Can we crate a new agent aside from assasin, merchant, priest etc. ?
I mean, adding a new agent into the game..
i know, we can make 2d aspect but can we add it as a new agent?
No. It's already been tried.
http://www.twcenter.net/forums/showthread.php?t=384205
hmm, ok i see, but,
What about replacing a agent with a new one,
name still can be same, but we can change its attiributes and model.
for example, witch's name still same for game files, but model and attiributes are changed, and we can change lookup name.
You can't place a new agent in game with new functions.
All u can do is give them a different look, that is change their textures and model type.![]()
As in hardcoded.
ok, thanks.
how can i erase witch's attiributes.
ı want to change witch's model and txtures. Then if it is possible i make it, just a character which doesn't do anything. Can i erase, magic attiributes and actions? Then add to a faction which isn't a rebel.
Then i can give any bonus i want with script, such as, bonus to army.
How can i witch recuitable?
I simply added it to turks with expanded.txt, descr_character, descr_model_strat.
I can't add it to EDB file.
agent diplomat 0 requires factions { southern_european, }
agent witch 0 requires factions { turks, }
log file says, there is no agent type like witch.
(edit) (solved!) i added by script
I believe witches, heretics, and Inquisitors are hardcoded. The only way to limit how many is in the descr_campaign_db.xml.
http://www.twcenter.net/forums/showt...25#post8053225 is my reference.
Last edited by irishron; September 17, 2010 at 08:59 AM.
does it work if you say, retask a building not normally used by say England, and set it to recruit heretic agents? or is the faction linked to priests?
Agents are hard coded, but u can 'fudge' abilities via script... but u have to be willing to sacrifice depending on what u want... The underlying abilities of agents can not be changed, a diplomat will act as a diplomat and the AI will use it as such, whether u call it a bard or script it to do other stuff or whatever... In a mod i am working on i am using the Merchant to represent Jousters and Duelists, but to do so i will only have 1 resource on the map (that has a value, all others wont have values and are treated differently) which will be a mine-able resource and called a Jousting Field or Tourny Field. This way the AI will use the merchant as intended, as a Jouster or Duelist... The abilities i have granted them are set up via a trait system. A little hard to explain, but it works...
But as already stated, Agents are hard coded and the AI will treat the existing agents as they were intended. All u can do is sacrifice things and mold ur idea around what the AI will already do... If you cant do that, its not do-able... But i find this scripting engine to be quite flexible myself...
It comes back to what u are willing to sacrifice
...longbows, in skilled hands, could reach further than trebuchets...
How life can be a gift when it wants
Ok, the basic of agents is they can't be added but can be change to the limit of their initial task. Here what I would like to do:
Taking the witch, been recruitable and instead to give curse to close characters, I want to change it to an Apothecary, what he will do is to increase public health, reduce squalor and increase fertility to nearby characters, do you think it's possible?
Same thing for another agent, this time is to take the inquisitor and to transform him into a sort of administrator and corruptor hunter, who can execute unloyal and corrupt men. If he stays in a settlement, he will provide bonus on public order and tax income.
Hopefully it's possible.
There is the CharacterNearWitch event. I briefly dabbled with this once. It fires at turn end (or start?) so you should be able to use it as a trigger for general/governor traits.
I don't know if it works while in a settlement though. The description says "adjacent to"; does that include "in same settlement/army as"? It's also possible that the game might only fire it for rebel faction witches (no idea).
There are also the I_CharacterTypeNearXXX conditions but these are of little use for triggers, being 'generic', without other conditions to narrow it down to a particular general/governor.
If you mean the agent gets traits/ancs that in turn gives bonuses for the settlements then I don't think that will work. As far as I know only the governor's traits affect the settlement. e.g. Health.
I just gave it a quick try: spawning a diplomat with a +5 Health trait and moving him into a settlement. No change to the settlement's stats, even after a turn end.
If it does work then maybe only sometimes: some agents/effects?
I gave Law a try (public order). No change.
I also tried spawning a priest with the tutor ancillary. No change there either. With or without a governor present.
Traits are agent specific only, one has to modify the .exe to change that, which breaks the EULA as in not allowed.