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Thread: Deyy's Real Rebellion( Re-emergent Factions)

  1. #1
    w.wallace61's Avatar Civis
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    Default Deyy's Real Rebellion( Re-emergent Factions)

    Real Rebellion
    Produced by DEYY w.WallacE61


    After some researching here I made the first scrips that enable destroyed factions to reemerge via bad rulership!! Which enables 23 factions to come alive again if those factions were destroyed and their citizens are not happy in your rulership.. From now on as an Emperor be vigilant.. Watch other nations within your Empire!!!


    In that video you can see nearly ever faction come alive again..





    =============================================================================

    1---Timurids and mongols are not included as rebelling factions in my scripts yet.. Because they did not realy settled as a nation in europe..

    2---Jerusalem and Teutonic Order is my future kingdoms to take place..Not included here in this version..These 2 factions will be created again not by ruling jerusalem or other crusading targets badly..That would not be acurate..They will be re emerge again if the original crusading targets is on other religious factions hands..I started writing a script also about these huge crusades )

    3---- Papacy will not be a rebelling faction again..Because as vanilla it's immortal ) And by crusading rome 'if the city is hold by another faction not papacy' can be givin to to his holiness again via mission


    Update 4 JUNE 2011

    Now SS_Setup compatible
    * Increased chance of rebellions..
    ==========================================================


    How to install

    It is very simple to install...

    Be sure you have SS 6.4

    Guys just copy my SS6.3 file into the ''mods'' file which is located in in the directory where your game has installed..
    Then open 'SS_setup' which is located in ''....\mods\SS6.3'' tick 'DEYY's Real Rebellion' and that's it.. Enjoy !!!


    Important

    This is not compatible with the Battle for baltic addon..

    !!! This mod start to work when a factions all settlements are taken.. Even if the faction is dead or not dead..

    !!! May not be compatiple with various submods those chances units, unit names, character names, regions or regions names, campaign map, faction name !!!

    As far as I tested, this mod is compatible with:

    Next Heir Ancillary (Setting Next Heir) Sub-Mod
    TwinBird's Nobility Mod
    ReallyBadAI
    Crimson Tide 4.2

    and
    BGR but with BGR4 or BGR4_E it may be real damn ing hard with this mod.. But, thats the way I play. Love its complexity
    Also compatible with, Permanent watch tower, Disable Real Recruitment, Limited Activities, Permanent Arrows, Longer Assimilation and all AI types in the SS_Setup.. But be warned with Longer Assimilation game would much harder.. You may face hordes much more..


    Any feedback is welcomed
    And Everbody can use or improve my scripts!!!





    Produced by w.WallacE61
    DEYY
    Last edited by w.wallace61; April 07, 2012 at 05:53 AM.

  2. #2

    Default Re: Hard to Be an Emperor

    Looks very cool! How stable is it? Right now the script gives 1 army per re-emergent faction every time it fires or does the rebellion grow and spread for a few turns? Also- is the script kicked off by riots or certain level of public disorder or what? Since I assume you have some way to manage so every new captured city doesn't become an emergent faction in the first few turns when public order is low.

  3. #3
    w.wallace61's Avatar Civis
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    Default Re: Hard to Be an Emperor

    Just look at a the video it is the proof that I reemerged 22 factions in the same turn Yes it is about public order. If public order is low and the real owner of that settlement is destroyed then there is a chance for mustering army for the destroyed faction as long as the public order is low.. It shoul be original SS 6.4...My these scripts related with export_descr_unit descr_names.. If they are modified this may not work..
    Last edited by w.wallace61; April 12, 2011 at 12:54 AM.

  4. #4

    Default Re: Hard to Be an Emperor

    Yeah I watched the video... I believe it works but I was wondering how stable is it past 1 turn? IE- if get 200 turns into a game and and capture a region far away from the capitol it might take 10-15 turns to become decent public order. Does the script fire in that period or how did you get around that?

  5. #5
    w.wallace61's Avatar Civis
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    Default Re: Hard to Be an Emperor

    With this script it is basic.. If you capture an enemies settlemens and destroy that faction the script starts to check you even the AIs....If the captured cities' loyalty level blue or red then you are at risk.. With a random chance an army of that nation appears and either sack your lands or try their luck else where..not every single city is counted on this rebellion..Factions starting regions or some more have the capacity to muster an army..And turn number doesn't matter..Even ıf you kill a faction several times there is always a change to create their nations again if you are not ruling them well!!!

  6. #6
    Andytheplatypus's Avatar Domesticus
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    Default Re: Hard to Be an Emperor

    Cool idea for a sub mod. Ill have to try it out sometime. +Rep for the idea.

  7. #7
    Heathen Storm's Avatar Where's my axe?
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    Default Re: Hard to Be an Emperor

    Hmm, looks interesting. I'd like to use this in my mod if that's okay with you. I'll have to talk it over with the team first though.

    Proud mod leader, modeller and public relations officer of Heiğinn Veğr: Total War


  8. #8
    w.wallace61's Avatar Civis
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    Default Re: Hard to Be an Emperor

    Of course you can... this is the simplest of it..civil war effects can also be added and can work... And a thanks shall enough

  9. #9
    Radiso-FIN's Avatar Campidoctor
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    Default Re: Hard to Be an Emperor

    This looks very good and promising. One thing I have always found annoying in M2 is the lack of re-emergin factions.
    I will surely try this sometime...
    +rep

  10. #10

    Default Re: Hard to Be an Emperor

    Very, very nicely done

  11. #11

    Default Re: Hard to Be an Emperor

    Looks great!
    Intel 4690k GTX 760 8GB Asrock Fatality Z97

  12. #12
    Byg's Avatar Read The Manual
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    Default Re: Hard to Be an Emperor

    Very nice. Something similar to what I have always wanted since RTW. Do you intend to do it for the late campaign? What effect have you noticed on ai turn times?

    NEW BGR V 20150324! . . . . . . . .. . . .BGRIV_E

  13. #13
    w.wallace61's Avatar Civis
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    Default Re: Hard to Be an Emperor

    Quote Originally Posted by Byg View Post
    Very nice. Something similar to what I have always wanted since RTW. Do you intend to do it for the late campaign? What effect have you noticed on ai turn times?

    My script has nearly no effect on turn times...I just tested it only in the furst turn ) I have added Late camphaign.
    Last edited by w.wallace61; April 14, 2011 at 08:15 AM.

  14. #14

    Default Re: Hard to Be an Emperor

    I'm having some trouble understanding the installation instructions, anyone care to give a step by step explanation on what I have to do to make this work?


  15. #15
    Henry X's Avatar Protector Domesticus
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    Default Re: Hard to Be an Emperor

    Once I get my copy of 6.4 to work correctly (sieges fail to work), I'll have to give this a whirl.
    Quote Originally Posted by Carl Jung was right View Post
    We just don't get films which accurately portray military decision making like Dr. Strangelove anymore these days.

  16. #16
    w.wallace61's Avatar Civis
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    Default Re: Hard to Be an Emperor

    Quote Originally Posted by King-Morgoth View Post
    I'm having some trouble understanding the installation instructions, anyone care to give a step by step explanation on what I have to do to make this work?
    I have made steps clearer..I think it's a clear installation instruction..

    Quote Originally Posted by Henry X View Post
    Once I get my copy of 6.4 to work correctly (sieges fail to work), I'll have to give this a whirl.
    This scripts add nothing about sieges and linked with anything about sieges!!
    Last edited by w.wallace61; April 14, 2011 at 08:14 AM.

  17. #17

    Default Re: Hard to Be an Emperor

    Quote Originally Posted by w.wallace61 View Post



    This scripts add nothing about sieges and linked with anything about sieges!!
    I think he was talking about problems he is having, hence why he will try it when he fixes it, not your mod.



  18. #18
    Merula's Avatar Campidoctor
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    Default Re: Hard to Be an Emperor

    Hmmm.....This is VERY interesting!!! +rep

  19. #19
    TMK's Avatar BC Local Moderator
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    Default Re: Hard to Be an Emperor

    Does it work with BGR IV?




  20. #20
    w.wallace61's Avatar Civis
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    Default Re: Hard to Be an Emperor

    Quote Originally Posted by TheMalevolentKing View Post
    Does it work with BGR IV?
    Yes, it works fine with it!!

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