There's a new formulation of it in the next patch, though that's mostly through culling chunks of it and removing that part that causes unrest in newly conquered former factional capitals.
No, I'm afraid not. Even aside from the irrevocable way it breaks the CAI, we've already re-purposed them to get Wonders on the battlemaps.
No, I'm afraid I can't share the dev build.
If you want to edit your own EDB, open it with Notepad++ (NOT Windows Notepad) and in the upgrade paths, add this line under the existing ones for boii_mig (under the boiiprec and boii_protect):
You'll need a new campaign for it to take effect.Code:boii_mig requires factions { f_boii, } and hidden_resource celtic and hidden_resource thrakia or hidden_resource hyparchia or hidden_resource germania or hidden_resource forested ; Landa Skordiskoi, Moisia, Galatia, Moenon and Kottinon
I can't seem to get your fix for the successor system to work Quintus.
Is this what the EDCT should look like?
Trait RoyalFamily
Characters family
Hidden
Level Royal_Family_Member
Description Hidden_desc
EffectsDescription Hidden_effects_desc
Threshold 1
;Effect Authority 2
Level Royal_Prince
Description Hidden_desc
EffectsDescription Hidden_effects_desc
Threshold 2
;Effect Authority 4
Level Firstborn_Prince
Description Hidden_desc
EffectsDescription Hidden_effects_desc
Threshold 3
;Effect Authority 6
Level Current_Ruler
Description Hidden_desc
EffectsDescription Hidden_effects_desc
Threshold 4
Yes, that's the change. You need a space after the semi-colon.
Just a small heads up for y'all - the AI's diplomatic stance on the player resets to the good old "KILL KILL KILL" every time you reload the game.
In my gippo campaign, I was soundly beating the Seleucids. They were asking for peace, but I kept refusing because I wanted to take one more city. It's the Grey Death I was dealing against after all, so the conquest of even a single province takes time and a lot of corpses.
After I took the city, I offered them the peace they were so desperate for - they gladly accepted, ofc.
For reasons only known to my glitchy brain, I wanted to redo the conquest of that city, so I loaded a save game. After I took that city (again), I offered them the peace they were so desperate for - they outright refused.
So, if you're beating the AI but want to make peace - do it in one sitting.
Last edited by Rad; January 28, 2019 at 10:53 AM.
Guys, im on my Roman campaign, turn 130, and population growth/order on all settlements just skyrocketed like 3 times the previous amount.. is this normal?
You can get an explanation here http://www.twcenter.net/forums/showt...on-reemergence
A curiosity (for me at least): in my Pritanoi campaign I posted a spy in Eire and another north Scotland to keep an eye out for spawning rebels. Inevitably after a number of turns, each would be a victim of some unnamed "Act of God" and need to be replaced. The specific "Act of God" was never given. Is there some script that purges everything in "Eremos" regions on a regular basis to avoid massive armies developing there or such like? I rationalised it as them being eaten by the natives (knowing some of my ancestors it seems quite plausible!) .
Hahahahahaha, the armor upgrade for the Galatian colonists is so funny!
I can imagine the conversation about it.
Officer: We did it, we finally did it sir!
Commander: Did what?
Officer: The Galatians, sir. We made all of them wear pants!
Commander: Bloody well done!
Last edited by Rad; January 29, 2019 at 02:42 PM.
Patch update: I'm working on some scripts to make the Syrian Wars more of a prospect. If you play as the Ptolemaioi/Seleukids, your opposite number will not be quite so easy to crush.
There's a "sweeper" script that gets rid of pirates periodically, but nothing that does the same for Rebel stacks.
Scripted responses to certain major settlements being taken, in the form of spawned "reinforcements" for the AI, mostly. Ensuring the AI has the resources on hand to do something about the player's actions, instead of relying on it to gather forces in a short space of time.
There are also a few more things to keep the Ptolemaioi and Seleukid player off balance, like Galatian and Pisidian pirate raids.
Can't remember anything else that looked scripted. Like I said, brigand spawns here and there. Asia Minor has actually been a quiet place for me. I do fight relatively frequent rebel spawns in Meroe, though.
How do I delete the metriopotes trait with the console?
....it doesn't stop.