Four Seasons is Updated
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- lion_of_judah
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Re: Four Seasons is Updated
I actually have some units loaded onto cargoships. After they disembark, I'll see if I still receive this. Also, I'm using the latest version of four seasons.
- lion_of_judah
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Re: Four Seasons is Updated
Ernie: you were correct, once I unloaded the units, I no longer received this error. Now that I have loaded more units, I'm receiving this error again.
Re: Four Seasons is Updated
One problem is in your event. You are trying to set the regimevar with TempVar98, not 98. Most likely TempVar98 = 0, so I think you are adding it to regime variable 0.lion_of_judah wrote: ↑Sun Aug 11, 2024 9:22 pm Gary
I copied what you did for manpower, but instead of 10, it is slot 98 in regime slot names. I started a test game and it's not adding any new manpower?
One man alone can be pretty dumb sometimes, but for real bona fide stupidity, there ain't nothin' can beat teamwork -- Edward Abbey
Re: Four Seasons is Updated
lion_of_judah wrote: ↑Mon Aug 12, 2024 5:56 am after upgrading my air transports to level 3, I'm now receiving this error
I think that the fix is to move the line that checks if TempVar10 > -1 and TempVar10 < TempVar100 up one line before the check on the landscape type. That is what is line 16 in the figure, which was previously 17. If the unit is not on the map, it won't check the landscape type.
The idea here is to zero the AP of air units in a storm hex. The problem is that while the AP cost to enter a storm hex is 9999, an air unit can actually leave a storm hex and return to the hex it came from. The cure is to make sure that they don't have any AP.
BTW, if you are going to use the events, when you report an error or something, you should go look at the name of the event as if you move it, #180 would be meaningless to me. Just making sure that you give me the info I need to actually address it.
One man alone can be pretty dumb sometimes, but for real bona fide stupidity, there ain't nothin' can beat teamwork -- Edward Abbey
Re: Four Seasons is Updated
Be aware that when using the FourSeasons masterfile for a nonrandom game scenario, there are several events in the list that you need to pay attention to.
Event #1: is run after every single move, unit creation, officer creation, combatm etc. It is specified in Rulevar(843)
Event #2: This is specified by RuleVar(480) and is executed to complete setting up a random map. It also executes severl events as functions, there basically have "Random: " as part of their name
Event #11: This is executed at the start of the first round and is run only once as it is blocked. There is a similar event in Anewdawn. It sets the date, various things needed for variants, and initial garrisons.
Events #51-57: These are various things needed for turns and to set some AI parameters. For example, there is delayed war, diplomatic blocks, a check if war was declared this turn, etc. Event #55 is mostly the same as in Anewdawn. On the other hand, #56 and 57 are 4S specific. In 57, it resets the regimes trains if mutliple train gauges are being used. In 57, initial settings for some rulevars and AIconservative are set. I fiffled with chaning some stack rules to help the AI. Also, reducing the strategic transfer readiness penalty for the AI. In addition, AIconservative is set for each regime. Rather than being random in any give turn, which is the way it is set up in ATG, I have it more consistently set depending on the regime. In some cases, a regime will be aggressive or passive to start, and this relaxes to an average value, with some jumps now and then to reflect the AI wanting to sustain similar operations.
Most of the officer events are similar, with some tweaks. There are a few additional features, like Air Marshall and some new officer cards.
Then, there are a lot of events later for models.
Event #1: is run after every single move, unit creation, officer creation, combatm etc. It is specified in Rulevar(843)
Event #2: This is specified by RuleVar(480) and is executed to complete setting up a random map. It also executes severl events as functions, there basically have "Random: " as part of their name
Event #11: This is executed at the start of the first round and is run only once as it is blocked. There is a similar event in Anewdawn. It sets the date, various things needed for variants, and initial garrisons.
Events #51-57: These are various things needed for turns and to set some AI parameters. For example, there is delayed war, diplomatic blocks, a check if war was declared this turn, etc. Event #55 is mostly the same as in Anewdawn. On the other hand, #56 and 57 are 4S specific. In 57, it resets the regimes trains if mutliple train gauges are being used. In 57, initial settings for some rulevars and AIconservative are set. I fiffled with chaning some stack rules to help the AI. Also, reducing the strategic transfer readiness penalty for the AI. In addition, AIconservative is set for each regime. Rather than being random in any give turn, which is the way it is set up in ATG, I have it more consistently set depending on the regime. In some cases, a regime will be aggressive or passive to start, and this relaxes to an average value, with some jumps now and then to reflect the AI wanting to sustain similar operations.
Most of the officer events are similar, with some tweaks. There are a few additional features, like Air Marshall and some new officer cards.
Then, there are a lot of events later for models.
One man alone can be pretty dumb sometimes, but for real bona fide stupidity, there ain't nothin' can beat teamwork -- Edward Abbey
Re: Four Seasons is Updated
I am not sure why resource production isn't working. It should. It might depend on whether you have set the correct regime variable. I would need to see your file.
One man alone can be pretty dumb sometimes, but for real bona fide stupidity, there ain't nothin' can beat teamwork -- Edward Abbey
- lion_of_judah
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Re: Four Seasons is Updated
I removed the Tempvar98, and just replaced it with 98, and now it is working. I also replaced the *1000 with 200 as it gave Guatemala 21,000 manpower. Thanks alot, appreciate it.Ormand wrote: ↑Mon Aug 12, 2024 10:39 pmOne problem is in your event. You are trying to set the regimevar with TempVar98, not 98. Most likely TempVar98 = 0, so I think you are adding it to regime variable 0.lion_of_judah wrote: ↑Sun Aug 11, 2024 9:22 pm Gary
I copied what you did for manpower, but instead of 10, it is slot 98 in regime slot names. I started a test game and it's not adding any new manpower?
- lion_of_judah
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Re: Four Seasons is Updated
how do you want me to send the scenario file, because I updated my scenario only, with the sft's Gary's updated units.
- lion_of_judah
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Re: Four Seasons is Updated
also, how can I get the automatic resource production to work if that's even possible without having any resource hexes on the map.
Re: Four Seasons is Updated
My thinking is that there is no "automatic resource production" without resource hexes. Or, I should say locations with the loctype assigned to them that set to AutoProd an item, which happens to be a regimevar. If these are on the map, then they will automatically produce a resource that is assigned to a regimevar.lion_of_judah wrote: ↑Tue Aug 13, 2024 7:06 pm also, how can I get the automatic resource production to work if that's even possible without having any resource hexes on the map.
Alternatively, it can be automatically via an event that adds to the regimevar of the given regime. Say, at the start of the turn, or through some process you decide on.
One man alone can be pretty dumb sometimes, but for real bona fide stupidity, there ain't nothin' can beat teamwork -- Edward Abbey
- lion_of_judah
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Re: Four Seasons is Updated
once I add the resource hexes, then how do I the destination hex ( capital ) in order for this to work. Thanks
Re: Four Seasons is Updated
You could look at Event #12, "Set Resource Dest Hex" in Four Seasons. Or, if you prefer that they aren't interdicted, you can set Rulevar(938) = 0 (In "Direct Production ..").
One man alone can be pretty dumb sometimes, but for real bona fide stupidity, there ain't nothin' can beat teamwork -- Edward Abbey
Re: Four Seasons is Updated
I was fortunate that I didn't lose my sense of smell or taste. It seems that it doesn't do that too much now. I know someone who contracted it the start, March 2020, their case was "mild" for the time, a fever for 12 days and loss of sense of smell and taste for a year and a half. Last summer it came back totally, good as new.lion_of_judah wrote: ↑Sun Aug 11, 2024 3:42 pm welcome back, sorry you got covid. Curious if you lost the sense of taste. My wife didn't really lose the sense of taste, but she use to love milk. Now she doesn't really drink it like she use to. When I had it a couple of years ago, I didn't lose my sense of taste, but many people said they did.
One man alone can be pretty dumb sometimes, but for real bona fide stupidity, there ain't nothin' can beat teamwork -- Edward Abbey
- lion_of_judah
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Re: Four Seasons is Updated
how do I get the volunteer card to work. I played it on the nearest city, but it is still greyed out. Also, the partisan box when checked doesn't work either. It placed over 200 partisans units everywhere on the map, but where it was needed. It even put units in the ocean hexes....
Re: Four Seasons is Updated
Well, you have to understand that this was built to be an integrated part of a Four Seasons random game. Therefore, there are several parts that you have to put for your own game. Mostly, the masterfile was meant as a starting point for designers to use to build on, and not so much a a plug and play for every part.
So, you need to look at event #188 "Partisans". The event checks how much territory a regime has lost and how many turns it has been at war. The number of turns the regime has been at war is stored in its regimevar(7). It can be regimevar, but you need to check and set it. Second, to calculate territory lost, territory is set in areaslot(4) at the start of the game. Generally, the first round. This is done in my event that sets the starting date. Areaslot(4) is also where the partisans will appear. That is the enemy occupied hexes that correspond to Areaslot(4) = Regime being tested. Areaslot(4) is supposed to have the regime # that starts with that hex as part of its territory. So, if you don't set this, it will go bonkers. And, things will also be bad if you don't have the turns at war variable set.
You will need to set these. The thing is that several events do these things. The turns at war variable is incremented in the event that resets the regime's settings and is run at the start of each regime's turn.
So, you need to look at event #188 "Partisans". The event checks how much territory a regime has lost and how many turns it has been at war. The number of turns the regime has been at war is stored in its regimevar(7). It can be regimevar, but you need to check and set it. Second, to calculate territory lost, territory is set in areaslot(4) at the start of the game. Generally, the first round. This is done in my event that sets the starting date. Areaslot(4) is also where the partisans will appear. That is the enemy occupied hexes that correspond to Areaslot(4) = Regime being tested. Areaslot(4) is supposed to have the regime # that starts with that hex as part of its territory. So, if you don't set this, it will go bonkers. And, things will also be bad if you don't have the turns at war variable set.
You will need to set these. The thing is that several events do these things. The turns at war variable is incremented in the event that resets the regime's settings and is run at the start of each regime's turn.
One man alone can be pretty dumb sometimes, but for real bona fide stupidity, there ain't nothin' can beat teamwork -- Edward Abbey
- lion_of_judah
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Re: Four Seasons is Updated
I checked and it is event 189 for partisan. Thanks, appreciate it.. Also, how do I get the volunteer card to work also.
Re: Four Seasons is Updated
I am not sure what your problem could be. Perhaps it is in the pre-defined unit. Did you delete any? The same would be true for partisans as well. The events place units that are specified by pre-defined units. The volunteers are predefined unit 16, which have 27 militia
Other than this I am not sure. Maybe a problem with ownership? The card runs event 87 to identify cities with five hexes, and then when a valid hex is selected it runs event 86 to place some volunteers in the hex.
I just tested it with a new 4S game and gave a leader the card. It worked as it is supposed to. So, I am going to guess that something is not quite set up correctly in your game.
Other than this I am not sure. Maybe a problem with ownership? The card runs event 87 to identify cities with five hexes, and then when a valid hex is selected it runs event 86 to place some volunteers in the hex.
I just tested it with a new 4S game and gave a leader the card. It worked as it is supposed to. So, I am going to guess that something is not quite set up correctly in your game.
One man alone can be pretty dumb sometimes, but for real bona fide stupidity, there ain't nothin' can beat teamwork -- Edward Abbey
- lion_of_judah
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Re: Four Seasons is Updated
when adding weather, what order should you go in. My scenario, central america I'm working on. I made slot 7 as no snow showing, is this correct. I'm thinking not as I have snow showing up in central and portions of south america.
Re: Four Seasons is Updated
I am afraid that you are probably going to have to a bit of work. In principle, you just need the zones on the map that you need: Maybe in this case subtropical and tropical. But, you will also need to have an event, mbut maybe you can do this manually that will set start and stop of the zones in a Gamevar. And then for a standalone scenario you might have to do some surgery on the weather event. Unless, you are just talking about the standard climate and not the storm system. For standard climate, you just use the zones you need, and I think you need to make sur ethe Gamevar is set that specifies climate, and do not set the Gamevar for storms.
One man alone can be pretty dumb sometimes, but for real bona fide stupidity, there ain't nothin' can beat teamwork -- Edward Abbey
- basilstaghare
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Re: Four Seasons is Updated
FYI: Playing this most excellent mod - Random game vs. AI (6 factions; XL Map; AS Resources, delayed entry; models all turned on). As the Human Player I notice that PzKpfw I costs 1800 raw to build vs. medium tanks costing 300-400 raw to build. Also getting erroneous surrender and victory messages after I took the French capital. Showing my (German) faction as defeated and surrendering. You can still keep playing but the message persists for several turns. Several turns later it shows the English faction as I having won even though they have not. Thanks.