Results 1 to 8 of 8

Thread: No Bright Wizards

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default No Bright Wizards

    Hey guys,

    I'm on turn 89 and there are still no Bright Wizards available for Reikland. I don't understand what the issue is, as I already have both warrior priests and witch hunters.

    When do they come in?
    I've even tried using the console to create some using the usual create_unit "Altdorf" Bright Wizard 2 9 3 3 and various variations of Bright Wizard/Wizard etc but to no avail.

    Can anyone tell me how I get these Wizards?

    Lastly the Bretonian armies haven't turned up either yet, and I've seen in the campaign script they should turn up in turn 69 or something.

    Advice anyone?

  2. #2

    Default Re: No Bright Wizards

    Actually it's completely random (1% per turn for each). I've gone an entire campaign without ever getting the steam tanks, for example. In terms of actually getting them in another method, I don't know. Good luck.

  3. #3
    Vossie's Avatar Decanus
    Join Date
    Jan 2013
    Location
    The Netherlands
    Posts
    506

    Default Re: No Bright Wizards

    Yeah the chances of these special units are random ( 1% each turn per default ).

    However if you want to make them recruitable you have to edit the following file: Export_descr_buildings.

    Spoiler Alert, click show to read: 
    Original:

    " city_hall_5 city requires factions { southern_european, }
    {
    capability
    {
    law_bonus bonus 5 requires factions { eastern_european, southern_european, }
    taxable_income_bonus 25 requires factions { eastern_european, southern_european, }
    population_health_bonus bonus 6 requires factions { eastern_european, southern_european, }
    recruit_pool "Greatswords bodyguard" 1 0.15 1 1 requires factions { portugal, venice, spain, scotland, sicily, milan, saxons, byzantium, france, hre, }
    recruit_pool "Bright Wizard" 0 0.05 0.99 1 requires factions { portugal, venice, spain, scotland, sicily, milan, saxons, byzantium, france, hre, } and event_counter Bright_Wizard 1
    recruit_pool "Bright Wizard" 1 0.05 1 1 requires factions { portugal, venice, spain, scotland, sicily, milan, saxons, byzantium, france, hre, } and event_counter empire_ai 1 and event_counter Bright_Wizard 1
    recruit_pool "Kreml guard bodygard" 1 0.15 1 1 requires factions { russia, }
    recruit_pool "ICE mage" 0 0.05 0.99 1 requires factions { russia, } and event_counter kisli 1
    recruit_pool "ICE mage" 1 0.05 1 1 requires factions { russia, } and event_counter kislev_ai 1 and event_counter kisli 1
    recruit_pool "nov_boyar_axe_bodygard" 1 0.15 1 1 requires factions { kalmar_union, }"

    New:

    city_hall_5 city requires factions { southern_european, }
    {
    capability
    {
    law_bonus bonus 5 requires factions { eastern_european, southern_european, }
    taxable_income_bonus 25 requires factions { eastern_european, southern_european, }
    population_health_bonus bonus 6 requires factions { eastern_european, southern_european, }
    recruit_pool "Greatswords bodyguard" 1 0.15 1 1 requires factions { portugal, venice, spain, scotland, sicily, milan, saxons, byzantium, france, hre, }
    recruit_pool "Bright Wizard" 0 0.05 1 1 requires factions { portugal, venice, spain, scotland, sicily, milan, saxons, byzantium, france, hre, }
    recruit_pool "Bright Wizard" 1 0.05 1 1 requires factions { portugal, venice, spain, scotland, sicily, milan, saxons, byzantium, france, hre, } and event_counter empire_ai 1 and event_counter Bright_Wizard 1
    recruit_pool "Kreml guard bodygard" 1 0.15 1 1 requires factions { russia, }
    recruit_pool "ICE mage" 0 0.05 0.99 1 requires factions { russia, } and event_counter kisli 1
    recruit_pool "ICE mage" 1 0.05 1 1 requires factions { russia, } and event_counter kislev_ai 1 and event_counter kisli 1
    recruit_pool "nov_boyar_axe_bodygard" 1 0.15 1 1 requires factions { kalmar_union, }
    Imperium Romanum

  4. #4

    Default Re: No Bright Wizards

    You'd also probably want to get rid of the event_counters in the Bright Wizard line, or you'll still be limited to that 1% chance per turn event before you can recruit them.

  5. #5
    Vossie's Avatar Decanus
    Join Date
    Jan 2013
    Location
    The Netherlands
    Posts
    506

    Default Re: No Bright Wizards

    Quote Originally Posted by WhiffOfGrapeshot View Post
    You'd also probably want to get rid of the event_counters in the Bright Wizard line, or you'll still be limited to that 1% chance per turn event before you can recruit them.
    If you look closer, you'll see I did. Notice the different line for AI.

    Editing this file won't break the game unless you screw up. ( Spaces at end of lines, etc )
    Imperium Romanum

  6. #6

    Default Re: No Bright Wizards

    If you change the correct line in the campaign_script, they appear in the first or second turn:
    Search in the campaign_script, in data/world/maps/campaign/imperial_campaign, for the bright wizards:
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;Bright Wizard;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    the line that says :
    and RandomPercent = 1

    and change it to:
    and RandomPercent < 99

    so that means you have 100% chance of the bright wizards event, it's better than make then recruitable in the campaign!

    MAKE A COPY FIRST

  7. #7

    Default Re: No Bright Wizards

    Or without editing the files and forcing you to start a new campaign, just open the console and enter
    Code:
    create_unit "Altdorf" "Bright Wizard" 3
    This way you don't need to start a new game, or muck about with editing files that could break something.

  8. #8

    Default Re: No Bright Wizards

    Finally got my first unit of Bright Wizards in 1.5.1 yesterday - my 6th campaign (the others all got to around turn 40 before changing faction). Like you I was thinking they had been taken out.

    I seem to get offers of steam tanks and priests of sigmar every game however, which it has to be said I have no interest in

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •