Difference between revisions of "Mission - atom description"

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! Name || Type || Default value /<br>Obligatory || Description
 
! Name || Type || Default value /<br>Obligatory || Description
 
|-
 
|-
|description || atom'''['''[[Description Mission - atom description|Description&nbspMission]]''']''' || obligatory || Mission description atom.
+
|description || atom'''['''[[Description Mission - atom description|Description&nbsp;Mission]]''']''' || obligatory || Mission description atom.
 
|-
 
|-
 
|first_residents_event || atom'''['''[[Event - atom description|Event]]''']''' || obligatory || Event atom for the first incoming settlers.
 
|first_residents_event || atom'''['''[[Event - atom description|Event]]''']''' || obligatory || Event atom for the first incoming settlers.
Line 26: Line 26:
 
|demands || vec_1D'''['''atom'''['''[[Demand - atom description|Demand]]''']]''' || obligatory || Mission demands (royal requests).
 
|demands || vec_1D'''['''atom'''['''[[Demand - atom description|Demand]]''']]''' || obligatory || Mission demands (royal requests).
 
|-
 
|-
|base_mods || vec_1D'''['''string''']''' || obligatory || Base mods of this mission. All terrains data from thiese mods wil be available in this mission.
+
|base_mods || vec_1D'''['''string''']''' || obligatory || Base mods of this mission. All terrains data from these mods will be available in this mission.
 
|-
 
|-
 
|map_mod_override || string || empty || Map file mod path override. If non empty then the game will look for the mission map file in this mod data.
 
|map_mod_override || string || empty || Map file mod path override. If non empty then the game will look for the mission map file in this mod data.
 +
|-
 +
|allowed_buildings || vec_1D'''['''atom'''['''[[Building - atom description|Building]]''']]''' || obligatory || All available buildings in the mission.
 +
|-
 +
|allowed_monuments || vec_1D'''['''atom'''['''[[Monument - atom description|Monument]]''']]''' || obligatory || All available monuments in the mission.
 +
|-
 +
|allowed_templates || vec_1D'''['''atom'''['''[[Mn Template - atom description|Mn&nbsp;Template]]''']]''' || obligatory || All available monument templates in the mission.
 +
|-
 +
|target_population || int || 0 || Population objectives.
 +
|-
 +
|target_money || int || 0 || Money objectives.
 +
|-
 +
|target_prestige || int || 0 || Prestige objectives.
 +
|-
 +
|target_level_atoms || vec_1D'''['''atom'''['''[[House Level - atom description|House&nbsp;Level]]''']]''' || empty vec || House level objectives atoms.
 +
|-
 +
|target_level_counts || vec_1D'''['''int''']''' || empty vec || House level objectives values.
 +
|-
 +
|target_goods_atoms || vec_1D'''['''atom'''['''[[Goods - atom description|Goods]]''']]''' || empty vec || Goods objectives atoms.
 +
|-
 +
|target_goods_counts || vec_1D'''['''int''']''' || empty vec || Goods objectives values.
 +
|-
 +
|target_monument_atoms || vec_1D'''['''atom'''['''[[Mn Category - atom description|Mn&nbsp;Category]]''']]''' || empty vec || Monument objectives atoms.
 +
|-
 +
|target_monument_counts || vec_1D'''['''int''']''' || empty vec || Monument objectives values.
 
|}
 
|}
  
 
=== Properties in detail ===
 
=== Properties in detail ===
*See in-game prestige tab where you can find how individual components are computed using these data.
+
==== map_mod_override ====
 +
* Mission map file location detemined automaticaly by mod and mission name.
 +
* Change this property through a mod to make the game load mission map file from other mod. Typically from the mod changing this property.
  
 
=== Example ===
 
=== Example ===
 
<pre>
 
<pre>
atom ('prestige.nz.13',
+
atom ('mission.nz.11',
 
{
 
{
     monuments_atoms = {
+
     description = 'mission.description.nz.11',
         'mn_category.temple.13',
+
 
         'mn_category.palace.13',
+
    first_residents_event = 'event.first_residents',
         'mn_category.garden.13',
+
    leaving_residents_event = 'event.leaving_residents',
 +
    returning_residents_event = 'event.returning_residents',
 +
    no_path_residents_event = 'event.no_path_residents',
 +
    intro_event = 'event.intro.nz.11',
 +
    money_events = {'event.money.nz.11', 'event.money.nothing'},
 +
 
 +
    allowed_buildings = ac(
 +
        nature_buildings, ac(
 +
        irrig_buildings, {
 +
        'build.road.dirty',
 +
        'build.road.stone',
 +
        'build.bridge',
 +
        'build.mine.clay',
 +
         'build.mine.fish',
 +
        'build.shop.bread',
 +
        'build.shop.ceramic',
 +
        'build.shop.brick',
 +
        'build.shop.copper_jewels',
 +
        'build.shop.beer',
 +
        'build.shop.tablet',
 +
        'build.shop.ceremony',
 +
        'build.shop.meat',
 +
        'build.shop.furniture',
 +
        'build.shop.seal',
 +
        'build.shop.gold_jewels',
 +
        'build.shop.fabric',
 +
        'build.shop.cloth',
 +
        'build.service.water',
 +
        'build.service.priest',
 +
        'build.service.administration',
 +
        'build.service.library',
 +
        'build.service.lawyer',
 +
        'build.market.basic.7',
 +
        'build.market.mid.11',
 +
        'build.market.luxury.10',
 +
        'build.farm.plant.11',
 +
        'build.farm.animal.9',
 +
        'build.warehouse.11',
 +
        'build.house.lower.4',
 +
        'build.house.middle.5',
 +
        'build.house.upper.3',
 +
        'build.caravanserai.11',
 +
        'build.mn_warehouse',
 +
        'build.port.small',
 +
        'build.port.big',
 +
        'build.decor.stele',
 +
        'build.decor.obelisk',
 +
        'build.decor.statue',
 +
        'build.decor.grass.small',
 +
        'build.decor.garden.small.1',
 +
        'build.decor.garden.small.2',
 +
        'build.decor.garden.small.3',
 +
        'build.decor.garden.small.color.1',
 +
        'build.decor.garden.small.color.2',
 +
        'build.decor.garden.small.color.3',
 +
        'build.decor.garden.small.color.4',
 +
        'build.decor.garden.small.fountain.1',
 +
        'build.decor.garden.small.fountain.2',
 +
        'build.decor.garden.small.fountain.3',
 +
         'build.decor.garden.big.1',
 +
         'build.decor.garden.big.2',
 +
        'build.road.decorative.1',
 +
        'build.road.decorative.2',
 +
        'build.road.decorative.3',
 +
    })),
 +
    allowed_monuments = {
 +
        'mn.temple.11',
 +
        'mn.palace.11',
 
     },
 
     },
     monuments_atoms_weights = {
+
     allowed_templates = {
         250.0,
+
         'mn_template.temple.11',
         300.0,
+
         'mn_template.palace.11',
        500.0,
 
 
     },
 
     },
  
     population_atoms = {
+
     base_mods = {"base"},
        'resident.lower',
+
    map = 'map.nz.11',
         'resident.middle',
+
    prestige = 'prestige.nz.11',
         'resident.upper',
+
    requests = {'request.nz.11.a', 'request.nz.11.b', 'request.nz.11.c'},
 +
    demands = {},
 +
 
 +
    target_population = 24000,
 +
    target_prestige = 1440,
 +
    target_level_atoms = {
 +
         'level.house.middle.5',
 +
         'level.house.upper.3',
 +
    },
 +
    target_level_counts = {
 +
        64,
 +
        11,
 +
    },
 +
    target_monument_atoms = {
 +
        'mn_category.temple.11',
 +
        'mn_category.palace.11',
 
     },
 
     },
     population_atoms_weights = {
+
     target_monument_counts = {
         weight_lower,
+
         1,
         weight_middle,
+
         1,
        weight_upper,
 
 
     },
 
     },
 
    revenue_weight = weight_revenue,
 
    ui_bound = 2000,
 
 
})
 
})
 
</pre>
 
</pre>

Latest revision as of 17:24, 16 April 2021

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General description[edit]

  • Mission atom is the main atom of any mission.
  • It contains all settings of the mission or links to other atoms containg mission settings.

Properties description[edit]

Name Type Default value /
Obligatory
Description
description atom[Description Mission] obligatory Mission description atom.
first_residents_event atom[Event] obligatory Event atom for the first incoming settlers.
leaving_residents_event atom[Event] obligatory Event atom for the leaving settlers.
returning_residents_event atom[Event] obligatory Event atom for the returning settlers.
no_path_residents_event atom[Event] obligatory Event atom when settlers are not able to reach empty houses.
map atom[Map] obligatory Mission map atom.
prestige atom[Prestige] obligatory Mission prestige atom.
requests vec_1D[atom[Request]] obligatory Mission requests.
demands vec_1D[atom[Demand]] obligatory Mission demands (royal requests).
base_mods vec_1D[string] obligatory Base mods of this mission. All terrains data from these mods will be available in this mission.
map_mod_override string empty Map file mod path override. If non empty then the game will look for the mission map file in this mod data.
allowed_buildings vec_1D[atom[Building]] obligatory All available buildings in the mission.
allowed_monuments vec_1D[atom[Monument]] obligatory All available monuments in the mission.
allowed_templates vec_1D[atom[Mn Template]] obligatory All available monument templates in the mission.
target_population int 0 Population objectives.
target_money int 0 Money objectives.
target_prestige int 0 Prestige objectives.
target_level_atoms vec_1D[atom[House Level]] empty vec House level objectives atoms.
target_level_counts vec_1D[int] empty vec House level objectives values.
target_goods_atoms vec_1D[atom[Goods]] empty vec Goods objectives atoms.
target_goods_counts vec_1D[int] empty vec Goods objectives values.
target_monument_atoms vec_1D[atom[Mn Category]] empty vec Monument objectives atoms.
target_monument_counts vec_1D[int] empty vec Monument objectives values.

Properties in detail[edit]

map_mod_override[edit]

  • Mission map file location detemined automaticaly by mod and mission name.
  • Change this property through a mod to make the game load mission map file from other mod. Typically from the mod changing this property.

Example[edit]

atom ('mission.nz.11',
{
    description = 'mission.description.nz.11',

    first_residents_event = 'event.first_residents',
    leaving_residents_event = 'event.leaving_residents',
    returning_residents_event = 'event.returning_residents',
    no_path_residents_event = 'event.no_path_residents',
    intro_event = 'event.intro.nz.11',
    money_events = {'event.money.nz.11', 'event.money.nothing'},

    allowed_buildings = ac(
        nature_buildings, ac(
        irrig_buildings, {
        'build.road.dirty',
        'build.road.stone',
        'build.bridge',
        'build.mine.clay',
        'build.mine.fish',
        'build.shop.bread',
        'build.shop.ceramic',
        'build.shop.brick',
        'build.shop.copper_jewels',
        'build.shop.beer',
        'build.shop.tablet',
        'build.shop.ceremony',
        'build.shop.meat',
        'build.shop.furniture',
        'build.shop.seal',
        'build.shop.gold_jewels',
        'build.shop.fabric',
        'build.shop.cloth',
        'build.service.water',
        'build.service.priest',
        'build.service.administration',
        'build.service.library',
        'build.service.lawyer',
        'build.market.basic.7',
        'build.market.mid.11',
        'build.market.luxury.10',
        'build.farm.plant.11',
        'build.farm.animal.9',
        'build.warehouse.11',
        'build.house.lower.4',
        'build.house.middle.5',
        'build.house.upper.3',
        'build.caravanserai.11',
        'build.mn_warehouse',
        'build.port.small',
        'build.port.big',
        'build.decor.stele',
        'build.decor.obelisk',
        'build.decor.statue',
        'build.decor.grass.small',
        'build.decor.garden.small.1',
        'build.decor.garden.small.2',
        'build.decor.garden.small.3',
        'build.decor.garden.small.color.1',
        'build.decor.garden.small.color.2',
        'build.decor.garden.small.color.3',
        'build.decor.garden.small.color.4',
        'build.decor.garden.small.fountain.1',
        'build.decor.garden.small.fountain.2',
        'build.decor.garden.small.fountain.3',
        'build.decor.garden.big.1',
        'build.decor.garden.big.2',
        'build.road.decorative.1',
        'build.road.decorative.2',
        'build.road.decorative.3',
    })),
    allowed_monuments = {
        'mn.temple.11',
        'mn.palace.11',
    },
    allowed_templates = {
        'mn_template.temple.11',
        'mn_template.palace.11',
    },

    base_mods = {"base"},
    map = 'map.nz.11',
    prestige = 'prestige.nz.11',
    requests = {'request.nz.11.a', 'request.nz.11.b', 'request.nz.11.c'},
    demands = {},

    target_population = 24000,
    target_prestige = 1440,
    target_level_atoms = {
        'level.house.middle.5',
        'level.house.upper.3',
    },
    target_level_counts = {
        64,
        11,
    },
    target_monument_atoms = {
        'mn_category.temple.11',
        'mn_category.palace.11',
    },
    target_monument_counts = {
        1,
        1,
    },
})