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  1. #1

    Default Faction Rebirth

    Does anyone know how this could be scripted? I would attempt but I don't even know where to start.

    Basically I'll have more extreme unrest in settlements players and AI conquer when a faction dies out. If the settlement rebels it'll return to the dead faction, essentially reviving it, then unrest will increase again, and again for each settlement which returns (basically a domino effect) really challenging you to actually destroy a faction completely.

    If I had the slightest clue of how to script M2 I would do it myself, but anyone else have an idea? I'd ask Burebista (he was going to have it in the Kingdom of Heaven mod) but he seems to be very inactive recently.

  2. #2
    alpaca's Avatar Harbinger of saliva
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    Default Re: Faction Rebirth

    Uhm in fact I don't think there's a way to change settlement ownership through scripting.

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  3. #3
    GrnEyedDvl's Avatar Liberalism is a Socially Transmitted Disease
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    Default Re: Faction Rebirth

    give_settlement only works when used with the local faction unless they changed that in Kingdoms.

  4. #4
    alpaca's Avatar Harbinger of saliva
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    Default Re: Faction Rebirth

    Quote Originally Posted by GrnEyedDvl View Post
    give_settlement only works when used with the local faction unless they changed that in Kingdoms.
    Are you sure it works at all? I thought it gave me problems last time I checked.

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  5. #5
    GrnEyedDvl's Avatar Liberalism is a Socially Transmitted Disease
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    Default Re: Faction Rebirth

    I got it to work, I gave York to the Moors at the beginning of a game using the console, I havent tried it in a script yet.

  6. #6
    alpaca's Avatar Harbinger of saliva
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    Default Re: Faction Rebirth

    Quote Originally Posted by GrnEyedDvl View Post
    I got it to work, I gave York to the Moors at the beginning of a game using the console, I havent tried it in a script yet.
    By the way, just remembered: The command is called "capture_settlement" - not that somebody tries to use the wrong one which obviously won't work

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  7. #7
    GrnEyedDvl's Avatar Liberalism is a Socially Transmitted Disease
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    Default Re: Faction Rebirth

    lol you are right I had to look, GiveSettlement is a Condition.

  8. #8

    Default Re: Faction Rebirth

    Would it be possible to capture_settlement for the dead faction when unrest becomes too high? And use this as a condition to cause unrest in other old faction cities to increace?

  9. #9
    GrnEyedDvl's Avatar Liberalism is a Socially Transmitted Disease
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    Default Re: Faction Rebirth

    Im not sure but I dont think so, the only time I got it to work was when I used the capture_settlement command on one of my own settlements and gave it to the rebels. I couldnt get it to work when trying to give a French settlement to the rebels but possibly I used the command wrong. Play with it using different syntaxes and let us know what you find.

  10. #10

    Default Re: Faction Rebirth

    Could u just spawn an army at the x y coordinate of the town if the owner is rebel and existing settlement owned by a faction equals 0? Or maybe make every faction emergent like the mongols so they are kept in game and could respawn. Just a couple thoughts after reading the campaign_script.txt

  11. #11

    Default Re: Faction Rebirth

    Could u just spawn an army at the x y coordinate of the town if the owner is rebel and existing settlement owned by a faction equals 0? Or maybe make every faction emergent like the mongols so they are kept in game and could respawn. Just a couple thoughts after reading the campaign_script.txt
    Unfortunately, that doesn't work. I tried it.
    The army is spawned correctly. The faction seems to live again for a very short while, because in the player's turn the 'faction destroyed' massage pops up.

    Maybe the new 'faction_emerge' command is what we are looking for, but I had no luck getting it to work like intended (Yet!).

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