Simple way to increase rebel activity?

Simple way to increase rebel activity?

raven63

May the Force be with you.
Joined
Dec 9, 2011
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Hi, I would like to increase rebel activity. Needless to say I'm a complete n00b at modding and scripting.

In my campaign there's a full rebel stack led by a previous general of mine who defected. The army is sitting close to an under-garrisoned AI settlement and being idle for the past 20 something turns. I made the following change to the SS6.3 data\descr_campaign_ai_db.xml file:

Changed:


Before

Code:
<faction_ai_label name="slave_faction">
	
		<defend_decisions>
		
			<decision_entry>
				<!-- Always try and defend the settlements -->
				<faction_attitude	defense="defend_fortified"/>
			</decision_entry>

		</defend_decisions>

		<invasion_decisions>

			<decision_entry>
				<!-- Slave faction dose nothing for the first 10 turns -->
				<max_entry	turn_number="1"/>
				<faction_attitude	invade="invade_none" continue="false"/>
			</decision_entry>

			<decision_entry>
				<!-- Hopefully make rebels more aggressive -->
				<faction_attitude	invade="invade_buildup" invade_priority="800"/>
			</decision_entry>

			<decision_entry>
				<!-- Slave faction dose nothing on easy difficulty -->
				<min_entry	target_human="true" difficulty="easy"/>
				<max_entry	target_human="true" difficulty="easy"/>
				<faction_attitude	invade="invade_none" continue="false"/>
			</decision_entry>

			<decision_entry>
				<!-- Slave faction may attack on Medium difficulty -->
				<min_entry	target_human="true" difficulty="medium"/>
				<max_entry	target_human="true" difficulty="medium" rand="0.5"/>
				<faction_attitude	force_invade="true" invade="invade_raids" invade_priority="500" continue="false"/>
			</decision_entry>

			<decision_entry>
				<!-- Slave faction will likely attack on hard difficulty -->
				<min_entry	target_human="true" difficulty="hard"/>
				<max_entry	target_human="true" difficulty="hard" rand="0.75"/>
				<faction_attitude	force_invade="true" invade="invade_opportunistic" invade_priority="800" continue="false"/>
			</decision_entry>

			<decision_entry>
				<!-- Slave faction will always attack on very hard difficulty -->
				<min_entry	target_human="true" difficulty="very_hard"/>
				<max_entry	target_human="true" difficulty="very_hard"/>
				<faction_attitude	force_invade="true" invade="invade_immediate" invade_priority="1000" continue="false"/>
			</decision_entry>


To:

After

Code:
<faction_ai_label name="slave_faction">
	
		<defend_decisions>
		
			<decision_entry>
				<!-- Always try and defend the settlements -->
				<faction_attitude	defense="defend_fortified"/>
			</decision_entry>

		</defend_decisions>

		<invasion_decisions>

			

			<decision_entry>
				<!-- Hopefully make rebels more aggressive -->
				<faction_attitude	invade="invade_buildup" invade_priority="200"/>
			</decision_entry>
                                                      
			


			<decision_entry>
				<!-- Slave faction will always attack on very hard difficulty -->
				
				<faction_attitude	force_invade="true" invade="invade_immediate" invade_priority="800" continue="false"/>
			</decision_entry>

		</invasion_decisions>


However, the army still won't move. I would really appreciate your help. Thanks!
 
Unless I'm missing something, the new code looks less aggressive than former.

Btw, if you are using BGRV it won't help to edit the slave ai label because the No mercy, the gracul and the Gracul+No mercy campaign ai options use the default ai label.

Rebel factions do attack and take settlements, so I don't think the problem lies there with this particular army you are observing. Maybe rebelled armies are treated differently to pre existing rebel armies. Who knows. Maybe they actually want another settlement but can't get there for some reason. Just guessing.
 
Thanks for the reply!

Unless I'm missing something, the new code looks less aggressive than former.
I thought it would make that specific rebel army attack the AI city by removing the part which makes it do nothing against AI factions. I also changed 800 to 1000 later, with no effect.

Btw, if you are using BGRV it won't help to edit the slave ai label because the No mercy, the gracul and the Gracul+No mercy campaign ai options use the default ai label.

Would it help if I applied these changes to the file which is in the "sub" folder, in the respective AI folder? (Edited!)

Maybe rebelled armies are treated differently to pre existing rebel armies. Who knows. Maybe they actually want another settlement but can't get there for some reason. Just guessing.

That sounds very plausible to me. I couldn't find any clues to where parameters pertaining to rebelled armies can be altered.

I really wish that rebelled armies are made extremely vicious though. They are usually large - full stacks more often than not, made of units that the player recruited for his own use. They have the potential to be very dangerous, if they were aggressive enough. From my experience so far, all rebelled armies hibernate forever. :disgust:
 
Last edited:

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