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  1. #1

    Default World Capital Revolution

    Well this is definitely a bug and serious one.

    Since AI for god-knows-what-reasons use just one unit as a garisson and all garisson units let just standing next to the city usually, there is what happens...

    The settlements rebel!

    I noticed it before, but now I tried with toggle fow and in year 1087 capital cities of Kwazimier, Novgorod, Hungary, Poland, Ireland, Norway and Byzantine Empire simply rebelled - all in one turn - real World Capital Revolution.

    Can somebody do anything about this please? What causes it anyway?

  2. #2

    Default Re: World Capital Revolution

    Are you using version 6.0?
    Artifex
    Under the patronage of King Kong
    Proud patron of y2day and yelowdogg23

  3. #3

    Default Re: World Capital Revolution

    Quote Originally Posted by Chimaeira View Post
    Are you using version 6.0?
    Nope, 6.1... but I think 6.0 had the same issue, just not so massive :-)

  4. #4

    Default Re: World Capital Revolution

    That's strange.

    It should have been fixed in 6.1. I for one don't have the problems you describe. Perhaps you should reinstall 6.1.
    Artifex
    Under the patronage of King Kong
    Proud patron of y2day and yelowdogg23

  5. #5

    Default

    Quote Originally Posted by Chimaeira View Post
    That's strange.

    It should have been fixed in 6.1. I for one don't have the problems you describe. Perhaps you should reinstall 6.1.
    Got the idea as well, will try it reproduce it again.

    Well, I tried it on fresh install of SS6.1 and still the same problem. Till the turn 25 capitals of: Norway, Portugal, Novogord, Turks, Kwazemier, Kiev rebelled and several other settlements as well. The problem is definitely not solved!
    Last edited by Chim; May 18, 2008 at 06:17 AM.

  6. #6

    Default Re: World Capital Revolution

    Chimaeira
    Are you referring to the use of garrison_army in descr_stat, as I do not believe thats in 6.1 eg

    level large_town
    region London_Province

    year_founded 0
    population 4200
    plan_set default_set
    faction_creator england
    garrisoned_army
    unit Levy Spearmen exp 2 armour 0 weapon_lvl 0
    unit Levy Spearmen exp 2 armour 0 weapon_lvl 0
    unit Longbowmen exp 2 armour 0 weapon_lvl 0
    unit Longbowmen exp 2 armour 0 weapon_lvl 0

    I have not tested the theory yet, but understand it requires you to move current family member + army outside city.

    To err is human, but to really foul things up you need a computer.
    Paul Ehrlich

  7. #7

    Default Re: World Capital Revolution

    I did some research for this issue as it's game breaking for me...

    descr_settlements_mechanics.xml and altering it's values to be softer on AI (less required garisson and lower high tax penalty). Not much help, still lot of settlements rebel early on.

    Then I got an idea it might be due to low loyalty or civil war and thus rebelling some family members as settlements to rebel are often capitals or core provinces. Removing triggers for loyalty of the export_character_traits.txt did not help either and I noticed, that family members were kicked out of settlement by its "revolution". So it's definitely not the case.

    Currently I am a bit confused as I cannot think of anything else what could cause this. Garissoned_army as Quark mentioned is not part of current SS6.1 descr_strat.txt for any settlement listed...

    I am starting to get desperate as this seriously damages the AI's capabilites when the capital or other core province goes rebel. Hope my little research can help somehow...

  8. #8

    Default Re: World Capital Revolution

    Hmm,

    I thought this "attribute" would have been added. I'll run a few tests on this. Perhaps we can tweak the AI here and there.

    PS: I totally forgot to congratulate you on your title Quark. You deserve it.
    Artifex
    Under the patronage of King Kong
    Proud patron of y2day and yelowdogg23

  9. #9

    Default Re: World Capital Revolution

    Chimaeira
    Cheers .

    I had a quick chat with wolfslayer on this and the only issue that I can see with it is that the player gets the forces too, and they can move them out. As such I would add only 4 or 5 units to each capital.

    To err is human, but to really foul things up you need a computer.
    Paul Ehrlich

  10. #10

    Default Re: World Capital Revolution

    Indeed.
    If we want to achieve anything without the use of scripts, this seems the most suitable option.
    Artifex
    Under the patronage of King Kong
    Proud patron of y2day and yelowdogg23

  11. #11

    Default Re: World Capital Revolution

    I'm getting it this problem, I am using English early campaign, and by turn 15, Scotland and France have lost most of their cities, and by turn 50, every other AI has lost alot of cities, so it turns into a game of marching through destroying rebels. im running 6.1, and had this happen 4 games in a row.

  12. #12

    Default Re: World Capital Revolution

    in my games nobody is losing regions to rebels , i modified descr_settlements_mechanics.xml

  13. #13
    Gorrrrrn's Avatar Citizen
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    Default Re: World Capital Revolution

    METALED

    could you let us know what you did to the descr_settlements_mechanics.xml please.

    might help other people.

  14. #14

    Default Re: World Capital Revolution

    Any news about this issue yet? I tried myself, but no success what so ever...

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