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Thread: Is there a way to remove agents?

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  1. #1

    Default Is there a way to remove agents?

    Hi everyone!

    Don't get me wrong, M2 is a great game but I would have a lot more fun without any of the agents (priests, merchants, assassins, etc) except for the diplomats. They make turns last longer and are almost unnecessary features. I would rather be able to increase my income by upgrading commercial buildings, or convert the local populations by upgrading religious buildings.

    Anyway, I really did like the BattleAxe mod (for Kingdoms) as it had a feature that allowed you to disable all these agents. Do you know if there is way to do the same thing in the vanilla game or in the KGCM? As I understand, I need to do some tweaking with the scripts but I have no idea what to do exactly.

    Thanks in advance!

  2. #2

    Default Re: Is there a way to remove agents?

    Is there no one to help me, please?

    All I want is to disable merchants, priests, princesses, witches, inquisitors and assassins, NOT diplomats

  3. #3
    irishron's Avatar Cura Palatii
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    Default Re: Is there a way to remove agents?

    Why don't you install Battleaxe and see how he/they did it? I really don't know myself short of doing that.

  4. #4

    Default Re: Is there a way to remove agents?

    I know that merchants, priests, assassins and spies can be removed from the export_descr_buildings.txt file, princesses can be disabled through descr_sm_factions.txt, but I do not know about spawned inquisitors, witches or heretics. If you delete the references to those agents from descr_character.txt, would that remove them, or cause a CTD?


    EDIT:
    It caused a CTD in middle of the Papal turn, I guess the game tried to spawn an inquisitor. Probably have to remove all references to those three agents to make it work.
    Last edited by rebelyell2006; April 08, 2011 at 04:04 PM.

  5. #5

    Default Re: Is there a way to remove agents?

    Thanks, that's useful.

    Just a question: do heretics spawn on their own or are they priests that lost their faith? I am asking this as it could be problematic when you get one or two heretics wreaking havoc in your regions and have no way to deal with them.

  6. #6

    Default Re: Is there a way to remove agents?

    Quote Originally Posted by ramzito View Post
    Thanks, that's useful.

    Just a question: do heretics spawn on their own or are they priests that lost their faith? I am asking this as it could be problematic when you get one or two heretics wreaking havoc in your regions and have no way to deal with them.
    Heretics and witches spawn on their own (just like inquisitors --- Papal States merely get to control them, not recruit them). The file you want to mod is descr_campaign_db.xml. If you really want to edit this file in and out, know that the unpacked version from vanilla m2tw doesn't contain all of the possible variables, though. Some extra xml tags have been culled from the Kingdoms expansion; see http://www.twcenter.net/forums/showthread.php?t=121255). But for editing heretics/witches, the vanilla xml has everything you need.

    The (witch/heretic/inquisitor)_creation_modifier value controls their creation rate; you can try lowering this. And of course your priests that fail to denounce heretics (and witches, too, I think) have a chance at turning into heretics themselves.

    The <denounce_* ...> tags in the xml file are worth looking at, too.

  7. #7

    Default Re: Is there a way to remove agents?

    Thanks for your replies everyone! I am getting back home for Easter, so I will be trying your suggestions.

    At the risk of sounding like a noob, what do you mean by ".Edu"?
    Is that a file?

    I also forgot to ask whether there is a way to disable ships as well. They are more an annoyance than anything else...

  8. #8

    Default Re: Is there a way to remove agents?

    it is easy just in the Edu. remove all entries which make them recruit able example:
    recruit pool agent merchant milan
    to
    recruit pool agent merchant Slave

    and do that for all your factions
    good luck!

  9. #9
    irishron's Avatar Cura Palatii
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    Default Re: Is there a way to remove agents?

    EDU = export_descr_unit.txt file.
    EDB = export_descr_buildings.txt file.

    Same idea should work. Just don't make any recruitable in the ports and try it.

    For ships Remove the recruitment line from the EDB file and from the descr_mercenaries.txt file so that one can't hire them also & you need to lower(inversely proportional so increase the value to lower it) the pirate spawn value also in the Descr_strat.txt file.
    Last edited by Ishan; April 22, 2011 at 05:33 AM. Reason: xD

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