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November 27, 2006, 02:19 PM
#1
Civis
Rebels be gone
I imagine most of you know about changing the settings for rebels/pirates to a higher value to reduce their appearance rate.
But i also spotted a line in desc_strat :
rebelling_characters_active
if you place a ";" in front of this line it seems that your generls and captains no longer turn traitor and become rebels.
I did this because in my last campaign I lost so many full stacks to treachery that it was becoming annoying, it was happening on average every 20 turns, and always happened to my best stacks.
Tried this with a new campaign with the same settings, 70 turns in and so far so good.
Just thought I'd post this in case anyone else found it helpful.
Don't really like cheating but it was REALLY annoying me, not just losing the stack, but then having to create another to fight my (previously) own men.
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November 27, 2006, 02:29 PM
#2
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November 27, 2006, 02:43 PM
#3
Civis
Re: Rebels be gone
Sorry wasn't sure where to post it. Haven't spent much time yet, in the mod forums.
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November 27, 2006, 03:36 PM
#4
Re: Rebels be gone
Yes, it won't keep your cities from rebelling though and brigands may still appear.
By the way, I didn't have a single stack rebelling yet... Strange really.
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November 27, 2006, 03:46 PM
#5
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November 27, 2006, 04:01 PM
#6
Re: Rebels be gone
In my first game this happened all the time for me to, but now I only adopt loyal generals, and only field thise with loyalty over, say 4.
Havn't had any rebelling generals whatsoever for 2 campaigns.
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November 27, 2006, 04:09 PM
#7
Re: Rebels be gone
If you REALLY don't want any pirates or brigands for a region, just add no_pirates and no_brigands as resources to that region in the descr_regions file.
Can be retracted later via scripting, as is done for the Americas in the vanilla campaign.
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November 28, 2006, 09:57 AM
#8
Senator
Re: Rebels be gone
fwiw I use 999 for brigands values and the ; for 'rebelling characters' and can't remember experiencing rebelling characters since.
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