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  1. #1

    Default land inheritance and faction reviving

    a few questions real quick:
    1. is there a mod out there that will allow you to sort of inherit the land? like lets say i marry my daughter to the heir, then kill off all his family, make him king, and assassinate him. And instead of the lands turning into rebel lands, i am entitled to them. a little extreme, but historically accurate; even better if she and him had a son.

    2. the other one is a medieval classic: faction reviving (cant think of what to call it) but remember when you were conquering the lands, and you owned like a third of europe and all of a sudden, it says that an illegitimate heir to the [insert faction name] throne has taken up arms for his country, and then all of a sudden... BAM! the faction is back. Again, looking for a mod or a script to tweak it.

    3. is there something in the script i can tweak to make factions MUCH more aggresive towards excommunicated factions? during this time period, if you were excommunicated, it meant hell all around: no one likes you, bad rep, no trade, and armies at every front, waiting to strike. i no it is unfair, but i still think it will be fun.

    4. lastly, is there a way to make gunpowder better? i keep going into the edu and changing the attack of gunpowder units, but they still suck. they are up to like 20 now, but still one unit of them only kills about 100 of them in 3 volleys. also, ive looked everywhere in the edu, but how do you cange the accuracy?
    thanks a lot in advance.
    Last edited by muffinhead; October 26, 2008 at 02:48 PM.

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  2. #2
    aduellist's Avatar Push the button Max!
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    Default Re: land inheritance and faction reviving

    Quote Originally Posted by muffinhead View Post
    a few questions real quick:
    1. is there a mod out there that will allow you to sort of inherit the land? like lets say i marry my daughter to the heir, then kill off all his family, make him king, and assassinate him. And instead of the lands turning into rebel lands, i am entitled to them. a little extreme, but historically accurate; even better if she and him had a son.
    Not possible AFAIK. Something I really miss from MTW.

    Quote Originally Posted by muffinhead View Post
    2. the other one is a medieval classic: faction reviving (cant think of what to call it) but remember when you were conquering the lands, and you owned like a third of europe and all of a sudden, it says that an illegitimate heir to the [insert faction name] throne has taken up arms for his country, and then all of a sudden... BAM! the faction is back. Again, looking for a mod or a script to tweak it.
    Might be possible through extensive scripting, but it'd be a real bear to do and might significantly increase end turn times (lots and lots of monitors necessary). Another MTW feature that I really miss.

    Quote Originally Posted by muffinhead View Post
    3. is there something in the script i can tweak to make factions MUCH more aggresive towards excommunicated factions? during this time period, if you were excommunicated, it meant hell all around: no one likes you, bad rep, no trade, and armies at every front, waiting to strike. i no it is unfair, but i still think it will be fun.
    I think the most that can be done is adjusting the happiness hit from excommunication in descr_settlement_mechanics.xml. Not sure what's possible in descr_campaign_ai_db.xml as far as adjusting faction attitudes and attack decisions. Biggest drawback, IMO, is that the AI simply wouldn't be able to deal with it. The AI already completely disregards the consequences of actions that would result in excommunication. Although I think it would certainly create a bigger challenge for the player, it'd just cause the AI faction behavior to go even more unstable.

    Quote Originally Posted by muffinhead View Post
    4. lastly, is there a way to make gunpowder better? i keep going into the edu and changing the attack of gunpowder units, but they still suck. they are up to like 20 now, but still one unit of them only kills about 100 of them in 3 volleys. also, ive looked everywhere in the edu, but how do you cange the accuracy?
    thanks a lot in advance.
    Accuracy is set in descr_projectiles.txt. You might want to spend some time reading in the Real Recruitment thread in the sub-mods forum. There has been a lot of discussion over time on improving gunpowder units.
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  3. #3

    Default Re: land inheritance and faction reviving

    Quote Originally Posted by muffinhead View Post
    a few questions real quick:
    1. is there a mod out there that will allow you to sort of inherit the land? like lets say i marry my daughter to the heir, then kill off all his family, make him king, and assassinate him. And instead of the lands turning into rebel lands, i am entitled to them. a little extreme, but historically accurate; even better if she and him had a son.

    2. the other one is a medieval classic: faction reviving (cant think of what to call it) but remember when you were conquering the lands, and you owned like a third of europe and all of a sudden, it says that an illegitimate heir to the [insert faction name] throne has taken up arms for his country, and then all of a sudden... BAM! the faction is back. Again, looking for a mod or a script to tweak it.
    maan i really miss those things in the game

  4. #4

    Default Re: land inheritance and faction reviving

    lol I laughed at first one, second one is already there = rebels
    بارد هذا المترجم هو رهيبة العربية

  5. #5
    aduellist's Avatar Push the button Max!
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    Default Re: land inheritance and faction reviving

    Quote Originally Posted by frederickm View Post
    lol I laughed at first one, second one is already there = rebels
    Rebels is not even remotely the same thing as a re-emergent faction.

    What did you find so hilarious about the first? That feature was present in MTW and, as you can tell, anyone who played the original thinks actual gameplay was far better than M2TW.
    Last edited by aduellist; October 26, 2008 at 05:40 PM.
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    "The trouble with fighting for human freedom is that one spends most of one's time defending scoundrels. For it is against scoundrels that oppressive laws are first aimed, and oppression must be stopped at the beginning if it is to be stopped at all." H. L. Mencken

    "Liberty is meaningless where the right to utter one’s thoughts and opinions has ceased to exist. That, of all rights, is the dread of tyrants. It is the right which they first of all strike down." Frederick Douglass

  6. #6

    Default Re: land inheritance and faction reviving

    Quote Originally Posted by aduellist View Post
    Rebels is not even remotely the same thing as a re-emergent faction.

    What did you find so hilarious about the first? That feature was present in MTW and, as you can tell, anyone who played the original thinks actual gameplay was far better than M2TW.
    First reminds me of that Biological son trait that says something about usurpers lol.

    Well the re emerging faction is really authentic, because family line is dead. and so the dynasty is dead. You can't restart a Romanov dynasty without a Romanov, you can't restore a Tang dynasty without a Li
    بارد هذا المترجم هو رهيبة العربية

  7. #7
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    Default Re: land inheritance and faction reviving

    Quote Originally Posted by frederickm View Post
    First reminds me of that Biological son trait that says something about usurpers lol.

    Well the re emerging faction is really authentic, because family line is dead. and so the dynasty is dead. You can't restart a Romanov dynasty without a Romanov, you can't restore a Tang dynasty without a Li
    the point is that the emerging faction was started by a forgotten heir to the throne that was an infant or wastly related to the last king... believed to be dead or forgotten...

    this lead to the feeling of no safe "home-turf" to say the least... now in M2TW you could easily leave home provinces almost unit-free if you control the provinces around... in good ol´ MTW that was not possible...

  8. #8

    Default Re: land inheritance and faction reviving

    With rebels is not the same. I didn't play MTW, but I know this feature from Europa Universalis II and III, where times of low stability can lead to a massive rebellion of the nations under your fist, and even to a civil war where the rebels move somehow intelligently and attack provinces.
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  9. #9

    Default Re: land inheritance and faction reviving

    my computer hated mtw, every time i played it the computer would restart itself
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  10. #10
    aduellist's Avatar Push the button Max!
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    Default Re: land inheritance and faction reviving

    Quote Originally Posted by Nightbringer View Post
    my computer hated mtw, every time i played it the computer would restart itself
    Oops! I've had CTDs, but never complete PC crashes. Too bad, because MTW-XL (an MTW mod) was really unbelievable. Damn, now I'm gonna have to dig out my old MTW disks and play again.
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    "The trouble with fighting for human freedom is that one spends most of one's time defending scoundrels. For it is against scoundrels that oppressive laws are first aimed, and oppression must be stopped at the beginning if it is to be stopped at all." H. L. Mencken

    "Liberty is meaningless where the right to utter one’s thoughts and opinions has ceased to exist. That, of all rights, is the dread of tyrants. It is the right which they first of all strike down." Frederick Douglass

  11. #11

    Default Re: land inheritance and faction reviving

    aw man, bummer. i really liked that: you would take over the entire italian peninsula, move on to france, and half-way through destrying france an illegitimate heir from sicily comes out of nowhere with 2 full stacks. man, i loved that. as for the rebel thing, ive never really had a civil war, but ive always wanted to try one out: get a really big empire, then piss off everyone, and make it like half of the land vs. the other half. THAT would be fun. i just wish i could control how a rebellion happens...

    by the way aduellist was there really an inheritance script in the original MTW? if there was, holy crap, i cant believe i missed that. i may have to re-install it just for that.

    Big Brother/King Kong is watching.

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    WITNESS: He was about medium height and had a beard.
    ATTORNEY: Was this a male or a female?
    WITNESS: Guess.

  12. #12
    aduellist's Avatar Push the button Max!
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    Default Re: land inheritance and faction reviving

    Quote Originally Posted by muffinhead View Post
    by the way aduellist was there really an inheritance script in the original MTW? if there was, holy crap, i cant believe i missed that. i may have to re-install it just for that.
    Yup. It wasn't guaranteed, only a percent chance, but it could happen that some or all of a destroyed faction's land could revert to your faction if your faction leader was married to a princess of the destroyed faction.
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    "The trouble with fighting for human freedom is that one spends most of one's time defending scoundrels. For it is against scoundrels that oppressive laws are first aimed, and oppression must be stopped at the beginning if it is to be stopped at all." H. L. Mencken

    "Liberty is meaningless where the right to utter one’s thoughts and opinions has ceased to exist. That, of all rights, is the dread of tyrants. It is the right which they first of all strike down." Frederick Douglass

  13. #13
    Gorrrrrn's Avatar Citizen
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    Default Re: land inheritance and faction reviving

    There are the possibilities of "loyalist revolts" in the game but they only work for existent factions.

    You'd probably need a script that checked every settlement (or maybe just select ones - perhaps starting capitals?) every turn to see if :
    (note - pseudo code)
    settlement faction creator = faction destroyed and
    settlement owner = slave
    spawn faction army with new faction leader and heir and faction army next to settlement
    have a counter to stop spawning every turn thereafter, perhaps 20 turns?

    (Presume we'd have to give horde ability to all factions for this to work - I presume horde is required for a faction to survive without a settlement?)

  14. #14

    Default Re: land inheritance and faction reviving

    I have two questions:
    1.Wasn't one of the precondition of re-emerging factions low loyalty in your provinces?
    2. I have noticed that when you are more developed /stronger army and many provinces under your management / the re-emerging and emerging factions /like the mongols/ have bigger armies.

  15. #15
    Gorrrrrn's Avatar Citizen
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    Default Re: land inheritance and faction reviving

    (one can always try the all factions horde sub-mod in the submods forum?

  16. #16
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    Default Re: land inheritance and faction reviving

    Slightly off-topic but I also miss the ability to execute prisoners during battles.

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