My faction leader has full authority but i got a message to put him in a settlement.I put him in a settlement and nothing happens.Can u explain me a bit how this script works?:S
It's not only the matter of faction leader's authority - if you do something considered "disgraceful" your leader might get into trouble. If you keep "low profile" during this time and stay in a settlement, everything will be ok, if you keep him away from city where he could control his court, there'll be a chance he gets overthrown and executed.
Rules should be explicit.
I thought these messages "Thranduil has been a bad boy he must go back to his bedroom and keep quiet" were random. Even, I was asked to execute him! Why? For sure I didn't execute him!!
Maybe Thranduil was angry for his Halls are no longer the capital?? It should be said.
I often get the message in my first turn or something? and the faction leader already is in a settlement then.. so how can there be unrest? is the text description just not sufficient for the triggers? or are the triggers faulty? i was just wondering
It's not like anybody would ask you if you want to execute a leader, he'd just get killed by conspiracy.
if your leader's Authority is lower than 5 a plot against his life might form, the same happens if you break alliance by direct military action or execute prisoners if playing good faction... or release them if being evil (not always, there's a random chance).
After such conspiracy is formed moving your character around will give his enemies a chance to overthrow him, but he won't be defenseless - each turn he has 1/3 chance of detecting the conspiracy - if it happens so you may attempt to execute a character you think might be blamed, you have a high chance of success (this ends conspiracy), but there's also a possibility of failure.
If your leader is under 25 yo, a regent might be appointed instead of killing him.
Overall there are many factors influencing possible outcome as most triggers depend on random % or chance.
On 1st turn you get a general IG mod message, there might be some issues with game not managing to record relevant character data at the very beginning, I'll have a look at it later on, I'm lacking spare time for now.
Last edited by Vifarc; April 06, 2011 at 09:28 AM.
Germanius about the achievements mod.I have conquered many settlements and won a couple heroic field battles with my faction leader.When i press c it says my reward is at hand.What is this reward?Will i get a message?(i think i got 3 dale cavalry out of nowhere at my capital could this be the reward?-not 100% sure maybe it was from a mission of the counsil...)
Also the faction leaders authority questioned has popped up some times.How can i execute the traitors?He got executed one time and i had to reload!
I always ransom prisoners.(rarely release) with my faction leader.I have executed prisoners some times but not with my faction leaders army.Does executing prisoners affects authority questioned regardless of who commands the execution?
I would really appreciate specific/extended/full information about these two submods!
ps.His authority is more than full.He has the master espionage trait.He is named the Watcher for gods sake!Who dares to question his autority???!!!Grrrrrrrrrr!
Last edited by Nemesis_GR; April 06, 2011 at 01:54 PM.
Hey Germanicu5, are you planning to create a standalone Spoils of War submod these days?
MUST... KEEP... PLAYING... THIRD AGE TOTAL WAR 3.0!
I was, but as usually I've ben to busy.
Standalone Spoils of War arrived, available for download in OP.
About the conspiracy mod.Im actually enjoying it a lot ,but there's a small issue i think you must see.
Right now im playing with gondor on very hard.Denethor is pretty much smashing everything ,capped on authority and such.My problem is that if i accept Aragorns offer and make him one of my generals,every faction leader afterwards gets the undermined authority trait .Since Aragorn cant be made king (been asking myself for ages why not-i bet it has to do with the game script or something)i face 2 choices,either say No,screw the game lorewise and losing a great general in an hour of need,or accept him and kill people all the time ,not realistic either.The idea is great and im not against it,but im supposed to butcher mordror not my generals!Did you have in mind this issue while making the mod?
Everything else is freakin' amazing.Thanks for making the game so much more interesting.
On a sidenote germanicu's mods are compatible with the mod that adds extra settlements ,cant recall the name atm.
Fear is the mother of defeat.Tranquility is courage in repose. Courage is confidence in action.
Butchering doesn't happen all the time, if leader is low on authority the script kicks in (or if you do something disgraceful like killing all prisoners), succesful conspiracy detection and execution stop unrest.
Nope, according to my knowledge it's not compatible with any submod apart from my AI (although it's integrated in MoS afaik). This'll probably change when 3.0 is out.
I have problem's/question with the acheivments too. Also, my Leader(Silvan) conquered many settlements, won numerous Heroic Victories and every other prerequisites that are listed in the 'C' scroll, but it only tells me reward is at hand.
I never got that final achievment. I won campaign with High Elves, Arnor and now playing with Silvan Elves but I just cant get that reward. Hurts me ;-)
Playing with MOS and MOS Expansion. You're up for an answer?
New Interactive Gameplay and Spoils of War mods are out, they mostly include reliablility changes and small tweaks as well as the latest ReallyBadAI (v5.1.2).
The exact achievement requirements for a faction leader are now:
- at least one heroic victory (enemies need to be at least 50% stronger); score: 2 points
- at least one conquered settlement; score: 2 points
- total score of 10 points, this can be aided by:
- succesful agent's mission; score: 1 point
- releasing (good faction) or executing (evil faction) prisoners; score: 1 point
If you succeed at amassing 10 points, you can expect a kingly ancillary for your leader as well as some surprise visitors .
P.S. Ofc campaign restart is required.
Nice one G5. "Surprise visitors" sounds promising.
There was a discussion on the MOS thread: http://www.twcenter.net/forums/showt...29#post9542729
Last edited by Vifarc; August 05, 2011 at 06:07 AM.
More features will be available when TATW 3.0 comes out, the code I was talking about has been present from the beginning, it was unlikely to fire though.
Done, Trial and Regency no longer works for High and Silvan Elves.
I also happened to create a new installer, link in OP.
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