hi guys
has anyone fixed or got a way around to make a faction be a horde (like in BI or RTW) without any settlement AT GAME START?
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hi guys
has anyone fixed or got a way around to make a faction be a horde (like in BI or RTW) without any settlement AT GAME START?
![]()
Under the Patronage of the Dreadful cedric37!
Ancs Guide, Emergent Factions , Yes/No Events |L'Outremer for Modders| Swagger's Skymod
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bump??
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Ancs Guide, Emergent Factions , Yes/No Events |L'Outremer for Modders| Swagger's Skymod
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How the spawn event like Mogols and Timurids?
You need only to add the right horde settings in the descr_sm_factions.txt and let the horde characters spawn in any region you want, with the emergent_faction event command in your campaign script.hi guys
has anyone fixed or got a way around to make a faction be a horde (like in BI or RTW) without any settlement AT GAME START?
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Thats all ... from what i remember now
Edit: Remember that the horde units you enter in descr_sm_factions.txt, must match with the ownership of that faction.
You can also follow the link for a really advanced research of the horde behaviour ...
http://www.twcenter.net/forums/showthread.php?t=198357
Last edited by Userpro; December 28, 2009 at 07:08 AM.
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Sorry for bad english here, there and in my tutorials > advanced horde invasion & hide/unhide stratmap-ui & Beginners modding
doesn't work becouse all faction require 1 settlement at the game start..You need only to add the right horde settings in the descr_sm_factions.txt and let the horde characters spawn in any region you want, with the emergent_faction event command in your campaign script.
Thats all ... from what i remember now
i thought something like this in order to do this:
1- make a normal faction, with many units at the game start (=horde)
2- give it a settlement that WILL BECOME REBEL
3- that settlement must have no garrison
3- make a script that at turn 0, when the faction is local beguins (=the local faction is always the first to play, so this will happen right when the game starts)
script would be something like:
Spoiler Alert, click show to read:
of course the faction would have the horde ability and descr_sm_faction.txt
i think this should work.. what do you think?![]()
Last edited by Swagger; December 28, 2009 at 07:37 AM.
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Ancs Guide, Emergent Factions , Yes/No Events |L'Outremer for Modders| Swagger's Skymod
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But why want you make them a horde faction, if you want to give them a settlement anyway? Sorry, but i'm confused ...2- give it a settlement that WILL BECOME REBEL
Last edited by Userpro; December 28, 2009 at 08:12 AM.
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Sorry for bad english here, there and in my tutorials > advanced horde invasion & hide/unhide stratmap-ui & Beginners modding
How to give away your empty city:
monitor FactionTurnStart FactionType england ;being the first faction in the descr_sm_factions lineup
and I_TurnNumber < 1
console_command capture_settlement baghdad ;gives the settlement to england
terminate_monitor
end_monitor
Don't forget to script peace straight after that!
the settlement is just for the game to load, becouse if a faction has it's entry in descr_strat without any settlement, the game will crash/won't loadBut why want you make them a horde faction, if you want to give them a settlement anyway? Sorry, but i'm confused ...
the settlement is just for it to load, and then the script will give it away to another faction
but what i wrote should also work, if the settlement has no garrison, if a rebel army spawns there, the ownership will change..How to give away your empty city:
monitor FactionTurnStart FactionType england ;being the first faction in the descr_sm_factions lineup
and I_TurnNumber < 1
console_command capture_settlement baghdad ;gives the settlement to england
terminate_monitor
end_monitor
Don't forget to script peace straight after that!
Under the Patronage of the Dreadful cedric37!
Ancs Guide, Emergent Factions , Yes/No Events |L'Outremer for Modders| Swagger's Skymod
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I don't think spawning the rebels inside the settlement will work. You will have to spawn them next to the settlement with equipment and then script them to attack the settlement.
Spawn the rebel character with a label and then use:
monitor_event FactionTurnStart FactionIsLocal
and I_TurnNumber = 0
spawn_army
faction moors
character random_name, named_charcter, age 20, x 278, y 283, label baghdad_hero, direction S
army
unit ...
unit ...
unit ...
siege_equipment ram 2
siege_equipment tower 2
siege_equipment ladder 2
end
siege_settlement baghdad_hero baghdad, attack
terminate_monitor
end_monitor
i do think it works
but anyway your suggestion should also work
spawn a character nearby, tell him to besiege
checks if the X settlement is besieged by Y faction, make the command to capture_settlement
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Ancs Guide, Emergent Factions , Yes/No Events |L'Outremer for Modders| Swagger's Skymod
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Give a look at the mongols/timurids vanilla entries in the descr_strat.the settlement is just for the game to load, becouse if a faction has it's entry in descr_strat without any settlement, the game will crash/won't load
No need doing so if you spawn them with the emergent_faction event command in your campaign script.the settlement is just for it to load, and then the script will give it away to another faction
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Sorry for bad english here, there and in my tutorials > advanced horde invasion & hide/unhide stratmap-ui & Beginners modding
but that's becouse they emerge AFTER the game starts (turn 180 i think) they don't exist at game start.. and they're not playable even if you add the entry on vanilla descr_stratGive a look at the mongols/timurids vanilla entries in the descr_strat.
there is, if you want to make them PLAYABLE at game startNo need doing so if you spawn them with the emergent_faction event command in your campaign script.
Under the Patronage of the Dreadful cedric37!
Ancs Guide, Emergent Factions , Yes/No Events |L'Outremer for Modders| Swagger's Skymod
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I don't want to sound insistent, Swagger. You can made it by the way you want do it or not, but what i said works in our mod.
I'm sharing here only modding experiences with you, but if you think you know it better, then its really no problem for me, as long as you didn't denote me a liar! Thank you.there is, if you want to make them PLAYABLE at game start
Last edited by Userpro; December 28, 2009 at 08:27 PM.
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Sorry for bad english here, there and in my tutorials > advanced horde invasion & hide/unhide stratmap-ui & Beginners modding
lol
are you sure it works?, becouse the campaign only loads if all factions have at least 1 settlement, this is to make them playable (like the huns or vandals in rtw)
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The spawn army command you'll try has nothings to do with the real horde settings and the following wake-up with the scripted emergent_faction command, which will give this faction the real horde behavior.
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Sorry for bad english here, there and in my tutorials > advanced horde invasion & hide/unhide stratmap-ui & Beginners modding
no
becouse even before the game starts, the script has already make that faction to be an horde (since it has already 'lost' all settlements)
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May I summarize for you two?
Normal spawn: at a certain turn a spawn of a faction gets triggered. This faction has all its necessary attributes set to horde in the descr_sm_faction file and is dead_until_resurrected in descr_strat. This faction is not playable.
Swagger's try: A faction gets created as usual in the descr_strat with one empty (no garrison) settlement. This faction has all its necessary attributes set to horde in the descr_sm_faction file and is emergent in descr_strat. At the very start of the game a rebel army gets spawned next to this faction's settlement and scripted to capture the city. This will turn the first faction into a horde. This faction is therefore playable as horde from turn one.
, gigantus strikes again
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