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  • #31
    GG

    Et la réforme pour les poneys roses ça avance?

    Commentaire


    • #32
      Je viens de finir la texture :

      Commentaire


      • #33
        Pour le texte de description, tu ne l'as pas enco re créé ou tu rencontres un bug du export_buildings ?

        Commentaire


        • #34
          Non, non, c'est juste que j'avais pas encore touché (enfin j'ai juste supprimé le nom pour vérifier, et comme tu vois sur les screens, y'a pas de noms donc c'est bien ca), c'est au niveau des zimages que je comprends pas trop comment ca marche.

          Commentaire


          • #35
            Rien de plus simple que les images. C'est dans un dossier du jeu. Plus précis c'est te mâcher le travail.

            Commentaire


            • #36
              Pour les images :
              EB\Data\UI\GREEK\BUILDINGS
              #GREEK_X
              #GREEK_X_constructed
              EB\Data\UI\GREEK\BUILDINGS\CONSTRUCTION
              #GREEK_X
              X étant la référence du level.

              Par exemple :
              #GREEK_ACADEMY
              #GREEK_ACADEMY_constructed
              \CONSTRUCTION
              #GREEK_ACADEMY


              Les images doivent être au format tga et pour les dimensions tu regarde un fichier du même type.
              De mémoire, pour EB c'est :
              78x62
              361x163
              78x62
              (L*H)

              C'est bon ?

              Edit : Caulaincourt t'es pas sympa !
              Dernière modification par Mat, 25-02-2013, 14h43.

              Commentaire


              • #37
                Ah merci, Mat, même s'il faut que je trouve à quoi correspond le bat à réforme dans ca...
                Non, mais mettez des -1 en rep à caulain, je suis sur qu'il adore.

                Sinon, après lecture d'un post portant sur la réforme des catatanks sur .org, j'ai décidé de la rendre plus polyvalente. Etant donné que, historiquement, Antiochos III le Grand mit en place cette réforme au retour de son Anabase, et que justement l'Anabase est une mission-trait (pour débloquer le trait, il faut détruire les Parthes, la Bactriane et restaurer les premières frontières de l'empire séleucide), vous pouvez donc désormais débloquer les catatanks pour les Séleucides en accomplissant une Anabase :

                (oui oui magic du give_trait, mais faut bien vérifier !)



                (et voilà, ca marche bien).
                Allez demain, la machinerie de la réforme des phalanges du koinon et je me mettrais à réfléchir pour les hysteroi pezhetaroi des Macédoniens.

                - - - - - - - - - - Nouveau message fusionné - - - - - - - - - -

                Bon allez, vu que j'ai un peu le temps, tenant et sous-tenant de ma nouvelle ref pour les koinon hellenon phalangitai :
                Etrangement, le secret des réformes ne se trouve pas dans l'EDB en soit mais commence...dans l'EDU !

                En effet, je me suis aperçu que les unités fonctionnant avec réformes d'un seul bâtiment (sweboz, catatanks, saka, ect...) avaient un attribut spécial, que j'ai donc donné à mes koinon hellenon phalangitai :

                Edu :
                Code:
                ;458
                type             hellenistic infantry koinon phalangitai
                dictionary       hellenistic_infantry_koinon_phalangitai      ; Koinon Hellenon Phalangitai
                category         infantry
                class            spearmen
                voice_type       General_1
                soldier          hellenistic_infantry_pezhetairoi_koinonphalangitai, 60, 0, 1.4
                officer          ebofficer_hellenic_officer
                officer          ebofficer_hellenic_standardbearer
                mount_effect     elephant -1
                attributes       sea_faring, hide_forest
                formation        1.1, 1, 2.2, 2, 6, square, phalanx
                stat_health      1, 1
                stat_pri         17, 0, no, 0, 0, melee, siege, piercing, spear, 0 ,0.17
                stat_pri_attr    long_pike, light_spear
                stat_sec         9, 4, no, 0, 0, melee, simple, slashing, sword, 0 ,0.13
                stat_sec_attr    no
                stat_pri_armour  11, 6, 5, leather
                stat_sec_armour  0, 0, flesh
                stat_heat        3
                stat_ground      0, 0, -5, -3
                stat_mental      11, disciplined, highly_trained
                stat_charge_dist 30
                stat_fire_delay  0
                stat_food        60, 300
                stat_cost        1, 2129, 532, 50, 80, 2129
                ownership        greek_cities
                C'est l'attribut "siege" après melee. Il peut être donné à n'importe quelle unité et ne change rien.

                Vous allez voir pourquoi ce simple attribut est très important dans l'EDB :

                Premièrement, les moddeurs d'Eb ont laissé 4 slots de libres dans leurs bâtiments de réformes, qu'à cela ne tienne, j'utilise donc le premier slot de libre (wgreek1) pour ma propre réforme :
                Code:
                ;Reform 2
                ;
                ; Placed by script at conquest or globally per faction's current regions upon new reform.
                ; reforms2_feeder: never used
                ; cataphract: Pahlavan cataphract
                ; sweboz1: starting era
                ; sweboz2: reform era
                ; carthage2: late era
                ; wgreek1: starting era (proposed)
                ; wgreek2: late era (proposed)
                ; egreek1: starting era (proposed)
                ; egreek2: late era (proposed)
                ;
                building hinterland_reforms2
                {
                    levels reforms2_feeder cataphract sweboz1 sweboz2 carthage1 wgreek1 wgreek2 egreek1 egreek2
                    {
                        reforms2_feeder requires factions { all, } and hidden_resource not_here
                        {
                            capability
                            {
                            }
                            construction  1
                            cost  0
                            settlement_min town
                            upgrades
                            {
                                cataphract
                                sweboz1
                                sweboz2
                                carthage1
                                wgreek1
                                wgreek2
                                egreek1
                                egreek2
                            }
                        }
                        cataphract requires factions { all, } and hidden_resource not_here
                        {
                            capability
                            {
                                weapon_siege 1 requires factions { romans_julii, }
                            }
                            construction  8
                            cost  9600
                            settlement_min town
                            upgrades
                            {
                            }
                        }
                        sweboz1 requires factions { all, } and hidden_resource not_here
                        {
                            capability
                            {
                                weapon_siege bonus -1 requires factions { germans, }
                            }
                            construction  1
                            cost  0
                            settlement_min town
                            upgrades
                            {
                            }
                        }
                        sweboz2 requires factions { all, } and hidden_resource not_here
                        {
                            capability
                            {
                                weapon_siege 1 requires factions { germans, }
                            }
                            construction  1
                            cost  0
                            settlement_min town
                            upgrades
                            {
                            }
                        }
                        carthage1 requires factions { all, } and hidden_resource not_here
                        {
                            capability
                            {
                                weapon_siege 1 requires factions { egypt, }
                            }
                            construction  1
                            cost  0
                            settlement_min town
                            upgrades
                            {
                            }
                        }
                        wgreek1 requires factions { all, } and hidden_resource not_here
                        {
                            capability
                            {
                                weapon_siege 1 requires factions { greek_cities, }
                            }
                            construction  1
                            cost  0
                            settlement_min town
                            upgrades
                            {
                            }
                        }
                        wgreek2 requires factions { all, } and hidden_resource not_here
                        {
                            capability
                            {
                            }
                            construction  1
                            cost  0
                            settlement_min town
                            upgrades
                            {
                            }
                        }
                        egreek1 requires factions { all, } and hidden_resource not_here
                        {
                            capability
                            {
                            }
                            construction  1
                            cost  0
                            settlement_min town
                            upgrades
                            {
                            }
                        }
                        egreek2 requires factions { all, } and hidden_resource not_here
                        {
                            capability
                            {
                            }
                            construction  1
                            cost  0
                            settlement_min town
                            upgrades
                            {
                            }
                        }
                    }
                    plugins
                    {
                    }
                J'ai juste ajouté la ligne "weapon_siege 1 requires factions { greek_cities, }" en dessous de wgreek1.

                Ensuite, dans les casernes/Mic niveau 4 et 5 de la faction du Koinon Hellenon -greek-cities-, je retire les "and marians_reforms" de la fin des lignes de recrutement des koinon hellenon phalangitai et j'ajoute au tout début : weapon_siege bonus -1 requires factions { greek_cities, } ce qui donne ceci :

                Code:
                army_barracks_I1 requires factions { thrace, greek_cities, } and building_present_min_level government gov2 and not hidden_resource not_here
                        {
                            capability
                            {
                                weapon_siege bonus -1 requires factions { greek_cities, }
                                recruit "hellenistic infantry agrianaipelekephoroi" 0 requires factions { thrace, } and hidden_resource SW and hidden_resource C and hidden_resource n1 and hidden_resource n2 and hidden_resource y4 and hidden_resource n8
                                 (ect.)
                En d'autres termes, j'ai retiré le "mairna reforms", ce qui fait que normalement cette unité est recrutable. Mais vu qu'elle a l'attribut siege et que la caserne est - 1 en cet attribut, elle ne peut pas être recruté ! Par contre si la bâtiment wgreek1 apparait, elle peut être recruté.

                Le reste, qui concerne le script est du classique (mais aussi les advice et ect pour le conseiller mais ca on passe) :

                Code:
                ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
                ; 2i: Reforme koinon hellenon (sous-mod)
                ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
                declare_counter Phakh_Reforme
                declare_counter PhakhReformeAdvisor
                declare_counter Caserne
                declare_counter GeneralCounter
                
                ; Count Latyfundium
                monitor_event SettlementTurnStart SettlementName Sparte
                and I_CompareCounter Phakh_Reforme = 0
                and FactionType greek_cities
                and SettlementBuildingExists = royal_barracks_I1
                
                    inc_counter Caserne 1
                
                end_monitor
                
                monitor_event SettlementTurnStart SettlementName Korinthos
                and I_CompareCounter Phakh_Reforme = 0
                and FactionType greek_cities
                and SettlementBuildingExists = royal_barracks_I1
                
                    inc_counter Caserne 1
                
                end_monitor
                
                monitor_event SettlementTurnStart SettlementName Korinthos
                and I_CompareCounter Phakh_Reforme = 0
                and FactionType greek_cities
                and SettlementBuildingExists = army_barracks_I1
                
                    inc_counter Caserne 1
                
                end_monitor
                
                monitor_event FactionTurnEnd FactionType greek_cities
                and I_CompareCounter Phakh_Reforme = 0
                and I_CompareCounter Caserne > 1
                and I_TurnNumber >= 184
                and I_CompareCounter GeneralCounter = 1
                
                set_counter Phakh_Reforme 1
                set_counter PhakhReformeAdvisor 1
                terminate_monitor
                
                end_monitor
                
                ;Check for Philippoemen wanabe
                monitor_event CharacterTurnEnd FactionType greek_cities
                and I_TurnNumber >= 184
                and Trait GoodInfantryGeneral > 1
                
                    set_counter GeneralCounter 1
                
                end_monitor
                
                ;Reset Caserne Counter
                monitor_event FactionTurnEnd FactionType greek_cities
                    set_counter Caserne 0
                end_monitor
                
                ;batiments crees
                monitor_event SettlementTurnStart SettlementName Sparte
                and I_CompareCounter Phakh_Reforme = 1
                and not SettlementBuildingExists = wgreek1
                and I_SettlementOwner Sparte = greek_cities
                
                console_command create_building Sparte "wgreek1"
                
                end_monitor
                
                monitor_event SettlementTurnStart SettlementName Korinthos
                and I_CompareCounter Phakh_Reforme = 1
                and not SettlementBuildingExists = wgreek1
                and I_SettlementOwner Korinthos = greek_cities
                
                console_command create_building Korinthos "wgreek1"
                
                end_monitor
                
                monitor_event SettlementTurnStart SettlementName Athenai
                and I_CompareCounter Phakh_Reforme = 1
                and not SettlementBuildingExists = wgreek1
                and I_SettlementOwner Athenai = greek_cities
                
                console_command create_building Athenai "wgreek1"
                
                end_monitor
                
                monitor_event SettlementTurnStart SettlementName Thermon
                and I_CompareCounter Phakh_Reforme = 1
                and not SettlementBuildingExists = wgreek1
                and I_SettlementOwner Thermon = greek_cities
                
                console_command create_building Thermon "wgreek1"
                
                end_monitor
                
                monitor_event SettlementTurnStart SettlementName Demetrias
                and I_CompareCounter Phakh_Reforme = 1
                and not SettlementBuildingExists = wgreek1
                and I_SettlementOwner Demetrias = greek_cities
                
                console_command create_building Demetrias "wgreek1"
                
                end_monitor
                
                monitor_event SettlementTurnStart SettlementName Ambrakia
                and I_CompareCounter Phakh_Reforme = 1
                and not SettlementBuildingExists = wgreek1
                and I_SettlementOwner Ambrakia = greek_cities
                
                console_command create_building Ambrakia "wgreek1"
                
                end_monitor
                
                monitor_event SettlementTurnStart SettlementName Pella
                and I_CompareCounter Phakh_Reforme = 1
                and not SettlementBuildingExists = wgreek1
                and I_SettlementOwner Pella = greek_cities
                
                console_command create_building Pella "wgreek1"
                
                end_monitor
                
                monitor_event SettlementTurnStart SettlementName Mytilene
                and I_CompareCounter Phakh_Reforme = 1
                and not SettlementBuildingExists = wgreek1
                and I_SettlementOwner Mytilene = greek_cities
                
                console_command create_building Mytilene "wgreek1"
                
                end_monitor
                
                monitor_event SettlementTurnStart SettlementName Pergamon
                and I_CompareCounter Phakh_Reforme = 1
                and not SettlementBuildingExists = wgreek1
                and I_SettlementOwner Pergamon = greek_cities
                
                console_command create_building Pergamon "wgreek1"
                
                end_monitor
                
                monitor_event SettlementTurnStart SettlementName Antiocheia
                and I_CompareCounter Phakh_Reforme = 1
                and not SettlementBuildingExists = wgreek1
                and I_SettlementOwner Antiocheia = greek_cities
                
                console_command create_building Antiocheia "wgreek1"
                
                end_monitor
                
                monitor_event SettlementTurnStart SettlementName Alexandreia
                and I_CompareCounter Phakh_Reforme = 1
                and not SettlementBuildingExists = wgreek1
                and I_SettlementOwner Alexandreia = greek_cities
                
                console_command create_building Alexandreia "wgreek1"
                
                end_monitor
                
                monitor_event SettlementTurnStart SettlementName Kyrene
                and I_CompareCounter Phakh_Reforme = 1
                and not SettlementBuildingExists = wgreek1
                and I_SettlementOwner Kyrene = greek_cities
                
                console_command create_building Kyrene "wgreek1"
                
                end_monitor
                
                monitor_event SettlementTurnStart SettlementName Taras
                and I_CompareCounter Phakh_Reforme = 1
                and not SettlementBuildingExists = wgreek1
                and I_SettlementOwner Taras = greek_cities
                
                console_command create_building Taras "wgreek1"
                
                end_monitor
                
                ;conseiller
                monitor_event CharacterTurnStart FactionType greek_cities
                          and FactionIsLocal
                          and I_CompareCounter PhakhReformeAdvisor = 1
                    set_counter PhakhReformeAdvisor 0
                    advance_advice_thread Phakh_Reforms_Thread
                    terminate_monitor
                end_monitor

                Commentaire


                • #38
                  J'ai jamais fait de campagne séleucide, mais c'est toi qui a fait cette réforme des kataphraktoi, ou elle y est de base et tu la remanie juste?

                  Commentaire


                  • #39
                    Elle est de base, mais quand tu y joues c'est presque impossible de l'avoir (regarde le topique des réformes).

                    - - - - - - - - - - Nouveau message fusionné - - - - - - - - - -

                    Bon woké, là j'ai un problème. Je m'explique, le jeu se lance, je peux lancer le fichier de script, mais au début du tour ou la réforme est passé le jeu plante. Le problème c'est que je vois pas vraiment pourquoi...je poste le script, merci d'avance de votre aide ! :

                    Code:
                    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
                    ;;;;;;;;;;;;;;2j : Sous-mod : reforme hysteroi pezhetairoi : macedoine
                    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
                    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
                    declare_counter Hyst_Reforme
                    declare_counter HystReformeAdvisor
                    declare_counter RomaCounter
                    declare_counter CartCounter
                    
                    
                    ; Check Conditions
                    monitor_event FactionTurnEnd FactionType macedon
                    and I_CompareCounter Hyst_Reforme = 0
                    
                    
                           ; Unconditional Player Reforms after 210BC
                        if I_TurnNumber >= 2
                        and I_LocalFaction macedon
                            set_counter Hyst_Reforme 1
                            set_counter HystReformeAdvisor 1
                            terminate_monitor
                        end_if
                    
                        ; Unconditional AI Reforms after 230BC
                        if I_TurnNumber >= 2
                        and not I_LocalFaction macedon
                            set_counter Hyst_Reforme 1
                            terminate_monitor
                        end_if
                        
                        ; Conditional Reforms
                    
                    if I_NumberOfSettlements seleucid >= 25
                           inc_counter RomaCounter 1
                    
                    end_if
                    
                    
                    if I_NumberOfSettlements seleucid >= 50
                    
                    inc_counter RomaCounter 1
                    
                    end_if
                    
                    if I_SettlementOwner Epidamnos = seleucid
                            inc_counter RomaCounter 1
                    end_if
                    
                    if I_SettlementOwner Dalminion = seleucid
                            inc_counter RomaCounter 1
                    end_if
                    
                    
                    ;Check if Reforms Conditions are met
                    if I_CompareCounter RomaCounter >= 2
                    and I_CompareCounter Romanii_Reform > 0
                    
                            set_counter Hyst_Reforme 1
                            set_counter HystReformeAdvisor 1
                            terminate_monitor
                    end_if
                    
                        ;Reset Counters
                            set_counter RomaCounter 0
                        
                    
                    end_monitor
                    
                    ; Check Conditions
                    monitor_event FactionTurnEnd FactionType macedon
                    and I_CompareCounter Hyst_Reforme = 0
                    and I_CompareCounter Carthage_Reforms > 0
                    
                    
                        
                        ; Conditional Reforms
                    
                    if I_NumberOfSettlements egypt >= 30
                           inc_counter CartCounter 1
                    
                    end_if
                    
                    
                    if I_NumberOfSettlements egypt >= 60
                    
                    inc_counter CartCounter 1
                    
                    end_if
                    
                    if I_SettlementOwner Taras = egypt
                            inc_counter CartCounter 1
                    end_if
                    
                    if I_SettlementOwner Syrakousai = egypt
                            inc_counter CartCounter 1
                    end_if
                    
                    if I_SettlementOwner Roma = egypt
                            inc_counter CartCounter 1
                    end_if
                    
                    
                    ;Check if Reforms Conditions are met
                    if I_CompareCounter CartCounter >= 3
                    
                            set_counter Hyst_Reforme 1
                            set_counter HystReformeAdvisor 1
                            terminate_monitor
                    end_if
                    
                        ;Reset Counters
                            set_counter CartCounter 0
                        
                    
                    end_monitor
                    
                    
                    
                    ;batiments crees macedoine
                    monitor_event SettlementTurnStart SettlementName Rhegion
                    and I_CompareCounter Hyst_Reforme = 1
                    and not SettlementBuildingExists = wgreek2
                    and I_SettlementOwner Rhegion = macedon
                    
                    console_command create_building Rhegion "wgreek2"
                    
                    end_monitor
                    
                    monitor_event SettlementTurnStart SettlementName Korinthos
                    and I_CompareCounter Hyst_Reforme = 1
                    and not SettlementBuildingExists = wgreek2
                    and I_SettlementOwner Korinthos = macedon
                    
                    console_command create_building Korinthos "wgreek2"
                    
                    end_monitor
                    
                    monitor_event SettlementTurnStart SettlementName Athenai
                    and I_CompareCounter Hyst_Reforme = 1
                    and not SettlementBuildingExists = wgreek2
                    and I_SettlementOwner Athenai = macedon
                    
                    console_command create_building Athenai "wgreek2"
                    
                    end_monitor
                    
                    monitor_event SettlementTurnStart SettlementName Thermon
                    and I_CompareCounter Hyst_Reforme = 1
                    and not SettlementBuildingExists = wgreek2
                    and I_SettlementOwner Thermon = macedon
                    
                    console_command create_building Thermon "wgreek2"
                    
                    end_monitor
                    
                    monitor_event SettlementTurnStart SettlementName Demetrias
                    and I_CompareCounter Hyst_Reforme = 1
                    and not SettlementBuildingExists = wgreek2
                    and I_SettlementOwner Demetrias = macedon
                    
                    console_command create_building Demetrias "wgreek2"
                    
                    end_monitor
                    
                    monitor_event SettlementTurnStart SettlementName Ambrakia
                    and I_CompareCounter Hyst_Reforme = 1
                    and not SettlementBuildingExists = wgreek2
                    and I_SettlementOwner Ambrakia = macedon
                    
                    console_command create_building Ambrakia "wgreek2"
                    
                    end_monitor
                    
                    monitor_event SettlementTurnStart SettlementName Pella
                    and I_CompareCounter Hyst_Reforme = 1
                    and not SettlementBuildingExists = wgreek2
                    and I_SettlementOwner Pella = macedon
                    
                    console_command create_building Pella "wgreek2"
                    
                    end_monitor
                    
                    monitor_event SettlementTurnStart SettlementName Mytilene
                    and I_CompareCounter Hyst_Reforme = 1
                    and not SettlementBuildingExists = wgreek2
                    and I_SettlementOwner Mytilene = macedon
                    
                    console_command create_building Mytilene "wgreek2"
                    
                    end_monitor
                    
                    monitor_event SettlementTurnStart SettlementName Pergamon
                    and I_CompareCounter Hyst_Reforme = 1
                    and not SettlementBuildingExists = wgreek2
                    and I_SettlementOwner Pergamon = macedon
                    
                    console_command create_building Pergamon "wgreek2"
                    
                    end_monitor
                    
                    monitor_event SettlementTurnStart SettlementName Antiocheia
                    and I_CompareCounter Hyst_Reforme = 1
                    and not SettlementBuildingExists = wgreek2
                    and I_SettlementOwner Antiocheia = macedon
                    
                    console_command create_building Antiocheia "wgreek2"
                    
                    end_monitor
                    
                    monitor_event SettlementTurnStart SettlementName Alexandreia
                    and I_CompareCounter Hyst_Reforme = 1
                    and not SettlementBuildingExists = wgreek2
                    and I_SettlementOwner Alexandreia = macedon
                    
                    console_command create_building Alexandreia "wgreek2"
                    
                    end_monitor
                    
                    monitor_event SettlementTurnStart SettlementName Kyrene
                    and I_CompareCounter Hyst_Reforme = 1
                    and not SettlementBuildingExists = wgreek2
                    and I_SettlementOwner Kyrene = macedon
                    
                    console_command create_building Kyrene "wgreek2"
                    
                    end_monitor
                    
                    monitor_event SettlementTurnStart SettlementName Taras
                    and I_CompareCounter Hyst_Reforme = 1
                    and not SettlementBuildingExists = wgreek2
                    and I_SettlementOwner Taras = macedon
                    
                    console_command create_building Taras "wgreek2"
                    
                    end_monitor
                    
                    monitor_event SettlementTurnStart SettlementName Kydonia
                    and I_CompareCounter Hyst_Reforme = 1
                    and not SettlementBuildingExists = wgreek2
                    and I_SettlementOwner Kydonia = macedon
                    
                    console_command create_building Kydonia "wgreek2"
                    
                    end_monitor
                    
                    monitor_event SettlementTurnStart SettlementName Rhodos
                    and I_CompareCounter Hyst_Reforme = 1
                    and not SettlementBuildingExists = wgreek2
                    and I_SettlementOwner Rhodos = macedon
                    
                    console_command create_building Rhodos "wgreek2"
                    
                    end_monitor
                    
                    monitor_event SettlementTurnStart SettlementName Halikarnassos
                    and I_CompareCounter Hyst_Reforme = 1
                    and not SettlementBuildingExists = wgreek2
                    and I_SettlementOwner Halikarnassos = macedon
                    
                    console_command create_building Halikarnassos "wgreek2"
                    
                    end_monitor
                    
                    monitor_event SettlementTurnStart SettlementName Sardis
                    and I_CompareCounter Hyst_Reforme = 1
                    and not SettlementBuildingExists = wgreek2
                    and I_SettlementOwner Sardis = macedon
                    
                    console_command create_building Sardis "wgreek2"
                    
                    end_monitor
                    
                    monitor_event SettlementTurnStart SettlementName Nikaia
                    and I_CompareCounter Hyst_Reforme = 1
                    and not SettlementBuildingExists = wgreek2
                    and I_SettlementOwner Nikaia = macedon
                    
                    console_command create_building Nikaia "wgreek2"
                    
                    end_monitor
                    
                    monitor_event SettlementTurnStart SettlementName Byzantion
                    and I_CompareCounter Hyst_Reforme = 1
                    and not SettlementBuildingExists = wgreek2
                    and I_SettlementOwner Byzantion = macedon
                    
                    console_command create_building Byzantion "wgreek2"
                    
                    end_monitor
                    
                    monitor_event SettlementTurnStart SettlementName Tylis
                    and I_CompareCounter Hyst_Reforme = 1
                    and not SettlementBuildingExists = wgreek2
                    and I_SettlementOwner Tylis = macedon
                    
                    console_command create_building Tylis "wgreek2"
                    
                    end_monitor
                    
                    monitor_event SettlementTurnStart SettlementName Chersonesos
                    and I_CompareCounter Hyst_Reforme = 1
                    and not SettlementBuildingExists = wgreek2
                    and I_SettlementOwner Chersonesos = macedon
                    
                    console_command create_building Chersonesos "wgreek2"
                    
                    end_monitor
                    
                    monitor_event SettlementTurnStart SettlementName Pantikapaion
                    and I_CompareCounter Hyst_Reforme = 1
                    and not SettlementBuildingExists = wgreek2
                    and I_SettlementOwner Pantikapaion = macedon
                    
                    console_command create_building Pantikapaion "wgreek2"
                    
                    end_monitor
                    
                    monitor_event SettlementTurnStart SettlementName Salamis
                    and I_CompareCounter Hyst_Reforme = 1
                    and not SettlementBuildingExists = wgreek2
                    and I_SettlementOwner Salamis = macedon
                    
                    console_command create_building Salamis "wgreek2"
                    
                    end_monitor
                    
                    monitor_event SettlementTurnStart SettlementName Memphis
                    and I_CompareCounter Hyst_Reforme = 1
                    and not SettlementBuildingExists = wgreek2
                    and I_SettlementOwner Memphis = macedon
                    
                    console_command create_building Memphis "wgreek2"
                    
                    end_monitor
                    
                    monitor_event SettlementTurnStart SettlementName Seleukeia
                    and I_CompareCounter Hyst_Reforme = 1
                    and not SettlementBuildingExists = wgreek2
                    and I_SettlementOwner Seleukeia = macedon
                    
                    console_command create_building Seleukeia "wgreek2"
                    
                    end_monitor
                    
                    monitor_event SettlementTurnStart SettlementName Charax
                    and I_CompareCounter Hyst_Reforme = 1
                    and not SettlementBuildingExists = wgreek2
                    and I_SettlementOwner Charax = macedon
                    
                    console_command create_building Charax "wgreek2"
                    
                    end_monitor
                    
                    monitor_event SettlementTurnStart SettlementName Baktra
                    and I_CompareCounter Hyst_Reforme = 1
                    and not SettlementBuildingExists = wgreek2
                    and I_SettlementOwner Baktra = macedon
                    
                    console_command create_building Baktra "wgreek2"
                    
                    end_monitor
                    
                    monitor_event SettlementTurnStart SettlementName Babylon
                    and I_CompareCounter Hyst_Reforme = 1
                    and not SettlementBuildingExists = wgreek2
                    and I_SettlementOwner Babylon = macedon
                    
                    console_command create_building Babylon "wgreek2"
                    
                    end_monitor
                    
                    ;conseiller
                    monitor_event CharacterTurnStart FactionType macedon
                              and FactionIsLocal
                              and I_CompareCounter HystReformeAdvisor = 1
                        set_counter HystReformeAdvisor 0
                        advance_advice_thread Hyst_Reforms_Thread
                        terminate_monitor
                    end_monitor
                    Ne pas mettre d'ui et d'images peut faire planter ?

                    Commentaire


                    • #40
                      Non, mais là j'ai plus le temps pour me pencher plus dessus.

                      Commentaire


                      • #41
                        Il me semble qu'il te faut une ref dans les textes pour les bâtiments/unités, juste le code entre [].
                        Mais procédons par ordre ;
                        1) la réforme initiale des devs marche-t-elle correctement ?
                        2) qu'as-tu changé dans la réforme initiale des devs ?

                        Commentaire


                        • #42
                          Il me semble qu'il te faut une ref dans les textes pour les bâtiments/unités, juste le code entre [].
                          Moi y'en pas comprendre ce que toi dire. J'utilise wgreek2 comme bâtiment qui est en fait un bâtiment "de réformeé inutilisée par EB. Y'a même l'entrée déja faite dans l'export_building.
                          La réforme, comme celle des phalanges de koinon hellenon (qui elle marche) est crée de toute pièces. Par contre je note que le crash intervient au début du tour 3 et pas à la fin du tour 2. Je pense que le crash vient donc de la création du bâtiment mais j'ai du mal à voir ou...

                          Edit: deux secondes, j'ai oublié le texte du conseiller dans 'lexport advice : moi très très con : mais je pense pas que c'est cela qui fait planter.
                          Dernière modification par Faras, 27-02-2013, 18h04.

                          Commentaire


                          • #43
                            Bah en fait oui , je suis très con, c'était juste ca, ca marche impect ! :







                            Commentaire

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