Re: Hide faction (and symbols) from diplomacy and turn processing sequence
The 'undiscovered' principle withwnar describes only works right from the start via descr_strat - I have never tried to use the script command you describe as it doesn't have much use during on going game play - either hide a faction from start or not. Hiding a faction that you have already met but are not immediate neighbor to is highly confusing unless given some sort of explanation, eg tribe went back to atlantis to return one day. But the practicality of making this work properly (how do you get rid of agents\named characters created during play?) makes this a difficult affair.
Note: a discovered faction will become known to every other faction, regardless which faction made the discovery, making this even more difficult to implement.
'script' factions - only used for the weird stuff withwnar has come up with so far, like custom character names - do not show up in diplomacy either, very likely because they cease to exist as soon as they get created.
Related: setting the family tree to 'no' has the opposite effect - the faction will never disappear from diplomacy, even after defeat.
Edit: Possible use - two named characters of a horde (script to ensure continuity of faction if one dies) that exists from the game start, banished to an inaccessible portion of the map, moved to fixed positions and used as 'messenger'. Then moved back to their little patch and made 'undiscovered'. If one uses level traits that would give 10 distinctively different messengers per agent to choose from, a fairly rich pool.
Not sure if TATW used that complete set of principles in their scripted 'brotherhood of the ring' campaign. Might have been a frozen faction instead for those question and explanation mark skinned agents they were popping up and removing during that campaign.
Last edited by Gigantus; December 13, 2019 at 12:15 PM.