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  1. #1

    Default Units turning traitor.

    One of the most annoying things for me is when a unit or units suddenly turns traitor when you are moving them from one city to another. Then you have lost your units and you also need to then deal with a rebel army.

    So i was wondering what decides if units turns traitor and what's the best way to prevent it?

  2. #2
    Baywatch's Avatar Ducenarius
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    Default Re: Units turning trator

    Quote Originally Posted by Alex-ander View Post
    One of the most annoying things for me is when a unit or units suddenly turns traitor when you are moving them from one city to another. Then you have lost your units and you also need to then deal with a rebel army.

    So i was wondering what decides if units turns traitor and what's the best way to prevent it?
    The deciding factors are: a family members loyalty rating, how large the army is, and whether or not you are moving in your own territory. Actions to prevent this from happening would be: try to use family members with low loyalty as governors rather than generals, don't move your units in small groups, and especially don't move them in small groups through territory not under your control. Hope it helped.

    Can't recall this ever happening to me in Third Age, I actually assumed it couldn't but apparently I was wrong.
    Last edited by Baywatch; October 13, 2010 at 05:20 AM.

    Clearly has his priorities straight.

  3. #3

    Default Re: Units turning trator

    This has happened to me as well, first time ever was when I was moving the remaining units of half a stack of full gold chevron Gondor elite units from Ithilian where they were stationed the turn before to Minas Tirith, their movement let me move them into the Pelennor fields so I figured "sure, next turn I'll just send them in". When next turn came around they were gone and I had a rebel army led by a made up general sitting inside the Ramas

  4. #4
    jinjo's Avatar Senator
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    Default Re: Units turning trator

    i think if you have at least one general unit in your troops, traitor event is greatly decreased

  5. #5

    Default Re: Units turning trator

    The only times it happened to me was when I moved reinforcement units without a general for a loooong distance outside my own territory.

  6. #6

    Default Re: Units turning trator

    I've had the same thing happen, also as Gondor - but my units stopped literally one tile away from Cair Andros (which I owned) on their way to Ithilien (which I owned).

    However, I think that when we are talking about units that don't have a general with them, there could be another factor in play - money. In my CoW game (another mod) where money can be scarce or even negative for the first few turns, I would sometimes have 2-3 "traitor" events per turn (losing many elite units). I suspected that $$$ could be the problem, so I stopped moving small stacks (1-3 units) without generals when my treasury was close to zero, and this solved the problem.

    If you think about it, this makes sense - unpaid units alone in the wilderness would likely desert, but if a general is present to knock some heads, this would be far less likely.

  7. #7

    Default Re: Units turning trator

    Just think of them as deserters.

  8. #8

    Default Re: Units turning traitor.

    as a rule, always have any mayor host or army commanded by a family member or general. small units use them as reinforcements or to take small settlements.
    Quote Originally Posted by Jean=A=Luc View Post
    What the hell is wrong with you people?

  9. #9
    dannyalex's Avatar Campidoctor
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    Default Re: Units turning traitor.

    traitors and murderers
    Most Chivalrous commander 2020-2021

  10. #10
    Argeleb's Avatar Libertus
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    Default Re: Units turning traitor.

    Never happened to me in TATW, but when playing Denmark in Teutonic my armies betrayed me every time when I tried to take Göteborg. after 3 taritors I put my king to lead the charge and that worked.

  11. #11
    jinjo's Avatar Senator
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    Default Re: Units turning traitor.

    Quote Originally Posted by Argeleb View Post
    Never happened to me in TATW, but when playing Denmark in Teutonic my armies betrayed me every time when I tried to take Göteborg. after 3 taritors I put my king to lead the charge and that worked.
    it would be interesting if king would be bribed

  12. #12

    Default Re: Units turning traitor.

    what the hell would you offer a king as a bribe in the first place! xDD

    i think immortality, money and women would be capable of bribing a really really weak king xD

  13. #13
    jinjo's Avatar Senator
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    Default Re: Units turning traitor.

    Quote Originally Posted by HolyDevil View Post
    what the hell would you offer a king as a bribe in the first place! xDD

    i think immortality, money and women would be capable of bribing a really really weak king xD
    and TATW disc to play it

  14. #14
    Scorpius Centaurus's Avatar Miles
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    Default Re: Units turning traitor.

    Quote Originally Posted by Alex-ander View Post
    One of the most annoying things for me is when a unit or units suddenly turns traitor when you are moving them from one city to another. Then you have lost your units and you also need to then deal with a rebel army.

    So i was wondering what decides if units turns traitor and what's the best way to prevent it?
    The only sure way to stop them from becoming traitors is to have a general with them.

    To change the odds of a captain led unit(any units without a general) turning traitor, you need to edit the descr_campaign_db XML document inside the TATW data folder. You can open up XML documents with notepad.

    Look for this section of the file...

    <revolt>
    <end_turn_modifier float="2"/>
    <excommunicated_modifier float="15"/>
    <new_leader_modifier float="10"/>
    <max_effective_loyalty float="7.0"/>
    <rebel_region_modifier float="2.0"/>
    <shadow_region_modifier float="2.0"/>
    <rebel_border_modifier float="1.1"/>
    <shadow_border_modifier float="1.1"/>
    <num_units_modifier float="1.05"/>
    <captain_modifier float="0.4"/>
    <min_revolt_chance float="0.0"/>
    <max_revolt_chance float="70.0"/>
    <ai_revolt_modifier float="0.25"/>
    <revolt_additional_armies bool="false"/>
    <revolt_crusading_armies bool="false"/>
    </revolt>

    and change this line... <captain_modifier float="0.4"/>

    change it to "0.2" and it will halve the chances of a unit revolting, or change it even lower if you want so there is almost no chance.
    Last edited by Scorpius Centaurus; October 13, 2010 at 10:49 PM.

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