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Thread: Using a spare faction to preserve "destructible" pre-placed forts

  1. #1

    Default Using a spare faction to preserve "destructible" pre-placed forts

    First, let me begin by stating that this method is not my original idea. Taiji posted the method, which he read from somewhere else (I think) so the original idea isn't mine. Nonethelsse, I thought that it would be best to sum up what to do.
    THis tutorial will show how to have buildable wooden forts while still having "permanent" preplaced stone forts on the battlefield.

    What you will need:
    Decr_REgions
    the region map
    Descr_Strat
    Campaign script
    a spare faction
    knowledge about descr_strat (
    knowledge about forts (link: http://www.twcenter.net/forums/showthread.php?t=360928)
    First, open the map you want to add forts to and find the location of the fort. I would keep the map open as a reference.
    Go to descr_regions and add the fort to the region:

    region [region_name]farming_level [number]famine_threat [number]fort 176 217 stone_fort_a culture northern_european
    Then open decr_strat and add a new faction at the bottom of the factions list. In the characters section, add spies to every fort location:

    faction fortifier, balanced_smith
    ai_label default
    denari 1000
    denari_kings_purse 100
    character FortBlah, spy, male, age 18, x 176, y 217
    traits GoodSpy 5 , NaturalSpySkill 3

    Note that the coordinates are the same as the fort's. This is important.
    Then, go to the campaign script and add this:

    FreezeFactionAI fortifier

    this will prevent the spies from moving or aging.

    FInally, add your new "faction" to descr_sm_factions:
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    faction fortifier
    culture southern_european
    religion heretic
    symbol models_strat/symbol_empire.CAS
    rebel_symbol models_strat/symbol_rebels.CAS
    primary_colour red 83, green 191, blue 255
    secondary_colour red 216, green 222, blue 231
    loading_logo loading_screen/symbols/symbol128_venice.tga
    standard_index 0
    logo_index FACTION_LOGO_VENICE
    small_logo_index SMALL_FACTION_LOGO_VENICE
    triumph_value 5
    intro_movie faction/major_intro.bik
    victory_movie faction/venice_win.bik
    defeat_movie faction/venice_lose.bik
    death_movie faction/venice_lose.bik
    custom_battle_availability yes
    can_sap yes
    prefers_naval_invasions yes
    can_have_princess yes
    has_family_tree yes
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

    If there are already preplaced forts, tehn you'll need to change the decr_campaign_db

    <settlement>
    <sack_money_modifier float="0.4"/>
    <exterminate_money_modifier float="0.5"/>
    <chiv_spf_modifier float="1.0"/>
    <chiv_sof_modifier float="1.0"/>
    <dread_sof_modifier float="-1.0"/>
    <piety_cor_sif_modifier float="1.0"/>
    <piety_admin_sif_modifier float="1.0"/>
    <port_to_port_mp_min float="100.0"/>
    <heresy_unrest_modifier float="30.0"/>
    <religion_unrest_modifier float="20.0"/>
    <siege_gear_required_for_city_level string="huge_city"/>
    <siege_gear_required_for_castle_level string="moot_and_bailey"/>
    <no_towers_only_for_city_level string="huge_city"/>
    <no_towers_only_for_castle_level string="moot_and_bailey"/>
    <min_turn_keep_rebel_garrison int="999"/>
    <destroy_empty_forts bool="true"/>
    <can_build_forts bool="true"/>
    <fort_fortification_level string="3"/>
    <games_races_cost_modifier float="0.25"/> <!-- games and races cost modifier -->
    <alternative_religious_unrest bool="false"/> <!-- alternative settlement religious unrest calculations -->
    <alt_rel_allied_modifier float="0.5"/> <!-- allied religion cumulative total modifier -->
    <alt_rel_gov_modifier_base float="2.0"/> <!-- governors piety religion base modifier -->
    <alt_rel_gov_coefficient float="-0.2"/> <!-- governors piety religion coefficient -->
    </settlement>

    change the bolded lines to "true" if they are set to "false."
    Last edited by Carle; February 05, 2011 at 11:26 AM. Reason: Not complete at original post due to wierd glitch
    A well informed opinion is a well formed opinion.

  2. #2

    Default Re: Using a spare faction to preserve "destructible" pre-placed forts

    Is there no chance that the spies get caught? If not; this is brilliant!

  3. #3

    Default Re: Using a spare faction to preserve "destructible" pre-placed forts

    A little premature, actually. I tried adding this to SS a while ago, but I quit after the first CTD...
    so I'm still clueless. IF the placeholder faction won't work, then I assume a rebel spy (rebels don't move unless you edit a line in descr_campaign_db) spawned from the start and respawned via script whenever he dies would do the same. You could also give him a trait that keeps him from moving, i.e. mp reduced by 100%.
    A well informed opinion is a well formed opinion.

  4. #4

    Default Re: Using a spare faction to preserve "destructible" pre-placed forts

    Hmm, I used the freeze_AI once before but it meant that it wouldn't end it's turn. so you were just stuck there forever. How will you prevent this ? making the faction emergent doesn't seem like an option here.

  5. #5

    Default Re: Using a spare faction to preserve "destructible" pre-placed forts

    Dummy faction, freeze_AI & undiscovered like the aztecs.

  6. #6

    Default Re: Using a spare faction to preserve "destructible" pre-placed forts

    Do this new faction allow to name the fort?

  7. #7

    Default Re: Using a spare faction to preserve "destructible" pre-placed forts

    Yes.

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