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  1. #1

    Icon5 In need of some assistance - Re-emerging factions

    I made a working script for re-emerging factions and made a test with Arverni.
    This is how it went:
    -conquered their only province and kill all their characters.
    -got a message 'Faction destroyed' and 'People in flight' although they don't exist on map.
    -they emerged when their former capital became unhappy

    Will I encounter any CTD's or game-mechanic errors because of this ?
    Also... when adding traits, should I add 'Factionleader' trait ?


    • campaign_script.txt:

    ;----------------------------------------------------------------------------------------------------------------f_arverni----------------------------------
    declare_counter arvernirebel
    set_counter arvernirebel 0


    declare_counter arverniemerge
    set_counter arverniemerge 0


    monitor_event SettlementTurnStart SettlementName sett_024
    and I_NumberOfSettlements f_arverni < 1
    and SettlementLoyaltyLevel < loyalty_content
    and I_CompareCounter arvernirebel = 0
    and I_TurnNumber > 0
    set_counter arvernirebel 1
    end_monitor


    monitor_event SettlementTurnStart SettlementName sett_025
    and I_NumberOfSettlements f_arverni < 1
    and SettlementLoyaltyLevel < loyalty_content
    and I_CompareCounter arvernirebel = 0
    and I_TurnNumber > 0
    set_counter arvernirebel 1
    end_monitor


    monitor_event SettlementTurnStart SettlementName sett_026
    and I_NumberOfSettlements f_arverni < 1
    and SettlementLoyaltyLevel < loyalty_content
    and I_CompareCounter arvernirebel = 0
    and I_TurnNumber > 0
    set_counter arvernirebel 1
    end_monitor


    ;--------------------------------------------------------------Region Aruernselua
    monitor_event FactionTurnStart FactionType slave
    and I_NumberOfSettlements f_arverni < 1
    and I_CompareCounter arvernirebel = 1
    and I_CompareCounter arverniemerge = 0
    and RandomPercent < 90
    spawn_army
    faction f_arverni
    character random_name, named character, x 87, y 196, family
    traits NaturalIntelligence 2 , NaturalCharisma 2 , NaturalEnergy 2 , Temperament 2 , Selflessness 2 , LoyaltyLevel 4 , CelticArverni 1 , EthnoDetermined 1 , GoodLeader 1 , PoliticsSkill 1 , AncillariesAvailable 1 , FirstBorn 1
    unit celtic cavalry donno eporedoi exp 3 armour 0 weapon_lvl 0
    unit celtic cavalry leuce epos exp 3 armour 0 weapon_lvl 0
    unit celtic cavalry leuce epos exp 3 armour 0 weapon_lvl 0
    unit celtic cavalry curepos exp 3 armour 0 weapon_lvl 0
    unit celtic cavalry curepos exp 3 armour 0 weapon_lvl 0
    unit celtic infantry bataroas exp 3 armour 0 weapon_lvl 0
    unit celtic infantry bataroas exp 3 armour 0 weapon_lvl 0
    unit celtic infantry bataroas exp 3 armour 0 weapon_lvl 0
    unit celtic infantry bataroas exp 3 armour 0 weapon_lvl 0
    unit celtic infantry bataroas exp 3 armour 0 weapon_lvl 0
    unit celtic infantry bataroas exp 3 armour 0 weapon_lvl 0
    unit celtic infantry solduros exp 3 armour 0 weapon_lvl 0
    unit celtic infantry solduros exp 3 armour 0 weapon_lvl 0
    unit celtic infantry solduros exp 3 armour 0 weapon_lvl 0
    unit celtic infantry gaesatae exp 3 armour 0 weapon_lvl 0
    unit celtic infantry gaesatae exp 3 armour 0 weapon_lvl 0
    unit celtic infantry gaesatae exp 3 armour 0 weapon_lvl 0
    unit celtic infantry iaosatae exp 3 armour 0 weapon_lvl 0
    unit celtic infantry iaosatae exp 3 armour 0 weapon_lvl 0
    end
    set_counter arverniemerge 1
    add_money f_arverni 30000
    end_monitor


    monitor_event FactionTurnStart FactionType slave
    and I_NumberOfSettlements f_arverni >= 1
    set_counter arverniemerge 0
    set_counter arvernirebel 0
    end_monitor
    ;--------------------------------------------------------------------------------------------------------------------------------------------------



    • descr_sm_factions.txt

    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


    faction f_arverni, spawned_on_event
    culture cul_5
    religion rel_e
    symbol models_strat/symbol_f_arverni.CAS
    rebel_symbol models_strat/symbol_f_arverni_rebel.CAS
    primary_colour red 113, green 125, blue 81
    secondary_colour red 113, green 125, blue 81
    loading_logo loading_screen/symbols/symbol128_f_arverni.tga
    standard_index 17
    logo_index FACTION_LOGO_F_ARVERNI
    small_logo_index SMALL_FACTION_LOGO_F_ARVERNI
    triumph_value 5
    custom_battle_availability yes
    horde_min_units 10
    horde_max_units 20
    horde_max_units_reduction_every_horde 10
    horde_unit_per_settlement_population 250
    horde_min_named_characters 2
    horde_max_percent_army_stack 80
    horde_disband_percent_on_settlement_capture 0
    horde_unit celtic cavalry donno eporedoi
    horde_unit celtic cavalry leuce epos
    horde_unit celtic cavalry curepos
    horde_unit celtic infantry bataroas
    horde_unit celtic infantry solduros
    horde_unit celtic infantry gaesatae
    horde_unit celtic infantry iaosatae
    can_sap yes
    prefers_naval_invasions yes
    can_have_princess no
    has_family_tree teutonic
    ;;can_build_siege_towers no

  2. #2

    Default Re: In need of some assistance - Re-emerging factions

    I forgot to add that the Arverni army that re-emerged went to Spain and took 1 province from Celtiberians.

  3. #3

    Default Re: In need of some assistance - Re-emerging factions

    i dont think these messages will cause ctds in my experience they never did even when they shouldn't appear
    anyway you want a army to spawn if one of these 3 settlements rebels (from another faction and provided that the averni are dead) is that correct ?
    by the way does the stack spawn outside a settlement ? if so it's not reemerging a faction it's a horde faction that you created and it can wander around quite a lot

  4. #4

    Default Re: In need of some assistance - Re-emerging factions

    I'm glad I don't have to worry about these messages.

    An army spawns if one of these settlements is unhappy (in game: Yellow, blue or red icon for happiness. Green won't spawn an army.) and would probably also spawn if Rebel faction controled that town. It triggered only once when that faction had no settlements. Once it settles the trigger resets back to normal. The same will happen the next time when faction is destroyed.

    It did wonder around quite a lot (6 turns IIRC) and then settled in Spain.

  5. #5

    Default Re: In need of some assistance - Re-emerging factions

    Cool! If this truly works, it would be a great improvement over our current implementation of hordes. Good job!

    ...................................................

  6. #6
    b0Gia de Bodemloze's Avatar Europa Barbarorum Dev
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    Default Re: In need of some assistance - Re-emerging factions

    You are going to do this for all 28 factions?
    Under the Patronage of Veteraan.
    Proud member of Europa Barbarorum 2 team, developer of EBNOM, developer of EB 1.21, developer of Diadochi Total War, developer of Hegemonia City States and creator of one modpack for Megas Alexandros.


  7. #7

    Default Re: In need of some assistance - Re-emerging factions

    Quote Originally Posted by b0Gia View Post
    You are going to do this for all 28 factions?
    Yes, that's the plan. It can even be done for Rebel faction, but luckily there's no need since they own settlements that are unreachable.

    The only thing that bothers me is (if we wan't this to work) that all factions must have hording enabled, which is quite ahistorical. And we all know what EB is all about.
    E.g.: Rome becomes a horde if it owns zero settlements and has at least one named character still alive.

    EDIT: I've just realized that it'd be good if we had two(or more) named characters re-emerging. So that the script doesn't get ignored when a faction has no settlements and no characters.
    The other solution is:


    monitor_event CeasedFactionLeader FactionType f_arverni
    and I_NumberOfSettlements f_arverni < 1


    set_counter arverniemerge 0
    set_counter arvernirebel 0


    end_monitor

    The original author of this script had this lines included and now I know why
    Last edited by Venetus; January 19, 2015 at 04:52 AM.

  8. #8

    Default Re: In need of some assistance - Re-emerging factions

    if you enable the horde mecanic then i am afraid the limit still is in place (in case you don't know theres a limit to how many factions can horde, after x factions that hordes the x+1 won't)
    anyway horde behaviour for some factions is not realistic and there are better ways to reemerge factions, such as spawning armies in cities, so they aren't hordes (check sship: http://www.twcenter.net/forums/showt...Other-Features )

  9. #9

    Default Re: In need of some assistance - Re-emerging factions

    Quote Originally Posted by anonimo272 View Post
    if you enable the horde mecanic then i am afraid the limit still is in place (in case you don't know theres a limit to how many factions can horde, after x factions that hordes the x+1 won't)
    anyway horde behaviour for some factions is not realistic and there are better ways to reemerge factions, such as spawning armies in cities, so they aren't hordes (check sship: http://www.twcenter.net/forums/showt...Other-Features )
    I didn't know that there's a limit for that.
    Yes, the building script from SS6.4 suites much better for some (well most in our case) factions. IIRC, origin of SS6.4 script is the script I try to re-do. But I find it to complex for my scripting knowledge. Will have a look at it one more time.
    link:http://www.twcenter.net/forums/showt...-2-2014-update
    Last edited by Venetus; January 19, 2015 at 09:35 AM.

  10. #10

    Default Re: In need of some assistance - Re-emerging factions

    i tried too but it was too complex for me too,theres guides about it but if you don't make everything 100% equal it may cause some problems thats why i much prefer to know what i am doing...
    perhaps one day...

  11. #11
    PlayerOne's Avatar Senator
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    Default Re: In need of some assistance - Re-emerging factions

    A few weeks ago I used this tutorial to create re-emerging factions. The files necessary to accomplish this are attached. Just copy and paste the sections into the relevant files.

    campaign_script.txt
    export_buildings.txt
    export_descr_buildings.txt
    historic_events.txt

    I have only tested this to check the script works. I do not know how the computer acts once it has re-emerged. Furthermore there will likely be faults with this script, but hopefully no glaring ones. Feel free to use these files however you like.
    Thanks

  12. #12

    Default Re: In need of some assistance - Re-emerging factions

    i believe the computer will act as it did before being eliminated (i mean CAI wise)
    this week i will incorporate into my version of eb to see if everything works and if it hasn't errors
    i believe the eb team should add playerone script to the base mod +rep

  13. #13

    Default Re: In need of some assistance - Re-emerging factions

    Thank you PlayerOne. Testing begins.........now.
    One question about script errors, they are all reported in logs\M2TW.system.log, right?

  14. #14

    Default Re: In need of some assistance - Re-emerging factions

    Quote Originally Posted by Venetus View Post
    Thank you PlayerOne. Testing begins.........now.
    One question about script errors, they are all reported in logs\M2TW.system.log, right?
    amazing as soon as you can tell us the results
    EB2 is getting better by the day ;p

  15. #15

    Default Re: In need of some assistance - Re-emerging factions

    Quote Originally Posted by anonimo272 View Post
    amazing as soon as you can tell us the results
    EB2 is getting better by the day ;p
    Will do. Right now I'm having trouble merging the files. Will try again tomorrow. However, I did have a look at campaign_script.txt and I must say that it is quite easy to understand.

  16. #16

    Default Re: In need of some assistance - Re-emerging factions

    Not sure how many factions you can make have the horde function but for what its worth I would not have any of the 'settled' factions have this ability, Rome, Carthage, the Hellenes, and Persians, with the possible exception of Parthia. Good luck in your efforts.

  17. #17

    Default Re: In need of some assistance - Re-emerging factions

    Quote Originally Posted by MIKE GOLF View Post
    I would not have any of the 'settled' factions have this ability, Rome, Carthage, the Hellenes, and Persians, with the possible exception of Parthia.
    Totally agree. EB default is Parthia, Suebi, Saka, Sarmatia, Lugii, Numidia, Boii and Nabatea and it should stay this way.
    I've just made first test to see if script works and it does. Well, sort of . The greek faction spawned next to Athens after I got 'City riot' message. Unfortunately they also spawned in Turdetani (Carthage's colony in Spain)
    The good news is that greek faction wasn't even set as being able to horde.
    Now I just need to somehow test them all together.
    Last edited by Venetus; January 20, 2015 at 02:42 PM.

  18. #18

    Default Re: In need of some assistance - Re-emerging factions

    Quote Originally Posted by Venetus View Post
    Unfortunately they also spawned in Turdetani (Carthage's colony in Spain).
    Sorry, bad observation. The must have sailed there.

  19. #19

    Default Re: In need of some assistance - Re-emerging factions

    the
    greek faction spawned next to Athens
    then i believe the script must be corrected, i mean the troops should spawn inside the city
    just a question did the faction leadear appeared as a star in the minimap ?

  20. #20

    Default Re: In need of some assistance - Re-emerging factions

    Quote Originally Posted by anonimo272 View Post
    the
    then i believe the script must be corrected, i mean the troops should spawn inside the city
    just a question did the faction leadear appeared as a star in the minimap ?
    the>they
    Don't know if spawning units inside already garrisoned city is possible. We might get a CTD.
    I wasn't paying much attention to mini-map, sorry. Will do next time.

    Re-emerging script is set only for capitals and only for non-hording factions. I was wondering if it'd be better to be scripted for 3 settlements per faction. Same would be applied to hordes.
    Last edited by Venetus; January 22, 2015 at 07:20 AM.

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