How to do starting villages.

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ScrubLord
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Joined: July 26th, 2018, 9:16 pm
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How to do starting villages.

Post by ScrubLord »

I don't know how to to add villages to a certain side in prestart. I did the {STARTING_VILLAGES} script without the AREA one, just for one village and it didn't work. What do i do?
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beetlenaut
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Re: How to do starting villages.

Post by beetlenaut »

{STARTING_VILLAGES} creates an event, so it can't be used inside an event (like prestart). It won't cause an error, but it won't do anything either. Put it directly in the [scenario] tag.
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Dati_Ha-atel
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Re: How to do starting villages.

Post by Dati_Ha-atel »

I don't know if it's the best way of doing it but I used the code below (example coordinates etc.) multiple times for campaign scenarios in 1.14 already and it works.

Code: Select all

[event]
    name=prestart
    [capture_village]
	side=1
	x,y=11,22
    [/capture_village]
[/event]
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ResExsention
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Re: How to do starting villages.

Post by ResExsention »

That would work. I don't think it's efficient though. Have you considered putting that in a macro? Like:

Code: Select all

#define CAPTURE_A_VILLAGE SIDE X Y
     [village]
          x={X}
          y={Y}
     [/village]
#enddef
Oh, and by the way, the [village] tag is sort of like [capture_village], but can be used in a side definition.
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Ravana
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Re: How to do starting villages.

Post by Ravana »

No matter what you do, having macro makes it less efficient.
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ResExsention
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Re: How to do starting villages.

Post by ResExsention »

How so? Maybe I said it wrong. Maybe I should have said reusable. Either way, [village] or [capture_village] in a macro do the same thing. It's all on performance, mostly.
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Creator of the abandoned campaign Royalties Forgotten and the work in progress campaign Purger of Evil.
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