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 warArchaon 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.


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