I was just sitting here loading up Third Age, minding my business, when I got hit with a wonderful idea that'll make the rebels a bigger factor in gameplay. A lot of the game map starts off as rebel provinces and stays that way till the game's twilight turns so I was thinking if it was possible to script rebel provinces spawning armies that actively attack you.
Heres how it would work:
1.) You start or continue a game with rebel provinces. Each rebel settlement has a hidden counter, when the counter reaches zero a army of variable size appears.
2.) The Rebel AI then uses it to attack the nearest Good or Evil faction.
3a.) The units that make up the rebel army would be based off the faction whose homeland is nearest to the rebel settlement the army is spawning from (I.E: Talsir=Rohirrim army, Khand=Rhunnic army, Ost in Edhil=High Elves army)
3b.) Or you can use the native culture of that settlement if you want.
4.) Then the rebel AI would take the army and besiege or attack the nearest major faction.
NOTE: If the rebel AI controlling the army is too much work to script I have any idea for a system that would give control to the nearest evil faction instead but then theres no guarantee they will use the army...
Purpose of this script:
To make the rebels a real strategic consideration. As it stands now rebel provinces represent safe buffer zones where no harm will come from. If you can "protect" these settlements they will usually keep the enemy away from you as the AI relies on solid borders except for invasions. This would make rebels a threat unto themselves as they would periodically spawn active armies till either you or the enemy takes the settlements in a given region. Also, to me, this would add a perspective of realism. As I cannot imagine someone sitting idly while the whole world is burning to the ground... Heh, was that a musical pun? Don't get me wrong I love this mod, but this would definitely cull the idleness on some of the more empty parts of the map.






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