Originally Posted by
kraen
As you can guess from all the edits You helped me with, my intention is to create sort of roleplaying scenario where I (human players) control everything.
No, I didn't guess. )=
I have never played desktop or computer versions of D&D. I have only read a couple of articles about this game system and therefore I have a very vague idea about it. If you can specify some game as an example, then perhaps everything has become more understandable.
Originally Posted by
kraen
Is there a way to lessen / disable the impact of general's loyalty? (alternatively disabling civil wars, or just give everyone really high loyalty by default)
The loyalty of generals influences the possibility of a civil war/the choice of sides in it, and the chance/cost of bribing armies. Another possibility of a civil war is when the faction Leader dies and the faction has no heirs, but there are 2 or more generals of royal blood. Solution how to disable both variants for all factions:
Originally Posted by
kraen
Second, is it possible to disable spawning of new Princesses?
1st option is to give all factions the pagan culture, factions with this culture cannot spawn princesses. But this is an inconvenient limitation.
The 2nd possibility is to remove from the stats of the princess unit the names of all factions to which this unit is available, replacing them with "NO_FACTION". This will disable the "normal" spawn of princesses, but there is also the random addition of children for the new faction Leader in succession, civil war, and faction emerging. For factions with a pagan culture or having the declared name "FN_ALMOHAD", "FN_EGYPTIAN", "FN_GOLDEN_HORDE" or "FN_TURKISH", adding Princesses is not possible, but for everyone else - yes (of course, except for "FN_PAPIST" and rebels). Accessibility checks are not performed and this is a clear bug. Solution to ensure new faction Leaders never get princesses added:
If you want to get rid of the princesses that a faction receives at the start of the campaign, then you need to remove the MakeUnit:: for princesses and AddHeir:: lines in the campaign file (after the faction name 0 for princesses and 1 for princes).
Originally Posted by
kraen
I'd like armies to be able to enter other factions territory without declaration of war. I think I have came up with sufficient solution by creating a figure that looks like an army, but behaves like an agent, but if you could think of something better, please, let me know. Just to explain, the armies won't be engaging in true in-game fight, the fighting in my scenario is resolved in Dungeons and Dragons style. For me, the important aspect would be that units with various coats of arms could be in one province, to show that allies rally together.
A full-fledged introduction of such a mechanism would require a huge number of edits, this is a big and difficult work. But as far as I understand, you don't need it. Need to have a clear idea of how it will work. For example, the armies will gather in one province and what will happen next? How will attacks and battles take place ? Will the AI always be passive ?
Originally Posted by
kraen
Also, I'd love to have the strategic map font, it would make map edits so much easier.
If we are talking about putting the names of provinces on the texture of the strategic map, then I do not know what font was used there, I have never done this. But there is always the possibility to draw the inscriptions manually.)=
Originally Posted by
kraen
I would once again like to emphasise how grateful I am for Your advice. Until now, I was simulating how Medieval / Shogun 1 works in various paint programs, and thanks to Your advice, I can actually automate almost everything via doing it in actual Medieval. You cannnot even imagine how much Your help means for me after the years of paint.net.
It looks like you're a big fan of your hobby.)= But why paint.net, maybe you needed something like Unreal Engine? Do you want to make a multiplayer game on the same computer or something like that?