callipygian indeed.

Pocus wrote:Yes, it is a script command.
callipygian indeed.![]()
If the rule is enabled (Disabled by default for AACW
lodilefty wrote:![]()
And so once again, I must plod to the dictionary and look it up....![]()
...a fine word, suitable for public use wherein noone will know of what I speak...![]()
bigus wrote:Well I finally got the command into an event. I made it so it will fire 100% of the time for now.
Problem is I still don't see any units being created.
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I've tried $mdl and $uni for units. I've also added Early force pool.
any help would be much appreciated.
bigus
Pocus wrote:There is a point to remark in your script, which is not wrong but is not used as it should. AddGarrison add a garrison potential to the faction. You don't have to do that every turn!
Pocus wrote:Also I checked the code and saw that garrisons with the same area where not replaced but added, so this would mean in your case that you get an entry for KY added up in the faction garrison list for each turn. I modified the code so that a new garrison entry with same area replace the previous one.
But this would not lead your script to fail, so the possibilities are:
a) no garrison is ever added in region that don't have a fort, a depot or a city under level 7.
b) no garrison added if there is a locked force with a line unit in the region or if the same Unit UID is in the region.
c) you have to have enough replacement of the type used by the first element of the unit (and this is a unit alias reference you need)
Pocus wrote:for the first part, it works but you added a 999 # of occurences, so this trigger every turn, which is not needed.
(b) that's the reason.
Turbo823 wrote:Just kidding to get someone's attention to hopefully get some help.
I don't seem to be able to get this to work.leure:
Could someone post an event XLS file and the resulting text files (once that cvsplitter thing does it magic)? If I can see the XLS code and how it should look after its been executed, it would be greatly appreciated!
bigus wrote:O.k so I redid it to have one occurence.
The Rebels do not have locked units in Kentucky so I'll test with them first.
My question now is if I add a garrison in Kentucky for instance, does this mean I can't have any other garrisons in Kentucky. ie: Only one garrison added per state?
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bigus
Pocus wrote:No, it will works fine. I think we are not understanding each other. The command works like a permanent command (you can add it by setup). Once it is set, it tells the code to add the garrison in each legal spot, every turn the conditions are met. It is like when you add a ammo production in a city, once done, the city produce every turn the ammos. Same here, once set, when the conditions are met, a garrison will pop up.
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