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Thread: A script to stop Super faction blocks ?

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  1. #1

    Default A script to stop Super faction blocks ?

    inspired by this mini mod for Rome TW mod SPQR (very nice mod) :

    http://www.twcenter.net/forums/showthread.php?t=134036


    , i was hoping maybe SS can have something similar ? its very boring to always after mid game where you have to fight "super pacts" yes its kinda cold war feel XD

    sop what this kind of script does is to make when a faction grows to a certain size it goes to defensively and stop the endless conquer while still have stacks of armies in its borders

    (so fighting them will still be hard and maybe harder since they are all close to their own land)

    But it will go mad IF you take a land they pre owned form them , and once they are at war LOL your smoked XD

    But the realistic thing about the script is also where if you dont attck the faction or its allies they wont attack you for no reason (no more back stabbing XD)



    SO whats the advantage of this kind of script ?"

    a) No more super blocks fighting

    b) you can conquer different lands and fighting Different armies since your no longer fighting the same faction on the same 2 continents , it gets bored when it happens

    c) smaller factions can survive , and so you can enjoy conquering them XD

    d) the diplomacy is less back stabbing

    e) it makes picking a fight possible , as if you place units in their borders they will see it as picking a fight , so military access is now actually worth more than the paper price

    f) empires can expand historically



    PS: for technical , the original mini mod used the senate system to work things out , while in M2TW we can use the papal state ?
    B

  2. #2

  3. #3
    TheColdTruth's Avatar Ordinarius
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    Default Re: A script to stop Super faction blocks ?

    Ya, sounds good.



  4. #4
    BigJake's Avatar Tiro
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    Default Re: A script to stop Super faction blocks ?

    I would download that

  5. #5

    Default Re: A script to stop Super faction blocks ?

    I think thats for noobs, yust play on easy if you can't handle it...

  6. #6

    Default Re: A script to stop Super faction blocks ?

    That has nothing to do with your good at the game or not , its just its boring fighting the same faction every where you go............you might not agree but i am sure bored of it

    PS: how accurate is that the world is only filled with few super power factions ? even if its a game....the little guys deserve a stay...LOL

  7. #7

    Default Re: A script to stop Super faction blocks ?

    Go little guys

    finally this might actually be the answer to all our problems, no more immediate extinction of templars.


    btw one question; if you conquer a territory belonging to egypt for example, then will they try to reconquer it and after stop when they reconquer or will they continue and try to take all of your lands?
    "we're way way pre-alpha and what that means is there is loads of features not just in terms of the graphics but also in terms of the combat and animations that actually aren't in the game yet.So the final game is actually gonna look way way better than this!” - James Russell, CA
    Just like the elephant animation, this Carthage scenario is actually in the game, it just has a small percantage factor for showing up, that's all...

    Beware of scoundrels



  8. #8

    Default Re: A script to stop Super faction blocks ?

    They will certainly take back thier own land , and if you dont cease fire with them they will have invade but not with full forces as they will defend themselves among other enemy (so no worry of the AI being killed off too easily by another enemy when you too are at war)



    and the aggressiveness is determined that in the case how much of your army in still inside their borders after they conquering the city you took form them but that gives them a "Just" reason to be aggressive , don't you think ? XD



    So this means the more closer you get inland of their own land , they become more aggressive in realistic terms XD so this makes the AI defensive more and the player has to be more aggressive as no more 0 army city being taken by you XD

    and they wont do those ridiculously long army marches to invade your home where you are invading them , they will focus more on killing yours at thier land rather than making unwise military decisions
    Last edited by whitewolfmxc; April 07, 2008 at 04:43 AM.

  9. #9

    Default Re: A script to stop Super faction blocks ?

    Great idea! Can you make it so?

  10. #10

    Default Re: A script to stop Super faction blocks ?

    maybe wait until the new ai in ss 6.0?

  11. #11

    Default Re: A script to stop Super faction blocks ?

    sounds interesting
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  12. #12
    y2day's Avatar TWC STORE NOW OPEN!
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    Default Re: A script to stop Super faction blocks ?

    It sounds good, but then will these full stacks actually defend a besieged city? How is the size determined which the AI will stop trying to expand. And if you know this why protect a border if you know the AI will not expand any farther but go on the defense?

    Will the AI give up all opportunity to grow thier faction after gaing set # of settlements.
    If the AI isn't set on world domination but only sit and wait for someone to take thier land will this not be more boring than fighting the same faction?




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  13. #13

    Default Re: A script to stop Super faction blocks ?

    This sounds interesting but I would aslo like to know if the A.I. stacks inside the territory will defend their cities or just sit there.

  14. #14

    Default Re: A script to stop Super faction blocks ?

    Quote Originally Posted by y2day View Post
    It sounds good, but then will these full stacks actually defend a besieged city? How is the size determined which the AI will stop trying to expand. And if you know this why protect a border if you know the AI will not expand any farther but go on the defense?

    Will the AI give up all opportunity to grow their faction after gaing set # of settlements.
    If the AI isn't set on world domination but only sit and wait for someone to take their land will this not be more boring than fighting the same faction?
    That is not all correct, as if you "do" go to war they will invade , this makes diplomacy actually worth something , and they will take rebel settlements just not too often at killing their next doors

    I think the bored in fighting 5 factions at the same area is less bored than fighting 1 faction.........LOL

  15. #15

    Default Re: A script to stop Super faction blocks ?

    I have mixed feelings about this, if i read the description right, it will basically make the game world less spontaneous and ruin what suprise elements the game has.

    Another way to say it would be, it gives you almost complete control over who you do/or do not want to fight, and as a side effect will make the game easier.

    I do agree with making diplomacy more effective, but not to the point where you can call a ceasfire on account of rain. The general idea of this script i'm thinking is to change the game dynamics so it adds more longevity to your campaigns. which is a good thing, but will it ruin it at the same time ?
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  16. #16

    Default Re: A script to stop Super faction blocks ?

    They will defend and some times makes camps in thier borders too

    and im suggesting this to be optional add on on the installer , not compulsory XD
    Last edited by whitewolfmxc; April 07, 2008 at 06:35 PM.

  17. #17
    Inhuman One's Avatar Comes Limitis
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    Default Re: A script to stop Super faction blocks ?

    I personly like to pick on the strong, weakening them so that their little neighbours can grow strong, and that can lead to interesting results.

    Countries I have seen as superpowers are: France, HRE, Byzantium, Egypt, Turks, Moors, Poland, Sicily, Venice, Portugal, Spain and mongols.

    Some of them are obvious, others arent.

  18. #18

    Default Re: A script to stop Super faction blocks ?

    so it will continue to attack neighboring settlements just not as fast as previously. But it will defend more ferociously than before?? is that correct.

    Could the AI be more ferocious toward the human player when attacking or is that already part of it.
    "we're way way pre-alpha and what that means is there is loads of features not just in terms of the graphics but also in terms of the combat and animations that actually aren't in the game yet.So the final game is actually gonna look way way better than this!” - James Russell, CA
    Just like the elephant animation, this Carthage scenario is actually in the game, it just has a small percantage factor for showing up, that's all...

    Beware of scoundrels



  19. #19

    Default Re: A script to stop Super faction blocks ?

    ok just a simple example :

    lets take SS 5.1 eary era for the testing (if this kind of script is inputted)

    1) Egypt starts out with few settlements = the AI gets aggressive since they have little land

    2) then temples find them selves too have too little land so = they become aggressive too

    3) when egypt meets templers

    what will happen is

    If:

    a) They dont hate each other by default (preset) and are no at war , and they both own little lands , they will fight for the rest of the lands

    result = local war , but not the most aggressive style as no pre owned land was taken from anyone (at least for when the war broke out)

    b) when both have a scripted size empire they prefered , templers will not automatically go to war with egyptions (that is they had peace talk or not at war in the first place during the game like the first case)

    they will not go to war unless some idiot captain decides they want to take a little tour in the other nations land or they join a crusade or jihad or the AI just wants war (Shatzer happens XD)

    result = total war (and it gets more aggressive for one side if the other faction take more land form them)

    C) when turks having a large empire already and so does the egyptions , results = hard chances of war sicne both nations go into defensive stat and both have pre set good relations (the likings set up)

    D) when Turks have a empire and so those the byzantiums , theres a mix chance of war or peace as example A or B might happen But the chances to have war is higher when the pre set liking rate is low , but the war chance is still lower than example E)

    E) if small nation lets say Milan meets the mighty HRE (big empire already) , results = millian more aggressive since they have little land, HRE more defensive , and milan is likley to start a war with HRE if they have low lilking ratings and not allied , taht is untill when millian himselfe is big enough there are chances to make peace talks (that is millian wins HRE) , but since HRE wont hunt down Millian with all the forces of the empire as their are other potential enemies , milan will have a bigger chance of taking some land , and HRE will try to take it and the luck is there for both to try




    I think i pretty much summed up all kinds of scenario XD
    Last edited by whitewolfmxc; April 08, 2008 at 03:27 AM.

  20. #20
    y2day's Avatar TWC STORE NOW OPEN!
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    Default Re: A script to stop Super faction blocks ?

    Quote Originally Posted by whitewolfmxc View Post
    ok just a simple example :

    lets take SS 5.1 eary era for the testing (if this kind of script is inputted)

    1) Egypt starts out with few settlements = the AI gets aggressive since they have little land

    2) then temples find them selves too have too little land so = they become aggressive too

    3) when egypt meets templers

    what will happen is

    If:

    a) They dont hate each other by default (preset) and are no at war , and they both own little lands , they will fight for the rest of the lands

    result = local war , but not the most aggressive style as no pre owned land was taken from anyone (at least for when the war broke out)

    b) when both have a scripted size empire they prefered , templers will not automatically go to war with egyptions (that is they had peace talk or not at war in the first place during the game like the first case)

    they will not go to war unless some idiot captain decides they want to take a little tour in the other nations land or they join a crusade or jihad or the AI just wants war (Shatzer happens XD)

    result = total war (and it gets more aggressive for one side if the other faction take more land form them)

    C) when turks having a large empire already and so does the egyptions , results = hard chances of war sicne both nations go into defensive stat and both have pre set good relations (the likings set up)

    D) when Turks have a empire and so those the byzantiums , theres a mix chance of war or peace as example A or B might happen But the chances to have war is higher when the pre set liking rate is low , but the war chance is still lower than example E)

    E) if small nation lets say Milan meets the mighty HRE (big empire already) , results = millian more aggressive since they have little land, HRE more defensive , and milan is likley to start a war with HRE if they have low lilking ratings and not allied , taht is untill when millian himselfe is big enough there are chances to make peace talks (that is millian wins HRE) , but since HRE wont hunt down Millian with all the forces of the empire as their are other potential enemies , milan will have a bigger chance of taking some land , and HRE will try to take it and the luck is there for both to try




    I think i pretty much summed up all kinds of scenario XD

    My head hurts....
    Simple. i would hate to see complicated.
    I think something like this could work. It would really have to be tested, I don't think a script could do that. You are talking about modding the AI, like Lusted and a few others have done.




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