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  1. #1

    Default anyone got a list of senate missions?

    just wondering if anyone has a link to or a list of senate missions.


    i want to see if i can relocate the cities which the roman factions are told to attack by the senate, then rename them as other cities ~ hence be able to create a new set of missions.

    thanks.
    Formerly quetzalcoatl. Proud leader of STW3 and member of the RTR, FATW and QNS teams.

  2. #2
    HouseOfHam's Avatar Primicerius
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    Default Re: anyone got a list of senate missions?

    The first settlement for the 3 roman factions is hard-coded in the .exe, i.e. Segesta, Apollonia, Syracuse for the Julii, Brutii, and Scipii, correspondingly. After that, it's all random.

    You cannot change that, but can write your own background script with additional missions, though it can get very messy very fast. For example, make the Julii conquer some settlements in a predetermined order, something like... (and consider this pseudo-code, as I have not tested any of it)
    Code:
    ; These auto-inits to 0
    declare_counter missionStarted
    declare_counter punishmentTypeSet
    
    monitor_event FactionTurnStart FactionType romans_julii
              and FactionIsLocal
              and SenateMissionTimeRemaining = 0
              and RandomPercent > 75             ; 25% chance to get a mission on new turn
    
        if I_SettlementOwner Rome != romans_julii
        and I_CompareCounter missionsStarted = 0
             set_counter missionStarted 1
            senate_mission_take_city major_reward Rome
        end_if
        
        if I_SettlementOwner Athens != romans_julii
        and I_CompareCounter missionsStarted = 0
            set_counter missionStarted 1
            senate_mission_take_city moderate_reward Athens
        end_if
        
        if I_SettlementOwner Sparta != romans_julii
        and I_CompareCounter missionsStarted = 0
            set_counter missionStarted 1
            senate_mission_take_city minor_reward Sparta
        end_if
    
        ; etc.
    end_monitor
    
    
    monitor_event LeaderSenateMissionFailed FactionType romans_julii
              and FactionIsLocal
     
        set_counter punishmentTypeSet 0
    
        if RandomPercent > 95
             senate_mission_help_player major_fine
            set_counter punishmentTypeSet 1
        end_if
    
        if I_CompareCounter punishmentTypeSet = 0
        and RandomPercent > 85
             senate_mission_help_player moderate_fine
             set_counter punishmentTypeSet 1
         end_if
     
        if I_CompareCounter punishmentTypeSet = 0
        and RandomPercent > 75
             senate_mission_help_player minor_fine
             set_counter punishmentTypeSet 1
         end_if
     
        if I_CompareCounter punishmentTypeSet = 0
              senate_mission_help_player offices_witheld
              set_counter punishmentTypeSet 1
          end_if
      
    end_monitor
    Fairly little is known about scripting senate missions, except that many senate-related things are hard-coded, so if you're going to give it a try, be prepared to do a lot of testing yourself.

    Available commands:
    Code:
    ---------------------------------------------------
    Identifier:         senate_mission_help_player
    Parameters:         payback
    Description:        Issue a senate mission to gift the player with the payback - receipt and notification takes place at the start of the next turn
    Sample use:         senate_mission_help_player one_best_buildable_unit
    Class:              SENATE_MISSION_HELP_PLAYER
    Implemented:        Yes
    Author:             Guy
    ---------------------------------------------------
    Identifier:         senate_mission_assassination
    Parameters:         payback, character name
    Description:        Issue a senate mission to assassinate the character named in the parameter list for a reward of the payback
    Sample use:         senate_mission_assassination minor_reward Gaius Julius
    Class:              SENATE_MISSION_ASSASSINATION
    Implemented:        Yes
    Author:             Guy
    ---------------------------------------------------
    Identifier:         senate_mission_cease_hostilities
    Parameters:         payback, faction
    Description:        Issue a senate mission to instruct the player to cease hostilities against the named faction for a reward of the payback
    Sample use:         senate_mission_cease_hostilities two_minor_exotic_units Gauls
    Class:              SENATE_MISSION_CEASE_HOSTILITIES
    Implemented:        Yes
    Author:             Guy
    ---------------------------------------------------
    Identifier:         senate_mission_declare_war
    Parameters:         payback, faction
    Description:        Issue a senate mission to instruct the player to prosecute a war against the named faction for a reward of the payback
    Sample use:         senate_mission_declare_war major_reward Gauls
    Class:              SENATE_MISSION_DECLARE_WAR
    Implemented:        Yes
    Author:             Guy
    ---------------------------------------------------
    Identifier:         senate_mission_broker_peace
    Parameters:         payback, faction
    Description:        Issue a senate mission to instruct the player to prosecute a war against the named faction for a reward of the payback
    Sample use:         senate_mission_broker_peace major_reward Gauls
    Class:              SENATE_MISSION_BROKER_PEACE
    Implemented:        Yes
    Author:             Guy
    ---------------------------------------------------
    Identifier:         senate_mission_take_city
    Parameters:         payback, settlement name
    Description:        Issue a senate mission to take the settlement named in the parameter list for a reward of the payback
    Sample use:         senate_mission_assassination moderate_reward Tarquini
    Class:              SENATE_MISSION_TAKE_CITY
    Implemented:        Yes
    Author:             Guy
    Senate AI can generate a few other mission types, but that's all scripting allows for.

    Rewards:
    - major_reward
    - moderate_reward
    - minor_reward
    - major_exotic_unit
    - two_minor_exotic_units
    - two_best_buildable_units
    - one_best_buildable_unit
    - one_minor_exotic_unit
    - one_buildable_unit
    - promise_of_appointment
    - senate_gratitude
    - throw_games
    - null_payback
    - one_triarii
    - two_triarii

    Punishments:
    - minor_fine
    - moderate_fine
    - major_fine
    - outlaw
    - censor_investigates_family
    - censor_investigates_faction
    - quaestor_investigates_for_corruption
    - quaestor_investigates_for_financial_irregularities
    - quaestor_investigates_for_accounting_irregularities
    - secret_information_exposure
    - offices_witheld
    RTR website/SVN admin

    - Settlement coordinate locator -for RTW/M2TW
    - EDB Validator v1.2.8 (Oct 16, 2012) - for RTW/M2TW
    - RTW scripting tutorials
    - n-turns per year script generator

  3. #3

    Default Re: anyone got a list of senate missions?

    thats a lot of detail houseofham, thank you very much! i presume then that after those first places, the senate chooses missions according to enemy and region? that could be interesting. i thought there were a general set of places to capture i.e. julii go for the gauls, brutii for the greeks etc.

    ok so which text files do i work with?

    btw, in my mod ‘myth_tw’ the romans are renamed as four greek factions...

    romans_senate > mount Olympus
    romans_julii > sparta
    romans_brutii > thessaly
    romans_scipii > athens

    so can i make thessaly go east by renaming an eastern city after relocating appolonia perhaps?

    cheers!
    Formerly quetzalcoatl. Proud leader of STW3 and member of the RTR, FATW and QNS teams.

  4. #4
    HouseOfHam's Avatar Primicerius
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    Default Re: anyone got a list of senate missions?

    I believe for the senate_mission commands to work, there would need to be a super-faction/sub-faction relationship like in vanilla RTW, which is why most mods don't use them. The only other mechanism for creating "missions" is by scripting something along the lines of what Salvor and I did in RTRVII:TIC.
    RTR website/SVN admin

    - Settlement coordinate locator -for RTW/M2TW
    - EDB Validator v1.2.8 (Oct 16, 2012) - for RTW/M2TW
    - RTW scripting tutorials
    - n-turns per year script generator

  5. #5

    Default Re: anyone got a list of senate missions?

    mount olympus is the super-faction with the other three greek factions acting like the three roman families. i guess i need a scripter ~ wanna job?


    thanks for your help, i have copied everything down and will use it.
    Formerly quetzalcoatl. Proud leader of STW3 and member of the RTR, FATW and QNS teams.

  6. #6
    HouseOfHam's Avatar Primicerius
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    Default Re: anyone got a list of senate missions?

    Sorry, I already have too many commitments.
    RTR website/SVN admin

    - Settlement coordinate locator -for RTW/M2TW
    - EDB Validator v1.2.8 (Oct 16, 2012) - for RTW/M2TW
    - RTW scripting tutorials
    - n-turns per year script generator

  7. #7

    Default Re: anyone got a list of senate missions?

    Wouldn't it be possible to remove the random mission assigments by giving them a probability of 0%? What I mean is this:

    In the descr_senate.txt
    Code:
    ; Percentage chance of a random mission being issued
    probability_of_random_mission	0
    In that way, just scripted missions would turn up, wouldn't they? Just asking cause I want to mod the senate activity...
    There are none so enslaved as those who falsely believe they are free

  8. #8

    Default Re: anyone got a list of senate missions?

    I would suggest trying it and seeing what missions come up. It may be so that none come up or there may indeed be a set of hardcoded missions.

    Let us know what happens
    Formerly quetzalcoatl. Proud leader of STW3 and member of the RTR, FATW and QNS teams.

  9. #9

    Default Re: anyone got a list of senate missions?

    Senate missions and offices can be completely removed (except the hardcoded first ones). You can also adjust to an extent the rewards/penalties each type results in, but why bother if you can just disable the whole thing and script everything...


    On a related matter: My kingdom for a way to disable the goddamn "popularity falls with the masses" message!!

  10. #10
    HouseOfHam's Avatar Primicerius
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    Default Re: anyone got a list of senate missions?

    I wonder what would happen if you removed the senate_standing_transition block from descr_event_images.txt
    RTR website/SVN admin

    - Settlement coordinate locator -for RTW/M2TW
    - EDB Validator v1.2.8 (Oct 16, 2012) - for RTW/M2TW
    - RTW scripting tutorials
    - n-turns per year script generator

  11. #11

    Default Re: anyone got a list of senate missions?

    I wonder what would happen if you removed the senate_standing_transition block from descr_event_images.txt
    i presume you wouldnt rise or fall in senate standing, or maybe you get taken straight to the end result, which would set the roman factions against each other? ..i dont really know, there is maybe a lot to be played around with there.

    maybe there is room to play with it either one way or the other, rather than remove it?

    inability to attack superfaction
    eventually they can be attacked so i presume there is a setting for this?
    Last edited by Amorphos; February 15, 2010 at 04:02 PM.
    Formerly quetzalcoatl. Proud leader of STW3 and member of the RTR, FATW and QNS teams.

  12. #12

    Default Re: anyone got a list of senate missions?

    It would crash.

    I have managed to get rid of the popular/senate standing messages by giving to all characters a huge senate/popular standing penalty trait (and got rid of all missions by deleting most of their code, setting values to 0 etc), but the remaining hardcoded stuff (inability to attack superfaction, hardcoded 'leave region' mission if you enter another superfaction's territory, julii(!) getting outlawed even if they are not present, etc) are annoying to no end.

  13. #13

    Default Re: anyone got a list of senate missions?

    They can be attacked based on a trigger that depends on senate/popular standing, which I have 'disabled' because they result in 'senate standing' messages. So, it's a no-go.

    What baffles me is that even when I only have 1 superfaction in the game (superfaction of itself) other factions can't attack it (as the player, that is, because they "yes, attack the bastards" option is grayed out).

  14. #14

    Default Re: anyone got a list of senate missions?

    What you mean senate or renamed version, cannot be attacked by other romans/roman renamed?

    Just a quick question; can you have as many factions as you want as having a superfaction? E.g. if I wanted all greek factions to not attack each other when Persia is looming.
    Formerly quetzalcoatl. Proud leader of STW3 and member of the RTR, FATW and QNS teams.

  15. #15

    Default Re: anyone got a list of senate missions?

    Quote Originally Posted by Aradan View Post
    They can be attacked based on a trigger that depends on senate/popular standing, which I have 'disabled' because they result in 'senate standing' messages. So, it's a no-go.

    What baffles me is that even when I only have 1 superfaction in the game (superfaction of itself) other factions can't attack it (as the player, that is, because they "yes, attack the bastards" option is grayed out).
    Try what makanyane did (but on a larger scale), and "just" try to change the roman culture to something else ?

    Not sure if that'd get rid of the problem, but I think it should

  16. #16

    Default Re: anyone got a list of senate missions?

    I don't have a senate or anything in my game, it's BI-based. I have a formerly regular faction, which I made a superfaction of itself. And when I control another faction, I cannot attack them (the "you really want to attack neutral guys?" message has a disabled 'yes' option).

    Yes, you can have 20 factions having a common superfaction afaik...


    EDIT: But trying the same thing on a different BI mod allows me to attack the superfaction'd faction... Gah.
    Last edited by Aradan; February 15, 2010 at 04:44 PM.

  17. #17

    Default Re: anyone got a list of senate missions?

    EDIT: But trying the same thing on a different BI mod allows me to attack the superfaction'd faction... Gah.
    hahaha its not an exact science always is it

    thanks for the info.
    Formerly quetzalcoatl. Proud leader of STW3 and member of the RTR, FATW and QNS teams.

  18. #18

    Default Re: anyone got a list of senate missions?

    You might try asking Zarax what he knows, this is one area of his expertise.

    Expand your borders, a mod based on XGM 5.

  19. #19

    Default Re: anyone got a list of senate missions?

    Quote Originally Posted by Mr.Blackadder View Post
    Try what makanyane did (but on a larger scale), and "just" try to change the roman culture to something else ?

    Not sure if that'd get rid of the problem, but I think it should
    It doesn't happen with roman factions at all. In fact, it works with every other factions except the two new ones (each of those has its own culture, so maybe that's relevant).

    Quote Originally Posted by CaesarVincens View Post
    You might try asking Zarax what he knows, this is one area of his expertise.
    Will do.

  20. #20

    Default Re: anyone got a list of senate missions?

    Could you have a senate without a faction supporting it?
    There are none so enslaved as those who falsely believe they are free

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