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  1. #1
    Moneybags14's Avatar Ordinarius
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    Default AI rebelling cities

    Hello fellow scripters/modders alike,

    I have a question.

    Is it possible to mod the amount of turns an AI faction needs to keep a garrison in a city other then the rebels? Because I have noticed that the AI tends to have multiple rebelling cities that they just conquered and completely abandon after conquering it(they take the army out and place it just outside the settlement and then attack it after it rebels...)

    Thanks in advance!

  2. #2
    Moneybags14's Avatar Ordinarius
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    Default Re: AI rebelling cities

    Bumpppp

  3. #3
    irishron's Avatar Cura Palatii
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    Default Re: AI rebelling cities

    I have yet to find one. If you have any luck, please let us know.

  4. #4
    Moneybags14's Avatar Ordinarius
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    Default Re: AI rebelling cities

    Dang..

    Well if I do, I will definately let all of you know because I think it is an important part of the campaign.

  5. #5

    Default Re: AI rebelling cities

    maybe you could script an event that spawns a small army inside the settlement when the loyalty gets below 100%

  6. #6
    Moneybags14's Avatar Ordinarius
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    Default Re: AI rebelling cities

    That would require having to monitor every single settlement(which I don't want to do.) I will fiddle with the campaign_db and so forth

  7. #7

    Default Re: AI rebelling cities

    ok...it was just an idea...good luck trying to accomplish what you want....

  8. #8

    Icon1 Re: AI rebelling cities

    Moneybags14: You could try doing this:
    Spoiler Alert, click show to read: 
    Third Age - Total War:
    Code:
    ;########################## AI bonus ###########################
    declare_counter is_the_ai
    
    monitor_event PreFactionTurnStart FactionIsLocal
    	and not FactionType slave
    	set_event_counter is_the_ai 0
    end_monitor
    
    monitor_event PreFactionTurnStart not FactionIsLocal
    	and not FactionType slave
    	set_event_counter is_the_ai 1
    end_monitor
    Code:
    building core_building
    {
        convert_to core_castle_building
        levels wooden_pallisade wooden_wall stone_wall large_stone_wall huge_stone_wall 
        {
            wooden_pallisade city requires factions { gondor, northern_european, mesoamerican, middle_eastern, eastern_european, greek, southern_european, } 
            {
                convert_to 1
                capability
                {
                    wall_level 0
                    tower_level 1
                    free_upkeep bonus 1
                    recruitment_slots 1
    		recruits_morale_bonus bonus 2 requires event_counter is_the_ai 1
    		happiness_bonus bonus 2 requires event_counter is_the_ai 1
    		law_bonus bonus 2 requires event_counter is_the_ai 1
    		trade_base_income_bonus bonus 3 requires event_counter is_the_ai 1
                    retrain_cost_bonus bonus 1 requires event_counter is_the_ai 1
    ;               population_growth_bonus bonus 1 requires event_counter is_the_ai 1
                }
                material wooden
                construction  2 
                cost  600 
                settlement_min village
                upgrades
                {
                    wooden_wall
                }
            }

  9. #9
    Moneybags14's Avatar Ordinarius
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    Default Re: AI rebelling cities

    Thanks for the idea valvegas I am just to lazy to implement it

    @ TNZ, I have done that but once the AI conquers the settlement it goes into rebellion and they don't keep the garrison there... I guess I should set the bonus to be much higher.

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