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Bismarck

ChancellAAR
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Jan 5, 2002
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I vaguely remember reading that some of the conditions in event scripting weren't working right in 1.02... is this true?

M
 
condition type has_improvement (and possibly other has_* conditions) don't work if you check for lack of an improvement by:
Code:
condition = {
  type = has_improvement
  value = { church = no }
}
This always returns true. To get it to work right, you have to test for the presence of an improvement then invert it with not:
Code:
condition = {
  type = not
  value = {
    type = has_improvement
    value = { church = yes }
  }
}
Some types that event_effects.txt say take targets don't; specifically prestige, piety and gold, at least as effects; I'm not sure if they have been tested as conditions.

ai_chance doesn't work the way you would expect; it has a range of -1 to 9 rather than 0 to 100, but that goes in effects, not conditions.

That's all I can think of off the top of my head; any others?
 
add_next_advance seems to give the same top advance for the moment :eek:o (but that's a broken effect).

Cat
 
I think I found something else that is irksome... "for =" statements don't seem to work for the following... there may be more

effect = { type = prestige for = worst_courtier value = -50 }
effect = { type = intrigue for = random_courtier value = 3 }
effect = { type = diplomacy for = best_courtier value = -1 }

surprisingly,

effect = { type = martial for = worst_courtier value = -1 }

has given me no problems whatsoever.... strange...

M
 
Could you report this one in the bug forum, please ?

I'll investigate...

Thanks,

Cat
 
Cat Lord said:
Could you report this one in the bug forum, please ?

I'll investigate...

Thanks,

Cat

I am going to do a bit of investigating myself... so I can report the problem as completely as possible... a bug report from me will be coming shortly...

M