Results 1 to 12 of 12

Thread: Rebel Towns

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Steistas's Avatar Tiro
    Join Date
    Jun 2006
    Location
    Worcester, UK
    Posts
    249

    Default Rebel Towns

    I've tried to play 4 different campaigns: Scotland, Poland, Russia and England. Played on med/med and when in the first turns I am attacking rebel towns, no defenders found, the towns are empty. Is it normal? Because it's a bit dissapointing, not to fight with anybody, at least some resistance would be more fun.

    Any comments on it?
    Member of B.A.L.T.S.

    Don't overthink...

  2. #2

    Default Re: Rebel Towns

    That is interesting indeed. I wonder if it is the difficulty setting? I have tried almost all the factions now (including Scotland and England) at least 15 turns into the game on VH/VH and have yet to find an undefended city. The only time that has happened is when my move ended close to a rebel town and they attacked out of it and were eliminated.
    "oooh a gypsy wind is blowing warm tonight, sky is starlit and the time is right. Now you're telling me you have to go...before you do there's something you should know." - Bob Seger

    Freedom is the distance between church and state.

  3. #3
    Spiff's Avatar That's Ffips backwards
    Join Date
    May 2005
    Location
    Scotland
    Posts
    6,437

    Default Re: Rebel Towns

    As Scotland the nearest rebel cities always had Rebels in them when i played, not sure why they wouldnt when you play
    Under the patronage of Tacticalwithdrawal | Patron of Agraes

  4. #4
    Spart's Avatar Senator
    Join Date
    Sep 2006
    Location
    Finland
    Posts
    1,411

    Default Re: Rebel Towns

    Weird, in my campaigns there are at least half a stack of rebels in every town..
    Member of S.I.N
    Finns to the rescue!

    How absurd men are! They never use the liberties they have, they demand those they do not have. They have freedom of thought, they demand freedom of speech.
    -Søren Kierkegaard

  5. #5
    Steistas's Avatar Tiro
    Join Date
    Jun 2006
    Location
    Worcester, UK
    Posts
    249

    Default Re: Rebel Towns

    The game is as comes, I have changed only the list of playable factions and used no cd, because don't want to scratch dvds (£30 - not cheap ). And that's it. No more changes, with Russia I just separated the army into separate units and was taking towns one by one, and like this I was quickly loosing interest, I haven't seen none of rebel armies in 15 turns
    I will try to change the dif. levels and see what changes from it.
    Member of B.A.L.T.S.

    Don't overthink...

  6. #6

    Default Re: Rebel Towns

    Change the Rebel's "King's Purse" in descr_strat.txt to a crazy value like 40 000 and watch rebels build up their towns and fortresses and create huge armies.

  7. #7

    Default Re: Rebel Towns

    I will fire up a russia campaign and check it out. That's one faction I haven't yet tried.
    "oooh a gypsy wind is blowing warm tonight, sky is starlit and the time is right. Now you're telling me you have to go...before you do there's something you should know." - Bob Seger

    Freedom is the distance between church and state.

  8. #8
    Ketzerfreund's Avatar Domesticus
    Join Date
    Nov 2006
    Location
    Berlin, Germany
    Posts
    2,233

    Default Re: Rebel Towns

    What Anarion says is true, indeed. The "Deus Lo Vult"-Mod does that, and it works... Right during the first few turns the rebels upgraded the castle of Magdeburg in my HRE-campaign. I see many, many rebel towns and castles increasing their garrisons from turn to turn, building up their cities... I wonder, inhowfar the "rebel faction" thinks strategically... Will the rebels build up those garrisons that are in immediate danger, or is it all a rather random thing?
    Because 40000 florins will still not suffice for boosting all rebel provinces.

    However, with increased money for rebels all those independent provinces actually feel like small kingdoms instead of remote villages. And that's a good thing. Plus to that, it does influence the other factions truth to alliances, since they have to cope with these strengthened rebels, too. It gives you more air to breathe, before the known world sinks in blood, turmoil and havoc...

    -Der Ketzerfreund.
    "Oh, to be truly happy! To be an imbecile." - Wobbly Headed Bob

  9. #9

    Default Re: Rebel Towns

    Steistas, I had your problem too. Remove the Aztecs, Rebels, Timurids, and Mongols from playable factions and you should be set.

  10. #10
    Civitate
    Join Date
    Jul 2005
    Location
    Scotland
    Posts
    13,565

    Default Re: Rebel Towns

    I play on med/med and ALL the rebel towns have units in them, infact some have so much that early conquest is out of the question. Switzerland has about 2 units of swiss pikemen with 2 chevrons, and both upgraded armour and weapons, 2 units of armoured sergeants with upgraded armour and some mailed knights with upgrade. Antwerp and the other flanders region has similar but Flemish pikemen.
    Under the patronage of Rhah and brother of eventhorizen.

  11. #11
    Ieuano's Avatar Decanus
    Join Date
    Nov 2006
    Location
    Wales
    Posts
    571

    Default Re: Rebel Towns

    good result for you shaun, for celtic i mean

  12. #12
    Steistas's Avatar Tiro
    Join Date
    Jun 2006
    Location
    Worcester, UK
    Posts
    249

    Default Re: Rebel Towns

    Thanks StayingPower, you are right, I had Aztecs, Timurids, and Mongols as playable, and when I took them of it worked straight away.

    Thanks a lot everyone. Problem solved.
    Member of B.A.L.T.S.

    Don't overthink...

Posting Permissions

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