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  1. #1
    Ahlerich's Avatar Praeses
    Join Date
    Nov 2005
    Location
    Germany, Freiburg
    Posts
    8,270

    Default Disloyal swines

    while i tried most mods i must say i like dlv the best.
    there is one thing though that i hate and thats the disloyalty thing.

    now in pder i got help how to remove it in that also great mod by quoting out the following lines:

    ;********* LOYALTY SYSTEM TRIGGERS *********

    ;------------------------------------------
    Trigger Loyalstarta
    WhenToTest CharacterTurnEnd

    Condition FactionLeaderTrait Offensive_To_Nobles >= 1
    and IsGeneral
    and Trait Disobedient = 0 ;as this is the initial step- no returning back...
    and Trait Obedient = 0
    and Attribute Loyalty >= 6
    and not IsFactionLeader
    and FactionIsLocal

    Affects Obedient 1 Chance 25 ;tended this way

    ;------------------------------------------
    Trigger Rebelstarta
    WhenToTest CharacterTurnEnd

    Condition FactionLeaderTrait Offensive_To_Nobles >= 1
    and IsGeneral
    and Attribute Loyalty <= 5
    and Trait Disobedient = 0
    and Trait Obedient = 0
    and not IsFactionLeader
    and FactionIsLocal

    Affects Disobedient 1 Chance 25 ;tended this way

    ;------------------------------------------
    Trigger Rebelstart
    WhenToTest CharacterTurnEnd

    Condition FactionLeaderTrait Offensive_To_Nobles >= 1
    and IsGeneral
    and Trait Disobedient = 0
    and Trait Obedient = 0
    and not IsFactionLeader
    and FactionIsLocal

    Affects Disobedient 1 Chance 33 ;about a third of the rest of the nobility goes down this path

    ;------------------------------------------
    Trigger Rebelend
    WhenToTest CharacterTurnEnd

    Condition FactionLeaderTrait Offensive_To_Nobles >= 2
    and IsGeneral
    and Trait Disobedient = 1
    and not Trait Obedient >= 1
    and FactionIsLocal

    Affects Disobedient 1 Chance 33 ;eventually you WILL gain it it's just a matter of time...

    ;------------------------------------------
    Trigger Loyalstart
    WhenToTest CharacterTurnEnd

    Condition FactionLeaderTrait Offensive_To_Nobles >= 1
    and IsGeneral
    and Trait Disobedient = 0 ;as this is the initial step- no returning back...
    and Trait Obedient = 0
    and not IsFactionLeader
    and FactionIsLocal

    Affects Obedient 1 Chance 66 ;about two-thirds of the rest of the nobility goes down this path

    ;------------------------------------------
    Trigger Loyalend
    WhenToTest CharacterTurnEnd

    Condition FactionLeaderTrait Offensive_To_Nobles >= 2
    and IsGeneral
    and Trait Obedient = 1
    and not Trait Disobedient >= 1
    and FactionIsLocal

    Affects Obedient 1 Chance 33 ;eventually you WILL gain it it's just a matter of time...

    ;------------------------------------------
    Trigger civil_war_or_not1
    WhenToTest BecomesFactionLeader

    Condition Trait Offensive_To_Nobles = 0
    and SettlementsTaken >= 5
    and FactionIsLocal


    Affects Offensive_To_Nobles 1 Chance 1

    ;------------------------------------------
    Trigger civil_war_or_not2
    WhenToTest BecomesFactionLeader

    Condition Trait Offensive_To_Nobles = 0
    and SettlementsTaken >= 10
    and FactionIsLocal


    Affects Offensive_To_Nobles 1 Chance 2

    ;------------------------------------------
    Trigger civil_war_or_not3
    WhenToTest BecomesFactionLeader

    Condition Trait Offensive_To_Nobles = 0
    and SettlementsTaken >= 20
    and FactionIsLocal ;If the ai gets this big it deserves to STAY this big.


    Affects Offensive_To_Nobles 1 Chance 3

    ;------------------------------------------
    Trigger Usurper1 ;usurper or asserting newly blue hued blood.
    WhenToTest BecomesFactionLeader

    Condition Trait Offensive_To_Nobles = 0
    and SettlementsTaken >= 5
    and Trait SonofKingPrince <= 0
    and FactionIsLocal

    Affects Offensive_To_Nobles 1 Chance 3

    ;------------------------------------------
    Trigger Usurper1ai ;usurper or asserting newly blue hued blood.
    WhenToTest BecomesFactionLeader

    Condition Trait Offensive_To_Nobles = 0
    and SettlementsTaken >= 8
    and Trait SonofKingPrince <= 0
    and FactionIsLocal

    Affects Offensive_To_Nobles 1 Chance 1

    ;------------------------------------------
    Trigger civil_war_or_not_progress
    WhenToTest CharacterTurnEnd

    Condition IsFactionLeader
    and Trait Offensive_To_Nobles = 1
    and FactionIsLocal

    Affects Offensive_To_Nobles 1 Chance 2

    ;------------------------------------------

    Trigger civil_war_or_not_progress_expedite ;since the king isn't around... let's check again...
    WhenToTest CharacterTurnEnd

    Condition IsFactionLeader
    and DistanceCapital >= 50
    and Trait Offensive_To_Nobles = 1
    and FactionIsLocal ;not for the AI

    Affects Offensive_To_Nobles 1 Chance 3

    ;------------------------------------------
    Trigger civil_war_or_not_progress_expedite_1 ;The King is a Bad Fink!
    WhenToTest CharacterTurnEnd

    Condition IsFactionLeader
    and Attribute Chivalry < -5
    and Trait Offensive_To_Nobles = 1
    and FactionIsLocal

    Affects Offensive_To_Nobles 1 Chance 2

    ;------------------------------------------
    Trigger civil_war_or_not_progress_expedite_2 ;The King is a Fink, sorta...
    WhenToTest CharacterTurnEnd

    Condition IsFactionLeader
    and Attribute Chivalry < 0
    and Trait Offensive_To_Nobles = 1
    and FactionIsLocal

    Affects Offensive_To_Nobles 1 Chance 1

    ;------------------------------------------
    Trigger civil_war_or_not_progress_stop ;The King is a Truly, truly nice guy; reverse the possibility of war if it's not too late...
    WhenToTest CharacterTurnEnd

    Condition IsFactionLeader
    and Attribute Chivalry > 4
    and Trait Offensive_To_Nobles = 1
    and FactionIsLocal

    Affects Offensive_To_Nobles -1 Chance 4

    ;------------------------------------------
    Trigger Authority_Loss_Over_Time
    WhenToTest CharacterTurnEnd

    Condition IsFactionLeader
    and Trait Offensive_To_Nobles > 1
    and Attribute Authority > 0
    and FactionIsLocal

    Affects Loseauthority 1 Chance 33

    ;------------------------------------------
    Trigger Disgust_with_King's_Unreasonable_Finances ;Despite his burdensome taxes to support war and other strange notions and we are still in debt!
    WhenToTest CharacterTurnEnd

    Condition IsFactionLeader
    and Treasury < 0
    and Attribute Authority <= 5
    and FactionIsLocal


    Affects Offensive_To_Nobles 1 Chance 5

    ;------------------------------------------
    Trigger Disgust_with_King's_Religiona ;The King is not looking out for the salvation of our souls
    WhenToTest CharacterTurnEnd

    Condition FactionExcommunicated
    and IsFactionLeader
    and Trait Offensive_To_Nobles = 0
    and CharacterReligion catholic
    and Attribute Piety <= 4 ;so it isn't just a political thing the Pope is perpetrating but truly, disgustingly, a deserved Excommunication!
    and FactionIsLocal ;AI has a lesser chance

    Affects Offensive_To_Nobles 1 Chance 5

    ;------------------------------------------
    Trigger Disgust_with_King's_Religionb_ai ;The King is not looking out for the salvation of our souls
    WhenToTest CharacterTurnEnd

    Condition FactionExcommunicated
    and IsFactionLeader
    and Trait Offensive_To_Nobles = 0
    and CharacterReligion catholic
    and Attribute Piety <= 4 ;so it isn't just a political thing the Pope is perpetrating but truly, disgustingly, a deserved Excommunication!
    and FactionIsLocal ;strictly AI

    Affects Offensive_To_Nobles 1 Chance 2

    ;------------------------------------------
    Trigger cleanup_the_king1
    WhenToTest CharacterTurnEnd

    Condition IsFactionLeader
    and Trait Obedient >= 1
    and FactionIsLocal

    Affects Disobedient 1 Chance 100

    ;------------------------------------------
    Trigger cleanup_the_king2
    WhenToTest CharacterTurnEnd

    Condition IsFactionLeader
    and Trait Disobedient >= 1
    and FactionIsLocal

    Affects Obedient 1 Chance 100

    ;------------------------------------------
    Trigger cleanup_the_king3
    WhenToTest CharacterTurnEnd

    Condition IsFactionLeader
    and Trait Loves_Father > 0
    and FactionIsLocal

    Affects Hates_Father 1 Chance 100

    ;------------------------------------------
    Trigger cleanup_the_king4
    WhenToTest CharacterTurnEnd

    Condition IsFactionLeader
    and Trait Hates_Father > 0
    and FactionIsLocal

    Affects Loves_Father 1 Chance 100

    ;------------------------------------------
    Trigger cleanup_the_nobility1
    WhenToTest CharacterTurnEnd

    Condition IsGeneral
    and Trait Disobedient >= 1
    and FactionLeaderTrait Offensive_To_Nobles < 1
    and FactionIsLocal

    Affects Obedient 1 Chance 100

    ;------------------------------------------
    Trigger cleanup_the_nobility2
    WhenToTest CharacterTurnEnd

    Condition IsGeneral
    and Trait Obedient >= 1
    and FactionLeaderTrait Offensive_To_Nobles < 1
    and FactionIsLocal

    Affects Disobedient 1 Chance 100

    ;------------------------------------------
    Trigger cleanup_the_nobility_that_went_gray
    WhenToTest CharacterTurnEnd

    Condition IsGeneral
    and Trait Disobedient >= 1
    and FactionType Slave

    Affects Obedient 1 Chance 100

    ;------------------------------------------
    Trigger cleanup_the_nobility3
    WhenToTest CharacterTurnEnd

    Condition IsGeneral
    and Trait Locked >= 1
    and FactionLeaderTrait Offensive_To_Nobles < 1
    and FactionIsLocal

    Affects Locked -1 Chance 100

    ;------------------------------------------
    Trigger lock_up_self_in_town
    WhenToTest CharacterTurnEnd

    Condition IsGeneral
    and EndedInSettlement
    and Trait Disobedient >= 2 ;must be full blown traitor... not just disobedient. Disob. is the warning level.
    and not Trait Locked > 0
    and FactionIsLocal

    Affects Locked 1 Chance 100

    ;------------------------------------------
    Trigger Near_Loyalty_trigger ;AI OK for this one
    WhenToTest CharacterTurnEnd

    Condition IsGeneral
    and not IsFactionHeir
    and not IsFactionLeader
    and DistanceCapital < 10
    and not Trait Near_Loyalty >= 4
    and not FactionType mongols
    and not FactionType timurids
    and FactionIsLocal

    Affects Near_Loyalty 1 Chance 20

    ;------------------------------------------
    Trigger Far_Loyalty_trigger
    WhenToTest CharacterTurnEnd

    Condition IsGeneral
    and not IsOnCrusade
    and not IsOnJihad
    and not IsFactionHeir ;so send your King or his son on Crusade- not some nameless noble! Once the crusade ends if you want to hold the region... need someone loyal.
    and not IsFactionLeader
    and DistanceCapital > 40
    and not Trait Far_Loyalty >= 10
    and not FactionType mongols
    and not FactionType timurids
    and FactionIsLocal


    Affects Far_Loyalty 1 Chance 15

    ;------------------------------------------
    Trigger Titled_trigger
    WhenToTest CharacterTurnEnd

    Condition HasAncType dearmad_her
    and not IsFactionHeir
    and not IsFactionLeader
    and Trait Untitled >= 1
    and FactionIsLocal

    Affects Titled 2 Chance 100

    ;------------------------------------------
    Trigger Titled_trigger2
    WhenToTest CharacterTurnEnd

    Condition HasAncType dearmad_her
    and not IsFactionHeir
    and not IsFactionLeader
    and not Trait Titled >= 1
    and FactionIsLocal

    Affects Titled 1 Chance 100

    ;------------------------------------------
    Trigger Stripped_of_title
    WhenToTest CharacterTurnEnd

    Condition not HasAncType dearmad_her
    and Trait Titled >= 1 ;so assume at one point he had it.
    and not IsFactionLeader
    and FactionIsLocal

    Affects Stripped 1 Chance 100

    ;------------------------------------------
    Trigger Untitled_trigger
    WhenToTest CharacterTurnEnd

    Condition not HasAncType dearmad_her
    and not IsFactionHeir
    and not IsFactionLeader
    and not Trait Untitled >= 1
    and FactionIsLocal

    Affects Untitled 2 Chance 100

    ;------------------------------------------
    Trigger loyalty_check_bad_odds_penalty
    WhenToTest PostBattle

    Condition IsGeneral
    and not WonBattle
    and not WasAttacker
    and BattleSuccess >= average
    and I_ConflictType Normal
    and BattleOdds < 0.5

    Affects DiscontentGeneral 1 Chance 100

    ;------------------------------------------
    Trigger loyalty_check2_good_odds_bonus
    WhenToTest PostBattle

    Condition IsGeneral
    and WonBattle
    and I_ConflictType Normal
    and BattleOdds >= 1.5

    Affects ContentGeneral 1 Chance 100

    ;------------------------------------------
    Trigger loyalty_check3
    WhenToTest CharacterTurnEnd

    Condition FactionExcommunicated
    and not IsFactionLeader
    and IsGeneral
    and Attribute Piety > 4
    and FactionIsLocal

    Affects DiscontentGeneral 1 Chance 20

    ;------------------------------------------
    Trigger loyalty_check5
    WhenToTest CharacterTurnEnd

    Condition EndedInSettlement
    and not GovernorBuildingExists >= stone_wall
    and not GovernorBuildingExists >= castle
    and Attribute Command > 4
    and DistanceCapital > 50
    and FactionIsLocal

    Affects DiscontentGeneral 1 Chance 10

    ;------------------------------------------
    Trigger loyalty_check6
    WhenToTest CharacterTurnEnd

    Condition EndedInSettlement
    and GovernorBuildingExists >= large_stone_wall
    and Attribute Command < 6
    and FactionIsLocal

    Affects ContentGeneral 1 Chance 10

    ;------------------------------------------
    Trigger loyalty_check7
    WhenToTest CharacterTurnEnd

    Condition EndedInSettlement
    and GovernorBuildingExists >= fortress
    and Attribute Command < 6
    and FactionIsLocal

    Affects ContentGeneral 1 Chance 10

    ;------------------------------------------
    Trigger loyalty_check8
    WhenToTest GeneralPrisonersRansomedCaptor

    Condition RansomType execute
    and NumCapturedSoldiers > 80
    and Attribute Chivalry >= 4

    Affects DiscontentGeneral 1 Chance 33

    ;------------------------------------------
    Trigger loyalty_check8_extermination
    WhenToTest ExterminatePopulation

    Condition Attribute Chivalry >= 4

    Affects DiscontentGeneral 1 Chance 33

    ;------------------------------------------
    Trigger loyalty_check9
    WhenToTest BrotherAdopted

    Condition not IsFactionHeir

    Affects DiscontentGeneral 1 Chance 33

    ;------------------------------------------
    Trigger loyalty_check10_mutually_chivalrous
    WhenToTest CharacterTurnEnd

    Condition IsGeneral
    and not IsFactionLeader
    and Attribute Chivalry >= 3
    and FactionLeaderAttribute Chivalry >= 3
    and FactionIsLocal

    Affects ContentGeneral 1 Chance 10

    ;------------------------------------------
    Trigger loyalty_check11_mutually_chivalrous
    WhenToTest CharacterTurnEnd

    Condition IsGeneral
    and not IsFactionLeader
    and Attribute Chivalry >= 3
    and FactionLeaderAttribute Chivalry <= -3
    and FactionIsLocal

    Affects DiscontentGeneral 1 Chance 10

    will it work the same way with dlv and if not can anybody tell me how to get rid of that feature in dlv?

  2. #2

  3. #3
    HannibalExMachina's Avatar Just a sausage
    Join Date
    May 2007
    Location
    Germany
    Posts
    11,244

    Default Re: Disloyal swines

    ye, when i read it first, i thought i might be about trolling ppl who are so disloyal that they want to fight their countries unjustified war in an eastern cou.... oops, i trollled.

  4. #4
    Pindarus's Avatar Foederatus
    Join Date
    Jul 2007
    Location
    Th' Nor' Land
    Posts
    40

    Default Re: Disloyal swines

    I haven't gotten far enough in my campaign to encounter loyalty problems, but I did edit out the supply system... it seemed quite annoying. If I do need to, I'll look at this topic.
    "War is based upon deception" - Sun Tzu "Dulce et decorum est pro patria mori"...

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