Alright lot of good news in the end!
I explored what the "only_dead_source_factions" parameter does, and we were right, it allows you to bring a dead faction So we have a brand new way of emerging factions.
Only "but" is, that the emerging faction needs to be shadowing... but fear not, it can be just false shadowing. Going to explain below.
So, you need to set your descr_sm_factions like this
Code:
faction france, shadowing england
if you want real shadowing (shadowed_by for england is not needed, and as I said in the other thread, dont use it cause its broken.)
If you want just false shadowing, use this (you can use this for every faction)
Code:
faction france, shadowing slave
It does essentially nothing (the rebels cant rebel, and french rebels still rebel normally)
Descr_strat should be set like this:
Code:
faction france, balanced smith
ai_label catholic
dead_until_resurrected
(re_emergent)
denari 8000
denari_kings_purse 1500
re_emergent is not necessary. It allows the faction to re emerge again and again, once its killed. Its essential to use dead_until_ressurected and not dead_until_emerged, as the latter does nothing (the mission is not created). BTW, if you dont use shadowing, the mission is not created for the latter either, while for _ressurected it is, but it crashes the game the moment the faction is emerged (so apparently works only with shadowing)
Eventhough I already posted, how is the mission supposed to look, lets do it one more time to make things clear
Code:
mission council_take_settlement barons_alliance_take_settlement
{
BARONS_ALLIANCE
duration 15
exclude_duration 50
score_modifier 20.5
max_score 200.0 ; max score clamp
difficult_turn_start 35
turn_start 20
paybacks
{
payback_id barons_alliance_take_settlement_reward
}
lower_diff_threshold 0.0 ; threshold on sent faction strength/ settlement strength for difficulty = 0.0
upper_diff_threshold 1.0 ; threshold on sent faction strength/ settlement strength for difficulty = 1.0
ratio_modifier 50.0 ; modifies score (+) by ratio * modifier
no_garrison_modifier 50.0 ; modifies score (+) by modifier if garrison exists
min_settlement_level village
target_faction england
source_faction france ; the shadowing faction
source_faction_standing -1.0
only_dead_source_factions ; this is the difference to the mission we discussed previously. If the line is there, only dead source factions request this mission from a faction, and can be emerged. If the line is not there, the alive source factions asks you to take a settlement from target faction for them (using that widely in TES), hence the thoughts about being able to transfer settlement in the previous post
link_mission_id barons_alliance_give_settlement ; this triggers the mission below the moment this mission is fulfilled (when you take the settlement)
min_stance_threshold Neutral
}
;chance of ai accepting = 20 + (faction_standing_to_sent_faction * 80) + (global_standing_of_sent_faction * 20) + (num_settlements_owned * 1.1)
mission give_settlement barons_alliance_give_settlement ; this is the yes/no mission that can give the settlement to france, and thus also emerge it.
{
BARONS_ALLIANCE
duration 0
score_modifier 1.0
paybacks
{
payback_id barons_alliance_give_settlement_reward_penalty
}
target_faction france ; the shadowing faction that receives the settlement
}
(+ of course the entries in mission.txt. And you oughta change shadow_faction_appears entry in event_titles and event_strings)
And the donor factions needs to have at least 4 settlements, and presumably have good relations etc.
There seems to be several interesting ways to use this:
a) You are giving this mission only to a player, so that he can choose to emerge factions, for example his fallen allies, when he is retaking their lands
b) Giving out these misions kind of randomly to AI as well, so they can do the the same as player in a), thought that would be used more for randomly re emerging factions (would be hard to predict which settlement they get a task to take, but you could for example check which settlements they control and so on
c) Either use it for one or a few special factions, but its entirely possible and safe to use this for most/every faction via false shadowing, as it does nothing.
d) and pretty sure some ther interesting ideas, related to the lore for example (some lore/historical evens that player could choose and so on)
So you can either choose to use this mission to emerge faction or "transfer" settlements between factions via interesting missions for players (primarily), although its entirely possible to use both, even for the same faction, in the same time. You just need to make more variants of this missions, ones with only_dead_source_factions and ones without it.
PICS (Barons Alliance text is meant to be France)
I suppose Im going to make a new thread for this kind of emergence https://www.twcenter.net/forums/show...ions-Mechanics