Page 1 of 2 12 LastLast
Results 1 to 20 of 23

Thread: Traitor MUST be lower!

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    RaZor HeaD's Avatar Decanus
    Join Date
    Sep 2008
    Location
    Primarily Chicago IL. Presently DeKalb IL.
    Posts
    580

    Default Traitor MUST be lower!

    If a unit is left outside of a town/city/fort and does not have a general/leader with it, it has a chance to turn into a rebel unit.
    It turns traitor.
    Does someone know where to change this?
    I would like to lower it.
    There are values for rebels and pirates in the desc_strat file...do these also lower the number for turning traitor?
    Last edited by RaZor HeaD; June 25, 2009 at 12:35 AM.

  2. #2
    axnsan's Avatar Protector Domesticus
    Join Date
    Dec 2008
    Location
    Timisoara, Romania
    Posts
    4,437

    Default Re: Traitor MUST be lower!

    i dont't know how to mod this, but if you have a faction leader with high authority ( 7-8 or more ) it won't happen anymore

  3. #3

    Default Re: Traitor MUST be lower!

    To be honest, you are better off asking this in the modding thread, they would be better suited to answering your question.

  4. #4

    Default Re: Traitor MUST be lower!

    What you are looking at in the descr_strat file is the values for the spawning of rebel unit armies and navies. That does not affect your units rebelling. I agree with axnsan, just have a king with high authority. That will solve your problems.

  5. #5
    Moon's Avatar Centenarius
    Join Date
    Oct 2008
    Location
    The dark side
    Posts
    878

    Default Re: Traitor MUST be lower!

    Quote Originally Posted by RaZor HeaD View Post
    If a unit is left outside of a town/city/fort and does not have a general/leader with it, it has a chance to turn into a rebel unit.
    It turns traitor.
    Does someone know where to change this?
    I would like to lower it.
    There are values for rebels and pirates in the desc_strat file...do these also lower the number for turning traitor?
    1> comment out the line in the desc_strat txt, I believe they can still be bribed though.
    ;rebelling_characters_active

    2> No

  6. #6
    Muagan_ra's Avatar Senator
    Join Date
    Dec 2004
    Location
    Derry, N.Ireland
    Posts
    1,232

    Default Re: Traitor MUST be lower!

    I've nothing constructive to add, since I didn't even know this could happen! You mean to tell me that armies can simply rebel? Does the size of the army make a difference?

    Do generals with very low loyalty do the same thing?

  7. #7

    Default Re: Traitor MUST be lower!

    Muagan_ra : Yes. Yes they can. And, more annoyingly, when they rebel, they tend to gather a large quantity of other rebels to their side. Thankfully, rebels don't attack towns. (at least, I've never seen it happen)

  8. #8
    RaZor HeaD's Avatar Decanus
    Join Date
    Sep 2008
    Location
    Primarily Chicago IL. Presently DeKalb IL.
    Posts
    580

    Default Re: Traitor MUST be lower!

    Yes, good generals/leaders will limit the traitors. It is easy to keep traitors under control playing the vanilla game .
    My problem is that I added the "Newest_Battle_AI" MOD to my game and while the combat AI is one of the BEST I have ever seen, it also changes many agent/units attributes.
    The one change that ruins the game is, if an army unit is left alone outside a city it has what looks like more than a 50% chance to turn traitor. This is not a problem for me but the computer will just keep spawning large armies that go traitor while I keep my forces in-tact.
    Any one over the age of 10 needs more of a challenge than that in their games.
    Last edited by RaZor HeaD; June 25, 2009 at 12:36 AM.

  9. #9
    AytchMan's Avatar Civis
    Join Date
    Sep 2007
    Location
    Austin, Texas
    Posts
    176

    Default Re: Traitor MUST be lower!

    Thankfully, rebels don't attack towns.

    They do in some of the mods.

  10. #10

    Default Re: Traitor MUST be lower!

    Quote Originally Posted by AytchMan View Post
    Thankfully, rebels don't attack towns.

    They do in some of the mods.
    I think they do in DarthMod if you have a really small garrison.

  11. #11
    Viking Prince's Avatar Horrible(ly cute)
    Patrician Moderator Emeritus

    Join Date
    Apr 2008
    Location
    Colorado, USA
    Posts
    18,577

    Default Re: Traitor MUST be lower!

    Rebels have attacked towns with very weak garrisons in my campaigns. Seems rare though. I am not certain what is the trigger. Perhaps it is related to unrest level or maybe the authority of sovereign. Btw, I play a vanilla with the Retrofit Mod patched to 1.05 on vh/vh.
    Grandson of Silver Guard, son of Maverick, and father to Mr MM|Rebel6666|Beer Money |bastard stepfather to Ferrets54
    The Scriptorium is looking for great articles. Don't be bashful, we can help with the formatting and punctuation. I am only a pm away to you becoming a published author within the best archive of articles around.
    Post a challenge and start a debate
    Garb's Fight Club - the Challenge thread






    .


    Quote Originally Posted by Simon Cashmere View Post
    Weighing into threads with the steel capped boots on just because you disagree with my viewpoints, is just embarrassing.

















    Quote Originally Posted by Hagar_the_Horrible
    As you journey through life take a minute every now and then to give a thought for the other fellow. He could be plotting something.


  12. #12
    Ron Burgundy?'s Avatar Decanus
    Join Date
    Jan 2009
    Location
    Harrisburg, PA
    Posts
    501

    Default Re: Traitor MUST be lower!

    True story.

    I was the supreme King of England once and I owned half the world. So for the fun of it I assembled all my best units, most experienced, and the best mercs from around the world in to one super army. Needless to say the army rebelled. I got my *** handed to me year after year trying to kill it. Autosim was out of the question the outcomes were so lopsided. Good times none the less.

  13. #13
    RaZor HeaD's Avatar Decanus
    Join Date
    Sep 2008
    Location
    Primarily Chicago IL. Presently DeKalb IL.
    Posts
    580

    Default Re: Traitor MUST be lower!

    Personally, I ONLY play with the rebel spawn rate set high in the descr_strat file.
    The decades just before the 1st crusade were notoriously ripe with banditry, especially in France.
    Scholars speculate this is in part why pope Urban invented the concept of crusading...remove the bad elements in society by getting them to go east.
    Therefore, for realisms sake, rebels should be everywhere in europe.

    Also, like anything in life, I solved the problem I posted initially with just a little more hard work. The variables to controlling the traitor likely hood are in the </revolt> section of the "descr_campaign_db" file.
    I simply set all the numbers to the same ones in the vanilla file and everythings normal now.

    By the way. I highly recomend using the "Newest_Battle_AI" MOD. Once you fix the traitor problem the computer AI is superb. Enemy forces are much more fluid and capable. Even rebel forces are a force to be feared now.
    To get the most powerful effect I actually use a combination of both "Ultimate AI 1.2" and "Newest_Battle_AI" to make "Newest_Ultimate _Battle_AI"...LOL.
    Last edited by RaZor HeaD; June 25, 2009 at 12:36 AM.

  14. #14

    Default Re: Traitor MUST be lower!

    Before you mod it, have a look at your Faction Leader's Authority. If your Authority is low, you *should* be seeing a lot of captains turn traitor. No point fixing something that ain't broke.

    I'm playing SS 6.2, as long as my faction leader's authority is good I see no traitors at all, and I usually have a LOT of captains around excepting only the times when I have a new King with low authority.

  15. #15

    Default Re: Traitor MUST be lower!

    Quote Originally Posted by RaZor HeaD View Post
    Personally, I ONLY play with the rebel spawn rate set high in the descr_strat file.
    The decades just before the 1st crusade were notoriously ripe with banditry, especially in France.
    Scholars speculate this is in part why pope Urban invented the concept of crusading...remove the bad elements in society by getting them to go east.
    Therefore, for realisms sake, rebels should be everywhere in europe.

    Also, like anything in life, I solved the problem I posted initially with just a little more hard work. The variables to controlling the traitor likely hood are in the </revolt> section of the "descr_campaign_db" file.
    I simply set all the numbers to the same ones in the vanilla file and everythings normal now.

    By the way. I highly recomend using the "Newest_Battle_AI" MOD. Once you fix the traitor problem the computer AI is superb. Enemy forces are much more fluid and capable. Even rebel forces are a force to be feared now.
    To get the most powerful effect I actually use a combination of both "Ultimate AI 1.2" and "Newest_Battle_AI" to make "Newest_Ultimate _Battle_AI"...LOL.

    Actually, this is something the modders here can fix pretty easily. All they'd need to do is create a new trait that 100% of AI Faction Leaders get, not possible for player to acquire, that adds to his Authority.

  16. #16

    Default Re: Traitor MUST be lower!

    Does your faction leader's authority come into play when someone is trying to bride your captains? Or is it based solely on their loyalty?

    A thing that I have found with rebelling armies is that they tend to be only the small couple of unit armies I have. Never the big armies

  17. #17

    Default Re: Traitor MUST be lower!

    I've seen full stacks rebel, its shocking when it happens and not something you're likely to forget soon. If I have a new faction leader with pitiful Authority, I won't risk a big army with a captain in charge. I believe the chance is the same for any Captain led army to rebel regardless of size, its just that most of the time your Captains are in charge of tiny armies of reinforcements coming up or damaged units moving back for repair while your main field armies spend most of their time with a general in charge, so we are far more likely to see a small army rebel based on how we play.

    Not sure on the bribery question. I've never lost a unit to bribery and never been curious to look under the hood to see how it works.

  18. #18

    Default Re: Traitor MUST be lower!

    Hmm that's true about the captain's leading defeated or small armies, I don't think anyone is silly enough to put a stack of veteran knights and the like under the command of a mere captain.

    Playing as Hungary once and I had about a 3/4 stack of HA's all sorts, I used them in many battles and they obviously took losses. When they were on the march back to the castle for retraining they rebelled.. I should have had a general with them.. I wasn't happy.

  19. #19
    RaZor HeaD's Avatar Decanus
    Join Date
    Sep 2008
    Location
    Primarily Chicago IL. Presently DeKalb IL.
    Posts
    580

    Default Re: Traitor MUST be lower!

    Before you mod it, have a look at your Faction Leader's Authority. If your Authority is low, you *should* be seeing a lot of captains turn traitor. No point fixing something that ain't broke.
    The problem was'nt MY guys turning traitor since I could make sure my armies have generals or are in cities at the end of a turn.

    The problem was the computers forces were ALL turning on them every turn because it operated under the same rules as me but lacks the brain to account for the hightened level of units turning traitor.

    The computer AI deploys almost all of its armies with only a captain commanding them and every turn a stack of 10-20 of their units would flip.
    There had to be over 8 LARGE stacks of computer rebel armies roaming central europe and it was not because every computer faction had bad leadership.
    I found this aspect of the MOD to be severly unbalancing to my game because it meant easy victory and who likes that?

    I have no problem at all with playing under normal traitor levels. In fact I find it a challenging aspect of an already challenging game. I actually wish someone could MOD the traitor programming to make it more complex.

    Perhaps instead of units that turn traitor turning into rebel forces, they remain in your faction but do not obey your orders and do their own missions.
    You might have your crown prince sitting in a city governing for too long and the hothead decides to take off on his own and lay siege to one of your allies settlements.
    There would be nothing you could do about him ruining your carefully laid diplomatic plans except send diplomats/princesses to try and reason with him. Perhaps he comes back into the fold, perhaps his desire for action leads him to establish a breakaway faction of his own.
    Now that would be more interesting than traitors simply adding to an already underpowered rebel swarm.
    Last edited by RaZor HeaD; June 25, 2009 at 12:39 AM.

  20. #20

    Default Re: Traitor MUST be lower!

    lol.

    Reading your thread title made me believe ur traitors are to tall... HAHAHAHA

    I have a question. When you have your army led by a captain, does that actually means ur army is led by somebody with 0 loyalty? :hmmm: Or is a captain better then a general with 0-3 loyalty?
    E:TW's natives have developed a new "Ballistic Automatic Detection And Seeking System" to utterly annihilate any European that sets foot on their soil... That's BADASS for short!

Page 1 of 2 12 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •