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View Full Version : Is it possible to switch factions mid-campaign?



Intranetusa
01-12-2010, 04:17
Is it possible to switch factions mid-campaign?

I plan to play as Rome, go on a conquering rampage for 40 or so years, build 10 stacks of Roman infantry, then switch to Carthage and invade Rome. :dizzy2:

Cute Wolf
01-12-2010, 05:30
Open your generic script with notepad, and insert :

console_command control egypt

So you got the comtrol of Kart-Hadast

Intranetusa
01-12-2010, 19:46
woot, thanks.

Are there any side effects to this? I think I've heard that when you switch factions, the faction you were previously playing goes inactive? :idea2:

Poulp'
01-12-2010, 20:29
I have a question as well; if you switch factions, won't the script bug up like if you were playing a game, and loading another save with a different faction ?

bobbin
01-12-2010, 21:07
woot, thanks.

Are there any side effects to this? I think I've heard that when you switch factions, the faction you were previously playing goes inactive? :idea2:

Yes aparantly, Ive never tried it myself but though.


I have a question as well; if you switch factions, won't the script bug up like if you were playing a game, and loading another save with a different faction ?

All he'd need to do is switch faction, save the game then restart EB, the script would work as normal then.

Cute Wolf
01-13-2010, 03:13
Side effects : You won't get proper homeland and exspansion region, but with Karthadast, everything is fine on their 3rd tier gov't

Intranetusa
01-14-2010, 03:46
Side effects : You won't get proper homeland and exspansion region, but with Karthadast, everything is fine on their 3rd tier gov't


huh? So the AI still expands right? I'll be ok as long as the AI resumes its usual conquering...

Cuz I intend to conquer a crap load of territories and build troops for em anyways...

Epimetheus
01-14-2010, 04:29
The moment the you switch factions, the AI takes over. From what I can tell, it automatically activates the government script, and all of the government buildings from your previous faction are damaged to 100% and replaced. The AI then expands normally.

I think what Cute Wolf is talking about is that you may have some trouble building some government types in your new faction, but I can't confirm this at the moment. There are a couple of ways you could get around this if you need to.

Intranetusa
01-15-2010, 04:54
The moment the you switch factions, the AI takes over. From what I can tell, it automatically activates the government script, and all of the government buildings from your previous faction are damaged to 100% and replaced. The AI then expands normally.

I think what Cute Wolf is talking about is that you may have some trouble building some government types in your new faction, but I can't confirm this at the moment. There are a couple of ways you could get around this if you need to.

HUH? Damaged and replaced? O_o

bobbin
01-15-2010, 17:53
The homeland, expansion and outlying region markers that determine what levels of government you can build will be set up for your previous faction, this is because these are set at the start of a new campaign by the campaign script (not the same as the main script), you can't change this halfway through without using more scripting.


HUH? Damaged and replaced? O_o
This happens when ever the AI takes a settlement, the existing goc building is damages and a new one for the invading faction is created, the script will see it like the AI has conquered control of your cities and will act accordingly.

Intranetusa
01-21-2010, 09:08
Can anyone post their codes for spawning stacks of units?

Intranetusa
01-21-2010, 22:25
Open your generic script with notepad, and insert :

console_command control egypt

So you got the comtrol of Kart-Hadast
NVM I think I got it. thxs

Intranetusa
01-23-2010, 02:02
Nope, total failure.

Here's what it looked like:

;
; This is a placeholder script. Its purpose is to provide a valid
; but completely safe script to resolve the Script command in
; the Generic_Script_Thread. See EXPORT_DESCR_ADVICE.TXT.
; console_command toggle_perfect_spy
script
command_console control egypt
end_script

This didn't work. I also inserted a _ between control and egypt but that crashed the game...

=(

Cute Wolf
01-24-2010, 09:40
Nope, total failure.

Here's what it looked like:

;
; This is a placeholder script. Its purpose is to provide a valid
; but completely safe script to resolve the Script command in
; the Generic_Script_Thread. See EXPORT_DESCR_ADVICE.TXT.
; console_command toggle_perfect_spy
script
command_console control egypt
end_script

This didn't work. I also inserted a _ between control and egypt but that crashed the game...

=(

My lastest Generic script modification (for made Casse goin out of Britons and invade mainland earlier)

--- just change britons to egypt


;
; This is a placeholder script. Its purpose is to provide a valid
; but completely safe script to resolve the Script command in
; the Generic_Script_Thread. See EXPORT_DESCR_ADVICE.TXT.
;
script
console_command toggle_perfect_spy
console_command control britons
end_script

Intranetusa
01-25-2010, 07:28
thanks, it's finally working.

Time to build up the Carthaginian cities and then knock em down with the Romans... :D

The Stranger
11-29-2013, 18:29
ì tried this but its not working :/ how do i get it to work?