Mission - atom description
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,
},
})