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Thread: Thirteen colonies, new spain, louisiana

  1. #1

    Default Thirteen colonies, new spain, louisiana

    Are there terms for them joining the mother countries still the same as in vanilla? I tried searching for these but couldnt find anything. For the 13 colonies, would i still have to capture georgia, cherokee terr., and new france to get them? Or are they set for a certain year. Im playing as spain as well and i have the required territory but new spain hasnt come over to me yet

  2. #2
    Okmin's Avatar In vino veritas
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    Default Re: Thirteen colonies, new spain, louisiana

    It's the same as vanilla, unless you play the Custom Campaign.
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  3. #3
    Celtichugs123's Avatar Senator
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    Default Re: Thirteen colonies, new spain, louisiana

    Also, may I ask... Why does the AI not have the same conditions? When I'm not France, Spain or GB it seems by 1703/4 they already have their accosiated Colonies without having to take the said territories.
    Vikingr

    The Last Kingdom


    “For myself, I find I become less cynical rather than more--remembering my own sins and follies; and realize that men's hearts are not often as bad as their acts, and very seldom as bad as their words.”
    - J.R.R Tolkien

  4. #4
    Tango12345's Avatar Never mind the manoeuvres...
    took an arrow to the knee Content Emeritus spy of the council

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    Default Re: Thirteen colonies, new spain, louisiana

    Why CA did it that was is something they haven't seen fit to explain The only reason it hasn't changed is because we haven't bothered to change it.

  5. #5
    riknap's Avatar Miles
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    Default Re: Thirteen colonies, new spain, louisiana

    isn't there a submod for that?
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  6. #6
    Xwhyzed's Avatar Primicerius
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    Default Re: Thirteen colonies, new spain, louisiana

    It's in the scripting.lua
    Spoiler Alert, click show to read: 

    elseif conditions.TurnNumber(context) == 5 then
    scripting.game_interface:enable_auto_generated_missions(true)
    end

    if conditions.FactionName("britain", context) and not conditions.FactionIsHuman("britain", context) then
    scripting.game_interface:grant_faction_handover("britain", "thirteen_colonies", 6, 15, context)
    elseif conditions.FactionName("spain", context) and not conditions.FactionIsHuman("spain", context) then
    scripting.game_interface:grant_faction_handover("spain", "new_spain", 6, 15, context)
    elseif conditions.FactionName("france", context) and not conditions.FactionIsHuman("france", context) then
    scripting.game_interface:grant_faction_handover("france", "louisiana", 6, 15, context)
    end


    A script gives these colonies to their major faction at the 5th turn if they are not controlled by the player.

    The reason why the AI doesn't have the mission conditions is quite simple:
    -because it would never be able to get them done

    You can increase the turn number so the protectorates would last longer
    or you can delete the lines (better to just replace the scripting.lua file with the Custom campaign one)

  7. #7
    Celtichugs123's Avatar Senator
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    Default Re: Thirteen colonies, new spain, louisiana

    Quote Originally Posted by Xwhyzed View Post
    It's in the scripting.lua
    Spoiler Alert, click show to read: 

    elseif conditions.TurnNumber(context) == 5 then
    scripting.game_interface:enable_auto_generated_missions(true)
    end

    if conditions.FactionName("britain", context) and not conditions.FactionIsHuman("britain", context) then
    scripting.game_interface:grant_faction_handover("britain", "thirteen_colonies", 6, 15, context)
    elseif conditions.FactionName("spain", context) and not conditions.FactionIsHuman("spain", context) then
    scripting.game_interface:grant_faction_handover("spain", "new_spain", 6, 15, context)
    elseif conditions.FactionName("france", context) and not conditions.FactionIsHuman("france", context) then
    scripting.game_interface:grant_faction_handover("france", "louisiana", 6, 15, context)
    end


    A script gives these colonies to their major faction at the 5th turn if they are not controlled by the player.

    The reason why the AI doesn't have the mission conditions is quite simple:
    -because it would never be able to get them done

    You can increase the turn number so the protectorates would last longer
    or you can delete the lines (better to just replace the scripting.lua file with the Custom campaign one)
    Cool, thanks man!
    Vikingr

    The Last Kingdom


    “For myself, I find I become less cynical rather than more--remembering my own sins and follies; and realize that men's hearts are not often as bad as their acts, and very seldom as bad as their words.”
    - J.R.R Tolkien

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