Events several turns into game

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LJBurstyn
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Joined: Tue Apr 19, 2011 11:29 am

Events several turns into game

Post by LJBurstyn »

I am writing a mod that has an EVENT scheduled for turn 30 or later in the game...is there a way to test this without playing the whole 29 turns before.....such as saving the game on turn 29 writing and rewriting the event to test out different ways to do the planned event??? So far every time I change the event I must start the game from the start ALL over again.


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Jeffrey H.
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RE: Events several turns into game

Post by Jeffrey H. »

Can't you just change the turn trip from 30 to 3 and play 3 turns to see if it trips ?
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Vic
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RE: Events several turns into game

Post by Vic »

What you could do is write your events in a different way.

Instead of writing "IF CheckTurn == 30"

You could write "IF CheckTurn = GameVar_Turn30"

Then for testing you could change the gamevars or let a specific event be executed that changes the gamevars to the test settings you want.... So for normal game (non-test) you set GameVar_Turn30 = 30 and for test you set GameVar_Turn30 = 1

best,
Vic

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LJBurstyn
Posts: 626
Joined: Tue Apr 19, 2011 11:29 am

RE: Events several turns into game

Post by LJBurstyn »

ORIGINAL: Vic

What you could do is write your events in a different way.

Instead of writing "IF CheckTurn == 30"

You could write "IF CheckTurn = GameVar_Turn30"

Then for testing you could change the gamevars or let a specific event be executed that changes the gamevars to the test settings you want.... So for normal game (non-test) you set GameVar_Turn30 = 30 and for test you set GameVar_Turn30 = 1

best,
Vic



That might work but what I am trying to do is make the AI conduct a counterattack after the player does something specific like taking a key city. The key event does not take place early in the game but many turns into the game...I would also like to force the AI to build the troops to do the counterattack--using the production to do that instead of whatever it normally would do.
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