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  1. #1

    Default Independent Protectorates

    Okay, so I've had this idea for a while to instigate a revolution in Louisiana, having it secede from France. At first I had problems because Louisiana joins France after a number of turns, but I found a solution to that problem, so I can at least play as them.

    Now there is only one obstacle for completing my vision of Louisiana rebelling against Imperial France, which is the fact that Louisiana can't change government. Anyone know if there is there a way to do this through scripting, cheats or otherwise?

    Thanks.

  2. #2

    Default Re: Independent Protectorates

    hello,

    to get it so that a revolution can happen you'll need to do some things. you'll need the esf editor, use it to open either your startpos (will be from start of new campaigns) or save game. use to open the regions array loactyed in under, Campaign_env, campaign_model, world. open it up until you find the entry for Lower louisana. near the bootom of the table there is the row emerging faction, replace '.... rebels' with 'louisana' (lowercase letter only, if you can copy and paste this from somewhere else in startpos (factions_array is easy) to avoid spelling errors and subsequently ctd's)

    boom, successful revolution proceedure

    The Cap

  3. #3

    Default Re: Independent Protectorates

    can you move Westphalia so it emerges in Alsace-Lorraine and also have hessen emerge in rhineland?

    also i looked at the regions array, should the row above where it says "Quapaw Rebels" be changed to anything?
    Last edited by Aelita; July 19, 2011 at 01:31 AM.

  4. #4

    Default Re: Independent Protectorates

    hello,

    yes, in theory it is possible for any faction to appear in any region of the world as long as that faction is given the emerging faction title.

    th row above is what the rebels will be called (effectivelly their faction name) when you mouse overthem on the capaign map or fight them on the battle map. This can be changed to whatever you like and it is important that you spell it exactly as you want it to appear in game

    The Cap

  5. #5

    Default Re: Independent Protectorates

    Alright, I got it working! Thanks alot!

    Is there a way to change what types of soldiers spawn in the rebellion? Because as it is, they're all native auxillaries, which doesn't feel very realistic. But still, got it working! Thanks again.

  6. #6

    Default Re: Independent Protectorates

    hello,

    you can change the spawing rebels, i forgot to mention it, around that area of the list is a row which will say something like amer_rebels or something. it would be easiest if you look at a northern european region owned by a european faction (gb, france etc) and find the corresponding line, it will be something like 'northern_euro_type' or something and copy this into the the slot which cortresponds to it in the Louisana region

    The Cap

  7. #7

    Default Re: Independent Protectorates

    Do you know how to mod the game so that new spain etc. all merge with their parent factions on turn 1 or 2?

  8. #8

    Default Re: Independent Protectorates

    Quote Originally Posted by Aelita View Post
    Do you know how to mod the game so that new spain etc. all merge with their parent factions on turn 1 or 2?
    you have to edit the scripting.lua

    and somewhere near the top is a number, which is the turn it has to be done by. but i cant really tell you any more than that, although there are probably loads of cleverer people who can

    The Cap

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