Factions at War

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Hey, I have a bit of a situation....

I used Morgh's and the Module System, and I changed the module_factions.py file to make sure that every faction hated every other. When I compiled, all went through fine, but my problem is this.

I started a new game, and each faction is only at war with two others. I need every faction to be at war in the beginning of the new game, peace can be decided on later. :smile:

Any ideas?
 
At game start, the random war/peace will run for 70 times to decide the initial relationship between factions. You will have to disable that.
#this should come after assignment of territorial grievances
      (try_for_range, ":unused", 0, 70),
        (try_begin),
          (eq, "$cheat_mode", 1),
          (display_message, "@{!}DEBUG -- initial war/peace check begins"),
        (try_end),
        (call_script, "script_randomly_start_war_peace_new", 0),
      (try_end),
 
SPD_Phoenix said:
At game start, the random war/peace will run for 70 times to decide the initial relationship between factions. You will have to disable that.
#this should come after assignment of territorial grievances
      (try_for_range, ":unused", 0, 70),
        (try_begin),
          (eq, "$cheat_mode", 1),
          (display_message, "@{!}DEBUG -- initial war/peace check begins"),
        (try_end),
        (call_script, "script_randomly_start_war_peace_new", 0),
      (try_end),

So, where do I put this? module_scripts.py?
If so, where are the territorial grievances?

Sorry... I'm not an expert at Python.  :mad:
 
Disable it, not put it in the module.
#this should come after assignment of territorial grievances
    # (try_for_range, ":unused", 0, 70),
        #(try_begin),
          #(eq, "$cheat_mode", 1),
        # (display_message, "@{!}DEBUG -- initial war/peace check begins"),
        #(try_end),
        #(call_script, "script_randomly_start_war_peace_new", 0),
      #(try_end),
Like that.
 
SPD_Phoenix said:
Disable it, not put it in the module.
#this should come after assignment of territorial grievances
    # (try_for_range, ":unused", 0, 70),
        #(try_begin),
          #(eq, "$cheat_mode", 1),
        # (display_message, "@{!}DEBUG -- initial war/peace check begins"),
        #(try_end),
        #(call_script, "script_randomly_start_war_peace_new", 0),
      #(try_end),
Like that.

Oh... Okay.
So do a python search for this script. In module_scripts right?
Then put it in the #Notation# dealio and have fun? :grin:
 
Yes. It is in module_scripts and within the "game_start" script. Anything (in the same line) after the # will be ignored.

The "randomly_start_war_peace_new" is also called from simple_triggers every 24 hours, so you may have peace offer after a few game days. Look for it in module_simple_triggers, after the remark "#diplomatic indices".
 
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