first of all it might be interesting to know there is only 1 skill-level at wich I play this game; Very Hard
side-effect is that some factions go bankrupt in a matter of turns on this setting, so I've included a sizeable cheat for the AI factions wich makes having a good econ. more or less a player-feature (AI does not know how nor is able to compete with the player in the area of having a decent econ.)
it is also needed for the respawned factions as I am not willing to add new (dummy) units with no upkeep.
secondly, as just about everyone knows, when you have like 12+ -ish settlements its basicly cat in the bag, you win ...
with respawning factions it means that whoever has slain a faction or at least owns their original settlements has some hard fighting to do every once in while when factions re-appear
I also find it somewhat dissapointing if I'm not at some point encountering certain factions as they have been slain before I actually really come into contact with them, now there will always be the option to face them in battle
the script; the events are dorment, I mean the script by itself does not start anything, it relies on an event in descr_events.
when this event is triggered it will trigger an event in the script that than does a check on destroyed factions the next turn and per destroyed faction calls an event to respawn the faction with a small(-ish) random interval.
at this point though the script keeps itself active, I mean it keeps calling the respawn event every [random x] turns and keeps doing so untill the game is finished, in effect keeping all factions alive though with possible "dead-intervals"
on a side note; no use in spawning agents with re-appearing factions as it doesnt really work, if say you have 1 town hall and 1 diplomat and than spawn a diplomat it wont spawn, when you're not at your agent-limit you can spawn one, but as when you dont own any settlements you dont have a town hall you also cant have a diplomat ...
do note; factions need the ability to horde for this to work, wich can be read about in the second post of this topic
Code:
;SET FOLLOWING EVENT IN DESCR_EVENTS TO START THE RESPAWNING!!!
;;;event counter faction_respawn_trigger
;;;date 1
;Interval set at 40-80 years -> 80-160 turns.
;faction_respawn_event ==> global spawn starter event
;faction_respawn_england ==> per faction spawn event
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script
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;;;the trigger on a seperate event so it can be used in like EDB, kill it once it has done its job!
;;;
monitor_event EventCounter EventCounterType faction_respawn_trigger
and EventCounter >= 1
add_events
event counter faction_respawn_event
date 1
end_add_events
terminate_monitor
end_monitor
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;;;COPY FOR OTHER FACTIONS!!!
;;;
monitor_event FactionTurnStart FactionType england
and Treasury <= 10000
if I_LocalFaction england
terminate_monitor
end_if
console_command add_money england, 12000
end_monitor
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;;;check after the player did his/her turn, else we could miss out on yet an other victory.
;;;
monitor_event FactionTurnEnd FactionIsLocal
and I_EventCounter faction_respawn_event >= 1
;;;
;;;COPY FOR OTHER FACTIONS!!!
;;;
if I_FactionLeaderTrait england Factionleader == 0
add_events
event counter faction_respawn_england
date 3 25
end_add_events
end_if
;;;
;;;
;;;reset the counter and call the event again in order to have better control over the spawn-intervals.
;;;
set_event_counter faction_respawn_event 0
add_events
event counter faction_respawn_event
date 38 78
end_add_events
end_monitor
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;;;COPY FOR OTHER FACTIONS!!!
;;;
monitor_event EventCounter EventCounterType faction_respawn_england
and EventCounter >= 1
spawn_army
faction england
character William, named character, age 30, x 100, y 150, family
traits GoodCommander 4 , Loyal 4 , ContentGeneral 3 , BattleChivalry 3 , GoodRiskyAttacker 2 , Fertile 2
unit NE Bodyguard exp 2 armour 1 weapon_lvl 1
end
end_monitor
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wait_monitors
end_script
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