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Event modding can be used to create different Map Generation Routines and thus Infinite Replayability. However I have also found that Event modding commands do not always work as intended. An examble:
selectmonster "Demonologist" #Playtest with Demonologist.
scry 100 #To check the results of various events.
scrycost 1
squareevent #event to add resources on the sea squares.
+terrain -43 #Any Sea square.
+turnnbr -1 #In the beginning of the game
+chance 5 #5% chance
alterterrain 45 #Red Corals
endevent
This event adds Red Corals on 50% of the Sea squares rather than 5%. I was able to circumvent this by using this code to change back half of the Red Corals to Sea:
squareevent
+terrain 45 #Red Corals
+turnnbr -1
+chance 50 #50%
alterterrain 27 #Red Corals to Sea
endevent
Writing Code has always unintended consequences. We need as many examples as possible for a deeper understanding of how all this works. Thank You.
If you want the event to happen only once per square, you need to add a +player <player> trigger. For instance
Assuming that all global variables have a default value of 0, I could have saved an event by leaving out the initialization event and having the loop run from 0 to 11 instead of 1 to 12, but I prefer explicit initialization.
Likewise, I might have been able to save a few events by using the negative special terrain numbers to combine a few of the terrains, but those aren't documented as clearly as I would like and I prefer to be explicit.
Hope that helps!
squareevent
+class -2 "Baron"
+class -3 "Baron"
+season 0
+terrain 22
newunits -3 "2*Spearman"
newunits -3 "2*Knight"
endevent
and it works. Gives 2 spears and knights per castle.
Then, I wonder if I could get the desired effect by replacing my +squareowner 0 with:
+player 0 ## 1st Slot
+player -3 ## square owner
I'll try that next chance I get.
BTW, is +season 0 sufficient to ensure that you get the event once per year and only once? I would have thought it would trigger on each of the three months of summer.
Thanks!
Sorry, youre correct, i dhould have tested more
triggers 3 times
The +seasondelay seems to be merely a documentation error, though. Searching through the executable with a hex editor, I didn’t find any “seasondelay”, but I did instead find something called “seasonleft” – and when I tried
The +squareowner is just one seriously bugged event trigger. ☹
I'll go ahead and report the +seasondelay/+seasonleft documentation error in the Event Modding thread and the +squareowner bug in the main bug thread.
In older news:
I got around to a test replacing my +squareowner 0 with:
and the event just never triggered. I don't see an obvious reason why that should have happened.
Next, as a hybrid with carn's method, I tried replacing my +squareowner 0 with:
and this did provide the effect I originally expected from +squareowner 0 (i.e. trigger only on squares owned by player 0), albeit with the additional limitation that player 0 must belong to the specified class, in this case Baron. That's probably as close as I can get until and unless +squareowner gets fixed (no big deal; it's close enough for my purposes).
Yeah it's annoying that it's not all complete and there is information lacking, yeah sometimes there are bugs but they don't have to do any of the work they put into making the game moddable, they could drop the game from realease and do nothing to it but again they didn't. I freaken love this game and the Devs put their heart and soul into making their games special, if you can't appcriate that ♥♥♥♥ off.
In what way do the developers have intentionally limited modding?
And the rest, i cannot say that coe3 had many modding problems. The modding manual had most commands and one could do a lot of funny mods with those commands.
In fact, when CoE4 was released, it had no modding interface at all, and none was promised either. The customers who originally bought the game got the modding there now is, as well as the map editor and various other features added post-release, as a bonus, for free. And Illwinter continues to work on the game, not only fixing bugs but also adding features.
Now, if you want to dismiss games based on non-advertised, free bonuses added to them post-release not being up to your standards, that’s your prerogative, of course.