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  1. #1
    AJStoner's Avatar Lord of Entropy
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    Default Rebel Agents

    Can rebels make use of agents? I seem to remember hearing that a few mods did this. I tired to add rebels as a recruiting faction in EDB but that didn't work so well.

    *MEMBER OF THE HOUSE OF HADER* *UNDER THE CRUEL & MERCILESS PATRONAGE OF y2day*

  2. #2

    Default Re: Rebel Agents

    I tried this several times. without success.
    I also tried to add some agents by script. Also without success.
    It seems the game doesn't recruit agents, units etc...
    Or maybe i don't know any special incantations

  3. #3
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Rebel Agents

    Try to add agents for them in the descr_strat and see what happens.










  4. #4

    Default Re: Rebel Agents

    would the min_turns_in_garrison thing in the campaign_db file alter that? Is there any way to have rebels be more engaged instead of just waiting around for another faction to slaughter them?
    A well informed opinion is a well formed opinion.

  5. #5
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Rebel Agents

    Probably.

    To be honest, I have never tried to get the rebels to recruit. If you add them to the ownership of units in the EDU (like for example the pirate ships) and then add them to the EDB, you might get results. On the other hand it might be the special faction attribute that stops the rebels from activly recruiting and only spawns pirates and brigands.










  6. #6

    Default Re: Rebel Agents

    If you give them a decent income and change their ai label in descr_strat to default they will build buildings. Stands to reason if you give them the recruitment capabilites in EDB they will recruit units. Agents might work, they are already in descr_character albeit commented out, which is the only thing which makes me say might. Essentially they are just like any other faction except for the special line in descr_sm_factions...

  7. #7
    AJStoner's Avatar Lord of Entropy
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    Default Re: Rebel Agents

    One thing I've noticed is that CA seemed to experiment with a lot of stuff that proved to be dead-ends. Player recruited inquisitors, dismounted bodyguards, etc. I have tried both of those, and others, and either met with no success or, a few times, with file damage that required restoring a backup data folder.

    *MEMBER OF THE HOUSE OF HADER* *UNDER THE CRUEL & MERCILESS PATRONAGE OF y2day*

  8. #8

    Default Re: Rebel Agents

    Quote Originally Posted by AJStoner View Post
    One thing I've noticed is that CA seemed to experiment with a lot of stuff that proved to be dead-ends. Player recruited inquisitors, dismounted bodyguards, etc. I have tried both of those, and others, and either met with no success or, a few times, with file damage that required restoring a backup data folder.
    I can tell you I have enabled rebel merchants in descr_character (just un-commented them) and proceded to add them into descr_strat and they act as any other ai merchant as far as I can tell so far in my personal submod of RB.


    in descr_character
    faction slave
    dictionary 2
    strat_model merchant
    and in descr_strat
    *Updated after further research*

    character sub_faction papal_states, Merchant, merchant, male, age 122, x 2, y 33
    traits GoodMerchant 1

    character sub_faction papal_states, Spy, spy, male, age 18, x 126, y 2
    traits GoodSpy 2

    character sub_faction papal_states, Assassin, assassin, male, age 23, x 124, y 2
    traits GoodAssassin 2
    *Note that i've not been able to get a name for the character on the scroll to appear (then again do rebel merchants need a name?)

    Though I haven't worked on it all that much the default strat_model appears as a blue-tinted roman looking figure(perhaps leftover from rome total war?) and when you move your cursor over him the text displayed is: EMT_SLAVE_MERCHANT instead of something like: Irish Merchant (Neutral) which both are likely quite fixable. However it does show all other merchant text properly so perhaps they can then be added via script so they appear randomly just as the rebels and pirates do?

    If someone could figure out a script for that i'd appreciate it greatly as scripting isn't something I've touched as of yet so me level of understanding it is fairly low.

    Thanks, and I hope this is of use to someone else.
    Last edited by Xenvar; November 28, 2011 at 05:02 PM.

  9. #9

    Default Re: Rebel Agents

    So can you get them to be both an "independent" collection of states (with a Jihad ability via "heretics") AND represent random revolutions, i.e. the brigands and pirates? I'd rather have the pirates and bandits... what does the slave_faction ai label do aside from diplomacy/aggression?
    A well informed opinion is a well formed opinion.

  10. #10
    Kiliç Alì's Avatar Domesticus
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    Default Re: Rebel Agents

    try this

    spawn chracter slave, sub_faction moors, random_name, merchant, male age 20, x 122, y 2

    Member of the Imperial House of Hader, proud client of The only and sole Ferrit

  11. #11

    Default Re: Rebel Agents

    Originally Posted by Kiliç Alì
    try this

    spawn chracter slave, sub_faction moors, random_name, merchant, male age 20, x 122, y 2
    Nice catch on the sub_faction part(previous post edited), I have no idea how to put it in a script or even really where to put the script

    *After testing further I can say that spy and assassin work flawlessly if enabled correctly with the exception of being able to give the character a name(again not so important for rebels, you can always make a dummy faction if you want names or for them to build them).

    the files that I edited for this are

    descr_character
    descr_model_strat
    expanded.txt
    descr_strat.txt

    **add this line to expanded.txt and the Merchant problem is fixed

    {EMT_SLAVE_MERCHANT} Independent Trader
    Last edited by Xenvar; November 28, 2011 at 10:26 PM.

  12. #12

    Default Re: Rebel Agents

    Deleted
    Last edited by Xenvar; November 27, 2011 at 10:51 PM.

  13. #13
    Withwnar's Avatar Script To The Waist
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    Default Re: Rebel Agents

    Quote Originally Posted by Xenvar View Post
    spy and assassin work flawlessly if enabled correctly with the exception of being able to give the character a name
    That's odd. Are you sure that you used a name that is defined for the slave faction (descr_names.txt) and - if you created a new name - that it also exists in names.txt?

  14. #14

    Default Re: Rebel Agents

    Previously I used "random_name" as I tend to do with rebel characters and that didn't work so I put "Merchant" Just to hold the place, for my purposes not having a name is beneficial though that might work as well.

    and I just noticed i edited over the wrong post last night...
    Last edited by Xenvar; November 28, 2011 at 05:00 PM.

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