MarshalJean
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Scripting national leaders and attributes

Sun Jun 08, 2014 2:57 am

Checking to see if anyone has experience scripting new national leaders and their attributes. I'm engaging in a little alternate history here, obviously. Playing as France and hoping to win the Franco-Prussian War (which I'll also have to script because the AI doesn't form a good NGF by itself). If I can win, it occurred to me that Napoleon III wouldn't have had a reason to resign in disgrace and run to England. Conceivably, he could have stayed in power and even passed along the throne to Napoleon IV (if the French republicans could have stood it for long...probably not...but scripting riots and rebellions will be easy) ;)

Anyway, is it possible to script new leader(s) and adjust their imperial, administrative, and diplomatic attributes, while also inserting a nice picture for them to debut in the F9 screen?? Anyone have experience with this?

MJ

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Jim-NC
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Mon Jun 09, 2014 5:22 pm

I want to say Kensai has some experience with this. He was able to do some work in our old MP game. He added pictures as well I believe. You should probably contact him.
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Kensai
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Mon Jun 09, 2014 5:55 pm

It can be done quite easily. For starters, make a copy of the rulers of your nation for backup. Then change the attributes of Napoleon III and the entire character of his Republic successor (including name, linked image, entry/exit date, etc). I am not sure if the changes will apply for Nappy the 3rd if he has already appeared.

Bear in mind that the more you diverge from history the more bizarre effects you will see. This game is meant to be played as close to the real events as possible, but not closer. ;)

The fun part is in the little changes that could have made a lot of difference. If something does not make sense (Nappy winning in Sedan) and "damages" your AAR, just think of new creative ways to amend the alternate reality storyline. The events in game are already somehow generic so you can adapt to what's going on. Perhaps Napoleon the III had a heart attack or something. Or a revolt. These things happen in France, I have heard. :D
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MarshalJean
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Tue Jun 10, 2014 5:03 pm

Kensai wrote:It can be done quite easily. For starters, make a copy of the rulers of your nation for backup. Then change the attributes of Napoleon III and the entire character of his Republic successor (including name, linked image, entry/exit date, etc). I am not sure if the changes will apply for Nappy the 3rd if he has already appeared.

Bear in mind that the more you diverge from history the more bizarre effects you will see. This game is meant to be played as close to the real events as possible, but not closer. ;)


The fun part is in the little changes that could have made a lot of difference. If something does not make sense (Nappy winning in Sedan) and "damages" your AAR, just think of new creative ways to amend the alternate reality storyline. The events in game are already somehow generic so you can adapt to what's going on. Perhaps Napoleon the III had a heart attack or something. Or a revolt. These things happen in France, I have heard. :D




Thanks, Kensai! When the time comes, I will look into it. Also, has someone already created some events for AI Prussia to begin forming the NGF, including the lead up to the Austro-Prussian war of 1866?

And, as long as I might have your attention, is it possible to script a crisis event? I looked all through the Wiki for a file on syntax for this, but I couldn't find anything.

Thank you, sir!

MJ

MarshalJean
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Wed Jun 11, 2014 12:44 am

MarshalJean wrote:Thanks, Kensai! When the time comes, I will look into it. Also, has someone already created some events for AI Prussia to begin forming the NGF, including the lead up to the Austro-Prussian war of 1866?

And, as long as I might have your attention, is it possible to script a crisis event? I looked all through the Wiki for a file on syntax for this, but I couldn't find anything.

Thank you, sir!

MJ




I just found some helpful scripting syntax from Christophe on the ImprovePON thread regarding Austro-Prussian relations, German unification, war, etc. So I should be able to use some of that as a basis.

But, I'm still fuzzy on writing script to create a crisis between nations, if anyone can offer any help...

Thanks!

MJ

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loki100
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Wed Jun 11, 2014 7:48 am

MarshalJean wrote:I just found some helpful scripting syntax from Christophe on the ImprovePON thread regarding Austro-Prussian relations, German unification, war, etc. So I should be able to use some of that as a basis.

But, I'm still fuzzy on writing script to create a crisis between nations, if anyone can offer any help...

Thanks!

MJ


You can't really. There are options to worsen relations, allocate CBs, and to increase the chance that the AI will go to war, but you are then dependent on how the diplomatic AI responds to those conditions. I've tried setting 'AIInterest' at 300, 1000 etc and not seen any obvious change in what it actually does.

Even with the strong prod to war for France in 1870, the French AI seems to prefer to take the domestic unrest instead.
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HerrDan
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Wed Jun 11, 2014 7:49 am

MarshalJean wrote:I just found some helpful scripting syntax from Christophe on the ImprovePON thread regarding Austro-Prussian relations, German unification, war, etc. So I should be able to use some of that as a basis.

But, I'm still fuzzy on writing script to create a crisis between nations, if anyone can offer any help...

Thanks!

MJ


I don't know exactly how to directly create crisis between the Factions, but I think one of those sintaxs "AI.SetDiploItemBias" might be able to so, but I'd have to take a look to be sure, so I can't help you directly now, but I'll try to understand it better to help you in the future.

Cheers

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