Hey everyone!
is it possible to call an army to come for your aid?
so if you are Gondor you can ask it from Rohan?
Greetz Wesserd![]()
Hey everyone!
is it possible to call an army to come for your aid?
so if you are Gondor you can ask it from Rohan?
Greetz Wesserd![]()
You can go into diplomacy and ask them to attack a certain faction, but you can't specifically call for help.
I think Broken Cresent did something scimilar about requesting a reinforcement crusade. They had a "building" and when the player "build" that a request to the Pope was given and freacuently a new Crusade arrived to help crusaders in the wars.
TATW could create the beacons building. That way when a player would "build" it his allies would come to help him (their armies would be under his command after reaching a goegrafical point).
In coding each faction could "buidl" the beacons only once to force the player to be extra carefull when he will use it...
How that sounds?![]()
TGC in order to continue its development seak one or more desicated scripters to put our campaign scripts mess to an order plus to create new events and create the finall missing factions recruitment system. In return TGC will give permision to those that will help to use its material stepe by step. The result will be a fully released TGC plus many mods that will benefit TGC's material.
Despite the mod is dead does not mean that anyone can use its material
read this to avoid misunderstandings.
IWTE tool master and world txt one like this, needed inorder to release TGC 1.0 official to help TWC to survive.
Adding MARKA HORSES in your mod and create new varietions of them. Tutorial RESTORED.
That sounds great!
its sad that you cant call for help, but the ideas are great.![]()
//
well in general this is not possible. the script from broken crescent (never heard of that) can only
work with a script that spawns a brand new army that heads for a specific settlement to attack.
The "Attack Faction" option in the diplomacy scroll (for TATW and any other M2TW game) does not
make the faction you are negotiating with to attack a certain faction. it only has some impact on the
faction relations i guess and makes them the assist you in a case of a battle if they are positioned next
to you and the enemy army. but i never saw this diplomacy act having a direct result or effect.
//
[ MY 'THIRD AGE TOTAL WAR' WORK AND PROJECTS: ]
< Under the proud patronage of King Kong >
- TATW Trailer & Faction Intros
- Battle Editor Tutorial
- Middle-Earth Map
- TATW Strategy Guide
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.
i think you are wrong. it gives the faction 15 turns within which it has to attack the faction it promised. i don't know what penalty there is, i guess a massive reputation hit. the AI will always attack however. the smallest conflinct is considered an attack, so if you promised to attack, say, ootmm, attacking a stack consisting of only one unit of snaga skirmishers will be considered an attack, even if you are already at war, so that the condition is met after that. this is why the AI nearly never accepts the attack faction demand. in some cases it might mean they will go to war.
i don't think so. because the AI needs a specific target to attack. and i don't know what the monitoring
would be for this condition. and i never saw a army marching to the next settlement of the faction i made
them attack in diplomacy. never. try it yourself and offer them 100.000 gold and than watch them react.
nothing happens what wouldn't have happened when you wouldn't have made such agreement.
technically that would mean that there has to be a script that chooses one stack from your ally and make
it going on a crusade or invasion but without the sign over the strat model. than the AI would have to
choose a random enemy settlement in which direction they would march in the next turns or a enemy general
like the script for the assassination missions. sounds logic but it never happens. and i don't even know if it
possible to affect a allied general+stack with a script to (re)act like that.
[ MY 'THIRD AGE TOTAL WAR' WORK AND PROJECTS: ]
< Under the proud patronage of King Kong >
- TATW Trailer & Faction Intros
- Battle Editor Tutorial
- Middle-Earth Map
- TATW Strategy Guide
- Secrets of TATW
.
Yeah I have to agree. Nothing ever happens with the attack faction option. Even if the AI agrees to atack a faction they barely do anything. It's not like they siege 2 settlements... a pitty though, requesting aid that actually comes is always nice.
rules all
//
especially for rohan it would be nice to have such an option.
> call for help (like calling an invasion) after Edoras was successfully conquered ba invading enemy
evil armies to conquer back edoras - but than it should become a rohan settlement again after another
good faction has successfully re-conquered it and i think it is not possible to script a settlement change
it owner. (there just has to be a invasion option for the good factions. but only for one settlement
that fell to the enemy by successful invasions which is not possible i think.)
or
> call for help (like an assassination mission) when an invading army is besieging Edoras or is near it
but here but as i said the problem is that you can't give an order to the AI to attack a certain army
you see - this all seems to be impossible with the game given opportunities.
//
Last edited by jản; May 19, 2010 at 03:20 AM.
[ MY 'THIRD AGE TOTAL WAR' WORK AND PROJECTS: ]
< Under the proud patronage of King Kong >
- TATW Trailer & Faction Intros
- Battle Editor Tutorial
- Middle-Earth Map
- TATW Strategy Guide
- Secrets of TATW
.
Archaon had a nice script going that you would gain a controllable stack of one your allies when an enemy invaded your realm. It was in one of the releases of DAC. although it's not exactly what you are looking for.
Well it isnt exactly, but it comes very close, is that script downloadable of need I download entire DAC?
Would it not be possible to take over an army - : - when an ally creates a 'crusade' army to script the general and units to turn over to your command? Thus making you the one to get back the settlement, and your ally to lose some units as well.. if he accepts of course.
Sadly Im not hero with scripts.
///
hm, maybe. when i remember correctly there was such feature in Kingdoms where you got a general
with a full stack for a few turns which was removed again from your army after a certain time or a
crusade (i think it was Teutonic Mod were you have to fight against all remaining pagans from latvia).
but i highly doubt that it would be possible to remove specific units from another (allied) faction that
will be added to your command and removed after an event or successful mission or after a certain time
and than get back to the original faction.
///
[ MY 'THIRD AGE TOTAL WAR' WORK AND PROJECTS: ]
< Under the proud patronage of King Kong >
- TATW Trailer & Faction Intros
- Battle Editor Tutorial
- Middle-Earth Map
- TATW Strategy Guide
- Secrets of TATW
.
What i was talking about was:
1: You feel like loosing the war and build the "beacons"
2: Activate "the beacons"
3: Set a city of yours to gather your allies.
4: When your allies reach your city you take control of their armies for an ammount of turns (15-20?)...
That way it suposed that you lead the coalition armies ...
5: You can activate the beacons only once.
TGC in order to continue its development seak one or more desicated scripters to put our campaign scripts mess to an order plus to create new events and create the finall missing factions recruitment system. In return TGC will give permision to those that will help to use its material stepe by step. The result will be a fully released TGC plus many mods that will benefit TGC's material.
Despite the mod is dead does not mean that anyone can use its material
read this to avoid misunderstandings.
IWTE tool master and world txt one like this, needed inorder to release TGC 1.0 official to help TWC to survive.
Adding MARKA HORSES in your mod and create new varietions of them. Tutorial RESTORED.
1&2: no problem
3: simply spawn armies of your allies where you want them to appear
4: not possible, you can move named characters on and off map if you know their names, but you can't do that with singled out units, only with all units of one kind.
5: doable as often as desired
In general you would need to extensively edit the battel_moddels.moddeldb and the descr_model_strat.txt to make sure that all units of all factions that are liable to such a script have the respective ownership of the units.
All doable, but I doubt whether the amount of time put into that would be worth the effort.