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Thread: A guide to the Senate

  1. #41
    Zarax's Avatar Triple Chaosmaster
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    Default Re: A guide to the Senate

    Yes, it's pretty hard (senate has some hefty hard-coded bonuses) but not impossible.
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  2. #42

    Default Re: A guide to the Senate

    What are the requirements then, simply extremely low public order?

    And when you say "hefty bonuses", you mean actual bonuses to different stats or different mechanics/exclusion from certain mechanics?
    Last edited by Aradan; January 08, 2014 at 08:20 AM.

  3. #43
    Zarax's Avatar Triple Chaosmaster
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    Default Re: A guide to the Senate

    AFAIK yes, low enough public order will do the trick at least in BI.

    This is from XC where you can get distance + culture + religion penalties
    Last edited by Zarax; January 08, 2014 at 08:23 AM. Reason: detail
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  4. #44

    Default Re: A guide to the Senate

    In XC is the senate is a superfaction? I just tried launching RTW with BI.exe, playing as the Senate, capturing a new province, decreasing public order to 0% and still the settlement will not revolt at all. It won't even rebel (the 'unrest stage one turn before it revolts, when the pitchfork icon appears).

  5. #45
    Zarax's Avatar Triple Chaosmaster
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    Default Re: A guide to the Senate

    Yes, it's a superfaction but it's not called romans_senate internally.
    Also, I wasn't playing as senate but trying to make a senate settlement rebel
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  6. #46

    Default Re: A guide to the Senate

    You mean by a script? Haven't tried that, but regardless of whether I play as the senate or not, superfactions don't seem able to have revolts in the 'normal' way.

    Does the faction not being called "romans_senate" affect anything? It makes the senate tab disappear, I think. Is that correct? Does it do anything else?

    So, what were those "hefty bonuses" you mentioned a few posts above? Are you referring to their inability to suffer revolts or something else?


    Sorry for drilling you with those questions, the topic interests me and I'm hoping someone will have solutions to a couple of problems I can't quite solve (one of them being the revolt thing).
    Last edited by Aradan; January 08, 2014 at 08:53 AM.

  7. #47
    Zarax's Avatar Triple Chaosmaster
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    Default Re: A guide to the Senate

    Hefty bonuses I mean that it seems to be still harder for a senate settlement to revolt but by removing romans_senate or roman culture if order gets low enough the settlement revolts with a CTD.
    I can link you to XC5 alpha if you want to test it for yourself.
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  8. #48

    Default Re: A guide to the Senate

    Quote Originally Posted by Zarax View Post
    Hefty bonuses I mean that it seems to be still harder for a senate settlement to revolt but by removing romans_senate or roman culture if order gets low enough the settlement revolts with a CTD.
    Strange. I have 3 superfaction 'groupings' involving 8 factions in FATW, none of the superfactions is roman, and I still get no revolts for them.

    I can link you to XC5 alpha if you want to test it for yourself.
    That would be very nice, thanks for the offer!

  9. #49
    Zarax's Avatar Triple Chaosmaster
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    Default Re: A guide to the Senate

    Wait, are you saying multiple superfactions work?

    And here: http://www.wmwiki.com/hosted/cv/xcfi...st26212013.exe
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  10. #50

    Default Re: A guide to the Senate

    Yes, they do, though they have a side-effect (the 2nd problem that I can't solve). All involved factions share line of sight on the campaign map. Annoying.

    Thanks!

  11. #51
    Zarax's Avatar Triple Chaosmaster
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    Default Re: A guide to the Senate

    So all sub-factions can see what sub-factions under other super-factions can see?
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  12. #52

    Default Re: A guide to the Senate

    Everyone can see everyone, yes. Or at least I haven't found a way to stop this.

  13. #53
    Zarax's Avatar Triple Chaosmaster
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    Default Re: A guide to the Senate

    So it's as I remembered from my earlier experiments.
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  14. #54

    Default Re: A guide to the Senate

    Playing as the Seleucids in XC, who are the superfaction of Bactria, Pontus and Armenia, I still can't get revolts even at 0% public order. Same thing when I play as someone else, gift them a settlement at the other side of the world and make the settlement's public order go to 0%.

    Can you tell me what steps you followed and managed to have a revolt?

  15. #55
    Zarax's Avatar Triple Chaosmaster
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    Default Re: A guide to the Senate

    Hmm, can you tell me which installer options are you using?
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  16. #56

    Default Re: A guide to the Senate

    BI exe, Non-steam, Loyalty activated

    The other options do not matter, I assume.


    EDIT: And Seleucid Satrapies on, obviously.

  17. #57
    Zarax's Avatar Triple Chaosmaster
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    Default Re: A guide to the Senate

    Weird, I'll do some double checks tonight but I cannot explain this result difference.
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  18. #58
    julianus heraclius's Avatar The Philosopher King
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    Default Re: A guide to the Senate

    I'm wondering if senate missions will work for BI or Alex. We at Invasio Barbarborum are developing a mid to late 3rd C mod called Restitutor Orbis and would like to include senate missions for the mod.

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  19. #59
    Zarax's Avatar Triple Chaosmaster
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    Default Re: A guide to the Senate

    Yes, they work fine.
    Try XC4 with Carthaginian senate to see how well.
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  20. #60

    Default Re: A guide to the Senate

    I have been able to set something up in vanilla in the past that worked. I made a Unified Rome Mod for the Mundus Magnus map, and took the other roman factions completely out of the campaign. I still got missions which was pretty cool.

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