Don't you somehow have to pass the game the settlement you want to enable the hidden resource in?
Medieval 2 contains several new hidden resources. 2 of them are: no_brigands and no_pirates.
You can see an example of their use in the descr_regions.txt file:
The provinces these resources are placed in will not spawn pirates off their coasts or brigand slave armies on land. They can thus be used to keep an area desolate or untouched - such as the Americas in M2 - or if you are a more adventurous modder then the brigands in this area might represent a different type of enemy that will only appear after a particular time or event (perhaps conquering a significant settlement).Code:North_America Miccosukee aztecs Native_Rebels 212 198 206 tobacco, coal, america, no_pirates, no_brigands 5 6 religions { catholic 0 orthodox 0 islam 0 pagan 100 heretic 0 }
You can then reactivate brigands and pirates with the following in your campaign script:
Try enable_no_brigands as well - haven't tested it yet but maybe it will work.Code:add_events event counter disable_no_brigands date 0 event counter disable_no_pirates date 0 end_add_events
Don't you somehow have to pass the game the settlement you want to enable the hidden resource in?
No, it works on a blanket effect. All the regions marked with the no_ hidden resources are either spawning brigands/pirates or they're not.
Hate to say this, but are you sure?
I just tried it, still getting bloody rebels.
Yes, I played my own Milan campaign without rebels (and quite enjoyed it too!). You'll still get rebel stacks where they're set up at the start of the game, and also where they're actual characters who've rebelled (or lost their faction). This merely stops those randomly spawning rebels.
If you need further convincing, run the vanilla game and look at the Americas (where the designers intended this to be used), you won't see any rebels appearing.
If you'll take a look at my Amerial Wars mod ER, I play tested it many times. I always get rebels. But the no_brigands is there...
My beta testers are telling me that it is not working... Looking at the other values again and setting them up higher to see if that's where the effect might come from.
Is their a way to just cut down on the brigand and pirate spawn rate? I would like to cut them down to about 1/3 of what they currently are.
I am still getting rebels in an existing campaign after making the "no_pirates, no_brigands" change to Smyrna_Province. Does this change have to be done before a new campaign starts?
Originally Posted by DukeKent
Go to descr_strat.txt, and there should be a bit right at the start that looks like so.
Now change the brigand_spawn_value and pirate_spawn_value down.Code:start_date 1080 summer end_date 1530 winter timescale 2.00 marian_reforms_disabled rebelling_characters_active gladiator_uprising_disabled night_battles_enabled show_date_as_turns brigand_spawn_value 20 pirate_spawn_value 28
Lowering the values INCREASES the spawn of rebels. To lower the spawn you need to increase the number. If you add 9999 as a value you get no rebels. For 1/3 of the spawn, multiply the default value by 3.Originally Posted by TheSocialist
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