settlement into a City. If I want my City to be level 3, I assume I would have to remove structure 1st. Whereas, if I went from a level 1 Setlement to Level 1 City, I can use ChangeStrucType. Which would work, if there is the ability to in...
G'Day, evt_nam_FRA_Merchant1 evt_nam_FRA_Merchant2 evt_nam_FRA_Merchant3 evt_nam_FRA_Merchant4 all have the same text: Merchant Fleet formed. These are all Line Events. Can I put something in the Line so it will call evt_txt_Merchant = Merchant Fleet formed. That way I do not have to put a item in l...
Awesome! Suggestion. Instead of AACW Wiki, make it AGE Wiki. And then have some small graphic to represent each title. So, Let us say for example, CreateStruc {All} EvalMoney {ACW Icon VGN Icon} {All} means it is usable in all games Modding. EvalMoney {ACW Icon VGN Icon} would show ony valid in ACW ...
I was thinking of basing replacements of ships based on how many harbors the players own. Would I be able to evaluate how many Harbors are say 5+ on the map owned by one side. Not looking for exact code, but more of a hint on what to use. I was thinking of using EvalRgnStuc, but not sure if I can do...
Hello, WIA question. If I want something to check every quarter, can I use Turn Index with multiple values [font="Courier New"]StartEvent = 999 Conditions = NULL TurnIndex = 3 |6|9|12 MinDate = 1745/01/01 Actions = NULL Replacement = GBR|$famTransportShip|1 EndEvent = NULL[/font] Or, do I need an ev...
Hello, If I want an event to fire off once, and have a 33% chance until it does so, can I use probability of 33? StartEvent = 1 MinDate = 1750/12/01 Conditions Probability = 33 Actions [action to do] EndEvent So, will this event be checked every month until it fires off once? I just want to make sur...
Philippe, I can put date in, don't really care as this event can fire anytime, and just once. Will try that next. Event did fire now. Just strange Sea error. Essentially the kill on the Colonist is 75% for that unit to be used up and changed to Militia. So, it is a bonus to player if Colonist is not...
Okay, Changed code slightly (see attached) and event fires off. The Militia units is formed, loyolty change executed, but the error I get on creating a structure is strange, says I am trying to build in the sea! From ScriptReport.txt: Line 24: => ApplyCreateStruc command Structure cannot be build in...
Hello, If you find an event not working, do you have to rebuild all: Setup.csv --> script.ini event.csv --> event.sct ciities.csv --> cities.inc additional events.csv --> additional.sct resave main .scn file Or, can you just fix the additional events and replace the additional.sct in the event direc...