Is this possible in ToT No2 ?

The third event would be triggered every turn regardless because the flag is on every turn (Continuous). Remove the Continuous modifier and the event will continue to trigger every turn because ReceivedTechnology would return true every turn. BTW, order within the events file is significant, but in this instance it doesn't matter because ReceivedTechnology triggers are checked before CheckFlag triggers at the beginning of each turn. I produced an order list once, but I can't find the thread. It's probably in my notes somewhere. [Edit: Ah, found it here.]
Catfish said:
Triggers that are checked at the beginning of each turn are checked in the following order:

1. Turn
2. TurnInterval
3. RandomTurn
4. ReceivedTechnology
5. CheckFlag

They are also checked in the order they are listed in the events file (obviously), ie, the game will first check all of the Turn triggers in the order they're listed, then all of the TurnInterval triggers, etc. Therefore, order becomes important when you're dealing with triggers of the same type.
 
This should be possible, though an extra set of events would be required to deal with each time the Romans recaptured Rome, so you would have to decide how much events space you wanted to dedicate to that (potentially recurring) possibility.

To keep each capture of Rome by the Franks seperate, there needs to be a continuous flag turned on by the first capture. When the second capture happens the CityCapture connected by @AND and the flag from the first capture triggers a second continuous flag, and so on.

In the end, you need to ask yourself if it's worth it. Perhaps 50 turns after the Franks capture Rome, and they still own it, they should crown themselves emperor, regardless how many turns they have lost it inbetween. Events in scenarios are always about making workable compromises.
 
Shortly after posting last night, I thought of this ridiculous idea: create a 50-tile long tunnel on a secondary map with a trigger unit at one end. If the Franks take Rome, a barbarian unit with a movement rate of one spawns at the opposite end of the tunnel and a MoveUnit command sends it to the trigger. When the trigger unit is killed the bonus unit is created in Rome. If, at any time, Rome retakes the city, a ChangeTerrain event clears the tunnel. If Rome falls to the Franks again, then another Barbarian unit created, and so on. I've got no idea about the reliability of this method.
I thought I'd test this, so here's a quick mock-up. Three events required. When the Romans invade Carthage, 20 turns later they receive an elite unit. If Rome loses the city before the 20 turns is up, they don't get the unit until they retake the city. When they do, the counter is reset to 20 turns. The Barbarian 'counter' unit is given the 'no expiry' flag. I've ignored Persian involvement; the third tribe on the map.

As the Romans, invade Carthage, hold it for 20 turns and see what happens. Reload and let the Carthaginians take it back before the 20 turns is up, then take it back again. You can do this countless times - at least until the city is destroyed. Too simple.
 

Attachments

Not without, perhaps, some elaborate Mousetrap method - which escapes me at the moment.

Brilliant Mousetrap design. :goodjob::goodjob::goodjob:

That is really streeeeeetching TOT's capabilities.
 
There's something to be said for creating ToT scenarios with multiple maps. It opens up more design options and you can hide your junk from the players.
 
I thought I'd test this, so here's a quick mock-up. Three events required. When the Romans invade Carthage, 20 turns later they receive an elite unit. If Rome loses the city before the 20 turns is up, they don't get the unit until they retake the city. When they do, the counter is reset to 20 turns. The Barbarian 'counter' unit is given the 'no expiry' flag. I've ignored Persian involvement; the third tribe on the map.

As the Romans, invade Carthage, hold it for 20 turns and see what happens. Reload and let the Carthaginians take it back before the 20 turns is up, then take it back again. You can do this countless times - at least until the city is destroyed. Too simple.

If it works-its brilliant.

Can't really test it as i lack a PC currently.
 
Back
Top Bottom