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If i understand correctly, there is no event command to have an event recurring at certain intervals or seasons? (e.g. for creating conscription event each early summer)
Still, for me to be able to recreate my CoE3 What Era? mod for CoE4, I find there is something missing – namely a way to count stuff.
What I would want is support for numerical variables. (In my CoE3 mod – which counts and compares weighted numbers of squares of different terrain types – I employed the hack of adding and counting monsters of a "chalk mark" type, specifically defined for this purpose, on the map. I was using ownsterrevent and hasmonevent. But plain numerical variables would be much better.)
I would imagine I could use approximately the following:
- Triggers for a variable having at least or at most a certain value (or being equal to it).
- Event actions to add or subtract a given number to a variable.
- An event action effecting some kind of division of one variable by another – this for comparison purposes. The neatest way to do this (sticking with integer arithmetics) might be to assign a percentage (which could be greater than 100 if the dividend is greater than the divisor) to a third variable.
- Preferably an event action also to invalidate a variable, causing all further references to it in triggers to fail, and in event actions to be treated as no action.
- Some command to define a variable.
Obviously, if the only use of this would be for my little What Era? mod, it won't be worth the trouble. I would imagine, though, that an ability to count (and even compare) stuff could come in handy elsewhere too.(Alternatively, triggers that compare a percentage number to the quotient of two variables.)
Don't know if this seems over the top, but I really could use it. In my What Era? mod, I try to compare primarily the number of farms to the number of ancient forests, in order to distinguish the dark ages from the agricultural period. And mere subtraction obviously doesn't scale well with varying map sizes.
One thousand variables is a fairly large amount, of course, but still finite, so modders need to watch out about this. Unless I have misunderstood something.
That's correct.
When about to answer a question as to how one can set up players as well as add independents to a map, I couldn’t find as complete an answer as I would have liked to. While setloc does seem to allow adding units to specific locations on the map, I cannot find anything corresponding to the Kill square event in CoE3, with which the square could first be cleared, before new units were created there. I also can’t find a counterpart to the CoE3 Assimilate Square event, which could (among other things) be used to give fixed players control over certain sites at game start.
Which made me investigate what further things might be missing from CoE4 event modding, compared to CoE3.
Here is my current (possibly incomplete and/or erroneous) list:
- A location trigger (with map X and Y for parameters) seems to be missing from CoE4. The setloc event action is nice, but it could be useful to also have a trigger for it. (A number of CoE3 triggers took map X and Y for parameters.)
- Also, a home citadel trigger, for a given player, is missing. Perhaps also a corresponding event action. (If it isn’t implemented as part of the setloc event action, and above location trigger, the way it was in CoE3 – where a home citadel could be given as "-4,player number".)
- A trigger for a named item (held by a given player) is missing. (In CoE3 there was the itemlocevent trigger.)
- An event action to kill everybody in a square seems to be missing. (Corresponding to the CoE3 Kill Square event.) The new killunit event action is very nice (I wished for it in CoE3), but sometimes you are in a more murderous mood and just want to kill everything.
- An event action to pass control over a square to a given player is missing. (Corresponding to the CoE3 Assimilate Square event.)
- Similarly, an event action to change control over units is not there either. (Corresponding to the CoE3 Defection event.)
In addition to these clearly missing things, I also don’t think it’s possible in CoE4 to have events count the number of monsters (under a player’s control), the way the CoE3 event hasmonevent could (thanks to having min and max parameters). Though I’m not entirely sure how such a feature would be efficiently and conveniently implemented in the CoE4 system.There is a killsquare event action. (Added already in 4.13, in February, before I made this post, embarrassingly, though not included in the list of event action commands above.)
Also, while counting terrain (similar to how it could be done with CoE3 ownsterrevent) may be possible in CoE4 event modding, I think counting and evaluation could be neater. (I do think a percentage trigger, comparing a percentage number to the quotient of two variables might have been nice ☺.)
The CoE3 ritualevent trigger is of course not possible to emulate in CoE4, but presumably it won’t be needed with the vastly expanded ritual modding in CoE4. The CoE3 map flags also seem to be gone, but I never used those myself and I can’t recall seeing anybody else doing it either.
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Edit: A killsquare event action exists. That part is covered.
Marlin found that the actual command is +seasonleft. A documentation fix to reflect this would be helpful.
Thanks!
Edit: I happened upon another last night. +minturn crashes the game in the same way as +seasondelay and with a similar message.
I took a look in the executable with a hex editor as Marlin did before and found that the actual command is +minturnnbr.
I just tested and it seems - instead of + means conditioned must not be fulfilled for event to happen.
E.g.:
squareevent
+terrain 127
-class -3 "Sylvan Queen"
alterterrain 4
endevent
seems to cause each turn to change each elven forest (127) to turn into ancient forest (4) unless its owned by class "Sylvan Queen".
This certainly makes the event triggers quite a bit more powerful than I previously realized.
How would you go about this? Is it even possible with the current commands? I've looked through the list, but I can't figure it out.