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Thread: testing w/ capture_settlement and spawn_army

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  1. #1
    Ducenarius
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    Default testing w/ capture_settlement and spawn_army

    i've been playing around with adding these elements into the script. it's fun

    i think it's pretty safe to do a hannibal "invasion", if you simply give him a full name of "hannibal barca". (i know that's not really a surname, but that's how it works in the game engine.) chances are good that there isn't a duplicate character.

    anyway, i went ahead and did the capture_settlement command and gave them patavium, and spawned two armies, one with "hannibal barca" and another with "hasdrubal barca", and also "console_command create_unit" to add a small garrison for them

    some additional caveats:

    - ancillaries and traits need to be added via console_command, as the similar syntax that would've worked for descr_strat doesn't seem to work for spawned armies other than the actual troops.

    - after the settlement-switcharoo takes place, the game reverts all your cities to auto-management. just seems to be the way the "control" command works when switching the "local" (player) faction.

  2. #2

    Default Re: testing w/ capture_settlement and spawn_army

    Well in 6.4 Carthage Owns Taras and There is hannibals army in italy :-) I know its a little early than 216bc but still its close enough to justify Hannibal in the beginning.

    PM me and I WILL let you try 6.4 to see what you think. I think Hannibal invasion script isnt needed as he invaded very clsoe to SPQRs starting timeline. Teh only difference is Rome owned alot more in 240BC than I gave them. lol But that is to simulate the revolt of the north areas because of hannibal. ;-) lol

    What I would like to get work and I havent been able to is triggering a Massive revolt like in BI so randomly Civil War breaks out. Every command I USED just didnt work in SPQR, but worked for other mods. lol ALL the people I asked that are into scripts said it should work and yet it didnt. The only thing I could think of was the senate being in the game which most mods removed must be causing some sort of hardcoded issues with Triggering things.
    Lt_1956
    Creator of SPQR:Total War mod since 2004

  3. #3
    Ducenarius
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    Default Re: testing w/ capture_settlement and spawn_army

    Quote Originally Posted by lt1956 View Post
    Well in 6.4 Carthage Owns Taras and There is hannibals army in italy :-) I know its a little early than 216bc but still its close enough to justify Hannibal in the beginning.

    PM me and I WILL let you try 6.4 to see what you think. I think Hannibal invasion script isnt needed as he invaded very clsoe to SPQRs starting timeline. Teh only difference is Rome owned alot more in 240BC than I gave them. lol But that is to simulate the revolt of the north areas because of hannibal. ;-) lol
    what might be cool is just spawning him again and again, since he was such an enduring threat to rome for much of his life. does the game actually crash when you spawn a character with a duplicate name? i have had two family members named "augustus julius" before, not to mention the duplicate captain/admiral names and also the AI factions. as for spawning a character in a map coordinate already occupied by someone else, a semi-solution is to spawn him in the coordinate of a city/settlement. only problem i can think of in this instance is if the settlement is already 20-units full - but the AI doesn't do that on its own anyway.

    so... meh... IMHO, you should just make the script "mandatory" for the mod from now on. you can do so much more, without having to rely on fudging around with starting conditions that are already a stretch in historicity to begin with.

    What I would like to get work and I havent been able to is triggering a Massive revolt like in BI so randomly Civil War breaks out. Every command I USED just didnt work in SPQR, but worked for other mods. lol ALL the people I asked that are into scripts said it should work and yet it didnt. The only thing I could think of was the senate being in the game which most mods removed must be causing some sort of hardcoded issues with Triggering things.
    will it work AFTER you defeat the senate?

  4. #4

    Default Re: testing w/ capture_settlement and spawn_army

    No it has something to do with having the senate in the game in the first place. Atleast I guess it must, I havent been able to figure why it doesnt work. I tried the triggers used in Marcus mod for Winter traits and the Iturn thing doesnt work in SPQR. lol
    Lt_1956
    Creator of SPQR:Total War mod since 2004

  5. #5
    Vadimus's Avatar Foederatus
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    Icon5 Re: testing w/ capture_settlement and spawn_army

    Explain to me please how to register in SPQR 6.35 occurrence of armies in the place necessary to me.
    It would be desirable to return Scipiev from exile!!!!!The ships through ocean already float, and here occurrence of armies on continent should be registered a script. Explain please as it to write better.

  6. #6

    Default Re: testing w/ capture_settlement and spawn_army

    I dont really understand what you are trying to say? Is english your primary language?

    Basically SCIPII does NOT exist in SPQR, they are now ROMAN REBELS. The Island was needed to Hide Them from the AI and players to allow the Rebelling to happen to Roman units. In 1.5 patch you cannot have a faction reimmerge if dead, in BI you can. So to get around this problem I made an island in the corner and placed the Roman rebels there.

    If you destroy the Roman Rebels and they are not longer a faction you will Ruin the Revolt Loyalty in SPQR for the roman Player. When they revolt then there will just be rebels or disappear. You need to leave the Island alone.
    Lt_1956
    Creator of SPQR:Total War mod since 2004

  7. #7
    Vadimus's Avatar Foederatus
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    Default Re: testing w/ capture_settlement and spawn_army

    Yes, I do not speak in English, but well I understand about what you write.
    Returning SCIPII for me seemed the interesting moment of strategy.
    But if it will change the general script of Game then I shall leave Island alone.

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