The Vault Dev. Canteen (General Discussion)

Yeah it doesn't even want to run the trigger when it has a tech selected..

The python spawner seems to be fine, one thing I didn't check was whether the barbs would attack the city or not, but that is not improtant in this moment.

it is really annoying because it is going to be hard to spread out events across the timeline without being able to use a tech prereq..

I am also going to have to go through and see what other tags are not working..

If it is a lot then I have to try and figure out what would break the tags in events.

Is your idea that you replace one unit with a zombie on a certain event?

More along the lines of checking combat results and spawn a zombie unit whenever an existing zombie unit kills a non zombie unit.

It works in one mod I've been testing it in but not another. The main thing is identifying the unittype. Right now I'm just using a dummy promotion.
 
Ok, done a bit more chipping away at the event system, removed all the prereq techs(as that is broken) and added min gold triggers instead, so as soon as you are wealthy enough BAM!! Decision time!!

This is not ideal, but I just want to get it to a 'testable' state for everyone to be able to have a go at it. I will think about more comprehensive triggers later (Or hopefully entice Archid or some other to upgrade the trigger codes)

I also removed the prereq techs from all the event units and buildings, so that in the pedia they will all group together in the 'none' era section. I am also going to add an (SE) to the start of the name of each one, so that they will group together in that section, which will be good for finding things when we add lots more events.

I still have to fix all the stats for all the buildings, units, and corps, as they are still copies of other entries.

Still a lot of work to do with promotions as well, some have no prereqs (so you can never gain them) and many units need their free 'Tag!' skills added back in.
 
So the events require a certain plot/city to exist, a certain amount of gold to be possessed, and the previous event to have happened?

Does it check to see how many turns after that previous event happened?
 
The other thing I was wondering was maybe the 'state' of the plot (of the original event location) is changing, such as having an improvement built on top of it... and so it can no longer 'find' the original plot, because technically that plot doesn't exist anymore, it is longer a PLAINS square, it is a PLAINS with FARM, or something like that...

I just need more energy to try all the possible combinations of problems and try to find when it falls down, what is the ultimate factor...

Or find someone who already knows! (Which is always way better, puzzle solving is overrated!!)
 
It seems like it only triggers if it happens immediately after the prereq event. As in the next turn.

I set event 1 to trigger at 20 gold, and result to trigger next turn and event 2 to trigger at 20 gold, and they all worked fine.

I then set event 2 to be triggered at 40 gold, which would have maybe been 5-10 turns later and nothing happened at 40 gold, no trigger...

The correct plot was even still highlighted from the previous event! That is how soon after it was and did not work...

So my current thinking is that somewhere it is coded that prereqevent trigger is coded to only work on the turn after the event that is the prereq, or something odd has gotten broken in the code..

Yep I just tried again with a 2-3 turn space and it still did not fire.

so it definately seems to only work on the next turn, not any longer..
 
If worse comes to worst you can have the events uhh not "linked" and just have the next one in the "chain" require a dummy building that the previous event created.
 
Yes that is true, I was starting to consider possible alternative 'systems' by which we could chain events together.

That is one. I wonder if it can add more than one building at a time, I assume it can, but it would be something to check, and if I name the building right it could stay relatively 'modular' but it would mean a lot more xml work per event as you would need to create a whole set of buildings per story and they would clutter up the pedia like mad!

I have put out the question of 'fixing' the prereq event trigger to Night, Archid and the modding questions thread, so I will see what kind of returns we get from that over the coming days and weeks.

My hope is that it will be a fairly easy fix for the right person, as it is just one tag within an existing system, not a whole new system.

It really just depends on how it is made/handled, and why this particular tag only works on the next turn, and not 'permanently' like everything else.

I did discover that prereqtech does still work, it is just the prereqevent one that is causing the issue..
 
Ok, once again Night proved that I should not be allowed to do anything ever!

He solved it!

What I needed to do was activate the bQuest bool in the prereqevents event, that way the code is kept to activate a new trigger whenever, otherwise it gets deleted within a turn!

Well Done Night!

Now I need to fix anything I broke when trying to fix the events! Then I need to workout what all the event objects will have for stats and change them accordingly. Test to see if my quest corporations found ok and don't explode, then I think it is just building resources left for the patch! (I think...)
 
I forgot one other thing that I think we need to do, which is make the Event Corporations have an HQ building.

Currently I have a building that founds each corp, but that building it actually meant to have the corp as a prereq, not be the HQ...

So I need to add the HQs so the corp can be founded, and the other building be a special building for cities with that corp.
 
Ok, I just tested it again, and all of the events fired in turn within about 10 turns of each other, I just can't figure out why it did not happen in my game proper, unless there is some sort of time limit on the Quest system which is shutting it down, but I have not set any 'fail' parameters so I don't see how...
 
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