Sovereignty: Crown of Kings

Sovereignty: Crown of Kings

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El Bandito 28 May, 2016 @ 5:41pm
New Events
Ok, I would like to start working on creating new events because I think the game could use it.

Some events I would like to add are:
Iron Barony - An upstart young general has been gaining supports. Something along the lines of do you execute him and rid yourself of the problem or do you bring him into the fold? Executing him raises rebellion in 2 (random?) provinces but gives you something while bringing him into the fold gives you 2 units but increases rebellion in all provinces.

Cloudfels - Let sleeping giants lie. The great giants of Cloudfels gather to meet wheter to become more involved. Becoming more involved causes relations with your neighbors to decreases but giving you some more needed resources for building some units while maintaining the status quo does nothing.

The problem is, I have no idea on how to create campaign scripts because it's not something supported in the modding tools. So, what's the best way to start with this?
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Jekky 29 May, 2016 @ 1:19am 
Well, the scripts are just text files. The game will load all .cs files in the various script directories, there is no other requirement - they just have to be in the right folder and the game will attempt to use them.

If you wanted the events to be part of the unique realm campaign, then you would modify Data\Scripts\Campaigns\Iron Barony\IronBarony1.cs for the iron barony.

If you want them to be available in all games where the player is playing these realms (or even when the AI is playing them - Galeni's Recognition and Aevinwode's Choice work in this way), then you would want to creat a new script for each one in Data\scripts\Campaigns\Plugins

If you go the plugins route, you alos need to modify CorePlugin.cs. This plugin basically loads all of the other campaign plugins (to avoid every campaign having to reference them all) - the only change there is to add your plugin to the list.

I can't say much more without knowing which route you intend to go down. I would suggest that you look at Data\Scripts\Campaigns\Plugins\AevinwodesChoice.cs - this is a campaign plugin which creates an event very much like what you are describing here - Aevinwode must decide if they want to ally with Sirucil or with Sonneneve. There is also a _Template.cs in that folder, which contains the bare minimum required for a plugin to not crash - as it's name suggests, it is intended to be copied as a starting point to save a little time.
El Bandito 30 May, 2016 @ 8:18am 
Keep in mind, I'm not using the Beta, so maybe that's part of the problem. But there is no Campaigns\Iron Barony folder. Should there be or do I need to create one? Also, there is no plugins folder, so I'm a little confused.

Should I join the beta to get access to these things?
Jekky 30 May, 2016 @ 8:34am 
Well, the systems for modding are very different in the beta - I would advise joining if if you want to create mods, so that you don't end up having to create them multiple times in different systems.
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