viper73
Corporal
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Joined: Mon May 28, 2007 11:53 am

Can you turn off sudden death?

Tue Dec 01, 2009 2:09 pm

Just started replaying and noticed sudden death is on ... can I turn it off?

Thanks :)

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W.Barksdale
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Wed Dec 02, 2009 8:26 pm

Sorry I don't think so. All it means is taht as soon as one factions crosses their morale threshold they win.
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Courtenay
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Wed Dec 02, 2009 10:24 pm

You might try adding something like this to one of the event files:

Code: Select all

SelectFaction = $CSA
StartEvent = evt_nam_MyNoSuddenDeathModCSA|1|0|NULL|NULL|$Richmond, VA|NULL

Conditions
  MinDate = 1861/04/01

Actions
  SetMoraleLevels = 0;500

EndEvent
And a similar event for the Union. This won't quite do it, since other events also reset the morale levels, so you might have to do this more than once, or find and change the other events with "SetMoraleLevels" (save copies of the event files first!) but this would change what morale levels you have to get to. This is a kluge, but should at least approximate what you want to do.

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Pocus
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Thu Dec 03, 2009 8:39 am

Change the 1 to 999 and the event will fire every turn. Do the same with USA.
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GlobalExplorer
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Fri May 11, 2012 2:04 pm

Code: Select all

SelectFaction = $CSA
StartEvent = evt_nam_MyNoSuddenDeathModCSA|999|0|NULL|NULL|$Richmond, VA|NULL

Conditions
  MinDate = 1861/04/01

Actions
  SetMoraleLevels = 0;500

EndEvent

SelectFaction = $USA
StartEvent = evt_nam_MyNoSuddenDeathModUSA|999|0|NULL|NULL|$Washington, PA|NULL

Conditions
  MinDate = 1861/04/01

Actions
  SetMoraleLevels = 0;500

EndEvent


I added the above code to 1863 Campaign.sct

But it works neither with a saved game, nor with a new campaign ..

Any tips? I really need this mod to work!!

I there a way to edit the savegame and turn sudden death off?

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GlobalExplorer
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Fri May 11, 2012 2:17 pm

I think it works now, if I add it to Various Events.sct, it worked with a new game and with an older savegame.

Also it appears the event fires only when I end another turn, not when I load a savegame, is this correct?

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lodilefty
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Fri May 11, 2012 2:31 pm

GlobalExplorer wrote:I think it works now, if I add it to Various Events.sct, it worked with a new game and with an older savegame.

Also it appears the event fires only when I end another turn, not when I load a savegame, is this correct?


Yes, events occur only at the end of 'Hosting' a turn.
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GlobalExplorer
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Fri May 11, 2012 2:49 pm

Thanks.

I just thought it was strange, because when I start a new game, it seems to fire instantly.

But anyway, it this works for savegames at the end of the turn, all is fine.

Perhaps Sudden Death could be added as a future option, but I know this would be a lot of extra work.
And it's the first time that I ever realized I would need it, so perhaps it's not that important for many people.

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lodilefty
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Fri May 11, 2012 3:13 pm

GlobalExplorer wrote:Thanks.

I just thought it was strange, because when I start a new game, it seems to fire instantly.

But anyway, it this works for savegames at the end of the turn, all is fine.

Perhaps Sudden Death could be added as a future option, but I know this would be a lot of extra work.
And it's the first time that I ever realized I would need it, so perhaps it's not that important for many people.


You can also use:
http://www.ageod.net/agewiki/RulSuddenDeath

Which is often used in the Scenario setup, but can be added via event too.
It can, and must, be set separately for each playing Faction...
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GlobalExplorer
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Mon Jun 02, 2014 1:33 pm

I want to warn everybody that the

Code: Select all

  SetMoraleLevels = 0;500

command does not prevent faction from capitulating.

It only lowers the threshold to 0 :(

Another of my campaigns ended abruptly :(

The question of the thread was how we can disable the Sudden Death .. Why is there no option to select it in the game options? Why must we to experiment with script commands that only a handful of players understand?

lodilefty wrote:You can also use:
http://www.ageod.net/agewiki/RulSuddenDeath

Which is often used in the Scenario setup, but can be added via event too.
It can, and must, be set separately for each playing Faction...


I think this the key to the real solution, but where does it have to be set, and what do you mean by "set separately for each playing Faction"??

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GlobalExplorer
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Wed Jun 04, 2014 9:38 am

To clarify what was (for me) the whole point in this: My aim is to continue the game for as long as possible, and disable all triggers that would end the game (morale level, victory points, strategic decisions). For me this is more important than seeing a "you have won" screen.

Here is what I do, and this is probably the closest you ever get to completel instructions:

1.) locate the file

..\AGEod's American Civil War\ACW\Events\Various Events.sct (.. it can be done in other event files, but that's the one that I chose)

2.) add the following 2 events to the beginning of the file Various Events.sct

Code: Select all

SelectFaction = $CSA
StartEvent = evt_nam_MyNoSuddenDeathModCSA|999|0|NULL|NULL|$Richmond, VA|NULL

Conditions
  MinDate = 1861/04/01

Actions
  SetMoraleLevels = -100;500
  RulSuddenDeath = 0
EndEvent

SelectFaction = $USA
StartEvent = evt_nam_MyNoSuddenDeathModUSA|999|0|NULL|NULL|$Washington, PA|NULL

Conditions
  MinDate = 1861/04/01

Actions
  SetMoraleLevels = -100;500
  RulSuddenDeath = 0
EndEvent


*to be precise, I add the chunk of code after the (highly philosophical) "NULL=NULL" statement at the beginning of the file. But it should not matter if you insert anywhere in the file. (of course one must not break the blocks, i.e. never insert anything between SelectFaction/StartEvent .. EndEvent , always insert after EndEvent and before SelectFaction/StartEvent)

As you see I have set the threshold to a negative number, it appears to be accepted by the game.

Code: Select all

SetMoraleLevels = -100;500

I just hope hope that pocus never uses Abs(n) in his calculations, or else I am f*****

I have not tested it but my feeling tells me it's working now.

3.) The changes won't appear directly after loading or starting a new game. You must finish a turn before the change appears.
What you need to to check if the rule is accepted is a) finish one turn, b) hit F9 to see the Objectives Screen

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