Is there a way for the game to create more princesses?
I want to increase the importance of them so that a kingdom might fall to another faction if a faction leader dies.
Is there such a script?
Is there a way for the game to create more princesses?
I want to increase the importance of them so that a kingdom might fall to another faction if a faction leader dies.
Is there such a script?
You can spawn them like any agent, but that doesn't make them a family member. For that you need the 'family' entry like in the Mongol spawn, but I have my doubt it will work.
Code:; --- original army spawn --- spawn_army faction mongols character Jebe, named character, age 30, x 292, y 166, family traits EasternWarlord 3 , GoodCommander 2 , Bloodthirsty 2 , BattleDread 4 , StrategyDread 2 , PublicFaith 1 , Loyal 2 , ContentGeneral 3 ;command 8, dread 9, loyalty 7, piety 1 unit Mongol Bodyguard exp 6 armour 0 weapon_lvl 0 unit Mongol Infantry exp 6 armour 0 weapon_lvl 0 end ; --- suggested agent\princess spawn --- spawn_character mongols, random_name, princess, age 40, x 340, y 170, family
I have doubts too. It has been a long while since I tried to spawn princesses, but I am almost sure they caused crashes when trying to marry, even with the 'family' reference. Or do I mistake with trying to make them recruitable agents? I can't remember, just that I forgot the idea after failures, but I was beginning then so, who know? I might have differents results now.
Never played it but the Bellum Crucis mod seem to have pulled off one of the two, spawning or recruiting so it might be worth to check how they did in the files if you have troubles.
Just checked by adding this to the grand campaign:
Result: Script failure with "Unrecognised character data string (family)"Code:monitor_event FactionTurnStart FactionType england spawn_character england, random_name, princess, age 40, x 107, y 145, family terminate_monitor end_monitor
Tried without the 'family' entry and had a regular princess with all the special functions, just isn't connected to the family tree. All as expected.
Believe it or not, this works with the princess being added to the family tree (provided there is an open slot) with the traits. Ancillaries cannot be added to agents, when tried it ended as 'Script Failure'
Code:spawn_army faction england character random_name, princess, age 40, x 105, y 145, family traits IAmPrincess 1 , NaturalPrincess 2 , GoodPrincess 1 unit NE Bodyguard exp 6 armour 0 weapon_lvl 0 end
Here is one for giggles: the first, fully functional family merchant with traits and custom portrait (he won't marry or have children, being a merchant). Can be used to add princesses to the family tree complete with traits and custom portrait or to spawn agents (remove 'family') with traits and custom portraits. As long as the unit is in the EDU it doesn't matter which one you use as it doesn't appear in the game.
Code:monitor_event FactionTurnStart FactionType england spawn_army faction england character random_name, merchant, age 40, x 105, y 145, family, portrait mansfeld traits IAmPrincess 1 , NaturalPrincess 2 , GoodPrincess 1 unit NE Bodyguard exp 6 armour 0 weapon_lvl 0 end terminate_monitor end_monitor
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Gigantus, my old friend... You never know what could come in handy, thanks. I will have to re-try the princess spawn one of these days then. But one question, did you try to marry the spawned princess? No crash then?
Did, euh, Santa brought you what you ordered?
Married the princess to a non family named character of the same faction (England) without problems. Tried to marry her to a French guy but there was only a 33% chance and he dumped her
I then married her to the French via diplomacy initiated by her.
Fully functional, spawned, princess I would say.
Try yourself by simply adding this script to the vanilla campaign. She will appear North of Angers, the town has an eligible French bachelor. Note that I didn't add a custom portrait.
Code:monitor_event FactionTurnStart FactionType england spawn_army faction england character random_name, princess, age 20, x 102, y 129, family traits IAmPrincess 1 , NaturalPrincess 2 , GoodPrincess 1 unit NE Bodyguard exp 6 armour 0 weapon_lvl 0 end terminate_monitor end_monitor
I tried and it seem to work alright, marriage or not, in the family tree or not. Well I sort of don't want princesses running around everywhere these days, but it might be useful for special situations, a other possibility to be creative with, will see.
I must have been confused with a other problem back when I wanted a lot of on-map princesses.
Ah, to give ancillaries to agents: console_command give_ancillary this (or whatever his name if you can predict it for a other event than CharacterSelected) work of course.
The major thing I am carrying away from this is the spawning of agents with traits and custom portraits. Traits needed to be done via console_command and custom portraits just weren't possible.
Not sure why I tried to spawn ancillaries, that obviously doesn't work
So to resume: it's only possible if I add them one by one before starting a campaign to the family tree.
If by that you mean that you have to have the script in place at the start of the game then you are correct. It shouldn't be too difficult as long as you know what conditions you want to use as triggers and if those conditions are possible to be tested in the script.