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lobf
03-06-2008, 10:42
How exactly do i go about getting rid of the rebel stacks that pop up all the time? I remember reading it somewhere but i have no idea how to search for it. Thanks!

Gnaeus Servilius
03-06-2008, 10:47
It's in the desc_stat file just underneath the factions. If you lower the rebel value it will decrease the rebel spawn rate.

konny
03-06-2008, 11:25
It's in the desc_stat file just underneath the factions. If you lower the rebel value it will decrease the rebel spawn rate.

It's the other way round: A higher spawn value means lesser rebells stacks (it seems to be a divisor). Set it to 9999 and you'll hardly see any of them.

antisocialmunky
03-06-2008, 15:36
Sorry for the thread jack, but this is kinda related. Aren't there ingame ways to decrease rebel spawn like having high public order.. .etc?

konny
03-06-2008, 15:44
As far as I know (not my testing), rebelling spawning is very much influenced by the number of battles you have. That is the fewer battles you have (not counting sieges) the more rebells will spawn on your lands.

bovi
03-06-2008, 16:43
Oh. That's news to me. Don't have any experience to the contrary though, so you may be right.

konny
03-06-2008, 17:03
That's what the testings in the Ludus Magna say. Rebells are neither affected by garrison, unrest or law but by the number of battles (in a particular aerea?) to be fought. The general spawn rate is of course determined by descr_strat.

I am still in for the idea of a real rebellion script replacing the pathetic random armies. But I don't know how to check for loyalty in a settlement.

bovi
03-06-2008, 17:16
That's actually part of the vanilla traits:


Trigger governing18
WhenToTest GovernorBuildingCompleted

Condition GovernorLoyaltyLevel = loyalty_disillusioned
and GovernorTaxLevel > tax_high

Affects GoodTaxman 1 Chance 75

;------------------------------------------
Trigger governing19
WhenToTest GovernorBuildingCompleted

Condition GovernorLoyaltyLevel > loyalty_disillusioned
and GovernorTaxLevel < tax_high

Affects BadTaxman 1 Chance 15


There's loyalty_happy, loyalty_content, loyalty_disillusioned and loyalty_rioting. You could put a trait on the governor and script based on that, I guess.

konny
03-06-2008, 17:20
:2thumbsup:

That's good. I will try on the weekend if something like that is possible.

blacksnail
03-06-2008, 22:43
Konny, that's a cool idea. Let us know if it pans out.

Tarkus
03-06-2008, 22:51
That's what the testings in the Ludus Magna say.

The Ludus Magna, eh?? I just checked it out at The Guild...I now have ALOT more reading to do...thanks much for the tip, Konny (as usual...I know I'm going to learn something whenever I see one of your posts...)!

Theodotos I
03-08-2008, 16:27
How exactly do i go about getting rid of the rebel stacks that pop up all the time? I remember reading it somewhere but i have no idea how to search for it. Thanks!
Uh, fight them? :laugh4:

lobf
04-03-2008, 04:51
Hey, I actually went to do this finally after asking this question. I'm in Desc_strat but I don't know where to find the spawn value.

Mediolanicus
04-03-2008, 10:03
Look for these two lines. They are right beneath the start and end date.

brigand_spawn_value 45
pirate_spawn_value 200

Your numbers should be different however, because I changed mine.

By the way, highering those pirate spawn values really helped the AI factions to build more boats. I'm finally enjoying some naval invasions here! The number of pirates are now about the same as the number of boats from normal factions.