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  1. #1

    Default Active rebels?

    Hi again :-)

    I was reading threads around here and I had an idea on mind. Till now I never saw rebels to be active as other factions. In all campaign AIs I saw they are completely and absolutely passive... only activity I got from them when for no apparent reason whole HRE with many provinces turn to rebels. Then those huge stacks were attacking my armies. Well, it was very special and I don't think anything like that would ever happen again.

    So my question and suggestion (if it is even possible): Do you plan rebels to be active? If some brigands appear on the map will they really pillage the land? Will some "rebel factions" try to conquer nearby region if not defended properly?

    Having them just hanging around and waiting for player/AI to come and slaughter them simply isn't right, you know
    Last edited by Resurrection; September 07, 2008 at 02:19 AM.

    Mod Leader, Mapper & Bohemian Researcher

  2. #2
    AnthoniusII's Avatar Μέγαc Δομέστικοc
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    Default Re: Active rebels?

    The answer is simple...YES they will be active atleast at the near by lands...
    But several rebel factions will apear through the event issue (like the bulgarian rebelion at 1085)!
    TGC in order to continue its development seak one or more desicated scripters to put our campaign scripts mess to an order plus to create new events and create the finall missing factions recruitment system. In return TGC will give permision to those that will help to use its material stepe by step. The result will be a fully released TGC plus many mods that will benefit TGC's material.
    Despite the mod is dead does not mean that anyone can use its material
    read this to avoid misunderstandings.

    IWTE tool master and world txt one like this, needed inorder to release TGC 1.0 official to help TWC to survive.
    Adding MARKA HORSES in your mod and create new varietions of them. Tutorial RESTORED.


  3. #3
    Hengest's Avatar It's a joke
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    Default Re: Active rebels?

    Well your question is more about AI really, there are some things we can do to make the AI more aggressive and we can script certain things too. What we cannot do is control every move the rebels make. But we can give them a headstart and try to represent certain realistic issues. The rebels can be made a difficult opponent. They will not act like a human player though, thatīs life...

  4. #4

    Default Re: Active rebels?

    Yes, that was what I meant. I don't expect miracles in this as so many failed trying to make active rebels. But if you succeed to make them at least anyhow active, you would be one of best. If they were NOT just staying where they appeared/began but do something, I'd be happy :-) So, thank you for your answers!!
    Last edited by Resurrection; September 07, 2008 at 02:19 AM.

    Mod Leader, Mapper & Bohemian Researcher

  5. #5

    Default Re: Active rebels?

    Are rebells able to siege your cities ans castles? Maybe a rebel army which is able to recruit some mercenaries in order to replace some units which were lost in a battle or perhaps able to build temporary fortresse's. These things would make rebels very powerfull.

  6. #6
    Hengest's Avatar It's a joke
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    Default Re: Active rebels?

    Because of our heavy use of Permanent Stone Forts (PSF), rebels are unlikely to be able to build forts themselves (or anyone actually) besides, even if they could the AI lacks the intelligence to be able to use these wisely especially in the case of say massive stacks of Steppe nomads or heavy infantry and cavalry around an indepedent minor faction (rebel). However, since many regions will be controlled by a settlement and a PSF as a kind of secondary town, a high rate of disorder in a region may result in you losing a PSF to a rebel stack just as easily as you could get kicked out of a settlement. The benefit of the PSF occupation would be that there would little warning and they would give the whole region penalties in tax income and agriculture until you removed them.

  7. #7

    Default Re: Active rebels?

    That sounds awesome. You guys drive me mad! :-) I wann some serious preview or anything. This is gonna be one bloody good mod!
    Last edited by Resurrection; September 07, 2008 at 02:19 AM.

    Mod Leader, Mapper & Bohemian Researcher

  8. #8

    Default Re: Active rebels?

    An idea for making this is to make one of the factions as the rebels.

    As an example we can use venice and give them all regions controlled by rebels( not their original cities). that way they will become active even conquering other provinces. The one thing that I donīt know how to implement would be how to disable ceasefires with other factions.

    Saludos
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    Respeto
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    Greetings
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    Dominion of the Sword / The Long Road GFX designer / Zuma Team member.
    TLRaced GFX add on for TLR2.0
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  9. #9

    Default Re: Active rebels?

    Quote Originally Posted by acegogo View Post
    An idea for making this is to make one of the factions as the rebels.

    As an example we can use venice and give them all regions controlled by rebels( not their original cities). that way they will become active even conquering other provinces. The one thing that I donīt know how to implement would be how to disable ceasefires with other factions.
    Why disable them? Perhaps disabling alliances would be enough. I can imagine having trade rights and trading with rebel cities... that would make sense after all. Rebels are only there because number of factions is limited.

  10. #10
    Hengest's Avatar It's a joke
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    Default Re: Active rebels?

    acegogo
    Great idea, Iīm intrigued, tell me more how you are thinking- for us itīs a problem since we are using all our faction slots and arguing over the last few choices!

  11. #11

    Default Re: Active rebels?

    @Resurrection

    it is not just about deleting the rebels, you can still have them in you just need to use a faction slot for them. this way you could trade with them.

    @Hross

    yep, that is a problem as I dont know how the rebels will work if you change their AI behaviour( sorry I am no scripter), so I beleive it would be easier to change (unfortunately) a faction to become all of them, ( as a sugestion you have many italian factions??????).

    If you want during this weekend I could send you a bit more descriptive idea of what I have in mind. Work is busy at the momment.

    Saludos
    y
    Respeto
    -:-
    Greetings
    &
    Respect




    Dominion of the Sword / The Long Road GFX designer / Zuma Team member.
    TLRaced GFX add on for TLR2.0
    www.andresgogo.com

  12. #12
    AnthoniusII's Avatar Μέγαc Δομέστικοc
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    Default Re: Active rebels?

    Quote Originally Posted by acegogo View Post
    @Resurrection

    it is not just about deleting the rebels, you can still have them in you just need to use a faction slot for them. this way you could trade with them.

    @Hross

    yep, that is a problem as I dont know how the rebels will work if you change their AI behaviour( sorry I am no scripter), so I beleive it would be easier to change (unfortunately) a faction to become all of them, ( as a sugestion you have many italian factions??????).

    If you want during this weekend I could send you a bit more descriptive idea of what I have in mind. Work is busy at the momment.
    It is most greatfull to see a worty member(of the mod i played most) to help us!
    TGC in order to continue its development seak one or more desicated scripters to put our campaign scripts mess to an order plus to create new events and create the finall missing factions recruitment system. In return TGC will give permision to those that will help to use its material stepe by step. The result will be a fully released TGC plus many mods that will benefit TGC's material.
    Despite the mod is dead does not mean that anyone can use its material
    read this to avoid misunderstandings.

    IWTE tool master and world txt one like this, needed inorder to release TGC 1.0 official to help TWC to survive.
    Adding MARKA HORSES in your mod and create new varietions of them. Tutorial RESTORED.


  13. #13

    Default Re: Active rebels?

    nICE
    SEMPER ALLITER SED IDEM

  14. #14

    Default Re: Active rebels?

    thanks for your words guys...... you make me go shy!!!!

    and as TLR seems to be on a permanent ( torn!!! I miss you!!!) stand still, I would be willing to help out if you guys need me.

    see you during the weekend... I believe you will like it!!!

    Saludos
    y
    Respeto
    -:-
    Greetings
    &
    Respect




    Dominion of the Sword / The Long Road GFX designer / Zuma Team member.
    TLRaced GFX add on for TLR2.0
    www.andresgogo.com

  15. #15
    AnthoniusII's Avatar Μέγαc Δομέστικοc
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    Default Re: Active rebels?

    Yes please!!!!
    TGC in order to continue its development seak one or more desicated scripters to put our campaign scripts mess to an order plus to create new events and create the finall missing factions recruitment system. In return TGC will give permision to those that will help to use its material stepe by step. The result will be a fully released TGC plus many mods that will benefit TGC's material.
    Despite the mod is dead does not mean that anyone can use its material
    read this to avoid misunderstandings.

    IWTE tool master and world txt one like this, needed inorder to release TGC 1.0 official to help TWC to survive.
    Adding MARKA HORSES in your mod and create new varietions of them. Tutorial RESTORED.


  16. #16
    Numenor's Avatar Campidoctor
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    Default Re: Active rebels?

    the problem i see making the rebels a faction is that they'll be overpowerd in the beggining. i mean, if i want to conquer, i dont know, malta, that's rebel, all of russia, africa, france, all of the rebel provinces will atack me... for no reason!
    [IMG]

  17. #17

    Default Re: Active rebels?

    Quote Originally Posted by Numenor View Post
    the problem i see making the rebels a faction is that they'll be overpowerd in the beggining. i mean, if i want to conquer, i dont know, malta, that's rebel, all of russia, africa, france, all of the rebel provinces will atack me... for no reason!
    Not true! I once tried playing as rebels and really rush everything nearby. In few turns I was out of money, out of armies and just sitting in my rebel cities waiting for enemy to conquer my small achievements. In fact I managed to destroy two factions (Poland and Portugal) but only beacuase they had just one/two provinces and one of it was village... (all in LTC) So rebels are not that strong. And they have absolutely crippled economy, so no chance for restoration any loss.
    Last edited by Resurrection; September 07, 2008 at 02:20 AM.

    Mod Leader, Mapper & Bohemian Researcher

  18. #18

    Default Re: Active rebels?

    Quote Originally Posted by Numenor View Post
    the problem i see making the rebels a faction is that they'll be overpowerd in the beggining. i mean, if i want to conquer, i dont know, malta, that's rebel, all of russia, africa, france, all of the rebel provinces will atack me... for no reason!
    i think the rebells wouldnt send forces from russia/north africa/middle-east/france etc against you if you go and conquer malta becouse they are at war with everyone, so they will only move forces from nearly provinces against you. The rebel armies (for example) from russia will stay in the up corner of the map fighting against other russian factions then coming a long way to malta to conquer it back.

  19. #19
    Numenor's Avatar Campidoctor
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    Default Re: Active rebels?

    well, i dont know. and btw, the ai will try and make aliances with them... that is kinda stupid.

    anyway, this idea must be really tested. i may be wrong.
    Last edited by Numenor; March 29, 2008 at 03:18 PM.
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  20. #20
    AnthoniusII's Avatar Μέγαc Δομέστικοc
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    Default Re: Active rebels?

    For my small expiriance plying some interesting mods i have allready saw rebbels attacking nearbuy settlements when guarisons are away or just too small..That feature will be ingrease in this mod...
    TGC in order to continue its development seak one or more desicated scripters to put our campaign scripts mess to an order plus to create new events and create the finall missing factions recruitment system. In return TGC will give permision to those that will help to use its material stepe by step. The result will be a fully released TGC plus many mods that will benefit TGC's material.
    Despite the mod is dead does not mean that anyone can use its material
    read this to avoid misunderstandings.

    IWTE tool master and world txt one like this, needed inorder to release TGC 1.0 official to help TWC to survive.
    Adding MARKA HORSES in your mod and create new varietions of them. Tutorial RESTORED.


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