go into your policies tab in the government window and make sure taxes/construction is unchecked
go into your policies tab in the government window and make sure taxes/construction is unchecked
There is a problem with the hybrid method: the game keeps generating new ID numbers for factions, governments and settlements in savegames and that is making some things really hard to do.
Ok - research update :
Apparently in 1.5 you can move characters to other factions without having to edit the CAI. So basically the CAI entry for the character is unique but it doesn't tie the character to a faction (i.e. you can move the character to another faction but you cannot have 2 of the same characters - yet). Note: this is from my tests with moving agents to other factions - also, the AI doesn't seem to use these agents, or maybe I didn't play enough turns to find out..
There seems to be contradictions of old beliefs in the diplomacy manager...
I also found that point 5 in CAMPAIGN_ENV\CAMPAIGN_MODEL\WORLD\FACTION_ARRAY\FACTION_ARRAY\FACTION\DIPLOMACY_MANAGER\DIPLOMACY_RELATIONSHIPS_ARRAY\DIPLOMACY_RELATIONSHIPS_ARRAY\DIPLOMACY_RELATIONSHIP
is the ID to the faction that brought you into war or whatever... no idea if this has very much relevance
edit:
i also believe that the last value of: CAMPAIGN_ENV\CAMPAIGN_MODEL\WORLD\FACTION_ARRAY\FACTION_ARRAY\FACTION\DIPLOMACY_MANAGER\DIPLOMACY_RELATIONSHIPS_ARRAY\DIPLOMACY_RELATIONSHIPS_ARRAY\DIPLOMACY_RELATIONSHIP\DIPLOMACY_RELATIONSHIP_ATTITUDES_ARRAY\DIPLOMACY_RELATIONSHIP_ATTITUDES_ARRAY
Odd, i changed it to true and it actually removed the effect... changed it back to false and it came back in the game...
Last edited by Cursisanafou; October 23, 2009 at 04:23 PM.
I can accept that you haven't met any problems but the rest of your conclusions are not correct. Every cai character is connected with an owner cai faction (OWNED_INDIRECT) and with a cai army (CAI_WORLD_RESOURCE_MOBILES) since ha can kill (duel or assassinate). Both of these must be changed and also the right one if his stationed in a settlement. If this do not happen then other changes in CAI_BDI (and its manager) will remain. Here are all the entries for a character of Saxony in CAI field and below, and "his" army:
Gentleman:
CAMPAIGN_STARTPOS/CAMPAIGN_ENV/CAMPAIGN_MODEL/CAI_INTERFACE/CAI_WORLD/CAI_WORLD_RESOURCE_MOBILES/215/CAI_RESOURCE_MOBILE/
CAMPAIGN_STARTPOS/CAMPAIGN_ENV/CAMPAIGN_MODEL/CAI_INTERFACE/CAI_WORLD/CAI_WORLD_CHARACTERS/611/
CAMPAIGN_STARTPOS/CAMPAIGN_ENV/CAMPAIGN_MODEL/CAMPAIGN_PATHFINDER/PATHFINDING_GRID/1/OBSTACLE_BASE_GRID_NODE/4420/MANAGED_OBSTACLE_BOUNDARY/0/
CAMPAIGN_STARTPOS/CAMPAIGN_ENV/CAMPAIGN_MODEL/CAMPAIGN_PATHFINDER/PATHFINDING_GRID/2/OBSTACLE_BASE_GRID_NODE/1369/MANAGED_OBSTACLE_BOUNDARY/1/
Army of gentleman (don't get frightened!):
Spoiler Alert, click show to read:
Impressive enough?
Alright so the last 2 entires in the attitudes have meaning to eachother.
So i figure the second last value is a cap... As long as the last value is True. So the last value is something along the lines of capped? True, or False.
So basically what i was able to do is cap territorial expansion at any number really..
Although the value keeps going up, it's capped at whatever you want the cap to be.
As for the other boolean (true/false entry) it is linked to the 3rd value... whether the increment is capped or not.
The third value is the incremental cap (this was known already)..
The other 2 values are known. increment and value.
example:
1 - increment (value per turn)
30 - current relation value
50 - Incremental Cap
True - Increment Capped
0 - total cap
False - No cap on total relation value
example 2
1 - increment (Per turn)
-100 - Current relation Value
0 - incremental cap
False - Increment not capped
-30 - Total Cap
True - Cap in place on total relation value
Last edited by Cursisanafou; October 23, 2009 at 07:22 PM.
Nowhere in faction_array/characters can I find a number that points to CAI. And my lack of problems tells me that CAI isn't as vital for switching character's allegiance - it's vital for the AI's use of the character. And CAI is useful for creating new characters among other things.
Last edited by A1_Unit; October 23, 2009 at 07:35 PM.
isn't the AI's use of the character vital to the whole gameplay? heh
Is there any way I can change the town buildings on the campaign map using the ESF editor? I want to replace a classical university with a modern university, I can't do it ingame because the USA can't build them for some reason..
Last edited by GroupofSpearmen; October 23, 2009 at 10:24 PM.
Follow the path to the region you want to edit like you see in the pic below. Then change classical_university to modern_university or whatever the correct name is (look at the building lists with the DBEditor or check a region with a modern uni for the correct designation). You'll see the node path at the bottom of the screen on the right side.
Nothing in CAMPAIGN_MODEL/WORLD points in CAMPAIGN_MODEL/CAI_INTERFACE. This is one of the difficulties of modding startpos. CAMPAIGN_MODEL/CAI_INTERFACE points to CAMPAIGN_MODEL/WORLD, that is why if you want to find a cai id you search using the id. For example CAI_FACTION is connected with FACTION, CAI_REGION with REGION and so on. Moreover there other important fields for the AI like BDI, or PATHFINDER (the character will not know were to go) etc.
My point is that if you don't change CAI entries (not so big deal just 2 entries per character), all these entries I had in previous post will remain in x-owner faction records.
Yes but the great difficulty is finding them in the midst of all of these other records.
Hi there i downloaded your scotland mod and would like to mod it so that all factions start with no Venilla Tech
Do you know how i would do this ?
I am in CAMPAIGN_ENV/CAMPAIGN_MODEL/WORLD/FACTION_ARRAY/FACTION_ARRAY/FACTION/FACTION_TECHNOLOGY_MANAGER/techs/techs
but dont have a clue what to change to make them like venilla ?
Hi there again...
I have been playing about with your scotland starpos
What i am stuck at is this...
I want to play as scotland but want Ireland to be there.
I have followed your instructions on how to unlock an Emergent
Done all of Level 1 and Level 2 part 1
Then went and gave Ireland to Ireland went into the Regions manager and gave all ports farms ect to Ireland
Problem is now when i play scotland Ireland is there but doesnt have a goverment no ministers and just sits there doing nothing.
Do you know how i could change this ?
I am trying to do this for a mod.
You followed the wrong path. I guess you keep backup of your work. This which you actually want is to have two emergent factions unlocked. So, when you finish with Scotland and you have your new startpos, you repeat the same procedure for Ireland exactly as you did for Scotland. In this way you'll make a new startpos with Scotland ans Ireland fully unlockable.