Marerjh 281 Posted March 5, 2025 @Łukasz Jakowski Did I make any mistakes when creating the triggers? I expected each trigger to be separate, something like: (OR) Player owns a province (and) have a larger army than Kassites (OR) Kassites are the player's vassals (OR) Kassites do not exist But in the game, these triggers look somehow confusing for the player: Here is the code for the triggers: Thanks! Quote Share this post Link to post Share on other sites More sharing options...
0 Marerjh 281 Posted March 5, 2025 (edited) This is not related to the question, but in the process of creating these missions, I had two requests. First, every trigger and every outcome that interacts with provinces should allow for multiple IDs, as is possible with “annex” (annex=id1;id2;id3...). For example, currently if I want to check whether a player owns certain provinces, or want to add cores to him in other provinces, I need to use the same trigger/outcome dozens of times: I really miss the ability to use regions in events. I would like to have a condition “if a civilization owns N provinces in region X”. Most missions in other global strategies are based on this trigger, as it allows you to measure the degree of control over a particular region. Instead, in Age of History 3, I can only specify the provinces that the player must conquer for the trigger to work, which makes the game more straightforward Thank you for your attention! Edited March 5, 2025 by Marerjh Quote Share this post Link to post Share on other sites More sharing options...
@Łukasz Jakowski Did I make any mistakes when creating the triggers?
I expected each trigger to be separate, something like:
(OR)
Player owns a province (and) have a larger army than Kassites
(OR)
Kassites are the player's vassals
(OR)
Kassites do not exist
But in the game, these triggers look somehow confusing for the player:
Here is the code for the triggers:
Thanks!
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