pevergreen
01-20-2007, 08:56
Taken from descr_missions.txt
Pope Missions:
- join crusade
- return home city
- cease_hostilities
- assassinate_cardinal
- assassinate_witch
- papal_blockade_port
- break_alliance
- papal_build_church
- convert
- gift_from_pope
- give_cash
- give_ancillary
- recruit_priest
Council Missions:
- assassinate_general
- council_blockade_port
- council_take_rebel_settlement
- council_take_settlement
- gift_from_council
- council_marry_princess
- annex_settlement
Guild Missions:
- guild_take_settlement
- guild_recruit_agent
- guild_acquisition
- guild_trade_agreement
This Line is particulary interesting
- difficulty_threshold [float] difficulty threshold used for mission rejection. mission difficulty levels <= difficulty threshold are not selected for first 50 turns or if player on easy difficulty setting (default = 0.0)
So some missions are off limits for first 50 turns or on easy.
Along with turn_start. turn_start default is 2, so you cannot get a missions before turn 2. (which makes sense)
Some missions have their own turn_start, for instance, blockade port can be given from turn 3.
One pope mission is return_home_city (ie give rome to them) reward for doing so:
reward
{
null_payback HUGE_PAPAL_STANDING_REWARD
null_payback VNV_ADORED_BY_POPE
no doing so:
null_payback LARGE_PAPAL_STANDING_PENALTY
excommunication_chance 0.05
inquisition_chance 0.05
Multiple other things as well as rewards, but this is the best
payback_list pope_rome_min_penalty_major_reward
{
reward
{
null_payback HUGE_PAPAL_STANDING_REWARD
money 2000
null_payback VNV_ADORED_BY_POPE
;null_payback CHANCE_ANC_RELIC
}
Is that Chance for ancillery relic edited out? Shame if it is.
Reward for killing Cardinal (not confirmed)
null_payback VNV_POPES_ENFORCER
The Council gifts of money are in 500, 1000, 2000 as is the popes, but with the addition of 0.01, 0.05 and 0.1 income.
Unit Rewards:
payback_list council_mod_unit
{
reward
{
buildable_unit 800 3
}
}
payback_list council_mod_unit_best
{
reward
{
best_buildable_unit 1200 3
}
}
payback_list council_major_unit
{
reward
{
best_buildable_unit 1200 4
The Regicide missions from other factions are intersting. It is commented out
; TBD add faction_standing_boost via this file etc.
So they havent finished parts of the game after all...:shame:
Chance for AI faction to join the crusade
chance of ai accepting = ai_accept_base_chance + (faction_standing_to_papacy * ai_accept_fs_modifier) + (global_standing * ai_accept_gs_modifier) + (num_settlements_owned * ai_sett_modifier)
More detail inside spoiler
Expanded from above
settlement Rome ; the id of the settlement belonging to the papal states
ai_accept_base_chance 20.0 ; base chance for ai accepting mission
ai_accept_fs_modifier 80.0 ; ai chance modifier for the papal standing with the ai faction. i.e. the more they like the pope, the greater the chance
ai_accept_gs_modifier 20.0 ; ai chance modifier for the factions global standing. i.e. the more tructed the faction, the higher chance to give back
ai_min_settlements 3 ; the minimum number of settlements an ai faction must have to accept
ai_sett_modifier 5.0 ; ai chance modifier for each settlement an ai faction has
; chance = popes_violence_attribute * -0.03 + (pfp_score_threshold - attackers_pfp)/8 + (defenders_pfp + 1)/8
; chance += settlement_score_offset (if target is a settlement)
; chance += default_settlement_score_offset (if targets default owner is attacker)
; chance += navy_score_offset (if a naval battle)
; chance += army_score_offset (if not a settlement or naval battle)
; chance += military_access_score_offset (if not a settlement or naval battle and target has miloitary access)
; chance += own_region_army_score_offset (if battle in attackers own region)
; chance *= ai_atacker_modifier (if attacker is ai)
; chance *= ai_human_defender_modifier (if defender is human)
; chance *= ai_papal_defender_modifier (if defender is papal states)
; chance += target_mission_offset (if target already has a cease hostilities mission against attacker)
The Reason for killing Cardinal missions dont appear often(or at all)
difficulty_threshold 0.4 ; assassination mission marked as too difficult if chance of success <= 40%
If the pope asks you to blockade port, it looks like you have to do it for 3 turns. And it has to be within 3 turns distance of a ship.
Your Papal standing affects how much you get off him for the gift_from_pope
All Assassination missionds have to have better than 40% chance to succeed, otherwise not given.
Example of Council Mission:
mission annex_settlement
{
COUNCIL_MISSION
duration 10
exclude_duration 30
score_modifier 0.8
turn_start 3
paybacks
{
random 0.33 payback_id council_mod_income
random 0.5 payback_id council_mod_unit
payback_id council_mod_unit_best
}
min_strength_balance 3.0 ; minimum ratio of sent faction to target faction army strength for issue of mission
}
So 33% chance of mod income that is; 2000 Florins, and 5% chance of mod unit and mod unit best.
Mod unit is 3 units with max cost of 800 and mod unit best is 3 units with max cost of 1200
All the missions guilds can give are there, found the Masons ones are to build church line of buidling (majid/church)
And the end of the file, would allows with some simple modding, for other religions to crusade/jihad! But Variable not allowed
mission crusade_active ; (NOT SUITABLE FOR VARIANTS)
{
duration 0
paybacks
{
payback_id empty_payback
}
eligible_religions
{
catholic
}
}
mission jihad_active ; (NOT SUITABLE FOR VARIANTS)
{
duration 0
paybacks
{
payback_id empty_payback
}
eligible_religions
{
islam
Edit: Some minor fix ups
Thank you :bow:
Pope Missions:
- join crusade
- return home city
- cease_hostilities
- assassinate_cardinal
- assassinate_witch
- papal_blockade_port
- break_alliance
- papal_build_church
- convert
- gift_from_pope
- give_cash
- give_ancillary
- recruit_priest
Council Missions:
- assassinate_general
- council_blockade_port
- council_take_rebel_settlement
- council_take_settlement
- gift_from_council
- council_marry_princess
- annex_settlement
Guild Missions:
- guild_take_settlement
- guild_recruit_agent
- guild_acquisition
- guild_trade_agreement
This Line is particulary interesting
- difficulty_threshold [float] difficulty threshold used for mission rejection. mission difficulty levels <= difficulty threshold are not selected for first 50 turns or if player on easy difficulty setting (default = 0.0)
So some missions are off limits for first 50 turns or on easy.
Along with turn_start. turn_start default is 2, so you cannot get a missions before turn 2. (which makes sense)
Some missions have their own turn_start, for instance, blockade port can be given from turn 3.
One pope mission is return_home_city (ie give rome to them) reward for doing so:
reward
{
null_payback HUGE_PAPAL_STANDING_REWARD
null_payback VNV_ADORED_BY_POPE
no doing so:
null_payback LARGE_PAPAL_STANDING_PENALTY
excommunication_chance 0.05
inquisition_chance 0.05
Multiple other things as well as rewards, but this is the best
payback_list pope_rome_min_penalty_major_reward
{
reward
{
null_payback HUGE_PAPAL_STANDING_REWARD
money 2000
null_payback VNV_ADORED_BY_POPE
;null_payback CHANCE_ANC_RELIC
}
Is that Chance for ancillery relic edited out? Shame if it is.
Reward for killing Cardinal (not confirmed)
null_payback VNV_POPES_ENFORCER
The Council gifts of money are in 500, 1000, 2000 as is the popes, but with the addition of 0.01, 0.05 and 0.1 income.
Unit Rewards:
payback_list council_mod_unit
{
reward
{
buildable_unit 800 3
}
}
payback_list council_mod_unit_best
{
reward
{
best_buildable_unit 1200 3
}
}
payback_list council_major_unit
{
reward
{
best_buildable_unit 1200 4
The Regicide missions from other factions are intersting. It is commented out
; TBD add faction_standing_boost via this file etc.
So they havent finished parts of the game after all...:shame:
Chance for AI faction to join the crusade
chance of ai accepting = ai_accept_base_chance + (faction_standing_to_papacy * ai_accept_fs_modifier) + (global_standing * ai_accept_gs_modifier) + (num_settlements_owned * ai_sett_modifier)
More detail inside spoiler
Expanded from above
settlement Rome ; the id of the settlement belonging to the papal states
ai_accept_base_chance 20.0 ; base chance for ai accepting mission
ai_accept_fs_modifier 80.0 ; ai chance modifier for the papal standing with the ai faction. i.e. the more they like the pope, the greater the chance
ai_accept_gs_modifier 20.0 ; ai chance modifier for the factions global standing. i.e. the more tructed the faction, the higher chance to give back
ai_min_settlements 3 ; the minimum number of settlements an ai faction must have to accept
ai_sett_modifier 5.0 ; ai chance modifier for each settlement an ai faction has
; chance = popes_violence_attribute * -0.03 + (pfp_score_threshold - attackers_pfp)/8 + (defenders_pfp + 1)/8
; chance += settlement_score_offset (if target is a settlement)
; chance += default_settlement_score_offset (if targets default owner is attacker)
; chance += navy_score_offset (if a naval battle)
; chance += army_score_offset (if not a settlement or naval battle)
; chance += military_access_score_offset (if not a settlement or naval battle and target has miloitary access)
; chance += own_region_army_score_offset (if battle in attackers own region)
; chance *= ai_atacker_modifier (if attacker is ai)
; chance *= ai_human_defender_modifier (if defender is human)
; chance *= ai_papal_defender_modifier (if defender is papal states)
; chance += target_mission_offset (if target already has a cease hostilities mission against attacker)
The Reason for killing Cardinal missions dont appear often(or at all)
difficulty_threshold 0.4 ; assassination mission marked as too difficult if chance of success <= 40%
If the pope asks you to blockade port, it looks like you have to do it for 3 turns. And it has to be within 3 turns distance of a ship.
Your Papal standing affects how much you get off him for the gift_from_pope
All Assassination missionds have to have better than 40% chance to succeed, otherwise not given.
Example of Council Mission:
mission annex_settlement
{
COUNCIL_MISSION
duration 10
exclude_duration 30
score_modifier 0.8
turn_start 3
paybacks
{
random 0.33 payback_id council_mod_income
random 0.5 payback_id council_mod_unit
payback_id council_mod_unit_best
}
min_strength_balance 3.0 ; minimum ratio of sent faction to target faction army strength for issue of mission
}
So 33% chance of mod income that is; 2000 Florins, and 5% chance of mod unit and mod unit best.
Mod unit is 3 units with max cost of 800 and mod unit best is 3 units with max cost of 1200
All the missions guilds can give are there, found the Masons ones are to build church line of buidling (majid/church)
And the end of the file, would allows with some simple modding, for other religions to crusade/jihad! But Variable not allowed
mission crusade_active ; (NOT SUITABLE FOR VARIANTS)
{
duration 0
paybacks
{
payback_id empty_payback
}
eligible_religions
{
catholic
}
}
mission jihad_active ; (NOT SUITABLE FOR VARIANTS)
{
duration 0
paybacks
{
payback_id empty_payback
}
eligible_religions
{
islam
Edit: Some minor fix ups
Thank you :bow: