Conquest of Elysium 3 is an old school fantasy strategy game. You explore your surroundings conquer locations that provides the resources you need. Resources needed vary much depending on what character you are, e.g. the high priestess need places where she can gather human sacrifices, the baron needs places where tax can be collected and where iron can be mined. These resources can then be used for magic rituals and troop recruitments. The main differentiator for this game is the amount of features and special abilities that can be used. The game can be played on Windows, Linux (x86 and raspberry pi) and Mac OSX (intel and powerpc).
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this ALMOST works | Locked | |
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Mar 14 2013 Anchor | ||
code that ALMOST works:
I am banging my head on many many efforts at doing events and quests in this game. The more I work on it, the more I think we will end up with another SemiRand program like we did for Illwinters other game Dominions 3. The idea for this event is that a crazy cat lady starts making cats appear randomly all over the map. They arent too dangerous but they will take your property if it is unguarded, and slow your armies as they move. I have other events planned which are more challenging but I dont want to give away what is coming. :) What the code DOES do so far is this: The other bit of code does this: But what I get is one placement event, and one follow-on event. The has-monster check only works once. The re-occuring event line will not chain to the hasmon line. I could do multiple has-mon lines. I could also do a check of: I could do a trick of putting a specific name on a unit as a marker. Such as giving her a cat named "kitty1", and looking for kitty1 to scatter a bunch of cats and give her "kitty2", then look for kitty2 and scatter a bunch of cats while creating kitty3. The problem with that is that I cant seem to give HER a cat. I can check for her existance but I cannot find her. > comlocevent 13 13 10 666 "Kitty1" 2 -1 -1 10 "Black Cat Familiar" Maybe I could do alittle more if I use map flag codes. I could place an invisible flag on the site and use check commands for that flag. But placing maps is a map-creation thing only. It cant be done by map commands at game time, and therefore cannot be done by mod. I havent really played with the flag commands much because of that. So I am back to maybe getting it all to work if I KNOW the location the whole time but that means I can make Crazy Cat Lady work for one downloadable map. That is ok for making a map with quests and campaigns but it would get old since you would always know where to find the Crazy Cat Lady each time. And it would not work in the Events Mod that I am trying to create where I want them all to work pretty well and pretty randomly on any map played on. Again.. maybe a SemiRand program that can rewrite a map each time so that things stay fresh? |
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Mar 15 2013 Anchor | ||
As far as I can tell, you cannot combine triggers for more complicated coding. Thus this combo: > recurringevent 1 Is just a recurring event that happens every turn but does nothing, followed by a line for a has monster event, which is a type of event that can only happen once. It seems that the only events that can happen multiple times are recurringevent, classterrevent, and ritualevent (and chainevent and maybechainevent after one of those three). But I think you already figured that part out. Now how to hack this to work hmm? Can a classterrevent work for the Horrors player? Probably not, but try: If Horrors is identified as a class, and the Nushi is immobile, then this would be an event at the location of the skull cave, so you could add random cats and cats at the skull cave. Assuming that doesn't work, you can work around part of the problem by making a custom monster that spawns cats every turn. I think this would do that: newmonster "Crazy Cat Lady" Then you can set up a series of triggers (example assumes she spawns 4 cats a turn at her location): > hasmonevent 8 11 10 "Kitty Kitty" This would let you spawn Black Cat Familiars at random locations every turn, for a finite number of turns (as many time as you copy and paste the event with updated monster quantities). If they kill off the Cat Lady before this, she'll stop spawning Kitties and Black Cats will stop appearing. If the Cat Lady loses a portion of her cats, you'll stop seeing new Black Cats until she has replenished her numbers and hit new ones. That's the best I can think of right now for an event that makes random cats every turn and is tied to the life of a monster. Events would be much much more powerful if you could combine the triggers for more logic. |
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Mar 15 2013 Anchor | ||
Excellent thoughts. I havent gotten into actual modding yet. Im still trying hard to bring the quests, campaigns, events capability of the map commands to fruit. So my modding has gone as far as event/endevnt. But that was a very interesting example you give. It will be very handy when I finally create my "Does a Bear" in the woods. |
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