View Full Version : Questions about the campaign script
skprtod914
10-29-2008, 18:16
1. Is it possible to remove some provinces, and then replace them with new ones, as long as you stay within the 199 province limit?
2. Is it possible to make other Roman armies turn against you when you try to enact Augustan reforms?
3. Is it possible to limit the amount of territory controlled by the Romani player at the start of the campaign?
Thanks.
None of the above would occur in the campaign script.
1. Yes this is possible. It would require you to work on the map files in the world/maps/base folder as well as descr_strat and also some name changes in script files and other places where province names are being referred to in the data which you wish to replace. There are many tutorials on this.
2. Not exactly. You could spawn rebel roman armies in certain places and they might attack your cities, but we can't turn existing roman armies against their own faction. This would be added to the EBBS.txt file.
3. Do you mean change the starting territories that the romani faction control in 272? If so, yes you can and involves changes in descr_strat.txt in world/maps/campaign/imperial_campaign/. If not, I'm not entirely sure what you mean.
Foot
skprtod914
10-29-2008, 19:51
None of the above would occur in the campaign script.
1. Yes this is possible. It would require you to work on the map files in the world/maps/base folder as well as descr_strat and also some name changes in script files and other places where province names are being referred to in the data which you wish to replace. There are many tutorials on this.
2. Not exactly. You could spawn rebel roman armies in certain places and they might attack your cities, but we can't turn existing roman armies against their own faction. This would be added to the EBBS.txt file.
3. Do you mean change the starting territories that the romani faction control in 272? If so you can and involves changes in descr_strat.txt in world/maps/campaign/imperial_campaign/. If not, I'm not entirely sure what you mean.
Foot
1. Do you have to name the commanders of these armies, or will the script simply spawn the armies and their commanders at radom, as long as you simply tell it to spawn an army? I was also wondering if they're any way to make the Senate act indepently of the player from the start.
2. What I mean about the terroritories making the player start out with, for example, only a couple provinces in the north of Italy, instead of controlling the entire Italian peninsula. Also I was wondering if you can make some of the Roman armies be AI controlled during the game.
1. Yes, you have to name the general whenever you spawn an army. No you cannot have the senate operating as a separate faction unless you reintroduce the RTW-style 3 faction romans (with senate faction ontop).
2. Then you need to change the entries in descr_strat for the roman faction. You can make some of the starting roman armies be part of the rebel faction, but you cannot make them be part of the roman faction and be controlled by the AI (if you are playing the roman faction that is).
Foot
skprtod914
10-30-2008, 20:47
1. Yes, you have to name the general whenever you spawn an army. No you cannot have the senate operating as a separate faction unless you reintroduce the RTW-style 3 faction romans (with senate faction ontop).
2. Then you need to change the entries in descr_strat for the roman faction. You can make some of the starting roman armies be part of the rebel faction, but you cannot make them be part of the roman faction and be controlled by the AI (if you are playing the roman faction that is).
Foot
Can you edit the script to have certain Roman provinces with there armies start out as Roman, but join the rebel faction when you try to enact the augustan reforms?
skprtod914
10-30-2008, 21:11
No.
Foot
Okay.
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