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Thread: [submod request] Porting the re-emerging factions script

  1. #1
    Smeel's Avatar Semisalis
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    Default [submod request] Porting the re-emerging factions script

    Is there anyone else who think that re-emergent factions would be fun and useful for EB2? I am unfortunetly no good at modding, and would not be able to port this myself, even though the tutorial seem pretty straightforward.

    The tutorial

    http://www.twcenter.net/forums/showthread.php?554195-Creating-Localised-Re-Emerging-Factions-without-using-the-Horde-Ability


    The re-emergent mod for SS6.4

    http://www.twcenter.net/forums/showthread.php?640204-Viva-la-Rebellion!-Re-emerging-Factions-for-SS6-4-Aug-2-2014-update

    For animals, the entire universe has been neatly divided into things to
    (a) mate with, (b) eat, (c) run away from, and (d) rocks.

  2. #2
    b0Gia de Bodemloze's Avatar Europa Barbarorum Dev
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    Default Re: [submod request] Porting the re-emerging factions script

    Quote Originally Posted by Smeel View Post
    Is there anyone else who think that re-emergent factions would be fun and useful for EB2? I am unfortunetly no good at modding, and would not be able to port this myself, even though the tutorial seem pretty straightforward.

    The tutorial

    http://www.twcenter.net/forums/showthread.php?554195-Creating-Localised-Re-Emerging-Factions-without-using-the-Horde-Ability


    The re-emergent mod for SS6.4

    http://www.twcenter.net/forums/showthread.php?640204-Viva-la-Rebellion!-Re-emerging-Factions-for-SS6-4-Aug-2-2014-update
    Seems easy but it's not, i am stil trying through.
    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.


  3. #3

    Default Re: [submod request] Porting the re-emerging factions script

    Yeah, as b0Gia says, we're trying to implement this in the main mod.

  4. #4

    Default Re: [submod request] Porting the re-emerging factions script

    http://www.twcenter.net/forums/showt...6#post14318676

    see post #11 by PlayerOne

    I've tested it and it works, but it was made for an older version so it's probably not compatible(unit roster).

  5. #5
    b0Gia de Bodemloze's Avatar Europa Barbarorum Dev
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    Default Re: [submod request] Porting the re-emerging factions script

    Thanks for your interest.
    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.


  6. #6
    Smeel's Avatar Semisalis
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    Default Re: [submod request] Porting the re-emerging factions script

    Thanks, that's great to hear!

    For animals, the entire universe has been neatly divided into things to
    (a) mate with, (b) eat, (c) run away from, and (d) rocks.

  7. #7

    Default Re: [submod request] Porting the re-emerging factions script

    BTW guys an updated version can be found in Titanium's campaign script
    perhaps I should update the basic one for SS6.4 as well

    sure most of the update wouldn't be pertinent for the EBII version but maybe can give some extra ideas for special cases or whatever

  8. #8

    Default Re: [submod request] Porting the re-emerging factions script

    This is already implemented in 2.2 now; all the non-hording factions can re-emerge.

  9. #9

    Default Re: [submod request] Porting the re-emerging factions script

    A long time ago there was some talk of implementing the White Flag script as well. Is that still planned?

  10. #10
    z3n's Avatar State of Mind
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    Default Re: [submod request] Porting the re-emerging factions script

    We're implementing a form of pike/hoplite hires after battles for the player, I'm not sure that is exactly what you're looking for but it is something.
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