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Thread: What else is to be added/ changed in EBII going forward?

  1. #101

    Default Re: What else is to be added/ changed in EBII going forward?

    Quote Originally Posted by Rad View Post
    If this happens 1-2 times, it's a good idea that will spice up the game. If it's constantly recurring, it's tedious and unrealistic.
    It will be random with a low percentage and a cooldown of at least 100 turns since the last respawn.

    Quote Originally Posted by Lusitanio View Post
    So let's say that playing as Carthage, I destroy the Numidian faction. Will my regions be safe from a sudden attack or will I be warned that the numidians are assembling their armies to recover their lands?
    You'll be warned with a global notification the same as when factions re-emerge.

  2. #102

    Default Re: What else is to be added/ changed in EBII going forward?

    Quote Originally Posted by QuintusSertorius View Post
    It will be random with a low percentage and a cooldown of at least 100 turns since the last respawn.

    You'll be warned with a global notification the same as when factions re-emerge.
    Seems great to me.

  3. #103
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: What else is to be added/ changed in EBII going forward?

    Quote Originally Posted by Lusitanio View Post
    By the way, Jurand can you help me finding out how to add field costs for your armies in the game? I have been trying to find where do the mods that use that mechanic but I can't find anything in their files about that. I think I can implement it easily once I find it, then I could release it as a submod and if it works good who knows if it could be implemented in EBII.
    You may have a look here, there's an example.

  4. #104

    Default Re: What else is to be added/ changed in EBII going forward?

    Quote Originally Posted by QuintusSertorius View Post
    It will be random with a low percentage and a cooldown of at least 100 turns since the last respawn.
    Will each faction have its separate cooldown timer?

  5. #105

    Default Re: What else is to be added/ changed in EBII going forward?

    Quote Originally Posted by Rad View Post
    Will each faction have its separate cooldown timer?
    Yes, it would be pointless otherwise.

    Look, I can even show you the code (WIP):

    Code:
        monitor_event FactionTurnEnd FactionType slave
            ; Pahlava
            if I_IsFactionAIControlled f_parthia              ; AI only
                and I_CompareCounter ParthiaAtPeace > 0       ; faction is dead
                and I_EventCounter ParthiaRespawnCooldown < 1 ; hasn't spawned recently
                generate_random_counter ParthiaReborn 1 50
                if I_EventCounter ParthiaReborn < 2 ; 2% chance
                    spawn_army
                        faction f_parthia
                        character	random_name, named character, age 30, x 375, y 177, family
                        traits ParthiaDaha 3 , EthnoDetermined 1 , NaturalIntelligence 4 , NaturalCharisma 4 , NaturalEnergy 3 , Selflessness 3 , Temperament 2 , LoyaltyLevel 4 , TurnsAlive 3, Nomad 1, CommandExperience 4 , HaleAndHearty 2 , GoodCavalryGeneral 1 , GoodLeader 1 , PublicFaith 1
                        unit		steppe cavalry parthian early general		exp 4 armour 0 weapon_lvl 0
                        unit		steppe cavalry parthian cataphracts		exp 1 armour 0 weapon_lvl 0
                        unit		steppe cavalry dahae horse archers		exp 1 armour 0 weapon_lvl 0
                        unit		steppe cavalry dahae horse archers		exp 1 armour 0 weapon_lvl 0
                        unit		steppe cavalry dahae horse archers		exp 0 armour 0 weapon_lvl 0
                        unit		steppe cavalry dahae horse archers		exp 0 armour 0 weapon_lvl 0
                        unit		steppe cavalry parthian horse archers		exp 1 armour 0 weapon_lvl 0
                        unit		steppe cavalry parthian horse archers		exp 1 armour 0 weapon_lvl 0
                        unit		steppe cavalry parthian horse archers		exp 0 armour 0 weapon_lvl 0
                        unit		steppe cavalry parthian horse archers		exp 0 armour 0 weapon_lvl 0
                        unit		steppe cavalry dahae skirmishers		exp 1 armour 0 weapon_lvl 0
                        unit		steppe cavalry dahae skirmishers		exp 1 armour 0 weapon_lvl 0
                        unit		steppe cavalry dahae skirmishers		exp 0 armour 0 weapon_lvl 0
                        unit		steppe cavalry dahae skirmishers		exp 0 armour 0 weapon_lvl 0
                        unit		steppe infantry gundi nizagan		exp 1 armour 0 weapon_lvl 0
                        unit		steppe infantry gundi nizagan		exp 0 armour 0 weapon_lvl 0
                        unit		steppe infantry parthian archers		exp 1 armour 0 weapon_lvl 0
                        unit		steppe infantry parthian archers		exp 0 armour 0 weapon_lvl 0
                    end
                    spawn_army
                        faction f_parthia
                        character	random_name, named character, age 26, x 375, y 172, family
                        traits ParthiaDaha 3 , EthnoDetermined 1 , NaturalIntelligence 3 , NaturalCharisma 5 , NaturalEnergy 4 , Selflessness 2 , Temperament 4 , LoyaltyLevel 5 , TurnsAlive 2, Nomad 1, CommandExperience 3 , HaleAndHearty 2 , GoodCavalryGeneral 1
                        unit		steppe cavalry parthian early general		exp 4 armour 0 weapon_lvl 0
                        unit		steppe cavalry parthian cataphracts		exp 1 armour 0 weapon_lvl 0
                        unit		steppe cavalry dahae horse archers		exp 1 armour 0 weapon_lvl 0
                        unit		steppe cavalry dahae horse archers		exp 1 armour 0 weapon_lvl 0
                        unit		steppe cavalry dahae horse archers		exp 0 armour 0 weapon_lvl 0
                        unit		steppe cavalry dahae horse archers		exp 0 armour 0 weapon_lvl 0
                        unit		steppe cavalry parthian horse archers		exp 1 armour 0 weapon_lvl 0
                        unit		steppe cavalry parthian horse archers		exp 1 armour 0 weapon_lvl 0
                        unit		steppe cavalry parthian horse archers		exp 0 armour 0 weapon_lvl 0
                        unit		steppe cavalry parthian horse archers		exp 0 armour 0 weapon_lvl 0
                        unit		steppe cavalry dahae skirmishers		exp 1 armour 0 weapon_lvl 0
                        unit		steppe cavalry dahae skirmishers		exp 1 armour 0 weapon_lvl 0
                        unit		steppe cavalry dahae skirmishers		exp 0 armour 0 weapon_lvl 0
                        unit		steppe cavalry dahae skirmishers		exp 0 armour 0 weapon_lvl 0
                    end
                    spawn_army
                        faction f_parthia
                        character	random_name, named character, age 26, x 371, y 172, family
                        traits ParthiaDaha 3 , EthnoDetermined 1 , NaturalIntelligence 2 , NaturalCharisma 3 , NaturalEnergy 5 , Selflessness 4 , Temperament 3 , LoyaltyLevel 4 , TurnsAlive 2, Nomad 1, CommandExperience 3 , HaleAndHearty 2 , GoodCavalryGeneral 1
                        unit		steppe cavalry parthian early general		exp 4 armour 0 weapon_lvl 0
                        unit		steppe cavalry parthian cataphracts		exp 1 armour 0 weapon_lvl 0
                        unit		steppe cavalry dahae horse archers		exp 1 armour 0 weapon_lvl 0
                        unit		steppe cavalry dahae horse archers		exp 1 armour 0 weapon_lvl 0
                        unit		steppe cavalry dahae horse archers		exp 0 armour 0 weapon_lvl 0
                        unit		steppe cavalry dahae horse archers		exp 0 armour 0 weapon_lvl 0
                        unit		steppe cavalry parthian horse archers		exp 1 armour 0 weapon_lvl 0
                        unit		steppe cavalry parthian horse archers		exp 1 armour 0 weapon_lvl 0
                        unit		steppe cavalry parthian horse archers		exp 0 armour 0 weapon_lvl 0
                        unit		steppe cavalry parthian horse archers		exp 0 armour 0 weapon_lvl 0
                        unit		steppe cavalry dahae skirmishers		exp 1 armour 0 weapon_lvl 0
                        unit		steppe cavalry dahae skirmishers		exp 1 armour 0 weapon_lvl 0
                        unit		steppe cavalry dahae skirmishers		exp 0 armour 0 weapon_lvl 0
                        unit		steppe cavalry dahae skirmishers		exp 0 armour 0 weapon_lvl 0
                    end
                    inc_counter unitlimit_f_parthia 46
                    historic_event HE_PARTHIA_REBORN
                    set_counter ParthiaAtPeace 0
                end_if
            end_if
            ; Sweboz
            ; Saka
            ; Sauromatae
            ; Numidia
            ; Lugia
            ; Boii
            ; Nabatu
            ; Cooldown timers
            if I_EventCounter ParthiaRebornCooldown > 0
                inc_event_counter ParthiaRebornCooldown -1
            end_if
            if I_EventCounter SwebozRebornCooldown > 0
                inc_event_counter SwebozRebornCooldown -1
            end_if
            if I_EventCounter SakaRebornCooldown > 0
                inc_event_counter SakaRebornCooldown -1
            end_if
            if I_EventCounter SauromataeRebornCooldown > 0
                inc_event_counter SauromataeRebornCooldown -1
            end_if
            if I_EventCounter NumidiaRebornCooldown > 0
                inc_event_counter NumidiaRebornCooldown -1
            end_if
            if I_EventCounter LugiaRebornCooldown > 0
                inc_event_counter LugiaRebornCooldown -1
            end_if
            if I_EventCounter BoiiRebornCooldown > 0
                inc_event_counter BoiiRebornCooldown -1
            end_if
            if I_EventCounter NabatuRebornCooldown > 0
                inc_event_counter NabatuRebornCooldown -1
            end_if
        end_monitor
    Last edited by QuintusSertorius; March 20, 2019 at 06:54 AM.

  6. #106

    Default Re: What else is to be added/ changed in EBII going forward?

    Quote Originally Posted by QuintusSertorius View Post
    Yes, it would be pointless otherwise.

    Look, I can even show you the code (WIP):

    Code:
        monitor_event FactionTurnEnd FactionType slave
            ; Pahlava
            if I_IsFactionAIControlled f_parthia              ; AI only
                and I_CompareCounter ParthiaAtPeace > 0       ; faction is dead
                and I_EventCounter ParthiaRespawnCooldown < 1 ; hasn't spawned recently
                generate_random_counter ParthiaReborn 1 50
                if I_EventCounter ParthiaReborn < 2 ; 2% chance
                    spawn_army
                        faction f_parthia
                        character    random_name, named character, age 30, x 375, y 177, family
                        traits ParthiaDaha 3 , EthnoDetermined 1 , NaturalIntelligence 4 , NaturalCharisma 4 , NaturalEnergy 3 , Selflessness 3 , Temperament 2 , LoyaltyLevel 4 , TurnsAlive 3, Nomad 1, CommandExperience 4 , HaleAndHearty 2 , GoodCavalryGeneral 1 , GoodLeader 1 , PublicFaith 1
                        unit        steppe cavalry parthian early general        exp 4 armour 0 weapon_lvl 0
                        unit        steppe cavalry parthian cataphracts        exp 1 armour 0 weapon_lvl 0
                        unit        steppe cavalry dahae horse archers        exp 1 armour 0 weapon_lvl 0
                        unit        steppe cavalry dahae horse archers        exp 1 armour 0 weapon_lvl 0
                        unit        steppe cavalry dahae horse archers        exp 0 armour 0 weapon_lvl 0
                        unit        steppe cavalry dahae horse archers        exp 0 armour 0 weapon_lvl 0
                        unit        steppe cavalry parthian horse archers        exp 1 armour 0 weapon_lvl 0
                        unit        steppe cavalry parthian horse archers        exp 1 armour 0 weapon_lvl 0
                        unit        steppe cavalry parthian horse archers        exp 0 armour 0 weapon_lvl 0
                        unit        steppe cavalry parthian horse archers        exp 0 armour 0 weapon_lvl 0
                        unit        steppe cavalry dahae skirmishers        exp 1 armour 0 weapon_lvl 0
                        unit        steppe cavalry dahae skirmishers        exp 1 armour 0 weapon_lvl 0
                        unit        steppe cavalry dahae skirmishers        exp 0 armour 0 weapon_lvl 0
                        unit        steppe cavalry dahae skirmishers        exp 0 armour 0 weapon_lvl 0
                        unit        steppe infantry gundi nizagan        exp 1 armour 0 weapon_lvl 0
                        unit        steppe infantry gundi nizagan        exp 0 armour 0 weapon_lvl 0
                        unit        steppe infantry parthian archers        exp 1 armour 0 weapon_lvl 0
                        unit        steppe infantry parthian archers        exp 0 armour 0 weapon_lvl 0
                    end
                    spawn_army
                        faction f_parthia
                        character    random_name, named character, age 26, x 375, y 172, family
                        traits ParthiaDaha 3 , EthnoDetermined 1 , NaturalIntelligence 3 , NaturalCharisma 5 , NaturalEnergy 4 , Selflessness 2 , Temperament 4 , LoyaltyLevel 5 , TurnsAlive 2, Nomad 1, CommandExperience 3 , HaleAndHearty 2 , GoodCavalryGeneral 1
                        unit        steppe cavalry parthian early general        exp 4 armour 0 weapon_lvl 0
                        unit        steppe cavalry parthian cataphracts        exp 1 armour 0 weapon_lvl 0
                        unit        steppe cavalry dahae horse archers        exp 1 armour 0 weapon_lvl 0
                        unit        steppe cavalry dahae horse archers        exp 1 armour 0 weapon_lvl 0
                        unit        steppe cavalry dahae horse archers        exp 0 armour 0 weapon_lvl 0
                        unit        steppe cavalry dahae horse archers        exp 0 armour 0 weapon_lvl 0
                        unit        steppe cavalry parthian horse archers        exp 1 armour 0 weapon_lvl 0
                        unit        steppe cavalry parthian horse archers        exp 1 armour 0 weapon_lvl 0
                        unit        steppe cavalry parthian horse archers        exp 0 armour 0 weapon_lvl 0
                        unit        steppe cavalry parthian horse archers        exp 0 armour 0 weapon_lvl 0
                        unit        steppe cavalry dahae skirmishers        exp 1 armour 0 weapon_lvl 0
                        unit        steppe cavalry dahae skirmishers        exp 1 armour 0 weapon_lvl 0
                        unit        steppe cavalry dahae skirmishers        exp 0 armour 0 weapon_lvl 0
                        unit        steppe cavalry dahae skirmishers        exp 0 armour 0 weapon_lvl 0
                    end
                    spawn_army
                        faction f_parthia
                        character    random_name, named character, age 26, x 371, y 172, family
                        traits ParthiaDaha 3 , EthnoDetermined 1 , NaturalIntelligence 2 , NaturalCharisma 3 , NaturalEnergy 5 , Selflessness 4 , Temperament 3 , LoyaltyLevel 4 , TurnsAlive 2, Nomad 1, CommandExperience 3 , HaleAndHearty 2 , GoodCavalryGeneral 1
                        unit        steppe cavalry parthian early general        exp 4 armour 0 weapon_lvl 0
                        unit        steppe cavalry parthian cataphracts        exp 1 armour 0 weapon_lvl 0
                        unit        steppe cavalry dahae horse archers        exp 1 armour 0 weapon_lvl 0
                        unit        steppe cavalry dahae horse archers        exp 1 armour 0 weapon_lvl 0
                        unit        steppe cavalry dahae horse archers        exp 0 armour 0 weapon_lvl 0
                        unit        steppe cavalry dahae horse archers        exp 0 armour 0 weapon_lvl 0
                        unit        steppe cavalry parthian horse archers        exp 1 armour 0 weapon_lvl 0
                        unit        steppe cavalry parthian horse archers        exp 1 armour 0 weapon_lvl 0
                        unit        steppe cavalry parthian horse archers        exp 0 armour 0 weapon_lvl 0
                        unit        steppe cavalry parthian horse archers        exp 0 armour 0 weapon_lvl 0
                        unit        steppe cavalry dahae skirmishers        exp 1 armour 0 weapon_lvl 0
                        unit        steppe cavalry dahae skirmishers        exp 1 armour 0 weapon_lvl 0
                        unit        steppe cavalry dahae skirmishers        exp 0 armour 0 weapon_lvl 0
                        unit        steppe cavalry dahae skirmishers        exp 0 armour 0 weapon_lvl 0
                    end
                    inc_counter unitlimit_f_parthia 46
                    historic_event HE_PARTHIA_REBORN
                    set_counter ParthiaAtPeace 0
                end_if
            end_if
            ; Sweboz
            ; Saka
            ; Sauromatae
            ; Numidia
            ; Lugia
            ; Boii
            ; Nabatu
            ; Cooldown timers
            if I_EventCounter ParthiaRebornCooldown > 0
                inc_event_counter ParthiaRebornCooldown -1
            end_if
            if I_EventCounter SwebozRebornCooldown > 0
                inc_event_counter SwebozRebornCooldown -1
            end_if
            if I_EventCounter SakaRebornCooldown > 0
                inc_event_counter SakaRebornCooldown -1
            end_if
            if I_EventCounter SauromataeRebornCooldown > 0
                inc_event_counter SauromataeRebornCooldown -1
            end_if
            if I_EventCounter NumidiaRebornCooldown > 0
                inc_event_counter NumidiaRebornCooldown -1
            end_if
            if I_EventCounter LugiaRebornCooldown > 0
                inc_event_counter LugiaRebornCooldown -1
            end_if
            if I_EventCounter BoiiRebornCooldown > 0
                inc_event_counter BoiiRebornCooldown -1
            end_if
            if I_EventCounter NabatuRebornCooldown > 0
                inc_event_counter NabatuRebornCooldown -1
            end_if
        end_monitor
    Is this save game compatible? Sounds like a really interesting changeup for campaigns to deal with.

  7. #107

    Default Re: What else is to be added/ changed in EBII going forward?

    No, script changes are never savegame compatible, and this doesn't just apply to the script. There are changes to descr_sm_factions and descr_strat needed to facilitate re-spawning of hording factions in this way.

  8. #108

    Default Re: What else is to be added/ changed in EBII going forward?

    Some thoughts, probably not possible but....1. strategic fortifications slowing down any army crossing your territory, also possibly inflicting casualties for hostile armies, 2 large armies have conditional possibility of disease loss each turn directly proportional to size, especially when besieging, 3 units start battles with throw/fire on/true by default, so annoying when you forget to trigger this in a battle, 4. Archer units defending a siege have more ammo than default, 5 your reputation isnt damaged by you being attacked, defeating the attacker and then going on the offensive into their territory, this may be perception not reality

  9. #109

    Default Re: What else is to be added/ changed in EBII going forward?

    Quote Originally Posted by Raging_Ferret View Post
    Some thoughts, probably not possible but....1. strategic fortifications slowing down any army crossing your territory, also possibly inflicting casualties for hostile armies, 2 large armies have conditional possibility of disease loss each turn directly proportional to size, especially when besieging, 3 units start battles with throw/fire on/true by default, so annoying when you forget to trigger this in a battle, 4. Archer units defending a siege have more ammo than default, 5 your reputation isnt damaged by you being attacked, defeating the attacker and then going on the offensive into their territory, this may be perception not reality
    1 -No. 2 - No. 3 - No. 4 - No. 1, 2 and 4 because that isn't possible by the Game engine and 3 it's about the prec function in some units, its not going to change.

  10. #110

    Default Re: What else is to be added/ changed in EBII going forward?

    can i hope for different battlehorns in the future?

  11. #111

    Default Re: What else is to be added/ changed in EBII going forward?

    I really hope that some factions will be a bit more "modular".

    An example : if I want to use Boii to emulate anatolian celts, there are still some prerequisites that I should have so my generals can have full access to their full celtic potential. While anatolian celts had merely one in game region (Ankara), a lot of gameplay conditions need us to have more provinces.
    An other example : If I want to play syracuse with an other hellenistic faction, I have to edit the script files a lot or have specific problems like not having access to a kingdom (If I use pergamon) or having to be at war with macedonia (with Epiros) or... well you know.
    If I want to invade Iranian plateau with Saka, it is not possible, even though historically, they made a choice (going to India instead of Iran) but they could have done an other.
    If I want to play Phoenicians with carthaginians, it is almost not possible.

    I don't say this is a bad thing that it is not possible, but I say that it is almost possible, but some artificial limits are making it impossible. There is a script that forces us to make decisions "like they did back then" with a pretext that it is "historical". But a game is made to allow us to make our own decisions within the limits of how it was really possible back in those times, that is a huge difference.

    Scripts are fun but there chould be more openned options IMHO.

    This would help to make the game more replayable for the old fools like me who played the game since it's very beginning, while still beeing friendly to new players.


  12. #112

    Default Re: What else is to be added/ changed in EBII going forward?

    Quote Originally Posted by Floren d'Asteneuz View Post
    I really hope that some factions will be a bit more "modular".

    An example : if I want to use Boii to emulate anatolian celts, there are still some prerequisites that I should have so my generals can have full access to their full celtic potential. While anatolian celts had merely one in game region (Ankara), a lot of gameplay conditions need us to have more provinces.
    An other example : If I want to play syracuse with an other hellenistic faction, I have to edit the script files a lot or have specific problems like not having access to a kingdom (If I use pergamon) or having to be at war with macedonia (with Epiros) or... well you know.
    If I want to invade Iranian plateau with Saka, it is not possible, even though historically, they made a choice (going to India instead of Iran) but they could have done an other.
    If I want to play Phoenicians with carthaginians, it is almost not possible.

    I don't say this is a bad thing that it is not possible, but I say that it is almost possible, but some artificial limits are making it impossible. There is a script that forces us to make decisions "like they did back then" with a pretext that it is "historical". But a game is made to allow us to make our own decisions within the limits of how it was really possible back in those times, that is a huge difference.

    Scripts are fun but there chould be more openned options IMHO.

    This would help to make the game more replayable for the old fools like me who played the game since it's very beginning, while still beeing friendly to new players.
    You're asking for a fundamental change in direction of the mod, I'm afraid that's not going to happen. There is no way to make the game "modular" without a huge amount of additional work, and frankly we've got more than enough on our hands just getting the mod finished.

    The things you're talking about are rightly the subject of submods - I made one myself to create Syrakousai for example (and intend to update that when the patch releases).

    There are actually small nods to some of the things you're talking about - the Boii get a special popup and trait for conquering Galatia, and exemption from the "Galatian troubles" that are scripted there. Carthage get a message and can build their factional government types in Syria kai Phoinike, though they'll still have distance from capital issues. You can invade the Iranian plateau with Saka, I don't know what you mean when you say it's not possible.

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