Hello:
To appear the emergent faction attacking a city, not conquest. The city becomes a rebel.![]()
Does anyone know what the problem? Do you have to pass some turns from the appearance until the siege?
Thanks
![]()
Hello:
To appear the emergent faction attacking a city, not conquest. The city becomes a rebel.![]()
Does anyone know what the problem? Do you have to pass some turns from the appearance until the siege?
Thanks
![]()
Hello. This is the script of the photo:
Do I have to add something else at the time of the occurrence?Code:monitor_event FactionTurnStart I_TurnNumber > 4 spawn_army faction mongols character random_name, named character, age 22, x 56, y 20, family, label almohade1, direction E traits LoyaltyStarter 1 , GoodCommander 2 , NaturalMilitarySkill 2 , BattleDread 2 , ReligionStarter 3 unit ME Bodyguard exp 3 armour 0 weapon_lvl 0 unit Bedouin Cavalry exp 3 armour 0 weapon_lvl 0 unit Bedouin Cavalry exp 3 armour 0 weapon_lvl 0 unit Dismounted Tuareg exp 3 armour 0 weapon_lvl 0 unit Dismounted Tuareg exp 3 armour 0 weapon_lvl 0 unit ME Catapult exp 3 armour 0 weapon_lvl 0 end if I_IsFactionAIControlled mongols and not I_SettlementUnderSiege Melilla and not I_SettlementOwner Melilla = mongols console_command auto_win attacker siege_settlement almohade1, Melilla, attack end_if terminate_monitor end_monitor
The files “descr_sm_factions.txt” and “descr_strat.txt” are the same than the vanilla (mongols lines)
hello.Code:monitor_event FactionTurnStart I_TurnNumber > 4 spawn_army faction mongols character random_name, named character, age 22, x 56, y 20, family, label almohade1, direction E traits LoyaltyStarter 1 , GoodCommander 2 , NaturalMilitarySkill 2 , BattleDread 2 , ReligionStarter 3 unit ME Bodyguard exp 3 armour 0 weapon_lvl 0 unit Bedouin Cavalry exp 3 armour 0 weapon_lvl 0 unit Bedouin Cavalry exp 3 armour 0 weapon_lvl 0 unit Dismounted Tuareg exp 3 armour 0 weapon_lvl 0 unit Dismounted Tuareg exp 3 armour 0 weapon_lvl 0 unit ME Catapult exp 3 armour 0 weapon_lvl 0 end if I_IsFactionAIControlled mongols and not I_SettlementUnderSiege Melilla and not I_SettlementOwner Melilla = mongols console_command auto_win attacker siege_settlement almohade1, Melilla, maintain siege_settlement almohade1, Melilla, attack end_if terminate_monitor end_monitor
maybe try that?
Hello den5104.
With the “maintain”, at end turn lifts the siege. With the two, pass the same (“maintain” and “attack”). Even leaving the units without orders the same thing happens. At times with units on their own in avanced turns it has worked. I do not understand why.![]()
and If this is done?
sorry if my english bad
Here the working code from another mod. attack immediately.Code:siege_settlement almohade1, Melilla, maintain console_command auto_win attacker siege_settlement almohade1, Melilla, attack
maybe this will help? )Code:monitor_event SettlementTurnEnd SettlementIsLocal and SettlementName Rostov and not I_SettlementOwner Rostov = slave ;and SettlementTaxLevel > tax_low ;and not GovernorInResidence and RandomPercent < 1 ;and Treasury > 30000 spawn_army faction slave, sub_faction russia character Roman, named character, age 26, x 273, y 257 traits GoodRiskyAttacker 1, GoodCommander 1, BattleDread 2, StrategyDread 2, LoyaltyStarter 5, Energetic 1, ReligionStarter 1, GoodAttacker 1, GoodAmbusher 1, siberians 1, Extra_Level_Slave_2 1 unit EE Bodyguard exp 3 armour 2 weapon_lvl 1 unit Mordvini exp 3 armour 2 weapon_lvl 1 unit Mordvini exp 3 armour 2 weapon_lvl 1 unit Norse Archers exp 3 armour 2 weapon_lvl 1 unit Norse Archers exp 3 armour 2 weapon_lvl 1 unit Catapult exp 3 armour 2 weapon_lvl 1 unit Catapult exp 3 armour 2 weapon_lvl 1 end siege_settlement Roman, Rostov, maintain siege_settlement Roman, Rostov, attack end_monitor
Miguel_80: It's not your script. The problem actually lies in how the game handles a faction that emerges as a hoarding faction. To put it simply, you just cannot script them to do things.
You will only be able to direct that faction via a script after they have captured a settlement of their own accord.
You can get around the problem by not emerging the faction as a hoarding faction: first remove the lines that make them a hoarding faction from the ‘descr_sm_factions.txt’ then change your script so it's similar to this:
Spoiler Alert, click show to read:
The only problem with emerging a faction as a non-hoarding faction is that faction must own a settlement before their first turn after emerging, or they will be eliminated from the game.![]()
Hello TNZ:
Yes, I have to wait for it to conquest a city on its own. But sometimes does the same if the number of turns are few. From its appearance or the beginning, I don't know why exactly. The problem is that the objective of the mod, I want to appear in exclusive cities.
If you delete the lines of horde in the “descr_sm_factions.txt”, appear as rebel units. You referred to it you would have with the “freeze_faction_ai”?