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Pocus
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Wed May 14, 2008 7:26 am

Yes, it is a script command.

callipygian indeed. :)
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Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

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lodilefty
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Wed May 14, 2008 12:10 pm

Pocus wrote:Yes, it is a script command.

callipygian indeed. :)


:mdr:
And so once again, I must plod to the dictionary and look it up.... :8o:

...a fine word, suitable for public use wherein noone will know of what I speak... :niark:
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bigus
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Thu May 15, 2008 1:19 am

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.

[ATTACH]2724[/ATTACH]

I've tried $mdl and $uni for units. I've also added Early force pool.

any help would be much appreciated.

bigus
Attachments
events.jpg

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lodilefty
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Thu May 15, 2008 1:22 am

If the rule is enabled (Disabled by default for AACW


What does this mean?
Always ask yourself: "Am I part of the Solution?" If you aren't, then you are part of the Problem!
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Jabberwock
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Thu May 15, 2008 2:10 am

lodilefty wrote: :mdr:
And so once again, I must plod to the dictionary and look it up.... :8o:

...a fine word, suitable for public use wherein noone will know of what I speak... :niark:


Goats and Monkeys! There is a fine rennaissance faire not far from your dwelling, where I worked for several summers (many years ago). The callipygian wenches there are happy to give the short course in Elizabethan English. Some of them even know a few French and Latin terms. :sourcil:
[color="DimGray"] You deserve to be spanked[/color]

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Pocus
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Thu May 15, 2008 8:08 am

lodilefty wrote:What does this mean?


now authorized for all games but BOA, so it should not be the problem
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Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

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Pocus
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Thu May 15, 2008 8:23 am

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.

[ATTACH]2724[/ATTACH]

I've tried $mdl and $uni for units. I've also added Early force pool.

any help would be much appreciated.

bigus


I'm there for you dear modders :)
By the way if one of the vet modders here want to give us an hand on some VGN data creation, you're welcome :nuts:


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!

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)
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Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

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bigus
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Fri May 16, 2008 1:10 am

I'm sorry Pocus but I don't understand what your trying to say.

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!


O.K ..... are you saying I don't have to have the Command in an event the way I do? (ie: With a start event and an end event.)
It does work and the script does fire. I have it at 100% so I can see if it fires for testing.

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)


a) I do have 1 fort and 3 depots.
b) I do have locked forces with line units in all three depots. This might be it.
c) I believe I have enough replacements.

Thanks for taking the time to try and help
Bigus

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Pocus
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Fri May 16, 2008 6:45 am

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.
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Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

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Pocus
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Wed May 21, 2008 3:56 pm

moved to public forum. Now activable in all games.
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Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

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Turbo823
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Free Wine To Whoever Can Help!

Thu May 22, 2008 4:18 pm

Just kidding to get someone's attention to hopefully get some help.

I don't seem to be able to get this to work. :p 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!

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bigus
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Thu May 22, 2008 5:04 pm

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.


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?

[ATTACH]2767[/ATTACH]

bigus
Attachments
Untitled.jpg

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Pocus
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Thu May 22, 2008 5:07 pm

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. :p 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 can show you his script, as he has already his xls ready.
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Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

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Pocus
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Thu May 22, 2008 5:09 pm

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?

[ATTACH]2767[/ATTACH]

bigus


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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Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

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bigus
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Thu May 22, 2008 5:16 pm

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.


Wow Thanks for the quick response Pocus!
I understand you now :nuts:
testing it out now.....

bigus

tagwyn
AGEod Guard of Honor
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Auto Garrisons!

Thu May 22, 2008 7:03 pm

Dear Modders/AGeod: How about a patch to 1.10. This is an excellent idea? T :coeurs:

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