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  1. #1

    Default Making rebels a threat...

    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.

  2. #2
    cedric37's Avatar Why Not ?!
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    Default Re: Making rebels a threat...

    I don't know if they actually are able to attack settlements, but in DLV some rebels are considered as an idenpendent fief and actually recruit units and develop considerable military power. On my current DLV game, malta is plagued by full stacks of rebels. I wonder when i will have a CTD when the next unit will have no place to go on this small island ^^

    And pirates ships do attack, so maybe rebels too can attack.
    Patronized by y2day/Patron of KDK, Swagger & Navajo Joe, of the Imperial House of Hader



  3. #3

    Default Re: Making rebels a threat...

    There is the possibility that rebel armies appear and attack settlements. One example is the HRR-mod.

    In my oppinion only some regions which are hard to controll concerning the lore should have such respanning rebel armies.

  4. #4
    Libertus
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    Default Re: Making rebels a threat...

    Quote Originally Posted by cedric37 View Post
    I don't know if they actually are able to attack settlements, but in DLV some rebels are considered as an idenpendent fief and actually recruit units and develop considerable military power. On my current DLV game, malta is plagued by full stacks of rebels. I wonder when i will have a CTD when the next unit will have no place to go on this small island ^^

    And pirates ships do attack, so maybe rebels too can attack.

    as far as i know rebels can attack, once lost a city in rtw to brigands..but i think you need to have difficulty on hard\very hard for them too attack you

  5. #5
    PSIHOPAT's Avatar Senator
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    Default Re: Making rebels a threat...

    I like to have rebels like i want to see traitors.

    I told that in another topic but none it seem to be interested.

  6. #6

    Default Re: Making rebels a threat...

    I really like this idea especially if we can incorporate into regions like Fangorn (ents) or the Vale (Beorn!) in order to provide those mini bands of resistance fighters who opposed Sauron's evil.

    At the same time it seems like most rebels would be against the powers of evil I think but it'd definitely add another difficult factor for the player (no matter what faction he played) because I would only assume the army would turn on you should you attack their land.

    I also like the idea of having random armies spawn in defiance of the enemy to like rohirrum rebels spawning to combat Isengard.

    Or possible script a small band of orcs in eriador maybe with a nazgul for when the ring wraiths come to the shire looking for the ring XD, then again that might just be my overactive imagination and hunger for lore speaking.
    "Only a Bohemian can overcome a Bohemian"- Sigismund


  7. #7
    HarneY's Avatar Semisalis
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    Default Re: Making rebels a threat...

    it could in some way be implemented with the balrog in moria? theres been lots of talk about how he should be implemented into the game.
    (i said he but who knows females could be massively powerful and wield a whip and flame sword and look badass or am i on the wrong website )

  8. #8
    SuperZero's Avatar Foederatus
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    Default Re: Making rebels a threat...

    How About Making the rebels an actual unplayable faction(or maybe more than one like Gondorian rebels etc.) , you know it would enable such things as alliances with them. Like what happend in the army of the dead thing


    Just a suggestion, don't kill me

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