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war is hell
12-10-2009, 09:03
I'm sure you have been asked this many times but is it possible for re-emerging factions in MedII? I really miss that feature from medieval as it made for some pretty fun battles. If it isn't already a feature, is it possible to mod into the game? Would you even be interested in having it as a feature?

Cute Wolf
12-10-2009, 09:35
Re-Emerging factions in M2TW will made that faction in question... non-playable :sweatdrop:

Darius
12-10-2009, 12:27
No Wolf, he's asking about RE-emerging factions, not Emergent factions. The difference is that Re-emergent factions are previously conquered factions that have risen up to reclaim their lands. An Emergent faction is a faction that doesn't show up until later in the game, like the Mongols.

Ca Putt
12-10-2009, 13:51
wouldn't the faction be playable just not playable after re-emerging? at least that's what I would guess without looking at the code ;)

Captain Jazzy
12-10-2009, 15:46
In the Americas campaign new France and new England can re-emerge...

Atilius
12-10-2009, 16:08
... is it possible for re-emerging factions in MedII?Yes. We've experimented with this feature and will probably make use of it.

moonburn
12-10-2009, 16:11
i´ve always imagined that once a faction was destroyed maybe the AI could give that faction slot to a new city state kingdom to keep the game interesting

this could allow for the skytians ethiopians and others to enter the game and act in coordinated actions to make the game more appealling

something like the AI would keep scores on all the rebel/eleutheroi city and the strongest one would be granted faction status (maybe like the belgae or boii or aetolians or the karians or the kretans )

bobbin
12-10-2009, 16:15
Yes. We've experimented with this feature and will probably make use of it.

Excellent please do! :2thumbsup:

oudysseos
12-10-2009, 16:21
i´ve always imagined that once a faction was destroyed maybe the AI could give that faction slot to a new city state kingdom to keep the game interesting

this could allow for the skytians ethiopians and others to enter the game and act in coordinated actions to make the game more appealling

something like the AI would keep scores on all the rebel/eleutheroi city and the strongest one would be granted faction status (maybe like the belgae or boii or aetolians or the karians or the kretans )

This is impossible without reserving a faction slot for the new faction- this is essentially the same as emerging factions, something we won't do. Re-emerging factions is a different kettle of fish altogether.

Horatius Flaccus
12-10-2009, 17:06
Wow, that's great news.

Rahwana
12-10-2009, 17:06
Yes. We've experimented with this feature and will probably make use of it.

Afaik, to create an emerging factions, you must set this faction inquestion to be "spawned_on_revolt" from another factions.... that means 2 factions must have identical unit roosters

bobbin
12-10-2009, 17:38
Thats using the shadow faction mechanism, there is another way that was partly developed on this thread. (http://www.twcenter.net/forums/showthread.php?t=181883&highlight=reemergent+factions&page=2)

edit:
that means 2 factions must have identical unit roosters
Haha! nearly missed that, Sweboz rooster FTW!

Atilius
12-11-2009, 07:30
Afaik, to create an emerging factions, you must set this faction inquestion to be "spawned_on_revolt" from another factions.... that means 2 factions must have identical unit roostersI'm not sure what your point is; we will definitely not have emergent factions, we will probably have re-emergent ones.

war is hell
12-11-2009, 07:46
This is excellent news, keep up the good work guys:2thumbsup:

Cute Wolf
12-11-2009, 12:36
So, if a faction could be made re-emergent without being unplayable, hust let all factions become re-emergent!!! :2thumbsup:

B-Wing
12-11-2009, 17:07
So, if a faction could be made re-emergent without being unplayable, hust let all factions become re-emergent!!! :2thumbsup:

I don't know enough about modding the game (especially scripting) to fully comprehend all that has been discussed in this thread, but it doesn't seem to me that you could actually play as a re-emerged faction. I mean, once the player's faction is destroyed, it's Game Over, right? There's no way you could just sit around, ghostly observing the passage of time in hopes of some loyal units randomly appearing somewhere, is there? :beam:

Ca Putt
12-11-2009, 17:23
true, THAT would be impossible the point is that AI factions could re emerge. but still you could play a faction that (if it were AI controlled) is re-emergent, at least if there are no hardcoded mechanics that interfere with this. an other interesting thing would be the have a faction re emerge as a different faction(one that is unplayable) with a lot of scripted roster changes ...

Ludens
12-11-2009, 17:51
an other interesting thing would be the have a faction re emerge as a different faction(one that is unplayable) with a lot of scripted roster changes ...

Scripted roster changes? :dizzy2: I think you overestimating the capabilities of the scripting engine. I even doubt you can change one faction name to another during the game.

Ca Putt
12-11-2009, 18:14
basically like reforms but you're right I'm makeing up silly stuff, apart from that I think this would have to be scripted for all factions as you can never know how long a faction lasts against the AI.

Cute Wolf
12-11-2009, 21:20
basically like reforms but you're right I'm makeing up silly stuff, apart from that I think this would have to be scripted for all factions as you can never know how long a faction lasts against the AI.

Changing names middle game = take up 1 more faction slots ; just open your teutonic campaign scripts and faction lists :wink:

oudysseos
12-11-2009, 22:47
I even doubt you can change one faction name to another during the game.

I think you can, but only if you have reserved a faction slot for that purpose- essentially you'd have, say, two KH factions: the first one, Chremonides' War, and a second one, the Koinon Hellenon, which would only emerge if the Chremonidean faction achieved certain goals.

You can also use the 'Kalmar Union' mechanic to have one faction (presumably the players) absorb another faction through marriage or some other scripted circumstance- but this doesn't change the name.

SwissBarbar
12-12-2009, 10:56
It would be very cool, if it was possible to make the capital city more important.

1. Step: To move your capital you need 2 turns. (Because you have to leave your current one, you have to take all the important stuff with you, and you have to settle down your governement in the new city.

2. Step: Not sure if it isn't already so. You cannot change capital, when it's being besieged.

3. Step: If a faction loses its capital, it automatically becomes a protecorate of the winner (and now has the choice of either remaining one, or breaking the status and fighting for its independence.

Ca Putt
12-12-2009, 11:23
Changing names middle game = take up 1 more faction slots ; just open your teutonic campaign scripts and faction lists well that would make it rather pointles, so forget it :D it would be silly to have a ... Yuhezi army owned by Arverni :DDD

@SwissBarbar: point 3 would have to be dependant on faction as some would simply continue fighting( like a strong KH(a weak KH would collapse)) or their Faction would dissolve(like Sweboz) and become rebels. but I agree that It should be more than just an opportunity to loot some expensive buildings when you capture an enemy capital.

antisocialmunky
12-12-2009, 15:16
Greek Cities are definitely a good candidate. :)

moonburn
12-18-2009, 19:51
seems expecially considering all the unmarried princesses and princes who didn´t came of age yet, however if the entire bloodline (including adopted dudes wich for that fact can´t survive if the faction is down ) is eliminated then a returning faction makes no sence

so if scripting allows it youn princess and princes when coming of age could start a rebellion and re emerge the faction but if the entire bloodline died = no more faction

Rahwana
12-18-2009, 20:11
seems expecially considering all the unmarried princesses and princes who didn´t came of age yet, however if the entire bloodline (including adopted dudes wich for that fact can´t survive if the faction is down ) is eliminated then a returning faction makes no sence

so if scripting allows it youn princess and princes when coming of age could start a rebellion and re emerge the faction but if the entire bloodline died = no more faction

Yeah, I remember how Ostrogoths in BI works that way.... an entirely new family member every time they are spawned...

Cambyses
12-23-2009, 19:48
The key/trigger for the re-emergence will be the settlement level building (governor's palace etc)? If so that will probably have the effect of making the more civilzed faction more likely to re-emerge in the event of a revolt. Alternatively, if its done through culture % the clever player is probably not going to see many such events.

Either way its a great feature as we all know that factions are far more dangerous to deal with than rebels :)