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  1. #1
    Ahlerich's Avatar Praeses
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    Default Rebellion!

    having a great campaign so far but for the longest time my emperor inspires rebellion.
    i dont want to kill of my emperor to solve this so is it possible to get the emperor to not inspire rebellion anymore?
    i used my emperor a lot in battles, he made a successful crusade to jerusalem has full command stars but i cant get his authority up. is it impossible to get authority up once a emperor inspires rebellion?

    how does a faction leader gather authority?

    is there a way to get rebelling generals loyal again?

    which lines in which file do i need to comment out to disable rebellion?

    how does the whole rebellion feature work? do dungeons play a role to rebelling generals like in dlv?

  2. #2

    Default Re: Rebellion!

    It's been a long time since I looked a t the traits, but if I recall correctly, you can get some loyalty back if they character is in the capital with the ruler. Also give them titles, and put them in a fortress.

    I wonder if I should change this from fortress, to the higher Feudalization buildings.

    For a favorite King, I usually kill the disloyal Nobles or park them some where strategic. Then take care of the guys that are still loyal.

    I think I definitely need to tie in the Feudalization buildings and governor titles. You should be able to buy loyalty with land and title.


    Chivalry II TW : The Sicilian Vespers - The Multi-Era Mod Project (MIITW/Kingdoms)
    Chivalry I TW - The Original Medieval Total Conversion Mod (BI 1.6 Or RTW 1.5)
    Under the Patronage of Atterdag

  3. #3
    Ixor_Drakar's Avatar Senator
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    Default Re: Rebellion!

    That would definitely be a great help in the campaign as loyalty is usually a problem for me as well.
    I survived the Mayan Apocalypse 12/21/12

  4. #4

    Default Re: Rebellion!

    It will add to the roleplaying element as well....


    Chivalry II TW : The Sicilian Vespers - The Multi-Era Mod Project (MIITW/Kingdoms)
    Chivalry I TW - The Original Medieval Total Conversion Mod (BI 1.6 Or RTW 1.5)
    Under the Patronage of Atterdag

  5. #5
    Ixor_Drakar's Avatar Senator
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    Default Re: Rebellion!

    True, making a man governor implies that you show trust in that man. So it should make him more loyal being seen as an essential part of the kingdom or empire. Building barons estates and the like in said province would be like you just gave him those estates making him feel more important and respected.
    EDIT: Have you also considered adding more resource buildings like DLV has done? Fisheries, slave markets and the like?
    Last edited by Ixor_Drakar; January 23, 2011 at 07:58 PM.
    I survived the Mayan Apocalypse 12/21/12

  6. #6
    Ahlerich's Avatar Praeses
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    Default Re: Rebellion!

    for those who dont like the rebllion feature the way it is now it can be disabled by deleting the following lines in export_descr_character_traits.txt :
    Should be save-game compatible. The rebelling dudes will stay that way though if changes are made during a running campaign
    this is not ment as a offense to the modders, merely presenting a alternative if anybody dislikes the feature as implementen right now.


    ;********* LOYALTY SYSTEM TRIGGERS *********

    ;------------------------------------------
    Trigger Loyalstarta
    WhenToTest CharacterTurnEnd

    Condition FactionLeaderTrait Offensive_To_Nobles >= 1
    and IsGeneral
    and Trait Disobedient = 0 ;as this is the initial step- no returning back...
    and Trait Obedient = 0
    and Attribute Loyalty >= 6
    and not IsFactionLeader
    and FactionIsLocal

    Affects Obedient 1 Chance 25 ;tended this way

    ;------------------------------------------
    Trigger Rebelstarta
    WhenToTest CharacterTurnEnd

    Condition FactionLeaderTrait Offensive_To_Nobles >= 1
    and IsGeneral
    and Attribute Loyalty <= 5
    and Trait Disobedient = 0
    and Trait Obedient = 0
    and not IsFactionLeader
    and FactionIsLocal

    Affects Disobedient 1 Chance 25 ;tended this way

    ;------------------------------------------
    Trigger Rebelstart
    WhenToTest CharacterTurnEnd

    Condition FactionLeaderTrait Offensive_To_Nobles >= 1
    and IsGeneral
    and Trait Disobedient = 0
    and Trait Obedient = 0
    and not IsFactionLeader
    and FactionIsLocal

    Affects Disobedient 1 Chance 33 ;about a third of the rest of the nobility goes down this path

    ;------------------------------------------
    Trigger Rebelend
    WhenToTest CharacterTurnEnd

    Condition FactionLeaderTrait Offensive_To_Nobles >= 2
    and IsGeneral
    and Trait Disobedient = 1
    and not Trait Obedient >= 1
    and FactionIsLocal

    Affects Disobedient 1 Chance 33 ;eventually you WILL gain it it's just a matter of time...

    ;------------------------------------------
    Trigger Loyalstart
    WhenToTest CharacterTurnEnd

    Condition FactionLeaderTrait Offensive_To_Nobles >= 1
    and IsGeneral
    and Trait Disobedient = 0 ;as this is the initial step- no returning back...
    and Trait Obedient = 0
    and not IsFactionLeader
    and FactionIsLocal

    Affects Obedient 1 Chance 66 ;about two-thirds of the rest of the nobility goes down this path

    ;------------------------------------------
    Trigger Loyalend
    WhenToTest CharacterTurnEnd

    Condition FactionLeaderTrait Offensive_To_Nobles >= 2
    and IsGeneral
    and Trait Obedient = 1
    and not Trait Disobedient >= 1
    and FactionIsLocal

    Affects Obedient 1 Chance 33 ;eventually you WILL gain it it's just a matter of time...

    ;------------------------------------------
    Trigger civil_war_or_not1
    WhenToTest BecomesFactionLeader

    Condition Trait Offensive_To_Nobles = 0
    and SettlementsTaken >= 5
    and FactionIsLocal


    Affects Offensive_To_Nobles 1 Chance 1

    ;------------------------------------------
    Trigger civil_war_or_not2
    WhenToTest BecomesFactionLeader

    Condition Trait Offensive_To_Nobles = 0
    and SettlementsTaken >= 10
    and FactionIsLocal


    Affects Offensive_To_Nobles 1 Chance 2

    ;------------------------------------------
    Trigger civil_war_or_not3
    WhenToTest BecomesFactionLeader

    Condition Trait Offensive_To_Nobles = 0
    and SettlementsTaken >= 20
    and FactionIsLocal ;If the ai gets this big it deserves to STAY this big.


    Affects Offensive_To_Nobles 1 Chance 3

    ;------------------------------------------
    Trigger Usurper1 ;usurper or asserting newly blue hued blood.
    WhenToTest BecomesFactionLeader

    Condition Trait Offensive_To_Nobles = 0
    and SettlementsTaken >= 5
    and Trait SonofKingPrince <= 0
    and FactionIsLocal

    Affects Offensive_To_Nobles 1 Chance 3

    ;------------------------------------------
    Trigger Usurper1ai ;usurper or asserting newly blue hued blood.
    WhenToTest BecomesFactionLeader

    Condition Trait Offensive_To_Nobles = 0
    and SettlementsTaken >= 8
    and Trait SonofKingPrince <= 0
    and FactionIsLocal

    Affects Offensive_To_Nobles 1 Chance 1

    ;------------------------------------------
    Trigger civil_war_or_not_progress
    WhenToTest CharacterTurnEnd

    Condition IsFactionLeader
    and Trait Offensive_To_Nobles = 1
    and FactionIsLocal

    Affects Offensive_To_Nobles 1 Chance 2

    ;------------------------------------------

    Trigger civil_war_or_not_progress_expedite ;since the king isn't around... let's check again...
    WhenToTest CharacterTurnEnd

    Condition IsFactionLeader
    and DistanceCapital >= 50
    and Trait Offensive_To_Nobles = 1
    and FactionIsLocal ;not for the AI

    Affects Offensive_To_Nobles 1 Chance 3

    ;------------------------------------------
    Trigger civil_war_or_not_progress_expedite_1 ;The King is a Bad Fink!
    WhenToTest CharacterTurnEnd

    Condition IsFactionLeader
    and Attribute Chivalry < -5
    and Trait Offensive_To_Nobles = 1
    and FactionIsLocal

    Affects Offensive_To_Nobles 1 Chance 2

    ;------------------------------------------
    Trigger civil_war_or_not_progress_expedite_2 ;The King is a Fink, sorta...
    WhenToTest CharacterTurnEnd

    Condition IsFactionLeader
    and Attribute Chivalry < 0
    and Trait Offensive_To_Nobles = 1
    and FactionIsLocal

    Affects Offensive_To_Nobles 1 Chance 1

    ;------------------------------------------
    Trigger civil_war_or_not_progress_stop ;The King is a Truly, truly nice guy; reverse the possibility of war if it's not too late...
    WhenToTest CharacterTurnEnd

    Condition IsFactionLeader
    and Attribute Chivalry > 4
    and Trait Offensive_To_Nobles = 1
    and FactionIsLocal

    Affects Offensive_To_Nobles -1 Chance 4

    ;------------------------------------------
    Trigger Authority_Loss_Over_Time
    WhenToTest CharacterTurnEnd

    Condition IsFactionLeader
    and Trait Offensive_To_Nobles > 1
    and Attribute Authority > 0
    and FactionIsLocal

    Affects Loseauthority 1 Chance 33

    ;------------------------------------------
    Trigger Disgust_with_King's_Unreasonable_Finances ;Despite his burdensome taxes to support war and other strange notions and we are still in debt!
    WhenToTest CharacterTurnEnd

    Condition IsFactionLeader
    and Treasury < 0
    and Attribute Authority <= 5
    and FactionIsLocal


    Affects Offensive_To_Nobles 1 Chance 5

    ;------------------------------------------
    Trigger Disgust_with_King's_Religiona ;The King is not looking out for the salvation of our souls
    WhenToTest CharacterTurnEnd

    Condition FactionExcommunicated
    and IsFactionLeader
    and Trait Offensive_To_Nobles = 0
    and CharacterReligion catholic
    and Attribute Piety <= 4 ;so it isn't just a political thing the Pope is perpetrating but truly, disgustingly, a deserved Excommunication!
    and FactionIsLocal ;AI has a lesser chance

    Affects Offensive_To_Nobles 1 Chance 5

    ;------------------------------------------
    Trigger Disgust_with_King's_Religionb_ai ;The King is not looking out for the salvation of our souls
    WhenToTest CharacterTurnEnd

    Condition FactionExcommunicated
    and IsFactionLeader
    and Trait Offensive_To_Nobles = 0
    and CharacterReligion catholic
    and Attribute Piety <= 4 ;so it isn't just a political thing the Pope is perpetrating but truly, disgustingly, a deserved Excommunication!
    and FactionIsLocal ;strictly AI

    Affects Offensive_To_Nobles 1 Chance 2

    ;------------------------------------------
    Trigger cleanup_the_king1
    WhenToTest CharacterTurnEnd

    Condition IsFactionLeader
    and Trait Obedient >= 1
    and FactionIsLocal

    Affects Disobedient 1 Chance 100

    ;------------------------------------------
    Trigger cleanup_the_king2
    WhenToTest CharacterTurnEnd

    Condition IsFactionLeader
    and Trait Disobedient >= 1
    and FactionIsLocal

    Affects Obedient 1 Chance 100

    ;------------------------------------------
    Trigger cleanup_the_king3
    WhenToTest CharacterTurnEnd

    Condition IsFactionLeader
    and Trait Loves_Father > 0
    and FactionIsLocal

    Affects Hates_Father 1 Chance 100

    ;------------------------------------------
    Trigger cleanup_the_king4
    WhenToTest CharacterTurnEnd

    Condition IsFactionLeader
    and Trait Hates_Father > 0
    and FactionIsLocal

    Affects Loves_Father 1 Chance 100

    ;------------------------------------------
    Trigger cleanup_the_nobility1
    WhenToTest CharacterTurnEnd

    Condition IsGeneral
    and Trait Disobedient >= 1
    and FactionLeaderTrait Offensive_To_Nobles < 1
    and FactionIsLocal

    Affects Obedient 1 Chance 100

    ;------------------------------------------
    Trigger cleanup_the_nobility2
    WhenToTest CharacterTurnEnd

    Condition IsGeneral
    and Trait Obedient >= 1
    and FactionLeaderTrait Offensive_To_Nobles < 1
    and FactionIsLocal

    Affects Disobedient 1 Chance 100

    ;------------------------------------------
    Trigger cleanup_the_nobility_that_went_gray
    WhenToTest CharacterTurnEnd

    Condition IsGeneral
    and Trait Disobedient >= 1
    and FactionType Slave

    Affects Obedient 1 Chance 100

    ;------------------------------------------
    Trigger cleanup_the_nobility3
    WhenToTest CharacterTurnEnd

    Condition IsGeneral
    and Trait Locked >= 1
    and FactionLeaderTrait Offensive_To_Nobles < 1
    and FactionIsLocal

    Affects Locked -1 Chance 100

    ;------------------------------------------
    Trigger lock_up_self_in_town
    WhenToTest CharacterTurnEnd

    Condition IsGeneral
    and EndedInSettlement
    and Trait Disobedient >= 2 ;must be full blown traitor... not just disobedient. Disob. is the warning level.
    and not Trait Locked > 0
    and FactionIsLocal

    Affects Locked 1 Chance 100

    ;------------------------------------------
    Trigger Near_Loyalty_trigger ;AI OK for this one
    WhenToTest CharacterTurnEnd

    Condition IsGeneral
    and not IsFactionHeir
    and not IsFactionLeader
    and DistanceCapital < 10
    and not Trait Near_Loyalty >= 4
    and not FactionType mongols
    and not FactionType timurids
    and FactionIsLocal

    Affects Near_Loyalty 1 Chance 20

    ;------------------------------------------
    Trigger Far_Loyalty_trigger
    WhenToTest CharacterTurnEnd

    Condition IsGeneral
    and not IsOnCrusade
    and not IsOnJihad
    and not IsFactionHeir ;so send your King or his son on Crusade- not some nameless noble! Once the crusade ends if you want to hold the region... need someone loyal.
    and not IsFactionLeader
    and DistanceCapital > 40
    and not Trait Far_Loyalty >= 10
    and not FactionType mongols
    and not FactionType timurids
    and FactionIsLocal


    Affects Far_Loyalty 1 Chance 15

    ;------------------------------------------
    Trigger Titled_trigger
    WhenToTest CharacterTurnEnd

    Condition HasAncType dearmad_her
    and not IsFactionHeir
    and not IsFactionLeader
    and Trait Untitled >= 1
    and FactionIsLocal

    Affects Titled 2 Chance 100

    ;------------------------------------------
    Trigger Titled_trigger2
    WhenToTest CharacterTurnEnd

    Condition HasAncType dearmad_her
    and not IsFactionHeir
    and not IsFactionLeader
    and not Trait Titled >= 1
    and FactionIsLocal

    Affects Titled 1 Chance 100

    ;------------------------------------------
    Trigger Stripped_of_title
    WhenToTest CharacterTurnEnd

    Condition not HasAncType dearmad_her
    and Trait Titled >= 1 ;so assume at one point he had it.
    and not IsFactionLeader
    and FactionIsLocal

    Affects Stripped 1 Chance 100

    ;------------------------------------------
    Trigger Untitled_trigger
    WhenToTest CharacterTurnEnd

    Condition not HasAncType dearmad_her
    and not IsFactionHeir
    and not IsFactionLeader
    and not Trait Untitled >= 1
    and FactionIsLocal

    Affects Untitled 2 Chance 100

    ;------------------------------------------
    Trigger loyalty_check_bad_odds_penalty
    WhenToTest PostBattle

    Condition IsGeneral
    and not WonBattle
    and not WasAttacker
    and BattleSuccess >= average
    and I_ConflictType Normal
    and BattleOdds < 0.5

    Affects DiscontentGeneral 1 Chance 100

    ;------------------------------------------
    Trigger loyalty_check2_good_odds_bonus
    WhenToTest PostBattle

    Condition IsGeneral
    and WonBattle
    and I_ConflictType Normal
    and BattleOdds >= 1.5

    Affects ContentGeneral 1 Chance 100

    ;------------------------------------------
    Trigger loyalty_check3
    WhenToTest CharacterTurnEnd

    Condition FactionExcommunicated
    and not IsFactionLeader
    and IsGeneral
    and Attribute Piety > 4
    and FactionIsLocal

    Affects DiscontentGeneral 1 Chance 20

    ;------------------------------------------
    Trigger loyalty_check5
    WhenToTest CharacterTurnEnd

    Condition EndedInSettlement
    and not GovernorBuildingExists >= stone_wall
    and not GovernorBuildingExists >= castle
    and Attribute Command > 4
    and DistanceCapital > 50
    and FactionIsLocal

    Affects DiscontentGeneral 1 Chance 10

    ;------------------------------------------
    Trigger loyalty_check6
    WhenToTest CharacterTurnEnd

    Condition EndedInSettlement
    and GovernorBuildingExists >= large_stone_wall
    and Attribute Command < 6
    and FactionIsLocal

    Affects ContentGeneral 1 Chance 10

    ;------------------------------------------
    Trigger loyalty_check7
    WhenToTest CharacterTurnEnd

    Condition EndedInSettlement
    and GovernorBuildingExists >= fortress
    and Attribute Command < 6
    and FactionIsLocal

    Affects ContentGeneral 1 Chance 10

    ;------------------------------------------
    Trigger loyalty_check8
    WhenToTest GeneralPrisonersRansomedCaptor

    Condition RansomType execute
    and NumCapturedSoldiers > 80
    and Attribute Chivalry >= 4

    Affects DiscontentGeneral 1 Chance 33

    ;------------------------------------------
    Trigger loyalty_check8_extermination
    WhenToTest ExterminatePopulation

    Condition Attribute Chivalry >= 4

    Affects DiscontentGeneral 1 Chance 33

    ;------------------------------------------
    Trigger loyalty_check9
    WhenToTest BrotherAdopted

    Condition not IsFactionHeir

    Affects DiscontentGeneral 1 Chance 33

    ;------------------------------------------
    Trigger loyalty_check10_mutually_chivalrous
    WhenToTest CharacterTurnEnd

    Condition IsGeneral
    and not IsFactionLeader
    and Attribute Chivalry >= 3
    and FactionLeaderAttribute Chivalry >= 3
    and FactionIsLocal

    Affects ContentGeneral 1 Chance 10

    ;------------------------------------------
    Trigger loyalty_check11_mutually_chivalrous
    WhenToTest CharacterTurnEnd

    Condition IsGeneral
    and not IsFactionLeader
    and Attribute Chivalry >= 3
    and FactionLeaderAttribute Chivalry <= -3
    and FactionIsLocal

    Affects DiscontentGeneral 1 Chance 10
    Last edited by Ahlerich; January 25, 2011 at 04:50 AM.

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