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Stronghold 2 » Forums » Stronghold 2 and Legends: Scenario Design and Modding Forum » Events: Triggers and Actions
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Topic Subject:Events: Triggers and Actions
Doomsword
Earl
posted 10-17-08 09:51 EST (US)         
An ongoing attempt to complete the Events article. Feel free to describe a Trigger or Action with some accurate details others might find useful!



New Edits in red

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TRIGGERS

Always: This will always happen. (In truth, it will happen AS SOON as possible. Thus if you set 'Win' to Always, you will as soon as you start the map. -W

Goods Acquired: Happens as soon as you have all the goods specified. -W

Gold Acquired: Just like goods, only gold. -W

Honor Acquired: Just like gold, only honor. -W

No Food in a Granary: Happens if there is no food in the Granary in the Estate specified by the Banner. -W

No Gong in Your Estates:

No Rats in Your Estates:

No Criminals in Your Estates:

Enemy Goods Acquired: Happens if the specified enemy gathers the specified goods. (I.e. in the Path of Peace you have to build 100 swords before Edwin does). -W

Enemy Gold Acquired:

Enemy Honor Acquired:

Attain Population:

No People Left:

No Enemy on Map:

No Enemy Troops on Map: Happens if none of your "Enemies'" troops are left on the map. -W

No Enemy or Invasions Left:

All Your Troops Dead:

Percent of Troops Lost: Happens if the specified player has lost x% of their Troops. I don't know if this includes scripted invasions. -W

Recruit Archers: Happens if you recruit x number of archers. (In mission 3 of the Path of Peace?) -W

Your Lord Dies: Well this one is quite obvious. -W

Lord Damaged:

All the Enemy Lords are Dead:

Enemy Lord Dead:

Rescue Lord:

Multiple Lords Dead:

Player Kills Lord X:

Other Lord Kills Lord Y:

Lord X Kills Lord Y:

Destroy Outlaw Camp: Despite that fact that it's singular, this happens if the player destroys ALL outlaw camps on the map. -W

Breach Enemy's Castle Walls:

Get Some Troops Close to Enemy Lord:

Get Many Troops Close to Enemy Lord:

Lift Siege:

Enemies are Near a Marker: Happens if any enemy troops are near the specified marker (and specified radius). -W

Current Quest Status: Happens if the specified quests (A B and/or C) have been completed -W

Quest Not Complete: Happens if the specified quest is not complete. (Also includes failed quests) -W

Single Quest Complete: Happens if the specified quest was successful. -W

Number of Quests Complete: Happens if the specified number of quests is complete (0-3?) -W

Quest Failed: Happens if the specified quest has failed (excluding "Not Complete"). -W

After Briefing:

No Messages Playing:

Building Site Complete:

Building Site Percent Complete:

Control a Number of Estates: Happens if you control the specified number of estates (or more) -W

No Bears Left on Map: Happens if there are no bears left on map, durrr...... -W

No Wolves Left on Map: Happens if there are no wolves left on map. -W



ACTIONS


Win: You Win the Map. YA! Callooh! Callay! -W

Lose: You lose the map. Loser. -W

Invasion: Allows you to create a custom invasion. You can specify the near-exact numbers of troops you want, which player owns it, where it begins and attacks, who it is attaching/reinforcing, and whether or not the invasion repeats. -W

Stop Invasion: This stops all specified invasions. (Which player, and repeating or not). I do not believe it prevents any future invasions from occurring (if triggered) -W

Bear Attack: Will spawn 1 to 40 bears at any marker flag you designate. Choose 'any' for the bears to appear at a random marker flag. All bears will appear at the same flag wander a little and commence napping. Bears do not actually attack unless confronted and pose no threat to unarmed villagers although they will kill sheep. -DS

Create Criminals:

Wolf Invasion: The specified number of wolves appear at the specified marker, and attack the other specified marker. -W

Set Wolves to Defensive: This makes all the wolves pacify. They will not move around unless an intruder is very close to them, only then will they attack (or if they're shot with arrows). -W

Bad Weather:

Wheat Disease:

Apple Blight:

Hop Weevil:

Vine Rot:

Swine Fever:

Mad Cow Disease:

Lost Sheep:

Maintain Minimum Food Level: This keeps the granary in the specified estate at the indicated minimum level. This is useful in invasion/battle maps so that during the battle you don't hear "no food distributed this month" and such. -W

Plague of Rats: Creates 1 to 20 groups of rats in the player estate. -B

Rat Invasion: Creates 1 to 40 rat packs at the marker specified. -B

Gong Infestation: Creates 1 to 40 gong piles in the estate containing marker specified. -B

Start Fires: Start 1 to 20 fires in the player estate. -B

Set all Buildings on Fire: All facilities are set on fire. Can be used to clear the estate a player is moving from so that the new village can be built by the AI. -B

Witchcraft: Subtracts 70 from popularity. Will not reduce it below zero. -B

Peasants Revolt!: 1 to 50 armed peasants appear at your campfire. They will attack your Lord or any troops nearby. =B

Bumper Harvest:

Redirect Village Output:

Stop Resource Production:

Cap Resources:

Give Resources:

Set Allies: This allows you to set who your friends, enemies, and neutral characters are. I don't know what neutral exactly does. Normally, any characters grouped in "enemies" together will not be hostile towards each other. But, if you right-click on a portrait, it will send them to a 'second' enemies list (right hand of screen in Enemies Row). Enemies in the first list will be hostile towards the second list (and vice-versa) -W

Move Lord:

Take Enemy's Castle: You will now be in control of the enemy's castle estate. Actually, this will essentially switch player and the specified character's places. You will now be in control of the character's estates, castles, and troops, and they will now be in control of yours. -W

Convert Estate to Village: This takes the estate specified by the marker and turns into a normal 'neutral' estate. At least I think it's neutral. Furthermore, I think this only affects castle estates. -W

Quest (Complete): This causes the specified quest to be considered successful/complete. -W

Quest Failed: This causes the specified quest to be failed. -W

Enter Briefing: This is the same as hitting the objectives button in-game. Doesn't allow you to enter in instructions. Sadly. -W
You can use this to remind the player of the objectives. For Example, when time is close to up, you can trigger the event to remind the player that time is almost up, or what ever else you want. -SV

Set Available Troop Types: Here, you can specify which troops you want the player to be able to recruit. If the player gains them through other means, this has no effect on them. -W

Gong Production: Here you can set gong production from very high to off. Off is for making the player not have to deal with gong. -W

Rat Production: This works the same as gong production. -W

Frequency of Disease:

Crime Rate: This works the same as gong production, but instead it's in percentages. -W

Outlaw Production: This specifies how fast outlaws are created from "Outlaw Camp" buildings. -W

Wolf Spawn Rate: This specifies how fast wolves breed. NOTE: If this is set to OFF, then DON'T attack Wolves. Wolves with spawn rate of OFF will spawn EXPLOSIVELY when attacked. I don't know if this is a bug or a feature. -W

Limit Weapon Production: This is useful for limiting which weapons the player can Produce (i.e. the player can only create spearmen, so you don't want them wasting time by having pole turners producing halberds). -W

Set Number of Campfire Peasants: You can use this set the maximum number of peasants that can gather around a campfire. Several people have noticed, however, that setting this to "Zero" doesn't work. Peasants will continue to gather, so you cannot use this to disable population. -W

Building Sites: See write up (post 7) below. -O

Give Lord Full Peasants:

Kill Off all Wolves:

Kill Off all Lords Troops:

Control Lord's AI: I'm not sure of all this can do. I know you can use it to disable AI. Normally, if you give "Sir Matthew" a castle estate, he'll be aggressive. He'll be recruiting troops, buying land, and probably invading his enemies. However, if you use 'Control Lords AI' and disable "Sir Matthew", he will now act like no more than a neutral village estate. He probably won't even build any more buildings. -W
Use this to disable a Lord for a set amount of time. Then use it again to set the lord to enable so they will do their job like they are supposed to. -SV

Control Gatehouses:

AI Troops Charge if Aggressive:

AI Troops Retreat:

Pause Sieges:

Set Rank: Obviously this sets the player's rank during the mission/campaign. However, since you (the designer) can specify which building the player can build, it seems rather unnecessary. -W

Set Honor: Sets the players honor to a specific amount. -W

Give Honor: Gives the player a specific amount of honor (in addition to what he already has). -W

Give Gold: Same as previous, but with gold. -W

Move Ship: Moves a ship across the map, instructions can be found here. -W

Make Troops Super Aggresive:

Time until Final Invasion: Quite simple set the months in the script. But if you want a time limit for a timed game, set the months in the script and set it to lose. -SV

Thanks goes to:
Wahnsinniger
Deluphusin
Sir_Vet
Ouly
Bangui
and Sir Hugh

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[This message has been edited by Doomsword (edited 06-12-2010 @ 03:51 PM).]

AuthorReplies:
Sir_Vet
Swordsman
posted 10-17-08 14:45 EST (US)     1 / 14       
Hi Doomsword, I thought I would add a few points to the list, and I'm glad you did this I learned something new in setting allies, I didn't know about right clicking on the portrait. Always still lots to learn!

Convert Estate to a village- When you convert the enemy castle estate to a village it becomes yours, now you can treat it as though you just acquired it.

Always- I think and I will have to test this, if you make a trigger it will work once, if you add always the trigger will happen always. Edit, I have tested this, adding always did not make any difference, the triggers only happened once. Anybody find anything different?

Take enemy castle- the enemy moves to your castle and becomes friendly. And as a bonus sometimes your new friend will help you attack your remaining enemies.

Enter briefing- you can use this to remind the player of the objectives. eg: when time is close to up, you can trigger the event to remind the player that time is almost up, or what ever else you want.

Control Lords AI- I use this to disable a Lord for a set amount of time then use it again to set the lord to enable so they will do their job like they are supposed to.

Time until final invasion- Quite simple set the months in the script. But if you want a time limit for a timed game, set the months in the script and set it to lose.

Just a few points that can hopefully help fellow mappers.

Sir_Vet

[This message has been edited by Sir_Vet (edited 10-17-2008 @ 04:44 PM).]

Sir Hugh
BfME2H/SHH Seraph
posted 10-21-08 10:35 EST (US)     2 / 14       
Thanks for sharing this guys. I've updated the page to reflect what you've posted.

________                                         ________
\________\------______ _____------/________/
\_______\---\\\\ Sir Hugh ////---/_______/
\_____\--\\¦| Seraph |¦//--/_____/
\\//\\//
°ºº°
Doomsword
Earl
posted 02-17-09 19:56 EST (US)     3 / 14       
Could one of you fine and noble moderators;

1. Rename this thread 'Events: Triggers and Actions'.
2. Move it to the SH2 Senario Design section.
3. Make it a sticky.

Pls k thx!

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Ouly
Archer
posted 02-17-09 20:24 EST (US)     4 / 14       
Doomsword, I've written an article on the use of building sites. I just need to type it in and post it. Initially I wanted to fill in the 2 triggers and 1 action associated with the use of building sites. I found there was no way to explain the action 'building site' that would fit into the bullet format of the article. There's just too much to explain and using building sites properly requires more than just knowing how to use the triggers and action properly. Instead I wrote an article that you could link to from the original article on triggers and actions, keeping things nice and tidy. I'll get it in very soon.

Mod...Should I just put it in this thread?

What's with the old saying, "Like having your cake and eating it too"? That's easy.
Now, eating your cake and still having it, that's a wee bit harder to do.

[This message has been edited by Ouly (edited 02-17-2009 @ 08:30 PM).]

Doomsword
Earl
posted 02-17-09 20:41 EST (US)     5 / 14       
Sounds good man, this article here gives article guidlines and says to mail it to Lady Arcola. Mailing to Sir Hugh will work too, but he might be busy with his studies. You can certainly post it here first to get some feedback on it.

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Doomsword
Earl
posted 02-17-09 23:09 EST (US)     6 / 14       
Bear Attack: Will spawn 1-40 bears at any marker flag you designate. Choose 'any' for the bears to appear at a random marker flag. All bears will appear at the same flag wander a little and commence napping. Bears do not actually attack unless confronted and pose no threat to unarmed villagers although they will kill sheep.

/\.........................../\
/..\_______________/..\
/..Angel Doomsword.\
/_/./././|||||||||||||\.\.\.\_\
/_/./_/{||||||||||}\_\.\_\
/_/......X..|||..X......\_\

[This message has been edited by Doomsword (edited 02-18-2009 @ 00:19 AM).]

Ouly
Archer
posted 02-18-09 18:55 EST (US)     7 / 14       
I just finished the article on Building Sites and sent it off to Lady A. I hope she has it up soon so you can let me know what you all think. I hope it helps and that I didn't get it wrong. ( I sooo hate being wrong. )

Here's a preview..., but the formatting is a little off.
I also forgot to use spellcheck...Dohhhh


Comprehensive Guide to using Building Sites

Many people have had trouble getting building sites to work properly, including myself, so I thought an article on the subject was in order. Any errors or incorrect assumption that may follow are mine and mine alone and a big thankyou to Doomsword and Sir_Vet for their invaluable help in figuring all this out.

There are 3 different building sites in the game. The beacon, the bridge and the monastery. Each 1 has unique characteristics as follows:

Beacon - The beacon is built by 2 monks using only wood. It builds in 10% increments and has the lowest priority level. (more on the priority level below)

Bridge - The bridge is built by 6 monks using 50 % wood and 50 % stone. It builds in 7% increments and has a higher priority level than the beacon.

Monastery - The monastery is built by 6 monks using only stone. It builds in 5% increments and has the highest priority level.

Building site priority level - Each type of building site in the game has a priority level associated with it. Since only 1 building site can be controlled, this priority level allows the program to determine which building site on the map, when there are multiple sites, is the 1 'under control'. Beacons have the lowest priority, bridges have a higher priority and manasteries have the highest priority.

Placement of building sites - While the placement of the beacon rarely causes problems because of the small footprint, the bridge and the monastery are another matter. Be sure that the ground for the foundation is perfectly flat. Use a default terrain height to ensure this. When placing the bridge, try not to span too great a distance. Keep the river well away from either foundation and I would suggest the river under the bridge be straight and perpendicular to the bridge.

Note - If for some reason you need to delete a building site, do not just replace it, as this will cause the site to fail to finish properly when playing. (bridges disappear and monasteries never finish) Placement of these structures somehow corrupts the tiles under them and the tiles need to be reset before you can replace the structure. Building at sea level seems to be the only exception to this rule. Reset the tiles by radically changing the terrain height in the area of the foundation and then return the land to the height you want. Now you can replace the building site and it should function properly when playing.

Using multiple building sites - While it is possible to place multiple building sites on a map, you need to know 2 things. First, you can only control 1 building site on any map. Second, and most importantly, you can only control the first building site placed that has the highest priority level. As mentioned previously, each type of building site has a priority level. A beacon has the lowest priority, the bridge is next and the monastery has the highest priority level.

Ex : Place 2 or 3 beacons, and the first beacon placed will be the 1 you can control, since they all have the same priority level. Add a bridge to the mix, and it becomes the site under control. Add a monastery, and it becomes the site under control. Add a second monastery, and you'll see that the first monastery placed will still be the site that is under control.

Any other building site that is on the map , besides the 1 under control, will begin construction at the start of the mission with the first monk appearing at +1 months and other monks appearing at 1 month intervals until reaching the maximum number of monks for each type of building site. These other sites will simply build normally on their own.

I hope this all makes sense because it is imperative that you understand all this if you want to use multiple building sites on a map and have things work the way you expect.

Associated Triggers - There are 2 triggers associated with building sites. 'Building site complete' and 'Building site percent complete'. It is important to note that both of these triggers apply to the building site that is under control.

Building site complete - This trigger happens when the building site under control finishes construction.

Building site percent complete - This trigger happens when the building site under control reaches or exceeds x % set by you.

'Building sites' event - This event is used to control the one building site 'under control' on the map, in a variety of ways. If only 1 building site exists, then it can be controlled with this event. If more than 1 building site exists, then this event will control the first building site placed on the map with the highest priority level, as explained previously. The event is comprised of 2 buttons. One labeled 'no change' that can be changed to a % value with the mouse wheel. The other button switches between 'active' and 'inactive' with a left mouse click. While initially this appears like a simple event to use, it is deceptively versatile.

You can delay the building site's start time until a set amount of time has passed or it is triggered to start.

ex. building sites inactive, no change, always ( +0 months +0 delay )
building sites active, no change, always ( +6 months +0 delay )

This will cause the building site to begin constuction after 6 months game time has elapsed.

ex. building sites inactive, no change, always ( +0 months +0 delay )
building sites active, no change, no wolves left on the map ( +0 months +0 delay )

This will cause the building site to begin construction after all the wolves on the map have been killed.


You can reduce the number of monks working on a site or change how fast they appear by turning a building site on and off one or more times.

ex. building sites inactive, no change, always ( +2 months +0 delay )

This will cause 1 monk to appear at the start of the mission ( +1 months ), who will work on the site until finished, or until he is killed.

ex. building sites inactive, no change, always ( +2 months +0 delay )
building sites active, no change, always ( +6 months +0 delay )
building sites inactive, no change, always ( +8 months +0 delay )

This will cause 1 monk to appear at the start of the mission ( +1 months ) and another to appear after 6 more months game time has elapsed.


You can set how complete a building site is at the start of construction as well as increase the % completion at any time.

Note - The % complete you set will be rounded up to the nearest multiple of its' default building % increment. ( 10 %, 7 % or 5 % increments for the beacon, bridge and monastery respectively )

ex. building sites active, 5 %, always ( +0 months +0 delay )

This will cause the beacon to begin construction at the start of the mission at 10 % complete. The bridge would start at 7 % complete and a monastery would begin at 5 % complete.

ex. building sites active, 11 %, always ( +0 months +0 delay )
building sites active, 45 %, always ( +3 months +0 delay )

This will cause the beacon to begin construction at the start of the mission at 20 % complete and after 3 months game time has passed and 2 monks have appeared, the beacon will jump to 50 % complete. The bridge would begin at 14 % complete and jump to 49 % complete after 3 months and the monastery would begin at 15 % complete and jump to 45 %. Make sense?

Note - You can only help a building site finish faster with this technique. You can't un-build the site. Any value lower than the site's current % completion, will be ignored.


You can use any of the above techniques together, along with triggers, to achieve a variety of results.

ex. building sites inactive, no change, always ( +0 months +0 delay )
building sites active, 5 %, no wolves left on the map ( +0 months +0 delay )
building sites inactive, no change, no wolves left on the map ( +1 months +2 delay )
building sites active, 30 %, building site percent complete 20 % ( +1 months +0 delay )

This will cause a monastery to delay the start of construction until all of the wolves on the map are killed. Then it will start construction at 5 % complete and only 1 monk will appear. After the monk gets the monastery to 20 % complete, the site will jump to 30 % complete and the rest of the monks will begin appearing at 1 month intervals.

Note - Be very careful with techniques involving making a building site inactive. If all of the monks die when a site is inactive they will not re-spawn. This could cause the site to never finish construction. In my last example, if the monk is killed before he can get the monastery 20 % complete, construction will never finish and the mission is likely lost.

A little experimentation and imagination will have you controlling a building site in interesting ways in no time.

One final note on the behavior of monks. When a monk delivers his load to the construction site, he will head back for another load of whatever is needed, if the site is not complete. Even if the next monk in line completes the construction ( or delivers the last load of wood for the bridge ) the previous monk(s) will continue on their way to the stockpile for whatever they thought was needed. ( They apparently don't talk to each other. )
I hope you now have a little better understanding of using building sites. I know that this stuff can be a little confusing to understand which is why experimentation will probably be required to get a handle on all this.

Happy designing!
Ouly

ps. I just thought of something that I forgot to add. 'No change' in the event 'building sites' simply means that you are not trying to change the % completion of the site when you make it active or inactive.

What's with the old saying, "Like having your cake and eating it too"? That's easy.
Now, eating your cake and still having it, that's a wee bit harder to do.

[This message has been edited by Ouly (edited 02-18-2009 @ 07:21 PM).]

Doomsword
Earl
posted 02-18-09 20:56 EST (US)     8 / 14       
Looks good to me, very nice, but...

You need to spellcheck before sending anything to a mod, but you know this.

Capitalizing the specific names of things in the game makes it easier to understand, especially with homonyms like Keep and keep or Bridge and bridge.

It would be nice to determine exactly how much wood and stone is needed for each building.
First, you can only control 1 building site on any map.
I'm not sure this is entirely true. You can only control one site per Mission. Think of the Economy Trail. First mission build Beacon=win, then later, complete Keep=take castle. Not sure exactly how it's scripted but both buildings cause effects on their completion if I'm not mistaken.
'Building sites' event - This event is used to control...
This I believe should be refered to as an Action. Trigger+Action=Events.

Happy testing.

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Ouly
Archer
posted 02-18-09 21:30 EST (US)     9 / 14       
Just before sending this in, I changed every occurance of the word 'Action' to the word 'Event' to keep in tune with the title of the original article 'Triggers and Events'. Oh well....
Trigger+Action=Events
Sounds about right to me.
First, you can only control 1 building site on any map.
I should have said, "First, you can only control 1 building site in a mission. Another mission on the same map could, and probably should, have different script for the building site under control." or something to that effect.

I haven't played with different missions yet, so I can't really comment much about it.

What's with the old saying, "Like having your cake and eating it too"? That's easy.
Now, eating your cake and still having it, that's a wee bit harder to do.

[This message has been edited by Ouly (edited 02-19-2009 @ 00:21 AM).]

Doomsword
Earl
posted 02-18-09 23:25 EST (US)     10 / 14       
Just before sending this in, I changed every occurance of the word 'Action' to the word 'Event' to keep in tune with the title of the original article 'Triggers and Events'. Oh well....
The original had a few errors. 'Triggers and Events' is just wrong, it's been wrong for years. I missed it when I got the article edited last time, but I hope to fix that.

Once your article is given a page and coded up and everything, you will get an email with a link for you to look over and will have the opportunity to make some edits if you wish.

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Bangui
Archer
posted 06-10-10 23:14 EST (US)     11 / 14       
Here are some Action descriptions.

Rat Invasion: Creates the number of rat packs specified.

Gong Infestation: Creates the number of gong piles specified.

Start Fires: Facilities are set on fire up to the number of fires specified.

Set all Buildings on Fire: All facilities are set on fire. Can be used to clear the estate a player is moving from so that the new village can be built by the AI.

Witchcraft: Subtracts 70 from popularity. Will not reduce it below zero.

Peasants Revolt!: The number of peasants specified appear at your campfire. They will attack your Lord or any troops nearby.

[This message has been edited by Bangui (edited 06-10-2010 @ 11:20 PM).]

Doomsword
Earl
posted 06-12-10 07:43 EST (US)     12 / 14       
Thanks Bangui! I'll add those in , but do you have the number ranges for the rats, gong and peasant invasions?

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Bangui
Archer
posted 06-12-10 14:32 EST (US)     13 / 14       
Rat invasion number 1 to 40 at marker specified.

Gong infestation number 1 to 40 in the estate containing marker specified.

Start fires number 1 to 20 in the player estate.

Peasant revolt number 1 to 50 at player estate campfire.

Additional information.
Plague of Rats Creates 1 to 20 groups of rats in the player estate.

Glad to help with your article.
PWRmad
Archer
posted 10-06-11 13:28 EST (US)     14 / 14       
I believe the definition you have for the “Always” trigger is a bit inaccurate. It should read:

Always: The event automatically occurs on the designated month. For example: +48-Win-Always will cause the player to automatically win the game on the 48th month, regardless of the situation on the map.

A bit of explanation:

The “Always” trigger is directly tied to the game clock. Any action triggered by “Always” will occur no matter what else is happening on that date. This is useful for forcing an event at a specific time, say, to give the player goods on a specific date, or launching an invasion, among others.

Incidentally, the SH2 game clock tracks time by counting months, starting with “0”. Thus, the first month of the game is labeled “Month 0”, the second month is labeled “Month 1”, the third month is “Month 2”, and so on. Another way to look at it is thinking of the game clock as an odometer. It starts at “Month 0”, ticks over to “Month 1” after the end of the first month of play, “Month 2” after the end of the second month, and so forth.

“Always” events take place on the first day of the designated month. In the above example the player wins the game on the first day of the 48th month. Even though the last month of the game is labeled “Month 47”, you still get 48 full months of play since the clock starts at 0. Events designated with “+0” occur on the first day of the first month.

The reason an event triggered by “Always” doesn’t occur every time the conditions are true is because the designated month only happens once during the game. Month 48 only occurs once, for example.

This trigger is similar to the “Auto-Stop” condition in SH1. Personally I think “Auto-Stop” and “Always” are confusing and misleading labels for this trigger. Something like “Automatic” might be clearer. Perhaps the designers of the next version of the game will do this.

Sorry this reply is so long-winded, but I hope it clears up some confusion.

Always Learning.


Don't make me cry in my beer. It'll make it all soggy.

[This message has been edited by PWRmad (edited 10-07-2011 @ 01:22 AM).]

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