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  1. #1

    Default Inquisitors

    I want to use inquisitors as "barons" to preserve "permanent" preplaced stone forts on the campaign map. My concern is if it is possible to spawn agents into a fort, and more importantly keeping them unique. Do names get broken up by agent type? Could I could spawn a uniquely named inquisitor (no others would exist for that name/faction, i.e. "Lord of Westchester" is reserved for a single fort but "respawns" for a new faction) and kill them whenever a new faction takes the fort (spawning another one for the new owner) and/or when they die?
    A well informed opinion is a well formed opinion.

  2. #2
    AJStoner's Avatar Lord of Entropy
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    Default Re: Inquisitors

    I don't think inquisitors can be used this way since only the papal states can have them. I have tried to activate them for other factions and it has never worked. In the Kingdoms Britannia campaign they made inquisitors for England but never activated them so it seems likely the original programs tried this at some point themselves and ran into a wall.

    Regarding spawning agents in forts: I have been able to pre-place agents in forts in the descr_strat file but only when there were no units present. The agent wouldn't appear in there were units or generals in the fort so I would guess that scripts adding them in-game would be fouled if there happened to be anyone there at the time.

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  3. #3
    Withwnar's Avatar Script To The Waist
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    Default Re: Inquisitors

    I have spawned an inquisitor into England: you just need to give the faction a strat map model for it.

    See here. But I also tried it just now, spawning directly into the England faction instead of via this hidden faction.

    I believe that spawning into forts is like spawning into settlements: not possible. You can create_unit to spawn a unit into a general that is inside a structure. But for agents you'd need to spawn them outside and then move them in.

  4. #4

    Default Re: Inquisitors

    Well, they'd only (re)spawn when the settlement is captured by a different faction.

    IE Krak de Chev is a stone fort for Jerusalem, currently owned by the Crusaders. It starts with a uniquely named inquisitor "Lord of Krak De Chev" immobilized via a trait. Two turns later, the Turks capture the fort- GeneralCaptureResidence FactionType Turks IsRegionOneOf Holy Land (or whatever it is ingame) > kill_character LordKrak > emerge faction with character LordKrak @ Krak De Chev > give_everything to Turkey > move inside fort > give him the immobilization trait.
    The one problem I can see is if/when he dies from age, disaster, assassination, etc.

    I'm also contemplating a "mopup" for when a faction leaves/abandons/gives another faction a region but still "owns" a fort It wopuld use UngarrisonedFort- a "rebel" general is spawned via the spawnpool-factionemerge general cleanup > give to rebels > attack unoccupied fort for instant win- no units = instant surrender, IIRC > spawn new army for the desired owner and attack the rebel settlement > kill_character cleanup? and/or autowin, plus the whole agent/inquisitor thing.
    A well informed opinion is a well formed opinion.

  5. #5
    Withwnar's Avatar Script To The Waist
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    Default Re: Inquisitors

    Yes, you'd need to respawn-and-move-inside if he dies of old age etc.

    attack unoccupied fort
    I don't think it's possible to script an attack on a fort. I could never figure out how to do it and there was talk of this recently here, with no solution as far as I know.

  6. #6

    Default Re: Inquisitors

    IIRC Gigantus? suggested trying the "attack" command relative to a character inside the fort. I assume that attacking the inquisitor is impossible, perhaps a spawned general/named character inside the empty fort & a rebel army + artillery (?) with autowin... then another autowin with the new owner faction to dispose of the rebel scum and take the fort.
    Roundabout, doesn't address the problem of "giving" a fort currently occupied, but...
    It would probably go along with certain forts, i.e. the supply depots/villages I posted about. The other forts might have scripted garrisons instead, but after giving a region to another faction you'd expect them to demand the food supplies as well.
    A well informed opinion is a well formed opinion.

  7. #7
    Withwnar's Avatar Script To The Waist
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    Default Re: Inquisitors

    Attacking the occupant is something that I tried myself some time back, without any luck. In fact that's precisley what I was trying to do: spawn rebel army with artillery to attack fort general. From memory all I got was something like a "can not attack general" error in the log.

  8. #8

    Default Re: Inquisitors

    Ah, well. It probably wouldn't have been worth the huge script, anyway, as it only would have worked for unoccupied forts (assuming you didn't want to kill the garrison)...
    A well informed opinion is a well formed opinion.

  9. #9

    Default Re: Inquisitors

    One question, though- does the move command work if the settlement is under siege? I was considering a garrison script spawning a few "unique" units at the end of every AI's turn then disbanding them at the beginning of their next turn..
    the problem is what happens if they're under siege? IE disband all units includes the garrison under siege; not respawning the garrison for the besieged settlement kind of defeats the purpose of a garrison script.
    A well informed opinion is a well formed opinion.

  10. #10
    Withwnar's Avatar Script To The Waist
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    Default Re: Inquisitors

    Do you mean "spawn units outside of besieged settlement and move them inside"? I have never tried it but I'm 99% sure that it wouldn't work.

  11. #11

    Default Re: Inquisitors


    Ah, well. I suppose that I could delay the respawn if a settlement is under siege, but...
    maybe a capital unit, a fort unit, and a universal unit? The EDU's going to fill up real fast....
    A well informed opinion is a well formed opinion.

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