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Thread: 1.6 RP Sandbox Campaign Script - WIP

  1. #1

    Default 1.6 RP Sandbox Campaign Script - WIP

    Hey CoW Fans,

    I am editing the campaign_script.txt for a much more roleplaying feel without the constant spawn of enemy armies. The goal is to make a much more similar experience to the original M2TW format of you building your armies, while your enemy builds theirs by the same fair standards. *Please note this is based on the Gigantus version of installation found here.

    Below is the table of contents from the original campaign_script.txt. Green are scripts I've left alone. Red are deleted entirely. Blue are modified, with notes on what was changed to the right. Download is at the bottom of page. Feedback and suggestions more than welcome!

    ;show the whole map
    restrict_strat_radar false

    ;Contents
    ;Germanicu5 ReallyBadAI
    ;Historical Background
    ;Faction AI Script

    ;Help to AI factions - AI gets their originally granted regions and armies at start of campaign. Without this, the AI performs horribly on its own, and most factions have a single stack in one city and all others empty, which they all lose in sieges. Beginning will be a challenge for player.
    ;Reinforcements for AI factions
    ;Help AI for 1 turn
    ;Chaos script (union and immortal chaos)- Original stacks arrive at turn 81. No forced sieges in this script, AI can act as it desires. Most importantly, Archaon's faction does not kill off and inherit the other Chaos god's lands. This makes 5 Chaos factions at war Archaon can earn it, lol.
    ;Surtha Lenk- Surtha arrives with stack and a named general with a stack. No scripted sieges for his army, no forced advance through the Empire.
    ;Archaon- Archaon arrives with only named generals and their stacks. No scripted sieges for his army, no forced advance through the Empire.
    ;Norsinvazion
    ;Chaos invazion

    ;Khazrak the One-Eye- Khazrak arrives same turn as Archaon. Single stack. No scripted sieges for his army, no forced advance through the Empire.
    ;Vardek Krom- Vardek arrives same turn as Archaon. Single stack. No scripted sieges for his army, no forced advance through the Empire.
    ;Chaos Union player- Strangely, original script excludes Khorne and Nurgle from attaining Archaon! I have fixed this.
    ;Reward after the battle
    ;Script battle
    ;Pohod reiklanda
    ;Skaven attack
    ;Skaven attack for player
    ;Attack before the storm
    ;Garrison script

    ;Orc script (waagh) - Grimgor Ironhide arrives with 15 stacks. No more scripted sieges, these armies should operate like the rest of the orc horde.
    ;Orc reinforcements
    ;Hunting, fishing, harvest
    ;Merc Heroes
    ;Seasons
    ;Battle models
    ;Money script
    ;INTRODUCTION
    ;Empire Heresy Script
    ;Return buttons
    ;Random merc in merc camp

    ;Beastmans
    ;Diplomats
    ;Revival Sylvania (includes Revival Orc Script too)- Sylvania and Orcs have a less than 25% chance of re-emerging after a total defeat, changed from a less than 51% chance.
    ;Bretonian help
    ;Darkelfs
    ;Unique units
    ;Unique castles bonuses
    ;Greenskinzzz union
    ;Border Princes union

    ;Norska union
    ;Empire provinces resurrection
    ;Chaos Dwarfs union
    ;Union of light
    ;Reward for settlement

    ;Revolt in settlements
    ;Reconstruction of dwarfs castles

    Please post your requests or ideas about which scripts to maintain or modify! I encourage you to reference the specific section from the table of contents I just posted above, if you can. I am eager to make this a fun script for those of us who want a little bit more moderated, less spawny campaign with the preserved flavor of this great mod's clever scripting. I'll be uploading version .01 later today.

    Beta Version .01 at Mediafire. Extract to desktop first, then move files to RodG16\data\world\maps\campaign\imperial_campaign

    Please report any errors, suggestions etc.





    Last edited by smitty; March 13, 2016 at 03:27 PM.
    Wealth beyond measure, Outlander.

  2. #2
    Artifex
    Join Date
    Mar 2010
    Location
    Sweden
    Posts
    1,314

    Default Re: 1.6 RP Sandbox Campaign Script - WIP

    Empire provinces resurrection is a huge script that I would recommend removing. It is a nice touch to revive allies but it doesn't come into play very often, so not much return for tha mass of code (=lot of extra turn times).

    Something I did with the storm of chaos was making the armies spawn at turn 4 or so, siege and take the town Ziochenk and then do whatever they wanted. That way they appear Close to the empire and with that base of operations they will cause trouble for Kislev and imperials but without the teleporting of stacks and repeated scripted sieges. Works fairly well.

    EDIT: Attached my edited chaos union script as requested; storm of chaos at turn 4, siege Ziochenk and then do whatever they want.

    I have tested it many Campaigns and it works...at least together with 100 000 kings purse for chaos. Playing Kislev and Ostland is tricky in most Campaigns now, but not predictable like it was before.

    I did the same with Grimgor, spawn around turn 10 and then nothing more. One might want to add in some more pious shamans if that help to increase the chance of a Waagh being called.

    Attached Files Attached Files
    Last edited by Maltacus; March 13, 2016 at 12:22 PM.
    The Misadventures of Diabolical Amazons - Completed.
    An Orcs Tale, a Third Age AAR - Completed.
    Reviewed by Alwyn in the Critics Quill
    My Dread Lady, a Warcraft Total War AAR - A few chapters done.
    Home to Midgard, a Third Age AAR about two dwarves, a spy and a diplomat - Completed (pictures remade up to chapter 19).
    Reviewed by Boustrophedon in The Critics Quill

  3. #3

    Default Re: 1.6 RP Sandbox Campaign Script - WIP

    Hey your mod idea sounds pretty awesome, went to try it out and every time I start a campaign it ctd no matter what faction I choose. any ideas? Thanks

  4. #4

    Default Re: 1.6 RP Sandbox Campaign Script - WIP

    does it work with all current patches and quickfixes? if so sign me up until beta or End times! <3

  5. #5
    Otherside's Avatar Ordinarius
    Join Date
    May 2006
    Location
    United Kingdom
    Posts
    704

    Default Re: 1.6 RP Sandbox Campaign Script - WIP

    never mind figured out how to change the diplomats good changes tho
    Last edited by Otherside; March 25, 2016 at 04:28 AM.

  6. #6

    Default Re: 1.6 RP Sandbox Campaign Script - WIP

    *Update*

    I've moved my attention to helping out the Beginning of the End Times submod. What efforts I can make on this file to preserve a roleplay feeling overall, I'll do so.
    Wealth beyond measure, Outlander.

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